A.Stahl on 26/2/2019 at 19:04
Quote Posted by zappen
regulations
Hey, nobody tells anything about regulations. And surely nobody tells anything about "contest missions". Just talking.
R Soul on 26/2/2019 at 20:28
I found a fan mission online,
which seemed to be perfectly fine,
but jump after jump,
I soon got the hump,
with the author's infernal design.
Seriously though, Dromeders should bear in mind that there can be too much of a good thing, but they don't all visit the FM forum.
Purgator on 26/2/2019 at 21:19
Quote Posted by A.Stahl
2) Vertical ladders. It isn't just the curse of all 90-00 year games, they are very inconvenient and often lead to unnecessary loading. They are just ridiculously ridiculous. Just look around. How much this thing do you see? Please avoid them. They a logical in some kind of barns and as a fireexits, but they are unfit as ladders in living quarters.
There was a young Taffer named Hillery,
For ladders he bore some hostility,
He could not conceive,
They were useful indeed,
For reaching a lofty vicinity.
Ladders were quite common in living quarters in medieval times. Some traditional Irish thatched cottages with a loft bedroom, would often employ such a device. Vertical, of course.
PinkDot on 26/2/2019 at 22:35
Quote Posted by Brethren
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.
There is something about jumping in Thief that makes you lose control on landing. Some kind of a sliding - not sure. I remember when I used to dabble with The Dark Mod years ago, one thing that struck me when I played my first Thief2 FM after a while was how uncontrollable the jumps were and how easy it is to fall off from the ledge. I wish NewDark has done something about it, just like it improved the mantling - some kind of an added friction, so where you land is where you stay. Personally I love those "risky" jumps and vertical exploration in games, but it can be annoying and frustrating in Thief indeed.
skacky on 26/2/2019 at 23:12
There is a bit of inertia, but the biggest thing with Thief's jumps is the absolute lack of air control. Once you jump, you can't modify your trajectory mid-air, so you better be sure your jump is correct.
Unna Oertdottir on 27/2/2019 at 11:57
Quote Posted by PinkDot
I wish NewDark has done something about it, just like it improved the mantling - some kind of an added friction, so where you land is where you stay. Personally I love those "risky" jumps and vertical exploration in games, but it can be annoying and frustrating in Thief indeed.
I was just playing in DromEd with TrapMoveRelative to stop the player from sliding after a long jump
NVRelaytrap on the start point
Design Note
NVRelayTrapon="PhysContactCreate"
This is triggering a TrapMoveRelative-Trap which controls the starting point/Garrett
Design Note: z=0.001
Players wouldn't even notice it.
Does it work? Hard to tell.
Psych0sis on 27/2/2019 at 12:06
I've never had real problems with sliding or lack of control in the air. the latter of which is realistic and I enjoy the subtle challenge presented by it
I can understand why people do not like them, however, if it's screwed them before. Though the frequency of it happening being so much that it's ruining a lot of missions leaves me a bit in doubt.
Renault on 27/2/2019 at 14:52
Not that I look for ultra realism in my games, but changing direction in mid air seems like something that you shouldn't be expected to do, at least in an immersive sim type game.
The Mike on 27/2/2019 at 15:45
All I want out of Thief authors is for them to stop with the joke where you open a treasure chest and auto-loot a metal hammer you then have to somehow quietly drop. This is to Thief what writing "try jumping" near a cliff is to Dark Souls.
...And if you're going to do this, at least COMMIT to your evil and make us pick the lock first.
Melan on 27/2/2019 at 16:38
That's still funny.