dinamac on 10/12/2001 at 18:34
Maybe I am just frustrated with the mission I am playing now but here's what erks me in a mission...
I hate it when you are completely in the dark and the guards see you anyway. Some missions do this and others do not. Why is that? Is it programed to be that way?
Oh well. I was curious what gets the rest of you in a tizzy. <img src="graemlins/devil.gif" border="0" alt="[Ebil]" />
Keeper of Metal and Gold on 10/12/2001 at 19:02
I don't like lots of Victorian textures that are badly aligned and end abruptly around corners and are cut out etc...
Nightwalker on 10/12/2001 at 19:08
The same thing as you, dinamac. I hate it when I'm in complete darkness, not making a sound and for no discernible reason, a guard goes on alert. Another pet peeve, for me, are ladders that you have to jump to get off of. It's quite often very noisy and usually in a spot where you least want to make a sound.
frobber on 10/12/2001 at 22:00
Personally, I don't like obscure puzzles, although I see it as part of Thief and would never say they shouldn't be there. The main reason for why I don't puzzles has to with how most missions lose their stuffing after wondering around for an hour or two just to find some missing clue.
As to night-vision guards, they are made to see a lot better when on alert, and since the designer can't always predict where the AI will be in such a state, there isn't much that can (or should??) be done about this. I think the game might become way too easy if the player became totally invisible when lurking in shadows.
Ladders are a different matter. They should be as easy and painless to use as possible.
schwaa on 10/12/2001 at 23:16
I'll have to agree with KoMaG. Not neccesarily "victorian" but sloppy texturing. I know it takes alot of time but when the baseplate of a wall is in the middle of the wall it kills the architecure really quick. It depends though, stuff like grass and leaves are fairly random and patterns aren't as easy to see.<br /> repetitive texturing (JailBreak 2.0 is an example, I made everything gray -to my own deffense- it is an underground prison - but everything looked the same <img src="graemlins/eww.gif" border="0" alt="[Eww...]" /> - I just rereleased it. didn't do too much but I did add a little variety to the texturing)
getting stuck - speaks for itself
20 minutes to lockpick a safe with a hammer in it over a marble floor with 12 guards sleeping nearby - seriously, the hammer in the footlocker was funny in the first 20 FM's I played but its getting a little worn out. And having to lockpick for more than 3 seconds sucks, I like using lockpicks, both even, its part of being a Thief, but when it takes 5-20 seconds I just want to give up.
Those long spells between released FM's - keep 'em coming!!!
Kaleid on 10/12/2001 at 23:25
Shadows that are completely dark, I think I've only seen this in Thief 1/Gold Fan Missions. If the lights are out in the area, it's impossible to see anything. I find it very frustrating. <img src="mad.gif" border="0">
Ekim on 10/12/2001 at 23:40
Ladders you have to mantle off the top of.
Maybe this should go to the thief 3 ideas forum <img src="smile.gif" border="0"> but inevitably, 1 time in 20 the mantling goes wrong and you fall down the ladder. It's always a long ladder and you always die.
Okay, not always but it just happened to me and it was. What do you think, improved ladders for Thief 3?
lizanneh on 11/12/2001 at 02:31
Ladders are a good example. My pet peeve is any situation where a dextrous thief (such as Garrett) would easily be able to manuver, but design issues or Dromed limitations make it nearly impossible.
i.e. Cat Burglary -- climbing in a window from a hanging rope, or jumping in a window from a nearby ledge. This drives me NUTS sometimes, and I have to die 20 times for the 1 time it actually works. Some designers make these windows extra large to avoid this problem (like in "Shore Leave"), and I LOVE those designers.
Now, my absolutely unjustified, by no means should anyone change their mission pet peeve is any part of any mission which involves jumping or mantling in high places. I HAVE VERTIGO, PEOPLE! Sheesh! Can't anyone put easy locks and loot on the ground floor anymore? <img src="graemlins/laff.gif" border="0" alt="[Laff]" /> <img src="graemlins/joker.gif" border="0" alt="[Joke]" />
Norman Druart on 11/12/2001 at 02:35
From a programming perspective, my major peeves are the slushy movement problems found in Thief 1 like getting hopelessly stuck in crawlspaces or in 6 inch deep cracks. Thankfully these were mostly fixed in T2 but as a result I'm not hot on playing T1 FM's unless they're really exceptional (TOOTV rules!)
From a design perspective, I find huge expansives of tile floors to be more obnoxious than challenging. It reminds of the gratuitous use of mazes in the old text adventure games: it's cheap filler rather than real game creation.
Hit Deity on 11/12/2001 at 04:13
Quote:
Originally posted by Nightwalker:<br /><strong>Another pet peeve, for me, are ladders that you have to jump to get off of. It's quite often very noisy and usually in a spot where you least want to make a sound.</strong><hr></blockquote>
That is
definitely an avoidalbe design flaw and should never be allowed to make it to final release unless it's just an honest oversight. The climbable dimensions of a ladder have nothing to do with the visually rendered part and can be readily adapted.
I generally agree with a lot of the other stuff, but I usually don't let it bother me and keep me from playing a great FM. I also find the game limitations to be the most annoying but there's nothing to do about them. Nothing specific, but there have been a lot of situations where it was nearly impossible to launch a water arrow where I needed to and it kept hitting some stray object in my way.
Nothing else comes to mind at the moment. Overall I love the game and accept its flaws. <img src="graemlins/thumb.gif" border="0" alt="[Thumbs Up!]" />