The title says it all.
If so, don't you think that would make for an opportune anti-stab trigger?
Can 99 notice see the entrance of someone using 99 sneak?
So Chase, you're saying turning notice on doesn't help you to see someone entering the room with sneak on?
Is that true, Fogel?
Skreem, this has been pretty common for me on here. I think you only need 93% notice to hit 99% hide (?). That's why I mentioned the triggers. If humans can see you sneaking in a high % of the time all they need is a trigger to make stab about as useful as an old leather boot.
I can't test it fully until another player on DS logs on when I do.
Is that true, Fogel?
Skreem, this has been pretty common for me on here. I think you only need 93% notice to hit 99% hide (?). That's why I mentioned the triggers. If humans can see you sneaking in a high % of the time all they need is a trigger to make stab about as useful as an old leather boot.
I can't test it fully until another player on DS logs on when I do.
There were a few times where I saw you hidden and it still took a few tries to hit you. I have 94% notice. I just spam k dark lots and hope for the best. I don't have a head for details and shit and I don't know if any of this helps but...
HP:Healthy MV:Fresh >
s
A Rancid Field
A field of sickly yellow shoots smells of rancid decay. Steam rises from
boiling puddles of mud interspersed throughout the field. A large mound raises
up to the north, bleeding red from insect holes. In the far north a city rises
out of a decaying forest, while to the south lies the Mountains of Dhoom
surrounded by a deadly blight.
[ Exits: n e w ]
You see almost fresh tracks of a critter leaving east.
You see very recent tracks of a ridden mount leaving west.
A stagnant pond bubbles rapidly.
A black warhorse is standing here, being ridden by you.
*Skreem* is standing here.
HP:Healthy MV:Fresh >
z
You try to slash *Skreem*'s feet, but she dodges the attack.
HP:Healthy MV:Fresh - Skreem: Healthy>
a
HP:Healthy MV:Fresh - Skreem: Healthy>
* *Skreem* panics, and attempts to flee!
HP:Healthy MV:Fresh - Skreem: Healthy>
- % - *Skreem* leaves north.
HP:Healthy MV:Fresh >
* z
They must have left already...
HP:Healthy MV:Fresh >
n
They don't seem to be here.
HP:Healthy MV:Fresh >
z
A Bloody Mound
A mound of rancid soil rises out of the ground here. Gnarled stunted roots
twist around each other where they pierce the mounds surface. Strange insects
flecked with red enter the mound through small holes, that drip the blood of
the day's meal. To the south the great mountains of Dhoom rise high, shadowing
the land. A city of jagged cut stones can be seen to the north.
[ Exits: n e s w d ]
You see fresh tracks of a ridden mount leaving south.
You see fresh tracks of a trolloc leaving south.
A black warhorse is standing here, being ridden by you.
You feel the presence of someone nearby....
HP:Healthy MV:Fresh >
They don't seem to be here.
HP:Healthy MV:Fresh >
z
They don't seem to be here.
HP:Healthy MV:Fresh >
z
You try to slash *Skreem*'s waist, but she dodges the attack.
HP:Healthy MV:Fresh - Skreem: Healthy>
n
No way! You're fighting for your life!
HP:Healthy MV:Fresh - Skreem: Healthy>
*Skreem* panics, and attempts to flee!
HP:Healthy MV:Fresh - Skreem: Healthy>
You slash *Skreem*'s hands very hard.
HP:Healthy MV:Fresh - Skreem: Scratched>
*Skreem* leaves south.
HP:Healthy MV:Fresh >
s
z
A Rancid Field
A field of sickly yellow shoots smells of rancid decay. Steam rises from
boiling puddles of mud interspersed throughout the field. A large mound raises
up to the north, bleeding red from insect holes. In the far north a city rises
out of a decaying forest, while to the south lies the Mountains of Dhoom
surrounded by a deadly blight.
[ Exits: n e w ]
You see almost fresh tracks of a critter leaving east.
You see very recent tracks of a ridden mount leaving west.
A stagnant pond bubbles rapidly.
A black warhorse is standing here, being ridden by you.
*Skreem* is standing here.
HP:Healthy MV:Fresh >
s
A Rancid Field
A field of sickly yellow shoots smells of rancid decay. Steam rises from
boiling puddles of mud interspersed throughout the field. A large mound raises
up to the north, bleeding red from insect holes. In the far north a city rises
out of a decaying forest, while to the south lies the Mountains of Dhoom
surrounded by a deadly blight.
[ Exits: n e w ]
You see almost fresh tracks of a critter leaving east.
You see very recent tracks of a ridden mount leaving west.
A stagnant pond bubbles rapidly.
A black warhorse is standing here, being ridden by you.
*Skreem* is standing here.
HP:Healthy MV:Fresh >
z
You try to slash *Skreem*'s feet, but she dodges the attack.
HP:Healthy MV:Fresh - Skreem: Healthy>
a
HP:Healthy MV:Fresh - Skreem: Healthy>
* *Skreem* panics, and attempts to flee!
HP:Healthy MV:Fresh - Skreem: Healthy>
- % - *Skreem* leaves north.
HP:Healthy MV:Fresh >
* z
They must have left already...
HP:Healthy MV:Fresh >
n
They don't seem to be here.
HP:Healthy MV:Fresh >
z
A Bloody Mound
A mound of rancid soil rises out of the ground here. Gnarled stunted roots
twist around each other where they pierce the mounds surface. Strange insects
flecked with red enter the mound through small holes, that drip the blood of
the day's meal. To the south the great mountains of Dhoom rise high, shadowing
the land. A city of jagged cut stones can be seen to the north.
[ Exits: n e s w d ]
You see fresh tracks of a ridden mount leaving south.
You see fresh tracks of a trolloc leaving south.
A black warhorse is standing here, being ridden by you.
You feel the presence of someone nearby....
HP:Healthy MV:Fresh >
They don't seem to be here.
HP:Healthy MV:Fresh >
z
They don't seem to be here.
HP:Healthy MV:Fresh >
z
You try to slash *Skreem*'s waist, but she dodges the attack.
HP:Healthy MV:Fresh - Skreem: Healthy>
n
No way! You're fighting for your life!
HP:Healthy MV:Fresh - Skreem: Healthy>
*Skreem* panics, and attempts to flee!
HP:Healthy MV:Fresh - Skreem: Healthy>
You slash *Skreem*'s hands very hard.
HP:Healthy MV:Fresh - Skreem: Scratched>
*Skreem* leaves south.
HP:Healthy MV:Fresh >
s
z
A Rancid Field
A field of sickly yellow shoots smells of rancid decay. Steam rises from
boiling puddles of mud interspersed throughout the field. A large mound raises
up to the north, bleeding red from insect holes. In the far north a city rises
out of a decaying forest, while to the south lies the Mountains of Dhoom
surrounded by a deadly blight.
[ Exits: n e w ]
You see almost fresh tracks of a critter leaving east.
You see very recent tracks of a ridden mount leaving west.
A stagnant pond bubbles rapidly.
A black warhorse is standing here, being ridden by you.
*Skreem* is standing here.
no it doesn't help you see people enter the room but if you dnt have it on you won't be able to hit them when they are hidden in your room, plus notice lets you see a hidden person in the room you enter, so depending on how high their sneak is will determine how often you will see them enter the room (aka how often they fail their sneak)Lyrak wrote:So Chase, you're saying turning notice on doesn't help you to see someone entering the room with sneak on?
at least this is how i think it works if im wrong feel free to put me in my place
I'll Eat You!