vfig on 27/2/2019 at 16:42
Quote Posted by The Mike
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.
I agree, this is a horrible and irredeemably evil thing to do. Which is why just before beta I went through my map and removed six or seven such troll chests from my map, leaving only the two or three most evil ones. :angel:
Relayer2112 on 27/2/2019 at 16:52
I love playing Thief as a norm,
'til I encountered a moving platform,
I took a misstep, cause I ran out of pep,
Now my body's in a state of deform.
Based on the above, I do not like moving platforms in thief. To me, they are totally unnecessary and usually end up being frustrating.
My one other complaint (and a very minor one) is when "out of the way" chests are locked (but do not require a key). If there are chests located in places where there are no AI patrols, why slow the game down by having the player take the time to pick the lock. I understand that having them locked adds to realism, but then it should be a quick pick and not one of the 30 second multi-pick switch efforts.
The Mike on 27/2/2019 at 17:26
Quote Posted by Relayer2112
I love playing Thief as a norm,
'til I encountered a moving platform,
I took a misstep, cause I ran out of pep,
Now my body's in a state of deform.
Based on the above, I do not like moving platforms in thief. To me, they are totally unnecessary and usually end up being frustrating.
My one other complaint (and a very minor one) is when "out of the way" chests are locked (but do not require a key). If there are chests located in places where there are no AI patrols, why slow the game down by having the player take the time to pick the lock. I understand that having them locked adds to realism, but then it should be a quick pick and not one of the 30 second multi-pick switch efforts.
You have a point, but here's my counterpoint no one asked for: picking locks makes you feel like a thief, and is sometimes appreciated just for keeping that theme going even when it doesn't make sense from a game design perspective.
Quote Posted by Melan
That's still funny.
I love your missions, Melan, which is why I will accept your wrong opinion with a quiet respect.
urgrue on 27/2/2019 at 18:49
You might hope for some small recognition
For the work that went into your mission
But expect one or two
malcontents (you know who)
to dismiss or declare opposition
trefoilknot on 27/2/2019 at 20:20
The limericks above are quite numerous
With some of them mildly humorous.
I can't choose the best;
None stands out from the rest,
...Goddamit what else rhymes with numerous?
Twist on 27/2/2019 at 20:21
Quote Posted by Brethren
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.
I remember Nameless Voice said, while criticising Underworld Ascendant, that it shouldn't be difficult to do things in a game that are easy in real life. I actually think a tiny touch of air control would help players do what humans can easily do but Garrett can't.
For example, in TafferCat's example about dropping from a window to a ledge, that would be relatively easy in real life. While grasping the windowsill, you'd make sure you have footing and balance on the ledge below before letting go of the windowsill, and you'd lean your weight towards the wall to keep from sliding off. To compensate for us not being able to do that in Thief, you could use a touch of air control to push back towards the ledge as you drop out of the window, making it similarly easy in Thief, just using what's available in the game world, rather than needing sophisticated multiple limb simulation. :erm:
Another example would be how humans have, you know, arms that extend for desperate grasps. :D In Thief you're pretty limited to the collision cylinder (or whatever Thief uses). So in real life, if you ever-so-slightly misjudge the distance of a jump, you'd naturally reach out with your arms to try to catch yourself. In a game like Thief, you could compensate for this inability to extend your arms by leveraging a bit of air control to push towards the barely-missed ledge.
I'm not sure about this... just thinking about it. I'm thinking a
really subtle touch of air control. Nothing even remotely like what you see in Unreal or Quake.
urgrue on 27/2/2019 at 21:11
It's hard to accept, but it's true
The "mappers" just do what they do
When missions are made
They're meant to be played
But they weren't made for me or for you
Judith on 27/2/2019 at 21:25
Quote:
picking locks makes you feel like a thief
Except picking locks in T1/2 isn't super thiefy as it doesn't require any skill. You just hold a button and wait. In TDS at least you look for right "tumbler position" (even that gets repetitive after a while), and in TDM you look for proper sound timing to release a button. So, a few seconds of waiting are okay. 15 seconds (+ switching picks) for every lock in the mission is not getting what good pacing is about.
Purgator on 27/2/2019 at 22:03
The weary Taffer,
leaps into the cold abyss,
embracing his fate.
SlyFoxx on 27/2/2019 at 22:31
Haiku...nice.