darkrahnoehk on 21/7/2010 at 10:54
Having just finished Deadly Shadows I had a long list of things I DIDN'T like and I posted about them in various other threads, but TDS's differences weren't all bad and I am going to make this thread for those things I felt were actually improvements.
Flashbombs: I liked that they went back to the TDP way of not blinding you like they did in TMA, even if you were looking at them on impact.
Added AI responses to stimuli: Open doors, or the act of opening a door, putting out torches, etc. would elicit responses from guards. The nonchalance guards used to have towards mysteriously opening doors had always been one of my top complaints about the earlier games. While TMA touched on this with a "Damn torches, always sputtering out" exclamation, guards usually didn't actually go into Suspicious mode. For this improvement I give TDS a big thumbs-up (^_^)-b
Walking torches: although they didn't really give me all that much trouble, nor did they show up all that much, I liked this new additional challenge. The only previous experience we'd had with roaming light sources were those glowing balls in the pagan forest.
AI interaction: At times it was a little awkward but in general I like how guards would talk to each other if they thought they saw something.
I think there was more but I can't recall atm.
lost_soul on 21/7/2010 at 11:02
Two words: gas bomb! I had so much fun at the docks taunting guards, getting them to chase me to the boat, and tossing gas bombs at them. They would ragdoll and flip into the water and then die! I spent like 5 minutes reloading and doing it over and over again. It was just so hilarious. I wonder if the game counts that as killing, because (while I did knock them out) I didn't technically cause them to die. Gravity did. hahaha
I also liked the way a servant or unarmed person would run and fetch a guard if they saw the player being evil. The guard and the servant would then converse and the servant would say "but I swear, he was right here!". The guard would then say something like "Alright, I believe you. Help me search for him now."
Koki on 21/7/2010 at 12:29
Quote Posted by darkrahnoehk
(^_^)-b
good lord
Queue on 21/7/2010 at 12:55
I liked clubbing the general populace like a common thug to steal their goodies. And the general confusion of trying to maneuver around the city.
The AIs do have a much more realistic response mechanism, which I do appreciate.
Gvozdika on 21/7/2010 at 20:47
I liked how the wall textures didnt all look like vomit. So much unlike Thief1.
And how the hammers and the city watch dropped their 50% contingent of women again, from Thief2.
lost_soul on 21/7/2010 at 23:01
lol I thought Thief 1 had beautifully smooth textures back in the day, because I had been playing PlayStation prior. I liked the ladders in TDS. There was none of this "reaching the top and falling back off" crap, like so many other games have trouble with.
darkrahnoehk on 22/7/2010 at 06:22
ah yes the ladders! The ladder climbing system was handled much better in TDS, no jumping off and on noisiness.
Brian T on 22/7/2010 at 16:12
Quote Posted by Gvozdika
I liked how the wall textures didnt all look like vomit. So much unlike Thief1.
.
Monet can look like vomit if you're not in the right frame of mind. ;):p
Nephthys on 23/7/2010 at 05:26
I liked it when the AI would fight each other.
And the faction aspect, though not really emphasized, was pretty cool.
Alic on 24/7/2010 at 12:37
The compass was always in view, around the light gem
one of the main annoying things in t1 & 2 was that i was constantly scrolling to find the compass