cast on 4/8/2010 at 16:48
Quote Posted by loveandbeer
I felt the map in TDS was too detailed
Lol!
Beleg Cúthalion on 4/8/2010 at 20:23
Still, the level of mere detail and the general "interactive elements per area" count was much higher in TDS than in e.g. LotP or Ambush IMHO.
jtr7 on 4/8/2010 at 21:05
Yeah, because the city sections were tiny relative to LotP, so more stuff could be packed into a city section the size of a couple floors of Angelwatch, and yet, that stuff was useless compared to how much was useful in LotP.
loveandbeer on 5/8/2010 at 02:31
while not being as detailed as the map from - for example - GTA etc, the TDS map made it easy to determine exactly where you were. Knowing only if you are in the same area as your target makes for a harder challenge and therefore more satisfaction from completing the game. If you cannot see how a full map of the street layout is much more detailed than a map simply showing which floor of a level you are on, you may need to have your eyes tested my friend.
cast on 5/8/2010 at 11:15
Quote Posted by loveandbeer
the TDS map made it easy to determine exactly where you were.
I thought the very point of using maps was to determine where you are. And considering the size of levels in TDS, what you're asking for is a map that, while you're in lord Ember's castle, tells you that you're in lord Ember's castle. Heh. TDS maps are barely more informative (especially since they're inaccurate), and they're already too much...
And I fail to see where I indicated that I see no difference between fully detailed map and some joke-not-map you're describing. Oh well, might have something to do with eyes and stuff.
Beleg Cúthalion on 5/8/2010 at 20:09
Quote Posted by jtr7
Yeah, because the city sections were tiny relative to LotP, so more stuff could be packed into a city section ...
Not "could", rather "had to be" I guess.
Quote:
...the size of a couple floors of Angelwatch, and yet, that stuff was useless compared to how much was useful in LotP.
Interactive elements in this respect are there to provide multiple ways from A to B, just like basically everything in LotP does (aside from providing gear which you can find in TDS as well). If you're calling this
useless in general, you're dispraising your otherwise
great non-linearity. However, making qualitative distinctions between certain paths (another option to render apparent non-linearity
useless) won't prove fruitful, I promise you. Climbing a balcony in TDS isn't less clever than climbing through another house's accidentally-opened window.
downwinder on 6/8/2010 at 21:06
i would have to say thief gold was the weakest in the series,only 3 new levels and 1 bonus level,they ruined how the missions layed out compared to first thief,only thing good about it was the textures it added for map makers
thief 3 only had a few problems,the lack of rope arrows,i did not mind not being able to swim as that was a known way to avoid being killed in earlier thief games,also i was not a fan of the sluggishness of the gameplay on thief 3,other wise the story was great the levels were very nice
i look forward to thief 4
lost_soul on 11/8/2010 at 21:54
How about if the player gets a chainsaw? He could steal it from a Hammerite temple, where it was originally created by the builder to fight off zombies! Also, we should have to remain connected to the internet at all times while playing, so the game can transmit our totals for each mission back to the mothership. If they notice a lot of players having trouble getting past one particular mission, they can remove a few of the guards to make it easier for everyone! Also, when the player crouches, he should make absolutely no noise while moving, whether he is on metal or carpet. (wait a minute, wasn't this last one already done?)
Kin on 12/8/2010 at 07:30
Quote Posted by downwinder
..........,the lack of rope arrows,i did not mind not being able to swim ....................
You are the minority here. I would dare to say that you are in a minority so small that it’s composed from one person only.
Beleg Cúthalion on 12/8/2010 at 15:16
Erm...no. Of course it is obvious with this cheap death water, but you definitely can create proper Thief gameplay without it. Otherwise every FM without swimmable water would be wanting.
And if I mentioned at this point that people diving into sewers with arms and cloaks and sneaking through mansions afterwards without getting cold or dripping or smelling ....was a bit ridiculous, jtr7 would declare again that my image of Thief was brutally deranged. :p