Oh, sorry, I didn't see your earlier system you proposed. Likely too big of a code-change for too little of a benefit...and it doesn't reflect how the game works in any other areas, either. The game's full of -chance- and -failure-, rather than absolutes. I know a game that does absolutes, and their hide system is just so much more boring and sad, even though it comes with modifiers for how well you see/smell/yadda yadda yadda.cfelch wrote:Ahh, my method was about having more or less static value comparisons.
Unless you stay there till one of variables changes in your favor.
You spam search until your skill goes up and gives you a better base score to work with.
You stay there until night turns to day (or vise versa) and you visual acuity improves.
...or until the target makes a sound or otherwise slips up and actually does reveal themselves.
Hide's already overpowered enough, in that beginner hide/sneak grant a form of invincibility that mobs cannot/will not ever attempt to counter, and that you can reliably use as long as you're safe/smart about it. Allowing that invulnerability to be unbreakable would make things even worse. The problem with hide/sneak is that it's already -too- strong. Making it stronger isn't the solution, and it's a complicated one at that. Better to just add a simple timer/delay to the command, one much like treat has.
RE: Tom, Bob, and all their friends.
While that's true, Brian, in the end when I go out I accept that my primary intent is finding other players to play with. If it turns out that I bit off more than I chew...that's a risk I have to take.
On making hide less effective:
It used to be that mobs(back on Parallel/Atonement) would actively track players. They wouldn't search, but they'd follow you, find you, and then be in the room with you. You could sneak away from them, but that carried a risk.
It'd be nice if this came back, plus maybe mobs searching for you, much like they'll auto-regroup/follow each other, every fifteen minutes or so.