ticky on 23/1/2023 at 10:04
- Anything that involves a forced combat or annyoing numbers of undead outpowering the player
- When there are almost no ambient sounds
fortuni on 23/1/2023 at 11:28
- Pixel scouring keyhunts....boring.
- Excessive forced combat.....Thief is a stealth game not a hack and slash game.
- Obtuse or illogical puzzles....frustrating.
- Uncalled for gross or indecent readables, especially if describing violence towards or demeaning women....unnecessary and never adds to quality.
- Huge mainly vacate maps with few clues where to go....boring!
Hit Deity on 23/1/2023 at 15:29
Quote Posted by Dark_Taffer
And mostly.......empty rooms....Toss a 5 spot on the floor or something.....
Although the ladder thing is irritating, we live in an imperfect world.
Quote Posted by Avalon
Some empty rooms have purposes. Mostly for hiding yourself along with a couple of bodies. This was true in the Bafford OM, for example - the place had a ton of empty useless rooms merely for the player to hide or stack bodies inside of, but otherwise they were entirely unremarkable and didn't even make much sense for being there.
I agree: an empty room is nice to have for places to duck into, and/or put unconscious bodies in. In fact, I scope them out and remember them so I can sometimes carry a body back to one I've seen before, rather than hope the side of shadowed corridor will suffice.
I've already commented on the ladder thing: it's generally fixable, but some FM authors miss the fact that there is a "hidden" physical aspect about ladders and it just gets overlooked sometimes. It is annoying though, and I hope betatesters will help and point those issues out. A ladder that goes up a wall and then meets a ledge that's at a 90° right-angle to it however, is its own problem. Not so much fixable, but should just be redesigned as it doesn't make a lot of common sense in about 99% of the instances they're used in. Thank goodness for NewDark and NewMantle tho for those times when ladder issues
aren't fixed properly. :)
Quote Posted by Origami Thief
I think guards with lanterns is a great addition to the Thief world if a little annoying as your dark corner suddenly turns into daylight. Mind you, I felt a little cheated the other day when walked out of my hiding place 50 yards behind a guard with a lantern, with his back to me, only to find him sprinting towards me the second I walked into the light. C'est la vie.
I believe — but don't know for 100% certain — that this is another little "bug" that crops up from time to time. I just saw it recently in The Seven Sisters, and I'm sure it's cropped up in others as well.. Usually, a guard who has been previously alerted, somehow doesn't return to its original "low awareness" state and even though they visually appear to return to normal idle or normal patrol functions, they are actually still in a heightened awareness (vision & hearing) state. They look "normal" and behave accordingly, but there's something "stuck" behind the scenes and it's not really back to normal. I was able to reliably wait an increased amount of time, and the AI eventually did return to the low awareness state, but it took a good while. Meanwhile, if I didn't wait long enough, it didn't matter where the guard was, they could always see me if Garrett was illuminated above anything but near-total darkness, and the AI could be 60 units away (well outside normal range) and be looking in the complete opposite direction!! But nope, as soon as the light gem went past a couple of ticks up in brightness, immediate high alert for that guard again!
There are scripts now to help deal with this, all sorts of debugging and things that can give an idea of what's going on. Might be a conflicting metaprop, maybe something else... But, it shows up often enough to just be a normal "quirk" that we have to deal with from time to time.
Hit Deity on 25/1/2023 at 20:48
I would also have to add:
Doors that open in the wrong direction. I'm not talking about ones that can be approached from either side in the regular course of a mission, but about ones that are usually locked and you're in one part of the mission and have to progress to the next part and the only way to continue is through a locked door.
With a key, it's not so bad. I pretty much unlock a door and automatically jump back out of the way. Sure, there are some instances (and quite frankly, many) that wouldn't make sense like a huge mansion with doors mounted on the outside... but still, typically doors open toward the inside of a building for practical purposes -- mainly that being that the hinges would be on the inside then, and that's safer to prevent people from just taking your hinges off your door, and even if it was locked, they could then gain access. So, an exterior door that opens to the outside just makes me cringe.
But with the lockpicks, it just gets frustrating to not know exactly when the door will unlock and then bonk you in the nose and require you to step back.. possibly having to frob the door closed just to get it unstuck from you.. then have to reopen it. Easy to solve: just reverse the door placement and have it open the other way. Simple fix. Too many times I've got a nice little niche hiding spot next to a door, I'm immersed in shadow, and then bam! door hits me in the nose and I have to now probably move out into the light and risk being seen, just to get inside. Thus, this same problem of having to step into the light occurs a lot of times with a keyed or lockpickable door.
Just don't do it.
Minor problem, I know, but it's still annoying.
baeuchlein on 26/1/2023 at 00:05
When my brother and I started to play Thief in 1999, we were sometimes joking about Garrett being recognizable because of the imprint of a doorknob in his face.:cheeky:
Hit Deity on 26/1/2023 at 03:32
Quote Posted by baeuchlein
When my brother and I started to play Thief in 1999, we were sometimes joking about Garrett being recognizable because of the imprint of a doorknob in his face.:cheeky:
Oh LOL. That's too funny. Never thought of that!! :laff:
Out of curiosity, did you two have a similar explanation for why his shoes are so damn loud?
vincentlancon on 26/1/2023 at 06:36
Levels with tons of keys and nothing that really opens with the lock picks... what the heck are they for, is he a master thief or not...
baeuchlein on 26/1/2023 at 07:30
Quote Posted by Hit Deity
Out of curiosity, did you two have a similar explanation for why his shoes are so damn loud?
No. Nothing else truly matters with a giveaway doorknob face!:cheeky:
No, we actually never thought about this. Only when someone here on TTLG mentioned that the loud sound on floor tiles matches some shoes with hard bottoms, while walking on stone walls or streets rather fits some leather-made shoes, did I think about how these loud sounds could either fit the shoes Garrett wears, or be something he would accept at all.
But then I accepted it as game mechanics, and that was that.
About my dislikes in a mission: Having to run distances you usually would take a train for, and then having
no shortcut for the way back, and still having to go back.:rolleyes:
frobbin hood on 27/1/2023 at 01:03
1. Intending to frob a door open, but ending up drinking my only health potion, or throwing a flash bomb.
2. Rooms full of foot lockers: All requiring lock picking. All empty.
3. Food without restorative power.
4. The impossibility of descending the rope arrow you came up on.
5. Irregularly shaped caves where you constantly get stuck in the textures and can't tell up from down.
6. Garrett's footwear choice for tiled rooms.
7. Loads more - but hey, I'm still playing it like you all are!
Things I like:
Finding a big hammer that always cheats the 'no kills' objective.
Hit Deity on 27/1/2023 at 01:24
Quote Posted by frobbin hood
1. Intending to frob a door open, but ending up drinking my only health potion, or throwing a flash bomb.
Hence why I am
OCD about clearing my current inventory selection and have that bound to two different keys!!!
Quote:
Things I like:
Finding a big hammer that always cheats the 'no kills' objective.
Just for you, all the hammers in mine will explode into a cacophony of noise and light and draw every guard in the vicinity and do NO damage!!! :joke:
I only just recently found that this is a possibility!