Posted August 17, 2018
SarahAustin: Shouldnt there be a way for spies to unlock windows before going through them? That seems to me to be the simplest solution.
F4LL0UT: It's design-wise the simplest one but the most expensive one in terms of execution. It's the kind of suggestion that gives producers heart attacks. SarahAustin: Btw, i wouldnt call game devs who have this much ambition and are in touch with their player base idiots, so dont put words in my mouth.
F4LL0UT: Nah, I didn't mean to suggest that you implied that, I just wished to underline how there's not a single obvious solution that doesn't come with a massive catch. If modding tools get released i hope modders can increase the games longevity and improve it. I really wanna love this game.
F4LL0UT: "Breaking a window alerts enemies" has implications you wouldn't even believe. We're not idiots, we experimented a lot with different solutions for making windows behave more realistically but in far too many cases breaking a window would result in combat because it was heard by some enemy you couldn't even see before going through that window and that's what was hard to grasp: "will this particular order cause combat?" A ton of work went into making sure that this question is answered clearly for each action in the game but with windows it turned out to be exceptionally problematic. The solutions that were possible with the time constraints we had did not satisfy us (and they sure as hell would not have satisfied you) and broken windows not causing combat emerged as the lesser evil in terms of mechanics and UI.
Of course we're ourselves not satisfied with that solution and we'll try to address this in a patch.
squid830: The bit that confused me about the windows thing at first was that setting in options, which if set apparently ensures that agents don't go through windows by default. Does this mean the setting does nothing? If so it should be removed or clarified. Of course we're ourselves not satisfied with that solution and we'll try to address this in a patch.
BTW is there a way to set waypoints like in XCOM/XCOM2? Because in those games breaking a window WOULD instantly break stealth (even if there was noone around), but it could be avoided by using waypoints. I'm guessing since you mentioned time constraints that waypoints was something that was dropped (or not considered)?
Post edited August 17, 2018 by SarahAustin