Jarvis on 4/9/2009 at 01:19
I always imagined Garrett Carrying a sack full of thick wool towels. As he grabbed items they get wrapped in a towel and stuffed away. That doesn't account for realism one bit, naturally, as he ends up with a trash can full of loot by the end of most stages. Sometimes a tub full. But at least I tried.
I think it's a neat idea, but ultimately I'm going to back jtr7 on this one. While I'm an advocate of some realism in stealth, view loot from the game designer's standpoint. It's an incentive for exploration. They would be foolish to diminish that effect.
Dussander on 4/9/2009 at 08:21
Most game have unrealistic inventory sizes so I don't think thief should be different.
Like Jarvis I think that Garrett wraps loot up so they don't make a sound or get damaged.
Beleg Cúthalion on 4/9/2009 at 18:30
This loot thing has always been a target for jokes and parodies, so I think there's at least something that could be done to counter it. Just let it be speed, make Garrett able to drop his bag from time to time, just like you'd do in reality. Might be an idea. A bag of towels would slow him down even more, though. :p
SubJeff on 4/9/2009 at 21:03
It think if Garrett walks in mud or dirt or water and then in houses with nice floors he should leave footprints or wet prints on the lush carpets.
Footprints on stone or wood can be washed off with water arrows or a special rag he has for covering tracks but wet carpets dry and it takes time.
You can speed up the drying if you crouch and fire a fire arrow to give some heat but you have to be sure the shot is going out an open door or window or out into a moat so that it doesn't disturb anyone.
Ostriig on 6/9/2009 at 23:38
I think things are getting a bit too complicated here. Kinda like what jtr7 said a few posts up, gaming, or entertainment, versus realism. Realism contributes to creating a thrilling, engaging experience, but only up to a point. For instance, as annoying as bullet weights were in Stalker, they actively contributed to making for more engaging gameplay, by forcing a more tactical and considered approach to inventory management. On the other hand, having to eat every few hours is just a nuisance, it does little to increase my immersion in the game world, and flat out nothing to plunge me into its mechanics. Going further with this, imagine if the devs had forced you to have your character take a piss every few in-game hours or face
penalties.
This thing with handling your tracks to avoid alerting AIs... So you wash the mud off with a water arrow, then of course you have to wipe or dry out the puddles... I don't know, it just doesn't sound like what I'd want to be doing when playing Thief. For some reason it sounds a bit like grinding 20 croc tails for a pendant of Slightly Increased Strength +0.0(3). I need a new one of (
http://1.bp.blogspot.com/_dSZ36A0-GBI/SYey8cuaxZI/AAAAAAAACQw/JQwh9aQH0hA/s400/sarcasm+meter.jpg) these.
SubJeff on 7/9/2009 at 01:02
i was joking
come on
fire arrows to dry it? a "special" rag? ha ha ha come on you didn't fall for it did you?
did you? :weird:
Ostriig on 7/9/2009 at 01:21
Shit. I did. :(
Fian on 11/9/2009 at 16:24
I would personally like to see units with different stealth detection characteristics:
1. Blind unit that has excellent hearing. You can stand in broad daylight and they won't see you, but make any noise and they will know exactly where you are.
2. Distance sensors (think zombies). Adequate sight and sound sensing, but the key thing is if they walk right by you, they will always "see" you regardless of how well hidden you are. The key is to not get too close.
3. If you want to be totally off-the-wall, infrared sensing that can't handle too much light. So in this case, you want to be in the brightest light possible. If you are in the dark, they will see you perfectly.
Not a stealth ability, but I would like to see units that can slow/stop your ability to run. Maybe something like a spider's web. This to stop the player from just running through a zone with 20 guards behind them.
Ostriig on 11/9/2009 at 21:25
Actually, I think I like that idea with some less conventional AIs, at least regarding detection capabilities. Not all over the place, but could make for some nice extraordinary encounters to vary the gameplay with.
henke on 14/9/2009 at 10:21
Traps, man! TRAPS! I would love to see Thief 4 take full advantage of a robust physics system. This is what I want:
* being able to drop heavy things on guards from heights to knock them out.
* remote-bombs that can be set next to heavy things on heights. Then you can just find a nice dark spot, sit down, wait for a guard to come walking past underneath, detonate the bomb and watch the carnage.
* the ability to pull out rugs from underneath guards feet.
* being able to tie a rope to a guards foot and the other end to a boulder which you then push of a cliff OR you could run it around a pole and then tie the other end to another guards foot and watch them fall and stumble when they try to chase you.
* bananapeels
* anvils
* ACME rocketpowered rollerskates
MAKE IT HAPPEN EIDOS MONTREAL