So most people like FMs that essentially are 3d point and click classic adventures? - by zajazd
Random_Taffer on 7/2/2017 at 17:08
I think atmosphere and story are what really pull me into a game. I want to feel connected with the characters and entangled in their affairs.
I guess that won't come as a surprise to anyone.
I don't mind collecting obscure items as long as it's optional. I should want to hunt for them.
zappenduster on 8/2/2017 at 13:08
Quote Posted by Random_Taffer
I think atmosphere and story are what really pull me into a game. I want to feel connected with the characters and entangled in their affairs.
Me too ... and if the map is complex enough I sometimes spent a lot of time provoking the AIs, get away from them and try it again from another side. :D
Unna Oertdottir on 8/2/2017 at 13:38
Quote Posted by zajazd
Doesn't that break immersion for you?
I don't mind finding (and combining) stuff. Sometimes the inventory is full of items that can't be dropped. Sadly Thief doesn't have a inventory like System Shock 2 for stuff like this, that's why it can be annoying.
But I hate lockpicking forever. That's boring and a waste of time. There are some advanced locks in FMs that require another lockpick. There lockpicking may take a while. This is okay.
I also take care of the sound. This is very important. Some authors are excellent room brushers, some authors don't care at all.
thief-outside-a-box on 8/2/2017 at 14:14
It depends on why I get stuck. As long as it's my own fault then I don't mind.
What I mind is rule breaking.
Be it the rules of the original without notice (golden bootles = loot; green bottles = mere objects) or the fm-providers' own, like using a new object which in 9/10 cases is just indestructible decoration but in one instance, without any hint, becomes necessary to interact with/destroy to proceed in the mission.
More than object-hunting I mind readables. A good text can elevate a mission through the roof, providing deeper insight into the psyche of the villain/people you are supposed to stay away from... but if a mission consists of many, long readables out of which some bury a hidden vital clue whatsoever, that's a dealbreaker for me.
Shaz on 9/2/2017 at 06:16
Quote Posted by Random_Taffer
I don't mind collecting obscure items as long as it's optional. I should
want to hunt for them.
This,
so much this! I absolutely
love looking for secrets, hunting down switches, etc... but not when finding that secret is necessary to complete the mission, because sometimes they're hidden so tricksily that I'd rather simply give up the hunt and move on to (and enjoy) the rest of the mission than straight up quit out completely in irritation.
I love secret, hidden objectives that don't even show up in the objectives list until after you complete them. I love collecting items that I can, later on in the mission, use in some fashion to help me out in some way... but I am likely to get irritated if the collection process is obtuse and convoluted, or the method of using them is not easily discernible, and I'm likely to get annoyed enough to quit if it's all of the above AND required for mission completion instead of simply an optional objective or gives you some kind of nice but unnecessary boost (such as access to gear you don't specifically need but would be nice to have).
Sometimes I'll easily miss something simply because my mind goes down different pathways than the FM author expected. I've no problem with that. I don't mind checking the forum, I don't mind posting when I'm really missing something. It's simply the missions that go out of their way to make me search minute corners of the map or re-re-re-re-transverse areas hunting for items that I rank somewhat lower on my personal ratings list.
gamophyte on 9/2/2017 at 17:28
Honestly I don't mind hunting so much, so long as there is something to give me a clue. The finding it isn't the reward, it's that I found out what the readable was talking about. Also if the key laying the damn window sill isn't the same damn color as the window sill :rolleyes:
That being said these "gates" to progress should only be used to pace the gameplay and story and not used heavily.
gnartsch on 9/2/2017 at 20:22
My advise would be: take notes !
If a mission gets too complex for someones taste or for the mind to recall all the details,
then write down where you are missing a key, can't piece a puzzle together, and details mentioned in readables.
Yeah, some missions can be quite long and confusing, but that's also part of the joy.
And most of the time people just don't examine the places well enough and are rushing through in haste.
But Thief simply isn't "Unreal Tournament" on steroids.
Yandros on 9/2/2017 at 21:24
That reminds me of what tBM always used to tell people in here:
"Slow down! Stop and look around, and THINK!"
Tannar on 9/2/2017 at 23:05
Quote Posted by Yandros
"Slow down! Stop and look around, and THINK!"
Yes indeed! THAT'S how Thief was meant to be played.
pwl on 10/2/2017 at 00:26
I think if there is a door that requires a key Garret should be able to go and get a different lock pick made so you don't have to hunt down the key and maybe it can only be used once and then it breaks.
I don't like key hunts very much I like to explore.
Jut my 2 cents!