jtr7 on 12/10/2009 at 08:39
There are places in the OMs where player action can ramp up the alertness of an AI or two in another area without the player knowing it's occurred until eventually reaching it, finding AIs off their patrols or aware of the player from the slightest noise.
And the arguing has nothing to do with The Dark Mod or ThiefGen. It's about clashing philosophies regarding people and society--including those who seek irrational excuses to pounce on their "nemesis." :sly:
SubJeff on 12/10/2009 at 10:47
You always use the sly smiley like you know what it means when you clearly don't.
And you're not cool or substantial enough to have a nemesis.
TheCapedPillager on 12/10/2009 at 11:40
Quote Posted by Chade
I'd like to distinguish between the information displayed in a statistic, and the way in which that statistic is displayed to the user. It doesn't have to bounce up and down in the middle of the monitor screen while the sound of cheering fills the room. Are you really going to find some statistic discretely displayed on some menu screen an immersion killer?
Sorry mate, I didn't mean to single you out as if you were calling for that level of 'dumbed down' exploration feedback, and I don't mean to imply that this is what the Dark Mod will be doing, I was just thinking out loud regarding games in general.
The basic point (which I didn't clearly illustrate) is that games which tell you that there's nothing left to explore remove the mystery that there could be more to the game world than you actually get to experience (which again I concede could work for some games). Just to be clear, I don't have any concerns about the stats display for the Dark Mod, which is looking pretty sweet I have to say :).
Renault on 12/10/2009 at 13:12
Quote Posted by jtr7
And the arguing has nothing to do with The Dark Mod or ThiefGen. It's about clashing philosophies regarding people and society
Fine, but this is a thread about The Dark Mod, and very clearly labeled so.
Dussander on 12/10/2009 at 13:14
As a ghoster - I think a breakdown of low/medium/serious alerts would be helpful. Are these statistics only available on mission end or can they be accessed at any point during the mission? The latter would be preferable.
New Horizon on 12/10/2009 at 13:37
Quote Posted by jtr7
And the arguing has nothing to do with The Dark Mod or ThiefGen.
Then why the hell is it cluttering up our TDM thread? If people want to debate philosophies, then please start a new thread.
Fidcal on 12/10/2009 at 14:36
Quote Posted by Dussander
As a ghoster - I think a breakdown of low/medium/serious alerts would be helpful. Are these statistics only available on mission end or can they be accessed at any point during the mission? The latter would be preferable.
Not during but only after you complete the FM.
jaxa on 12/10/2009 at 17:26
maximum(0, (90 || 100 || 110) - (10 * (lights doused / lights dousable)) - (50 * (minimum(1, human kills / 5))) - (25 * (human knockouts / total knockoutable humans)) - (20 * (minimum(1, high alerts / 5))) - (10 * (minimum(1, medium alerts / 5))) - (5 * (minimum(1, low alerts / 10))) - (25 * (minimum(1, bodies discovered / 5))) - (5 * (damage taken / player starting health)))
Start with Normal (90), Hard (100), Expert (110).
Subtract:
10 pts for all lights doused.
50 pts for 5+ humans killed.
25 pts for all humans knocked out.
20 pts for 5+ high alerts.
10 pts for 5+ medium alerts.
5 pts for 10+ low alerts.
25 pts for 5+ bodies discovered.
5 pts for damage taken greater or equal to starting health.
For total possible deductions of 150 points from the starting score.
No consideration of nonhumans. Alert levels encompass disturbances like out of place loot, doors, crates, noises, etc.
Edit: Flaw: It would be cheaper to kill everyone past 5 than to kill 5 and then knock everyone else out.
Fix: -25 * (human knockouts / (total knockoutable humans - human kills))
piln on 12/10/2009 at 20:08
There's some jen-yoo-wine lunacy going on over the last couple of pages, I'm so glad you're all just words on the internet and not real people otherwsie I'd be fucking scared.
Quote Posted by Fidcal
Alerts: High: 0 Medium: 0 Low: 8
That ^ and demagogue's refreshingly sane suggestions, please. Number of alerts of whatever different states there are, with zero being "perfect" and no upper limit. Simple is best. If you want stats for moved items and such, better to keep them separate than jumble several things into some hidden formula, let players assess/ignore what they want. I'm not a compulsive ghoster but I try it every now and then; furthermore, I like to set goals for myself to suit the mission and my mood (eg, allowing KOs, perhaps a limited number, but no alerts). Even if you never play that way, you only need to read a single ghost report to see why a large number of players will really, really welcome these stats. That IMO is reason enough to include them.
Now I'm going to contradict myself and complicate things slightly: you might want to offer some way of separating out alerts of human AI and other AI (beasts, undead, etc). Even when I'm playing quite strictly, I tend not to give a shit if a spider sees me (he's hardly gonna give my description to the cops, is he?). On the stats page, is it possible to make a row of stats change by clicking on it? Then you could cycle through sets of alert stats by clicking on that line: Total, human, beast, undead, machine, etc.
Ringer on 12/10/2009 at 20:31
How long has the October 6 update been on the site for??? I have only noticed it this morning...