Quote:
Originally posted by schwaa:<br />[QB] I still haven't finished, need to find, would appreciate
help:<br /><blockquote><font size="1" face="Verdana, Arial, sans-serif">Spoiler:</font><div style="background-color:#000080"><font color="#202080">the ring on tmbstone,<br />the key for metal door (I'll search dead guys),<br />There's another key???<br />I thought I was looking for a scepter, but someone mentioned a dagger, if its behind the metal door I'll find it.<br />The stone door, how does it open, any clues?<br /></font></div></blockquote><br />[QB]<hr></blockquote>
Schwaa,
<blockquote><font size="1" face="Verdana, Arial, sans-serif">Spoiler:</font><div style="background-color:#000080"><font color="#202080">There isn't a dagger. I think somebody got confused, maybe because it doesn't look like most sceptors in Thief. It's in the safe on the first floor, the key is behind the secret stone door. The stone door opens by a frobbing an unlit torch/candle near the bell rope in the library on the 2nd floor. I explicity tried that torch 3 times and missed it because of the "distance to frob" problem.</font></div></blockquote>
Brian_R171 on 16/1/2002 at 22:30
Quote:
Originally posted by Avalon:<br /><strong>I, personally, didn't notice the problem with the frobbing. It was far more realistic than before, where Garrett could stand much farther than arms length away from something and still use it, grab it or open it. It's not what you're used to, but it's realistic, and you're really standing too close to those doors to begin with if they keep slamming you in the face. <img src="wink.gif" border="0"> <br /></strong><hr></blockquote>
I disagree. Here's why:
1) People are accustomed to certain features of the game. Changing the rules will make it more difficult for most people, and people will resist the change, especially when there is no explanation given.
2) Body movement via keyboard and mouse is not what I'd call "realistic". Game developers compensate oversimplifying movements into keyboard/mouse inputs. My interpretation of the way frobbing was supposed to work is that you could grab/use something as long as it was within reach (ie. arm's length plus leaning, crouching, standing on tippy toes, etc.). This simplifies the act into one mouse click (it would be cool if the game showed you going through the motions of reaching out your arm, crouching, leaning, etc., as well). I have to admit that I've seen some missions where the object lit up I was too far away, and they deserve the same criticism as those where you have to be too close.
3) In some instances, you had to be so close to the door just to frob it, that it wasn't possible open the door without stepping back out of the way. Alot of game developers get around this one by making all doors either sliding doors or door swing both ways. That makes it easy, but is certainly not realistic.
Silver Sorrow on 16/1/2002 at 23:20
Nothing really important to say here, but since this is supposedly a pre-Thief 2 mission in terms of storyline (unless I've taken too many sharp clips to the skull and am mistaken), Garrett's arms -- his leathers, I guess you could say -- are interestingly familiar. Very cool!
Hawklette on 17/1/2002 at 04:43
OH that was the necromancer. I never ran into him. Thanks Brian_R171. I will try to find the rest of the loot. I did get all the gems and found the dagger. Which was:
<blockquote><font size="1" face="Verdana, Arial, sans-serif">Spoiler:</font><div style="background-color:#000080"><font color="#202080">In one of the bedrooms. You find a switch which moves a bed. Behind it is a hole with a skull, book and the dagger. </font></div></blockquote>
Also no one has mentioned the magical lantern. I thought it was a very cool addition. I had it but didn't know how to USE it. LOL Take a look for it if you haven't found it. LOL <img src="graemlins/thumb.gif" border="0" alt="[Thumbs Up!]" />
bdkl on 17/1/2002 at 14:54
Downloaded and played via Darkloader 3.08 with no problems on my 350 k6-2 . I had a blast knocking the crap out of all the haunts and thought the bell and noose were particularly well done . Making more of the scrolls , books ,etc. readable in the final version would make for more involved gameplay . <img src="graemlins/thumb.gif" border="0" alt="[Thumbs Up!]" />
schwaa on 19/1/2002 at 02:03
As for the dorr clarification, I stand to the side of doors too, when there's room, this mission had alot of doors though and some tight spots where there isn't room to the side of the door.
It does run in DarkLoader, but the text file has old and new names of objects, so when I statred playing I had no idea what the story was, just started playing. It does seem to have alot of redundant files that aren't needed making the file size extra large, not a concern for me as I have cable, but on a 56K the extra load time for nothing doesn't really make sense. Reading the text files is a great way to get into a mission before you play, if it has a briefing than its not as important, but its nice to read it in Drom too.
The thing about the Frob distance is more about how the game works, I agree that sometimes it seems too large, but I constantly had to frob things multiple times to actually pick them up and had to move out of door paths many times, really a prob if you're running from a phantom.<br />I think its fine to change it alittle bit, but this was too much, its not that I'm afraid of change or that I can't adapt, I finished the mission, but why learn to adapt for a fairly short mission and then go back to regular frob for all other missions.
Someone mentioned the lantern, maybe on a thread at another forum, I asked but nobody has replied, where's it at?. I want to see it but never found it.
I also frobbed the fountain switch but found the scepter later and couldn't get the blessed scepter objective to check off. Is the pool set to time delay? I tried to "use" the scepter but I couldn't drop it, and don't recall whether or not it was "usable" (like a key, goes out in front of you when frobbed in inventory).
I'm going to go back and open the stone door now, missed that before.
i think overall its a really good mission and I congragulate Dark Angel for a job well done, but it is a Beta test and that's why I bring these things up.
Spitter on 19/1/2002 at 10:58
I couldn't find the lantern either, but I did check it out in Dromed. Looks much like the one I did a tutorial for, but much better and simple (no S&R). Good work! The architecture and overall ambience is also very good throughout the level, and the custom textures are marvellous.
The only gripes I have with the level are too short frob distance (it's very annoying) and the fact that hitting some walls with your sword seems to "block" the sword (and alert all the haunts nearby), which is not a feature of Thief (but does happen in SS2). Also highly annoying when duelling with Haunts, as my playing style is to backstab everything that moves (and I often fail).
Anyway, I'm looking forward to playing the final version, hopefully complete with DarkLoader-readme. (btw, it was very DarkLoader-compatible for me)