Pyrian on 21/7/2011 at 15:32
Quote Posted by Beleg Cúthalion
Grappling hook!
Seriously. :p That would make a great deal of sense.
jtr7 on 22/7/2011 at 00:22
How?
Bakerman on 22/7/2011 at 03:12
I'm not quite sure who's being serious here. I could get behind the idea of a grappling hook... it makes a good deal of sense, though its use is a bit limited.
Azaran on 22/7/2011 at 03:27
Quote Posted by Subjective Effect
There is no doubt that the climbing gloves would give Spiderman vibe, but that doesn't mean they wouldn't be fun and useful. I'm thinking more of something like this:....
Do you know where I can find those? They look awesome
jtr7 on 22/7/2011 at 04:35
Quote Posted by Subjective Effect
As to creating climbable surfaces in empty space - are you even reading what you are writing? Your attempts at strawmanning have failed, again.
That's not an aspect of
anything in my post. I'm trying to be friendly and constructive, here. I'm trying to eliminate the common, expected, redundant, and cliche, to get to the justification for the larger development to pay-off ratio, as well as getting to the heart of why this is important to some, and to understand how it's considered fun enough to require what is a lot more work than the rope arrow for what is such limited use compared to the rope arrow alone, let alone two rope arrows in play. I want to get into what you think is an improvement, and in your response I see nothing new really is added but the bit about more work for the player, which I like in this case. In this context I don't care to know the tech for how they work, but how they are used as a game-mechanic.
jtr7 on 22/7/2011 at 04:43
Quote Posted by Subjective Effect
As to creating climbable surfaces in empty space - are you even reading what you are writing? Your attempts at strawmanning have failed, again.
That's not an aspect of
anything in my post. Strawmanning fails because there isn't any! :laff: I'm trying to be friendly and constructive, here. I'm trying to eliminate the too common, expected, redundant, and cliche, to get to the justification for the larger development to lower pay-off ratio--to hopefully understand how it's considered fun enough to require what is a lot more work than the rope arrow for what is such limited use compared to the rope arrow alone (let alone two rope arrows in play)--as well as getting to the heart of why this is really important to some. Here, I wanted to get into what you think is an improvement, and in your response I see nothing new really is added but the bit about more work for the player, which I like in this case. In this context I don't care to know the game-fiction tech for how they work, but as a game-mechanic, and as a product of development requirements, or this is a half-assed thread and there's nothing to work from.
bedwine on 22/7/2011 at 05:14
Climbing gloves would make it too easy and take a huge element out of the thief world. Searching for a place to place a rope arrow is part of the game.
The grapling hook has been implemented in a couple of FM's and worked well but in the end it was just a modified rope arrow that could stick to surfaces that didn't look like wood.
Chade on 22/7/2011 at 05:21
Quote Posted by jtr7
to understand how it's considered fun enough ... for what is such limited use compared to the rope arrow
I crouch in shadows at the base of the theater wall, watching the planets hang motionless, high in the air above me. As silent as I am, I can still barely hear the crowd. They watch, stunned, as the gold and silver planets sparkle under the fierce spotlight. The planets' shadows stand in sharp relief against my wall.
At eleven o'clock, a gear shifts, and the planets begin their dance around the stage. This is the only time their secretive inventor will let them be seen in public. It is my only chance to steal one.
As the planets dance around around the stage, their shadows dance against my wall. I take my climbing gloves and put them on. I too, can dance on a wall. The smallest planet, the furthest out, will pass close to the center of the wall soon.
I will be there to catch it.
Quote Posted by bedwine
Climbing gloves would make it too easy
I thought we were complaining that climbing gloves were too limited? I can't keep up with the latest fashions. :(
Xorak on 22/7/2011 at 07:42
Strangely, to me, climbing gloves are both limiting and too free. It's too easy for the player to climb on every single wall in the level, which forces the FM designer to put in arbitrary borders everywhere to stop the player from climbing where they aren't supposed to be. For example, putting in a stone ledge that the player can't climb around. Yet, it ultimately makes it too unrealistic, 'I can climb every surface but I can't climb around a stupid little ledge.'
TDS had only a few locations where the gloves could actually be used to any cool effect, because when you give the player that much freedom of movement, you also have to blatantly hem them in, which spoils the whole purpose of letting them explore.
Azaran on 22/7/2011 at 08:05
The thing I liked about the gloves was that if you got cornered near a stone wall, you could quickly climb up the wall and escape. I had a lot of fun with that, when I was being chased by guards, I just ran toward a wall and climbed up high enough so they'd lose sight of me...then wait until they go looking elsewhere. Admittedly though, that's the only useful thing about those gloves, I'll take the rope arrows for everything else.