Elster on 28/7/2008 at 20:42
hmm i think there is so much brown because the thief setting is mainly in medieval times + steampunk machinery. And back in medieval times there were no things like wall color or posters -.- stuff back than was mostly brown, grey and white, even black was rare in a city.
What i don't want to see in a possible thief 4 is:
1. Bugs. Especially major bugs.
2. too high system requirements. I don't want to buy a new pc just for a game.
about the rest, if its done well it's ok for me
ZylonBane on 28/7/2008 at 21:53
Loot beacons.
SneakyJack on 28/7/2008 at 23:51
Quote Posted by Mortal Monkey
I do not want it to be a big success.
You must live in a dream world where Big Failure = Development Money.
Basically you want dozens of people in a development team to spend years and millions to have a failure and go out of business like Looking Glass did?
RavynousHunter on 29/7/2008 at 00:03
Things I do NOT want to see:
* Thug of a thief as a main char
* Movement restrictions (invisible walls, vacuum-sealed doors and the like)
* Tiny bitch levels (TDS was WAAAAAAAY too small in terms of average level size)
* An obnoxious bunch of pricks from the publishers fucking with good art
* Dumbed-down, kiddie experience
* Inflexibility in control (re)mapping
* Unreal Engine (sorry, just didn't cut it for me, it was good, but nowhere near the level of the Dark Engine)
marshall banana on 29/7/2008 at 00:11
The ability to instantly drown in deep water.
Mortal Monkey on 29/7/2008 at 08:45
Quote Posted by SneakyJack
Basically you want dozens of people in a development team to spend years and millions to have a failure and go out of business like Looking Glass did?
Yes, because that seems to be the only way to get decent games nowadays. And as a bonus, we won't get shitty sequels either.
SubJeff on 29/7/2008 at 10:41
Stop, just stop.
deathshadow on 29/7/2008 at 11:17
"Body Awareness" - Bad idea, even more horribly implemented in every game that tries it. Why do I say this? Because in real life we don't spend time THINKING about it, we just do it. The little details of movement are a subconscious action, and making the player waste time having to figure in "I was just going that way so now I have to wait for my body to turn" and such is just stupid and makes it feel LESS real. While I might be telling G where to go, I at least expect that a master thief will be nimble enough that I don't have to think about going someplace I can quite obviously go.
Loot glint - definately NOT.
Uber-glow cyan highlighting that looks more like a rendering error than an intentional effect. (even the 'change' to this effect isn't as good as T1&2 had it)
A spiked billy club being called a blackjack.
A LACK of the unique steampunk elements that made Garrets world different from just another generic fantasy setting.
Ragdoll physics that ignore physics, tissue resistance and range of motion - like someone you knock out bending over backwards in an inverse C and hanging there.
Only Five character models with two animations for them, the only 'difference' being the color of their robes.
I'm with the crowd on the postage stamp sized levels. You go through Oblivion/Morrowind or GTA3/newer to see how it SHOULD be done IMHO.
Stiff backed walking animations that look more fake than the ones from the earlier games and make the ones in Morrowind look good. It's called motion capture - USE IT. (lands sake at least let these poor sods bend at the ankle - I know those hammerite boots are uncomfortable but DAMN!)
Goofy purple-blue glow on EVERYTHING. The world is NOT purple. (maybe the next game should use green instead. Green fight purple, purple fight green - there is no other way)
Mines the size of 1 gallon pails with big blinking red lights on top you can see from orbit... Seriously, Thief mines should NOT be bigger than the Combine mines from HL2. Good rule of thumb, if you can see and avoid the mines, so can the bad guys.
NOT having the fire arrows light up the immediate area when simply drawn, and/or NOT having the different weapons change your visibility.
Cheap/crappy fire effects. Fire has been EVERY thief game's shortcoming - Have a look at FEAR or HL2 for "good" fire effects.
Not being able to swim. (I'd love to be able to explore the underwater world aka GTA:SA)
Tap shoes - while there should be an effect for different floor types, there is NO reason G would be dumb enough to not wear soft soled shoes stomping around like a Floridian who's never been in a home with more than one story. (stupid heel-toe walkers - thud, thud, thud, thud). Seriously, maybe we should just call him Gaston? Maybe more creaking on old-fashioned wood floors and sympathetic vibrations on metal and less impacts on hard surfaces that should make less noise?
Arrow 'trials' - 'nuff said. If it's not hypersonic, there shouldn't be a 'trail'.
Arrows that move faster than a 150 pound compound bow could deliver them with little or no ballistic arc. (I always loved the gentle realistic arcs of arrows in the first two)
Game engine that a relatively powerful/up to date machine four years after the game release (Q6600 OC'd to 2.7ghz, w/640 meg OC'd 8800GTS and 4 gigs RAM) still chokes trying to render at 1024x768 at medium settings?
Oversized text and controls that were obviously designed for 320x240 displays with low res Bitmapped fonts with monstrous jaggies that make the decade old Thief 1 fonts and UI look good.
Key binding system that breaks if you have a USB joystick plugged in.
I'll stop now or I'll never shut up.
SubJeff on 29/7/2008 at 17:28
That other thread has 10 more posts than this one. What did I do wrong guys? Did I not put enough question marks???