Hit Deity on 8/3/2023 at 02:02
Quote Posted by BR4ZIL
Another dislike i ran into lately: Missions with overly sensitive guards.
I think that's a NewDark issue, but someone was looking into trying to maybe fix those..
But whatever is causing it, it seems to be affecting more and more people. At least that's where we've seemed to notice it the most.
Emerald Wolf on 8/3/2023 at 05:53
I've been playing older FMs in OldDark where possible to get a more "authentic" experience and the issue with overly sensitive guards is still a problem from time to time (most recently in A Smugglers Request and Bloodsport).
Interestingly enough if a guard would go from a level 0 into a level 2 alert state when trying to douse a torch (for example) you can sometimes work around this by putting them into a level 1 state before putting the torch out and they won't go into a higher alert state.
vincentlancon on 8/3/2023 at 13:16
Just played a mission that I really disliked because every room in every location was locked and had to be unlocked with the lock picks. I mean that you go in a house and every room in that house is locked... have to get in to the bath rooms, sorry pick it, lets get in a closet, nope, pick it... how about the cupboard . sorry pick it again.... NO ONE lives like this in a real house, that destroys realism in a level. Ask yourself do you keep absolutely every room in your house locked at all times... no.
A.Stahl on 8/3/2023 at 16:01
Quote Posted by vincentlancon
Ask yourself do you keep absolutely every room in your house locked at all times... no.
Imagine if you live in the City where the term "master thief" is a thing :)
But yes, it adds nothing to the gameplay and just irritates the player.
Azaran on 8/3/2023 at 16:19
Besides what I mentioned in the (
https://www.ttlg.com/forums/showthread.php?t=148546&page=3) other thread, generic construction with boring textures, rooms where the floors, walls and ceilings are the same, &c. It kills the vibe immediately for me.
Occasionally, unrealistic story elements also bother me. A good example is in (
http://thiefmissions.com/m/WhenStill#m) When Still (which nevertheless remains one of my favourite missions). It takes place in the Thief world, but the Christian church is introduced as an antagonist faction....you know, despite the Hammers already being there and prominent.
Like someone trying to introduce Team C into a soccer/hockey/basketball/baseball match (composed of Teams A and B), and on top of it Team C is mostly made up of cloned members from Team A, with same colour uniforms.
This makes 0 sense, and is a confusing element in an otherwise brilliant campaign
dovahkinia on 8/3/2023 at 17:04
Quote Posted by Azaran
Occasionally, unrealistic story elements also bother me. A good example is in (
http://thiefmissions.com/m/WhenStill#m) When Still (which nevertheless remains one of my favourite missions). It takes place in the Thief world, but the Christian church is introduced as an antagonist faction....you know, despite the Hammers already being there and prominent.
Like someone trying to introduce Team C into a soccer/hockey/basketball/baseball match (composed of Teams A and B), and on top of it Team C is mostly made up of cloned members from Team A, with same colour uniforms.
This makes 0 sense, and is a confusing element in an otherwise brilliant campaign
I second this, this is an excellent mission, but christian elements feel very weird.
Other thing I personally dislike in FMs are unrealistic and illogical chains of events and objectives without any hints how to approach situations. From the top of my head of course comes "Keeper of Infinity", mission with many weird ideas how the player should approach certain problems, meanwhile the different, more logical solution exist and should be applied by missions author. It's a beautiful mission, but it was a chore to play through.
TheRealSlimGarrett on 9/3/2023 at 22:42
On the subject of doors, and this isn't just related to FMs but the game in general.
Why do the guards not notice that a door is open when it shouldn't be? Especially when they have themselves unlocked it a few minutes ago to pass through it, locking it again afterwards. It would be more realistic for the AI to notice things like this.
Emerald Wolf on 10/3/2023 at 04:33
Quote Posted by TheRealSlimGarrett
Why do the guards not notice that a door is open when it shouldn't be?
I imagine its for the same reason that they don't notice loot that is missing on their patrol route, in that it would detract from gameplay. (They can actually be set to notice such things. If I remember correctly in Thief 1 the upstairs Bafford's guards would grumble about seeing an open door, but not go into search mode because of it). Also remember that you couldn't eavesdrop through doors in OldDark Thief 1 so it would be super annoying to open a door just to have this alert a guard on the other side when you have no idea whether they are there or not.
downwinder on 10/3/2023 at 05:15
one time i saw a door fly off and float away so i followed it and it went on a journey
rscorpio on 14/3/2023 at 15:25
Quote Posted by Hit Deity
I can understand all the others..but this one is a little strange. Is it just because you can't hide behind those doors? It doesn't look logical..? And I'm assuming it's when they're open all the way and they're against a wall.
Its when the door blockes way forward to corridor because its just 1 cm between wall and door when its open, also in many missions either too wide and long distance between or too small space so I cant walk , must shut the door first