Lenno
08-12-2008, 09:33
Greetings, you'll notice right away that this video is in an entirely different zone than my previous video, both in tone and location. The purpose of this video is to first, provide evidence that you can stealth attack mobs during the daytime, with the light meter active, and second to begin discussion on the variables Funcom has incorporated into the game with Hide.
The Theory
Each mob 'type' (for these clips, it's limited to Archer, Raider, Berserker, Sergeant), there is a different level of perception. Each level of perception has a specific range. Some of noted that critters/beasts see them much more often than their like-level human counterparts, which supports this. Such a variance would allow Funcom to continue with the 'organic hiding' approach provided by the Light Meter.
I literally camped a specific area in Thunder River, and shot multiple clips of each 'pack' as I attempted to sneak up on them. I noticed straight away that there were the common 'hide' principals in play. You can't approach the mob from the front in daylight (Night is another matter entirely, we're covering Daytime/Morning at the moment), if they're close to your level. The optimum location is from the back, obviously. There appeared to be no difference in going slow or fast. The 'hardest' of the packs were out in the open, in the middle of whatever set of buildings I was fighting near.
For future testing, I will attempt to sneak up to a mob, and if successful attack, if I am noticed, I will run, and attempt again. This is to further hammer out the variable range theory with regards to subsequent respawns. If I consistently get seen by one copy of a spawn, kill it, then don't get seen by another consistently, theory is given much more weight. If anyone else would like to test this out (I won't be spending all my time doing this, running Hub City > Thunder River gets tedious after a bit) please fraps your results.
"The List":
1) Different types of mobs appear to have different levels of detection
2) It appears that Funcom has utilized it's 'organic hiding' approach with regards to detection
3) During the day, your chances of successfully sneaking up on a mob are not 100%, but it is possible
4) Buildings appear to have additional hiding properties (to be further tested)
5) Respawns may establish new detection ranges (to be further tested)
The Supporting Evidence
Hiding Review (http://files.filefront.com/HidingReview/;10628343;/fileinfo.html) - Download, do not watch the stream
Please note, this is not all of the clips, just a collection of the ones that I felt adequately expressed the testing I've been doing. I've attempted to provide multiples of a few 'pulls' that I was doing consistently, showing different results (except the building pull).
Also note, specifically with the clip of the 62/63 mobs, that it's the Berserker (the one facing me, farther away, and lower leve) that saw me, not the 63 with it's back turned.)
The Theory
Each mob 'type' (for these clips, it's limited to Archer, Raider, Berserker, Sergeant), there is a different level of perception. Each level of perception has a specific range. Some of noted that critters/beasts see them much more often than their like-level human counterparts, which supports this. Such a variance would allow Funcom to continue with the 'organic hiding' approach provided by the Light Meter.
I literally camped a specific area in Thunder River, and shot multiple clips of each 'pack' as I attempted to sneak up on them. I noticed straight away that there were the common 'hide' principals in play. You can't approach the mob from the front in daylight (Night is another matter entirely, we're covering Daytime/Morning at the moment), if they're close to your level. The optimum location is from the back, obviously. There appeared to be no difference in going slow or fast. The 'hardest' of the packs were out in the open, in the middle of whatever set of buildings I was fighting near.
For future testing, I will attempt to sneak up to a mob, and if successful attack, if I am noticed, I will run, and attempt again. This is to further hammer out the variable range theory with regards to subsequent respawns. If I consistently get seen by one copy of a spawn, kill it, then don't get seen by another consistently, theory is given much more weight. If anyone else would like to test this out (I won't be spending all my time doing this, running Hub City > Thunder River gets tedious after a bit) please fraps your results.
"The List":
1) Different types of mobs appear to have different levels of detection
2) It appears that Funcom has utilized it's 'organic hiding' approach with regards to detection
3) During the day, your chances of successfully sneaking up on a mob are not 100%, but it is possible
4) Buildings appear to have additional hiding properties (to be further tested)
5) Respawns may establish new detection ranges (to be further tested)
The Supporting Evidence
Hiding Review (http://files.filefront.com/HidingReview/;10628343;/fileinfo.html) - Download, do not watch the stream
Please note, this is not all of the clips, just a collection of the ones that I felt adequately expressed the testing I've been doing. I've attempted to provide multiples of a few 'pulls' that I was doing consistently, showing different results (except the building pull).
Also note, specifically with the clip of the 62/63 mobs, that it's the Berserker (the one facing me, farther away, and lower leve) that saw me, not the 63 with it's back turned.)