Tail on 26/5/2009 at 00:06
I think you've misinterpreted everything I've said. And I don't mean that as a way of attacking you or anyone else. But I apologise for some of the flippancy.
Beleg Cúthalion on 26/5/2009 at 07:00
Quote Posted by FriendlyStranger
No you didn't make a fuss? Well respectively that looked otherwise: Opening a thread, whining about every counter argument and so forth...
I said I/we made a fuss, just not about the arrows themselves, that was just a what I call a "discussion", with arguments and the like. This second sentence I quoted is 1.) partly false, I haven't created a single thread on TTLG yet (might be due to my native language which knows different versions for "you" in singular and plural) and 2.) I'm feeling somewhat flouted because you consider my/our arguments (crystals same size, logical coherence of bow and arrow behaviour etc.) "whining". What I've read from you is just "magic seems to me a perfect explanation" and some other merely counterproductive contributions to this discussion.
And it nearly drives me up the wall when threads are endangered to get closed because someone cannot stay close to the topic (and someone else cannot even tell him because that would be getting away from the topic as well).
FriendlyStranger on 26/5/2009 at 08:35
Oh I'm sorry I somehow felt you wanted to make fun out of me ... a little misunderstanding.
Then return to the topic. What would be cool indeed: If you add an "inverted" ballistic curve to the gas arrow, meaning: Because it's so light, it doesn't sink after fired - instead it flies upwards and gains height.
5tephe on 27/5/2009 at 03:19
AH! See, now that's a nice suggestion!
So long as there is a coherent logic behind the way the arrows behave, then I'm sure no-one would mind different arrows behaving in different ways. And I kind of like that idea - It would introduce another level of skill to the game.
But I reckon that most of the issues like this one (or poor matling/ladder/jumping interaction) did only occur because of the limited coding possibilities of the day.
With a 10 year younger engine, and some intelligent, inventive design thinking, I am sure that EIDOS will be able to come up with a much more 'smooth' seeming game, and they might even be able to make some things like the slightly arbitary or poorly explained difference in arrow behaviour be an extended and interesting feature.
I think One of the original points was that having arrows NOT arc limited their use in several ways, and reduced the skill required to use them. And of course, Thief players prefer to be rewarded for their effort and personal improvement. If you want to go against that, then you'd better have a very good justification for it.
belboz on 30/5/2009 at 21:51
most of the arrows in the first game arced so your all a bunch of taffers not to have noticed that. the one that didn't was the fire arrow, but thats because it had a smokey trail and heat haze effect that was dropped in thief gold and later games.