The Problem:
A docile Warden's sense of smell reaches out so far that it always knows the player's direction, and defaults to following them til it picks up enough vibrations to become enraged. Having your attempts to distract it only getting it closer to become enraged makes for a frustrating, drawn out battle with little options but to back away til it despawns.
Compounded with this issue is that once it's angry, the Warden knows the player's exact location from any distance as long as it's still enraged, and it seems to ignore any further vibrations given.
The Effect:
This makes dealing with Wardens monotonous and time consuming, rather than the engaging, creative battle of stealth vs tracking it was designed to be.
The Solution:
My suggestion is that the warden act based mainly on vibrations when docile, searching the areas around sounds it picks up. Then it becomes enraged, it should attempt to sniff the player out more often, but with a limited range, meaning it still has to rely on vibrations to keep up the chase.
This gives the player more options, and allows for more creative maneuvers to evade the Warden. As it's behaviour is consistent in following vibrations, it's a much more intuitive fight that could go different ways; taking jabs at it and filling the area with sound to overwhelm it, creating a distraction and hiding til it gives up, or ol' reliable running for your life.
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