FireMage on 5/1/2018 at 10:50
Quote Posted by EnYB0La
I hate when a room has no light switch and it is not possible to switch on/off the light from a lamp. Also, I don't like when there are lighted torches in places like ancient temples, caves, when, they are supposedly abandoned since a looooong time.
Reminds me these RPG games where old abandonned dungeons got fresh lighted candles and well working traps.
There is certainly a secret organisation that make sure traps and lights are operational for adventurer... certainly...
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I don't know. I suppose, it depends on the person, but for me fake doors are in general kind of immersion-breaking. I mean, a rather tertiary factor, but still. And you're not going to fool me with the size of the world if I don't believe in its authenticity.
Because Thief is not an open-world this is the best we can do. :erg:
Moreover if all doors in a city mission were openable... imagine the mess... you'll have a mission so huge that most of players won't enjoy the excessive exploration needed to get all the loot or worst with some pointless areas.
This is actualy the best deal to tell the player the mission is bigger than it looks like.
The thing we can do to explain why Garrett won't go there could simply be adding ambiant sounds sticked to the doors informing there are some guys or creatures behind and Garrett won't be fool enough to go there.
At worst think that Garrett knows it's a pointless room and won't waste his time with it ! Who knows ?! :)
Jah on 5/1/2018 at 18:42
Quote Posted by EnYB0La
I hate when a room has no light switch and it is not possible to switch on/off the light from a lamp.
I agree that it's not very realistic, but if it was possible to switch off every light in a mansion, the mission would probably become too easy, unless AI's had the ability to switch them back on (which they do in some FM's).
One thing that annoys me is if an author changes some established gameplay convention and doesn't let the player know about it. I remember playing an otherwise good FM and wondering why I'm having such a hard time meeting the loot requirement, until I found out by accident that the author had made green wine bottles - and possibly some other junk items - loot without mentioning it anywhere.
Another thing are over-elaborate, gamey hiding places that are so inconvenient nobody would ever use them for anything they might actually need to access. Like, in order to find Lady Bumbleson's golden tiara, you have to press a switch that you can only reach by mantling on top of a bookcase, which opens a secret door behind the fireplace that leads to a 100-foot passage you can only squeeze into by crouching, at the end of which is a ladder leading to the attic, where you have to shoot a rope arrow into the ceiling to get to the rafters and find a key to a secret safe that is only revealed by shooting an arrow into a switch in the ceiling of the banquet hall. Lady Bumbleson must be quite the athlete! :cheeky:
bjack on 6/1/2018 at 00:14
HA HA HA :D Jah, I agree, especially the elaborate hiding place. One thing you forgot about Bumbleson is that the second switch becomes inactive in 15 seconds after hitting the first switch.
SilverJackal on 6/1/2018 at 00:38
All these talks about doors. You know someone will build a mission with doors that have nothing BUT unfrobbable doors just to poke the bear hahahahaha. Be careful what you wish for!
Edit: ACTUALLY that's not a bad idea for a maze mission. Nothing too serious. Could be fun if done right! AND to add salt. Let's make it to where the unfrobbale doors can only be operated through switches. MAYBE even make the switches hidden. (Couldn't resist)
downwinder on 6/1/2018 at 03:05
^choose your own adventure with doors with warps behind them taking you to different mini missions
takeiteasy on 29/1/2023 at 13:46
Quote Posted by gamophyte
I'm pretty forgiving for most fan mission but I get completely turned off from big open empty areas. If you look at even the smallest of areas such as outside bafford's, it is still corredor-esque and feels bigger as it winds around
If there is a big area it should be inundated with extruding out bits of artitecture to make it interesting. I'm a fan of peppering objects, even if OM objects. There is so much resources for objects, why not.
like every scene in a movie should have a plot purpose, I think this is true for areas in a map. It's impressive to make an elaborate city with things like parks and shops, it's usually pointless except for one thing like a special tree or fountain, or lazily stocked with arrows. Have *something* interesting happening at least, and not just a spot on the map to cross off.
poorly formatted/spelled readables
NPC conversations that are chopped up lines from the original. some of the most classic FMs are guilty of this and it may be a product of the times before microphones were more common, but it's so bad. I'm always like "why are you showing us this again?" Hearing normal guard/npc convos randomly in FMs always seemed silly to me too. I'm not talking about stuff like "smells like old meat" lines, I mean guards talking about Sheriff Truart etc that is from an original mission.
custom menu music that is invariably a 4 second, annoying loop that also plays during loading
real world countries/organisations/religions (French, Roman history, Christianity, CSI Miami etc) unless it's the gimmick of the FM and it's particularly impressive
haunted/crypt areas that have undead enemies that are really loud, alert and presumably patrolling the same 50 meters of eternally lit crypt for the past 3000 years
weird custom npc models that do a certain thing and nothing else (although tbh it's usually so unexpected that I don't care too much)
Hit Deity on 29/1/2023 at 16:23
Quote Posted by takeiteasy
haunted/crypt areas that have undead enemies that are really loud, alert and presumably patrolling the same 50 meters of eternally lit crypt for the past 3000 years
But isn't that like their thing though, their
raison dêtre? They're cursed, fated to roam their eternal non-resting place, restless and angry about their absence of Life. At least that's the way I always saw their non-existence to be anyway.
As for the 'loud' part, they're just lonely and want you to know they exist. They don't want you to miss out. ;)
BR4ZIL on 29/1/2023 at 16:35
Missions that does not allow ghosting. This usually means the author made guards stand/patrol in a way that does not allow you to reasonably sneak by.
Rooms with fires that cannot be extinguished and yet your expected to go in and loot it or even get objectives from it.
Quote Posted by pavlovscat
places that look nice & dark but leave your gem lit
This too.
Azaran on 29/1/2023 at 16:45
Someone merge this thread with the other one
(
https://www.ttlg.com/forums/showthread.php?t=20891)
One thing I dislike is impossible to find loot. I've combed entire missions, and often come up short thousands. A couple times when Dromedding after finishing the FM, I've come across inaccessible loot in brushes outside the level, like did the author forget to link it to the rest of the level, or is it supposed to be a joke?
Hit Deity on 29/1/2023 at 17:11
Quote Posted by Azaran
Someone merge this thread with the other one
please..
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One thing I dislike is impossible to find loot. I've combed entire missions, and often come up short thousands. A couple times when Dromedding after finishing the FM, I've come across inaccessible loot in brushes outside the level, like did the author forget to link it to the rest of the level, or is it supposed to be a joke?
One has to wonder if it was intentional sometimes. In that case, I think a DML to delete those would be in order.