jtr7 on 24/7/2010 at 12:55
Quote Posted by Alic
The compass was always in view, around the light gem
Yep.
Quote Posted by Alic
one of the main annoying things in t1 & 2 was that i was constantly scrolling to find the compass
Instead of hitting the compass key? And then using one of three options to turn it off when you were done, should you choose?
Yandros on 24/7/2010 at 13:44
Quote Posted by darkrahnoehk
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.
I don't know whether you're restricting your comments to OMs or haven't played many FMs (or both), but there have been plenty of T2 FMs with AI carrying light sources - usually lanterns, but occasionally torches.
I like the story from Deadly Shadows a lot. I loved Eric's ambient music even though it was different from the T1/T2 music. I liked the broader range of AI comments and behaviors. I loved the feeling of dread in The Cradle.
cast on 24/7/2010 at 16:40
Using outside stuff and inventory items bound to different keys... or was it? Well I believe it was. Unlikne T1/T2. Big good nice thing.
shotgun on 24/7/2010 at 21:09
The best thing about TDS was that it was more of Thief, and appropriately so. It had its fair amount of glitches and whatnots but overall it prolonged the experience we have all been craving for a little more.
So long as Thief 4 provides that as well, I'll deem it successful.
jtr7 on 24/7/2010 at 23:15
Quote Posted by cast
Using outside stuff and inventory items bound to different keys... or was it? Well I believe it was. Unlikne T1/T2. Big good nice thing.
I don't know what that means. All inventory items and weapons have always been bound to different keys, or are you talking about something else?
Brian The Dog on 25/7/2010 at 03:26
- I really liked the story in Thief 3
- The animated cut-scenes were amazing (the in-game cut-scenes were OK but nowhere near as good)
- The fact that the developers loved the game so much, they worked on the editor in their own time to release it to us :thumb:
cast on 25/7/2010 at 12:38
Quote Posted by jtr7
I don't know what that means. All inventory items and weapons have always been bound to different keys, or are you talking about something else?
In T2 "use item" I got bound to mouse2. That applies both to opening doors, chests etc. and using potions/flares/stuff. Either I'm missing something blatantly obvious in the config, or it is in fact sort of a flaw. The result is that e.g. if I don't put my lockpicks off, I'll start picking the unlocked door instead of opening it. I don't remember having any trouble with this in TDS.
Alic on 25/7/2010 at 17:47
Quote Posted by jtr7
Instead of hitting the compass key? And then using one of three options to turn it off when you were done, should you choose?
Theres a compass key? Damn......:nono:
Lytha on 26/7/2010 at 09:18
I like in Thief 3:
- That it's back to medieval instead of this industrial ugly crap of Thief 2
- That it wasn't anywhere like the "do it right on the first attempt or fail" as you get just about everywhere in Thief 1 and 2. I'm speaking of funny deathtraps like lava pits & irritating jumping puzzles, speaking of guards who never really become completely unalert after you've upset them once
- Less totally irritating keyhunting adventures than in Thief 2 and to some extend in Thief 1.
- Speaking of keys: it was nice to not to have to scroll through your overflowing item inventory infront of every single stupid lock, just to find the correct key
- Missions had just about the right length. No mission that made you sit infront of your computer for 3+ hours, unlike Thief 2.
- I really liked how the lockpicking was done.
- Dagger instead of sword. Not that I'd have used either, but a dagger is just so much more appropriate than some stupid giant sword.
- I never had issues with the "put the item away at all times, else you'll accidentally try to picklock open doors instead of opening them, or you'll accidentally quaff your potions when you only wanted to read a book". So this must have been implemented better than in the previous two games.
- Except the Clocktower, it didn't contain any massively unbelievable and unrealistical missions. I'm not thinking of unrealistical things like the Bonehoard with those insane tombs and jumping puzzles, or of something drug trip alike like the Maw of Chaos - I'm thinking of noblemen's mansions of the size of several towns rolled up into one building.
- No CTJ/Masks type of shoddy game design.
There's probably a lot more that I liked about Thief 3. Can't think of it at the moment though.
DJ Riff on 26/7/2010 at 09:51
Quote:
In T2 "use item" I got bound to mouse2. That applies both to opening doors, chests etc. and using potions/flares/stuff. Either I'm missing something blatantly obvious in the config, or it is in fact sort of a flaw. The result is that e.g. if I don't put my lockpicks off, I'll start picking the unlocked door instead of opening it.
There's even more confusion when the flashbomb goes unselected by time-out, but is still considered selected by the engine, and you waste it by occasional right-click.
But the compass was better in T1-T2 cause it showed a real 3D direction, not 2D as in T3.