taffedinthehead on 5/4/2008 at 14:07
So I don't have to search through 30 pages! . . .
Umm . . . there is a Sister on Night 1 somewhere? :confused:
I've been in every corner of town, completed all other objectives, but I cannot find a sister or her stone!
Help please - I wouldn't mind both a nudge AND a complete giveaway, so I don't have to come back again and ask if I can't figure it out from the nudge.
Timhotep on 5/4/2008 at 15:25
Do you havesewer maintenance key 2?
If you do, you should find a way to an area you haven´t been yet...
taffedinthehead on 5/4/2008 at 16:18
Quote Posted by Timhotep
Do you have
sewer maintenance key 2?If you do, you should find a way to an area you haven´t been yet...
Ah, what a silly goose I am!!
I forgot about that sewere hatch leading to the Mech temple - I found it earlier and decided I'd finish exploring the city before going in there! Thanks for the nudge!!
Starker on 8/4/2008 at 18:39
I liked the FM. It was fun, creative and clever. I liked the attention to detail and the general atmosphere of the first two nights.
There were only a few things that I would have liked seen made differently. These are very minor things and mostly wishful thinking of mine. Now, at the risk of sounding superfluous, the following is based only by my own experience and represents my personal opinion and preferences, but for me there were a little too many objectives and it was a little confusing at times. Perhaps curing the townsfolk and the optional objectives could've been made into bonus objectives like placing Basil's journal on the desk in the watch house. They would still have been there, but hidden, freeing up space on the objectives screen. They also would've fit as things that I think Garrett normally wouldn't bother with, but could well do in suitable circumstances. Like finding wedding rings for Basso and Jenivere or stealing the drill in T2.
Also, I think some things could've benefited from having an additional clue or two: One place that comes to mind was the bell tower at the cathedral. Perhaps there could've been a candlestick on one of the beams in the area with the main altar or some boxes placed like a pyramid against the wall to draw the players attention. Also, it could've been clearer that you aren't supposed to get into the bell tower from the tower itself. I think if the first edge would've been whole and there was a metal grate above it, it would've been clearer for the player. Another thing, that was a little difficult to spot at first, was the doctor's journal. A mechanist in that place carrying a note that ordered him/her to find the journal (and maybe mentioned that the doctor probably hid it) could've served to focus the players attention.
Then there were a few unfrobable items that looked like they could be frobbed. For example, the keys at Basso's house and a few scrolls and books looked as if they can be picked up/used, but it was a little disappointing to find out that you couldn't. No biggie, really. I bet most player don't even notice it.
While it was fun to gather all the loot (except the elusive 12 the first night that I never did get), it would've been nice if you could've spent it. I kind of expected the blacksmith to have a shop set up on night 2, until I noticed that the loot didn't carry over. There could've been a regular one before the third night as well.
Finally, I would've loved snide Garrett remarks at a couple of places and more conversations in general. The ones that were there were very well made. It's just they left me wishing for more.
Simplex on 8/4/2008 at 19:10
I was really stupid, because I thought: "Thief Fan Missions? Meh" - however I decided to play Seven Sisters and I find this FM absolutely amazing. I will definitely play more Thief FMs.
You can blackjack me for being dumb, but I'm stuck just on the beginning of seven sisters - I don't know how to get to doctor's house which is behind the Police Station. I've got to the sewers via cellar of hung judge (creepy!), I found key behind the brick, I went to the weaponsmith (got a sword there) and... basically came back to where I started. I thought that at the weaponsmith's I will find something that will enable me to get to the doctor's house, but I did not find anything useful there (apart from sword, arrows, flashbombs etc). Help kindly appreciated, write here or PM me if you want to help :)
EDIT: i just read: "There are a few interactive AI's, which means that they highlight and that you have to click (or use the use
key) on them. You can do this whether they are alerted or not. Be warned though, that you will not be able to pick them up if you kill or blackjack them. "
I may have messed that up because I basically blackjacked everybody - a reflex from OMs ;) In that case I will restart the level, but it would be best If I knew whom explicitly not to blackjack.
The only excuse I have is that everybody who saw me immediately attacked me, to I figured I have to blackjack everybody.
Fidcal on 8/4/2008 at 19:26
Simplex : This had me stuck for quite a while too - maybe the same reason. Hopefully you still have a rope arrow or two? if so, go back to the police station; check out the plated texture there. I thought it was metal before but it ain't.
Simplex on 8/4/2008 at 19:55
Thanks :) I have just exitted the FM to write here that I managed to figure it out. But thanks nonetheless :) I'm going back to Seven Sisters :)
EDIT: new problem - how to get to the bell tower? But I think the answer is somewhere in this thread so I will look for it.
Lady Rowena on 8/4/2008 at 21:55
Starker
I think that the curing objective was essential to keep the player motivated, so I never though to make that objective optional.
Maybe you are right about the belltower, but I really didn't manage to find a way to tell the player what was the right thing to do. I admit my fault here. ;)
I don't agree of what you say about the doctor's journal, instead. The switch to open the secret passage was in plain sight, and so was the journal itself.
I made some unfrobbable items, expecially books and scrolls, on purpose, to not confuse the players.
I always heard complaints about non significant readables (or objects) which go in the player's inventory. So I made the only relevant readables go in inventory. The rest is there just for atmosphere.
As for conversations, I made only the necessary because I don't like them too much myself. But the only reason is that I don't understand almost anything of spoken English. Sorry. :o
I hope that you managed to enjoy the campaign in spite of its flaws. :)
Simplex on 8/4/2008 at 22:18
I am enjoying it now and I must say it is excellent. I barely forced myself to stop and head for bed :) Tomorrow I will try to figure out how to kill the first sister - Maya :ebil:
Starker on 9/4/2008 at 00:02
Quote Posted by Lady Rowena
I hope that you managed to enjoy the campaign in spite of its flaws. :)
Oh no... don't get me wrong. I did enjoy it very much. The sidequests were fun and I liked all the little things like the pegleg and the cat and
bringing Basil to justice.Also, it was nice that the NPCs had names. It added a little personality to them. Nice to know that the person you just blackjacked wasn't some guard nr. 6, but Marv (who maybe has wife and kids and enjoys a pint at the pub with his friends in the weekends ;)).
Actually, I think it was good that only essential items went to your inventory. That way you knew when you picked up something important. I just wished some items would've looked a little less frobable.