belboz on 5/6/2009 at 19:25
if there's a knockout limit then someone somewhere will come up with a hack or trainer to remove the limit.
Dia on 6/6/2009 at 14:30
Quote Posted by belboz
if there's a knockout limit then someone somewhere will come up with a hack or trainer to remove the limit.
I would certainly hope so! :thumb:
que-ever on 6/6/2009 at 19:09
If you have this feature in the game but have the option to turn it on or off, you might as well not put it in. People don't need a menu option to tell them whether or not they want to black jack people in the game.
belboz on 14/6/2009 at 11:18
knockout limits are usually handled by the dificulty of the level or what the designer of the mission wants, but being forced to a limited knockout when you dont want to or the mission itself is poorly designed. then you could end up with a game stopping moment, where loads of people cant get pass that area of the game, and they return the game to the shop where they got it from with a full refund. End of games sale, end of game series.
SLIEZER on 14/6/2009 at 12:12
Quote Posted by TheGrimSmile
The idea of having more guards come in is nice.
I do believe TDS did this in the city, where, if a dead or unconcious body was found, more guards would be sent in. (At least, I think so...)
What dictates how many and where guards are sent in, though?
I would HATE that, really. What I love about thief is that everything is static -- it's ALL there at the beginning of the mission. There arent respawning guards or thing that randomly pop up during the game -- except vital story elements, like the running guards in Truart mission.
webe123 on 14/6/2009 at 12:56
I think limiting gameplay in thief is absolute NONSENSE!
Why not give the PLAYER the freedom to choose ....oh wait a minute most thief games do that!
So why should they start imposing stupid limits on a player now?
If some of you like "ghosting" so much (which I find boring) then fine. But the developers for thief 4 should (as in other thief games) let people CHOOSE how they want to play the game.
It has worked so far, and to quote an old phrase "If it ain't broke...DON"T FIX IT!"
To me, blackjacking in theory is not "broke" so why "fix" it by imposing restrictions on the player?
negative_len on 14/6/2009 at 14:15
I'm not sure if I like the idea of difficulty level-related knockout limits for every mission. But in individual missions and/or specific circumstances, absolutely. Gives you more variety, makes you do new things, makes the game harder and more interesting.
Stath MIA on 14/6/2009 at 17:14
@SLIEZER- There are a decent number of missions which have new guards spawn, Ramirez, Lost City, Life of the Party... Its only bad if it's overdone.
@webe123- I definitely don't think it should be a requirement for gameplay because it is counterproductive to Thief's policy of non-enforcement of actions and holds the potential of ticking of new players who use up all their knockouts in the first five minutes and are then faced with a real challenge and give up on Thief forever.But what about allowing the player to voluntarily set/not set knockout limits separate from the difficulties? This actually gives more options while taking away none, then it would function the same way as an optional objective as something which can be done but has no additional benefits over another playstyle aside from bragging rights. This would be a great way of giving skilled taffers official acknowledgment for publicly imposing limits on themselves.
downaburricksthroat on 17/6/2009 at 03:34
This pertains to difficulty levels. Someone was talking in another thread about how they didn't like that TDS had an "easy" level, and that not having on in the first 2 games was a subtle way of saying "this game is not meant to be easy."
My idea is to have, instead of easy-normal-medium-expert, how about the 3 difficulty levels, normal, medium, and expert, that are close in hardness to the the first 2 games, with the addition of a new, even harder difficulty level called "Veteran" (or "Ghost"), which would have severe yet manageable knockout limits in every mission.
This would give us veterans of Thief the opportunity to play through a satisfyingly difficult game with nostalgic frustration level, then add replay value by challenging us with something even freakin harder. In fact, it would have to be only unlockable by finishing the game on Expert. This could be done in a similar vein as how Halo fans unlock Legendary-I think you have to unlock it?- then brag to their friends about beating it...to which I say " Beat Thief on expert, then tell how you feel about difficulty!"
Stath MIA on 17/6/2009 at 05:54
I'm not sure if unlockables are quite in the feel of Thief, but maybe if "veteran" functioned as a hidden difficulty within expert it would work. Let each mission have an invisible optional objective to knock out no one which, if completed, gives the player an out of game award (like behind the scenes footage, concept art, and the like). This prevents the over valuing of one playstyle over another while simultaneously awarding ghosters. How 'bout that y'all?