No, not another "will there be thief4" thread, but... - by Flux
Gambit on 15/4/2008 at 19:20
No respawns, but the MP Missions can have a save and reload option.
Just like the single missions.
Shadak on 15/4/2008 at 19:34
But that would be a SEVERE departure from all other co-op games. Players would hate it. It wouldn't fly in development, I just don't believe they would do it. So it seems to me that if there's multiplayer co-op in Thief 4, there will be respawning, which is retarded and gamey
Zillameth on 15/4/2008 at 19:53
Another way is to make failure as gradual as possible. Guards catch you - they don't kill you. You make them use force - they just knock you down. Then they tie you and take you to mission exit. So the game continues, only the rules change. In the cooperative mode, Your friends will try to help you, because you're all in this together, and if one of you loses - you all lose. The failure is gradual, but once you fail for good, it's final.
If you need an excuse for helping a fellow thief, rather than betraying them - there is the risk they will tell the Watch where your hideout / guild hall / hidden treasure is (or something).
In extreme cases, guards would actually kill a player, thus anding the session. But that would be an extreme case, for example if a player insisted on killing everyone. A good safeguard against non-thiefy playstyle (another one would be stats; nothing gives as much incentive to try to be sneaky as a huge sign saying "success rate: 100%").
Gambit on 15/4/2008 at 20:00
If the map is big then it should have a save mode. Players won´t hate it I´m sure.
If the map is small then no respawning. You really have to watch each one´s back. And if you fail the map is small enouth to get back quickly to the last point.
Malleus on 15/4/2008 at 21:06
Quote Posted by Gambit
If the map is big then it should have a save mode. Players won´t hate it I´m sure.
If the map is small then no respawning. You really have to watch each one´s back. And if you fail the map is small enouth to get back quickly to the last point.
This. After all, I don't know about you, but for me SCCT co-op is something very close to what I would expect from a Thief stealth co-op game, and it had a save/load system with no respawns (and huge maps), though it allowed you to revive your teammate once in case you were ironmanning and screwed up.
Springheel on 15/4/2008 at 21:17
Quote:
If the map is big then it should have a save mode. Players won´t hate it I´m sure.
How does a save mode work in multiplayer? My partner dies so he hits "reload" and suddenly I'm teleported back in time without any warning or control?
I'd certainly hate it.
jtr7 on 15/4/2008 at 21:27
Why would you be teleported? Yeah, that would suck. Don't reload the map, or the game, just the last location, or something. Or let your partner come back from the dead by working his/her way back to you, or to a pre-determined rendezvous point, or have a contingency plan. If one of you dies, take advantage of the respawn to go to another part of the map from the spawn-point. Difficulty levels could include what happens to your inventory.
I'm liking everybody's comments still! :thumb:
Malleus on 15/4/2008 at 21:42
Quote Posted by Springheel
How does a save mode work in multiplayer? My partner dies so he hits "reload" and suddenly I'm teleported back in time without any warning or control?
If you're partner hits reload without asking/warning you then he's not a good partner. It shouldn't be a problem with proper player communication. As you might have guessed, I don't like respawning. Respawns in (story based) co-op sound pretty much like respawns in single player - it would make no sense, and break the immersion for me.
Quote Posted by jtr7
Don't reload the map, or the game, just the last location, or something. Or let your partner come back from the dead by working his/her way back to you, or to a pre-determined rendezvous point, or have a contingency plan. If one of you dies, take advantage of the respawn to go to another part of the map from the spawn-point. Difficulty levels could include what happens to your inventory.
Hmm, that sounds like System Shock 2 co-op. I don't know, it would work in that specific sci-fi setting where they could explain how you're brought back to life, but not in a modern day or fantasy world. But that's probably just me ... I am a difficult person, am I...
SubJeff on 15/4/2008 at 21:57
A one use revive charm. That is all.
Springheel on 15/4/2008 at 22:22
Quote:
As you might have guessed, I don't like respawning. Respawns in (story based) co-op sound pretty much like respawns in single player - it would make no sense, and break the immersion for me.
I completely agree with you. I'm just not sure how a mutually-shared save system would be much better. I think I'd have a hard time maintaining immersion and staying "in character" if I have to wind up repeating things because my partner keeps getting caught.
Also, since your partner could save the game, you wouldn't even know for sure exactly how far back the save game was, so it would be difficult to know what you had to redo.
Just doesn't seem very enjoyable to me.