Taffer36 on 21/5/2009 at 22:17
Quote Posted by MrMunkeepants
Mirror's Edge? I just did, and it does seem to be done quite well. I was thinking of PoP and AC, and how fast-moving jumps would be hard to do. I suppose it could be done the way I described earlier, with invisible ladders and such
Why would they need invisible ladders?
This is their game, their engine. That was a clever idea for FM-makers who were confined to the Dark Engine, but why not just have the game tell when you're climbing a ladder, and tell when you're climbing pipes and things? Mirror's Edge has separate animations for the two, and hopefully Thief 4 will have full body awareness as well.
Jarvis on 22/5/2009 at 05:40
Don't under estimate the acrobatics and agility of the original two games. Sure Garrett wasn't doing wall run flips and parkour rolls, but some of the things you guys are describing can already be done in the OMs.
For example, you guys are talking about a silent drop. Have you ever dropped off an object crouched? Garrett automatically stands up when he hits the ground, but so long as he doesn't take damage from the fall it's silent. You'd be surprised at how far he can drop silently.
How about those pesky waste high railings that Garrett couldn't quite mantle right? Did you know you can walk and jump at just the right way to make Garrett Balance on the rail in perfect silence?
Sometimes you can make long falls completely silent by catching an edge and mantling on the way down.
Most of these agility skills require the PLAYER to be aware of Garrett and how he moves and interacts with the environment. I am way more proud of my Thief TDP silent railing hop to a crouch drop and slide into a shadow than I am of ANY chain of acrobatic moves in Assassin's Creed. Why? Because the game didn't do it for me. I observed how Garrett moves in the environment, I made improvements and trained new responses, and started implementing them. I don't need fancy animations or "roll" buttons to be a master thief.
That said, it would be nice if Garrett could shimmy along ledges.
crunchy on 22/5/2009 at 05:56
Garrett doesn't need any parkour-like moves to evade persuing guards because he shouldn't be chased in the first place.
Kin on 22/5/2009 at 06:43
A good addition in my opinion would be some movement abilities that could enhance stealth in game. For example the ability to go prone would be nice.
Hide under beds, approach an AI while prone in grass watch under doors slits....
Bakerman on 22/5/2009 at 08:09
Quote:
Because the game didn't do it for me. I observed how Garrett moves in the environment, I made improvements and trained new responses, and started implementing them. I don't need fancy animations or "roll" buttons to be a master thief.
That's very true, and I hope the dev team reads this :P. Someone was saying this about Deus 3x as well - you get a rush from gameplay when you accomplish something within the restraints and abilities of the character you're controlling, not when you push a button and see the character do something cool.
SubJeff on 22/5/2009 at 08:17
Tbh Garrett is a little clunky at times. At least fix getting into windows, add being able to hang of ledges and shimmy along and have a higher height that we can jump to mantle to.
cyclops1101 on 22/5/2009 at 13:38
I would like to see the 'lean forward' and 'jumping mantle' being used in thief 4. As for acrobatics, I would prefer to keep the rope arrows and the climbing gloves to make escapes and to reach new heights. just my two cents :D
Tommyknocker on 22/5/2009 at 14:49
Quote Posted by Kin
A good addition in my opinion would be some movement abilities that could enhance stealth in game. For example the ability to go prone would be nice.
Hide under beds, approach an AI while prone in grass watch under doors slits....
That would be sweet... though I think they haven't done it so far because it would be difficult to make the guard react to you being under the bed in a realistic way. Perhaps they should introduce a system whereby you're captured and locked up in certain situations like that, and ahve to escape. But just in a room within the mission rather than a proper jail.
steo on 22/5/2009 at 15:20
Wasn't the whole point of thief that Garrett wasn't strong, fast or agile? Certainly climbing, mantling, shimmying are all good, but rolls and wall jumps? This isn't Devil May Cry. Making Garrett faster than the guards is also a bad idea. Maybe it makes sense realistically, since he's not wearing armour, but it would just make it far too easy to evade enemies for free, when you would otherwise have to to use a speed potion or flash bomb or other item. In regards to using double jumps to get to higher areas, there's no reason from a design perspective to need it, since the level designer could just as easily make the ledge lower to let you mantle onto it, put some wood somewhere for a rope arrow, or a crate or two to stack.
Going prone could be nice as well, but I can't help but feel that having Garrett hide under beds would stump the AI. Perhaps they could have guards move the bed aside, leaving you prone and exposed, I don't know. Having hitman style hiding in closets could work to similar effect though.
fett on 23/5/2009 at 03:02
Quote Posted by crunchy
Garrett doesn't need any parkour-like moves to evade persuing guards because he shouldn't be chased in the first place.
QFT. Offensive weapons are likewise a puzzler to me. :confused: