Judith on 26/2/2019 at 14:31
Quote:
tl;dr "I'm not that good at the game so please adjust the difficulty for me, ty".
Funny thing is, the base game is okay in terms of difficulty, even if you play it these days. It's just mappers think they know better, just because they've been mapping for so long. This is not the first time when player frustration is met with reactionary self-patting on the back / "maybe this game's not for you" pseudo-elitist crap, and I guess it won't be the last. Of course that doesn't mean that there are no authors who like to keep up with the times, or learn stealth game design as part of their hobby, but they're probably a minority.
Renault on 26/2/2019 at 15:02
Quote Posted by Judith
If you have to reload a lot because of failed jumps or ledge grabs, it's a design failure. Making arcade sections for such an old engine/movement model is a mistake from the get go. The engine isn't fit for this.
You've mentioned this several times, but I'm not following your logic at all. How is jumping in Thief any different than jumping in Far Cry 5 or Styx or Dishonored 2? I don't think the engine age has anything to do with it. I would think it would be more about the level's design, making jumps that are reasonable, distance and heightwise, reducing consequences for missed jumps, etc. Jumping and mantling seems in Thief seems fine to me, maybe sometimes better than modern games.
Judith on 26/2/2019 at 15:13
The bobbing-and-swaying movement with that slight friction delay is definitely a thing of the past, and mantling/edge detection is quite error-prone too, even with new_mantle. Both movement and jump/edge grabs in newer games are much more fluid, more snappy, and give player that feel of speed and control that's vastly superior to T1 or T2. I have no idea how you would not see that difference, if you played these games, whether with M+KB, or controller.
Renault on 26/2/2019 at 15:20
I really haven't noticed. Usually I would only become aware of something like that if it frustrated or annoyed me during gameplay, and that's never been the case. It's certainly not something glaring or obvious like the awful movement in TDS.
Judith on 26/2/2019 at 15:39
IIRC mantling animation in T1/T2 can be cancelled midway, if you don't hold space long enough, and that is frustrating. Also in newer games, or even in TDM, the animation itself is faster and feels more snappy. In TDS most player-related animations are horrible, due to a jerky camera attached to poorly animated model :(
TafferCat on 26/2/2019 at 16:21
i quit on rose garden cuz all the awkward angles and narrow ledges in the vertical gameplay. or what really annoyed me was narrow ledges below windows that you had to drop down on to. in those spots i was not immersed in the world i was thinking about how the game works and what i have to do to make game garrett comply with what i know i have to do.
when you are thinking about the gaminess of it all instead of thinking about the story or world that seems like not very good design to me.
A.Stahl on 26/2/2019 at 17:31
There were missions with zombies and loot
And the plot was tight as knot
We all tried to do the game and plot
But the arrows is all we got.
P.S. I don't know English.
Tannar on 26/2/2019 at 18:16
Quote Posted by FireMage
What's wrong with Mario and Thief?
Haha, brilliant! I've been waiting to see that for a long time!
@ Melan: Nice! But not "overrated" at all and your missions are certainly not now of marginal interest, and I suspect they will never be.
zappenduster on 26/2/2019 at 18:51
"do's" and "don't's" or "dos" and "don'ts" ..? :rolleyes:
Seriously, there mustn't be any regulations for dos and don'ts in FMs, except for contest missions. It is the player who decides and yes, there is an estimated 10% of FMs which I didn't play to the end because of several personal don'ts. But every player has his individual preferences so let them decide. Everybody has the choice and can discover personal dos and don'ts in over 1000 FMs. :cool: