Thief 4: the ONE Mandatory thing. - by 5tephe
*Zaccheus* on 9/7/2009 at 13:47
Quote Posted by Random_Taffer
Stephen Russell
I was going to say rope arrows & swimming but yeah, Stephen Russell. :D
Quote Posted by Tannar
One line: What Dia said.
That too. ;)
Entropy on 9/7/2009 at 20:01
Rope arrows. If it doesn't have em, it aint Thief.
crazy_Clown on 9/7/2009 at 20:47
It would be nice change if main villain in this Thief would be crimelord (like Ramirez and Bafford) or the Mob or something like that. Maybe new faction so it isnt just pagans, hammerites and keepers. Or mages could come back.
I hope they make guards' comments better this time. They sounded so stupid in TDS. And guards should search player longer than 20 secs when they have spotted him.
Forget magic healing potions. Invent something new. Maybe Garret couldn't revive his hp at all. If Garret is hit he bleeds to death until he binds up his wounds. That brings more tension to game.
Dante on 19/7/2009 at 03:23
MORE. BURMUDKIPCRABS>>MM<M<>
Thor on 19/7/2009 at 12:49
All T1/2 FMs easily converted to Thief 4, where everything automaticly gets better & detailed.
How's that for 1 line?
Hammerman on 22/7/2009 at 00:20
Keep Garrett as the main character, in the same time and place as the other games.
jpalmer7 on 23/7/2009 at 01:17
Quote Posted by Beleg Cúthalion
""The T: DS AIs' sensory perception isn't anywhere near as high as T1/T2. [but can be altered ini-wise; replier's note]""
Fixed, as you say in these fora.
No, I mean AI. Sensory perception is sensitivity to stimuli. AI is how the stimuli is dealt with. The definition of perception ends at the recognition and interpretation of stimuli. Assuming we're on the same page, you're referring to the T: DS INI settings to make the guards so sensitive they can hear you sneak.
I want to see your pursuers, the antagonists, be more intelligent. So they can be able to choose other means to pursue or attack you, the protagonist. For example, if they can't climb a ladder or rope up to the parapet you just scaled (if you can, why can't they?), they should, for example, be able to enter the building and take the stairs to the second floor and use the door out to the balcony. Bonus points if two guards can split up to cover and flank your exit routes. :)
jtr7 on 23/7/2009 at 01:26
When we talk of AIs, we are talking about the characters embodying the artificial intelligence as perceived to be artificial individuals.
Reality is taken for granted, artificial versions of actions and thought processes are not easy and often impossible yet to simulate. You could have an AI follow you up a rope or ladder, but they would also have to be animated, and there are other factors that would have to be coded in.
Beleg Cúthalion on 23/7/2009 at 07:16
That TDS AIs don't follow you for long, that they dismiss noise and things they see as... well, nothing basically, that they loose track of you quickly isn't a matter of their (artificial) intelligence but of their perception and let's say physical properties. They do react to missing things, they have a bright-yellow alert mode to calmly check for things if they notice something, they search alternative routes when chasing you, they get help and bring it back even with some pretty barks, they can do more than T1/2 NPCs. That's where I was chiming in, your point earlier wasn't "they are bad because they cannot climb ladders" but "they were worse than in T1/2". And they're not. Not worse in terms of AI but in terms of pre-set sensory perception. Wait for some FMs in the future to see what the AI can actual do.
Keeper Mallinson on 25/7/2009 at 13:59
A complicated interface; the worse thing to happen with sequels is a simplified, arcade-style interface. I loved Enter the Matrix because it was crazy-complicated, and therefore, after a learning curve, I could do anything. I want a complex interface with which to make Garrett do remarkable things.