sNeaksieGarrett on 23/8/2008 at 18:33
@ Bakerman: I'm not sure I really understand the point of that (given thief is supposed to be first person), unless you are suggesting thief 4 should have a third person view.
Bakerman on 25/8/2008 at 14:53
Well, the problem with TDP/TMA was that you were invisible. The problem with TDS was that the camera was controlled by the body's animations, which made movement feel like crap. So, to have the best of both worlds...
And for the record, no, I don't like the third person view - but I do make use of it in TDS to see around corners instead of the broken leaning. Which is cheating, but yeah, whatever :P.
DejaEsBe on 27/8/2008 at 02:56
1. Disguises or other outfits would be fun. Already mentioned once, but I'm agreeing. Would be nice if they weren't a one-mission gimmick (unless one mission revolved around impersonating someone), but something you decide on each time you venture into the city, that sort of thing.
2. Expand the stats collection to keep track of every way the player interacts with the mission environment (i.e. the "thief calling cards" they leave behind), even the most innocuous ones. Then, over the course of a campaign, it can be developed into a player's profile. That, in turn, could be used to tailor the AI at higher difficulties (as if the NPCs know the player by reputation and know what to look for), or it could merely be used as entertainment, to satisfy a player's curiosity or compare with other players, etc.
3. Fine-tuned control of the environment. I.e. when you pick up an object, you can see it being moved around in the game space, not just vanished into your inventory, to appear in the game at a later date when you throw it. Also, the ability to gently push/pull objects. Useful for subtly moving objects in view of NPCs, or slowly cracking open doors/windows. (As opposed to "right click, activate 100%") Come to think of it, that would be handy to map to my mouse's two thumb buttons.
4. Not a feature per se, but make NPCs undo things the player does (closing/relocking doors, relighting torches...) instead of just standing in the dark when the fireplace extinguishes itself. If they discover their stuff's been tampered with yet again, they'll know something's up for certain.
RavynousHunter on 27/8/2008 at 10:08
An "awareness threshold" sort of thing? A variable that determines a NPCs likelihood of investigating a particular incident; as the player does more and more, the variable would decrease depending on many factors such as difficulty level and relative impact of the action(s), to the point that any small thing the player does will set off their inner alarm, causing their "wtf-was-that?" behaviors to activate.
I kinda like that idea, having different disturbance levels for different actions; extinguishing a fireplace would be high or medium-high, while extinguishing a candle would be low or very low. Like the difference between "Damned [insert annoyance here], can't depend on 'em for anything!" and "What the hell is going on here?!" and "ALARM!" :cheeky:
Beleg Cúthalion on 27/8/2008 at 20:34
For a while now I'm thinking of improving the bow and arching system. The bow is one of the most important tools in Thief but it's limited to this simple sight picture thing like in every first person shooter. I could imagine one would be able to implement the tension and feeling of using a real bow, the sense of shooting instinctively (you know what I mean...well, if you've tried this before), if only by making some blur effect around the frame which the arrow is pointing to at the moment. Or something else.
But I think it could deserve some improvement because the sight picture seems even more cheap to me the more I think about it. Arching is an art of some sort and since Garrett must be an artist for this ability alone, I think it deserves a more complex system. Left aside that I wouldn't mind if a next Thief game would enter uncharted waters in some technical aspect.
sNeaksieGarrett on 27/8/2008 at 23:15
Quote Posted by DejeEsBe
2. Expand the stats collection to keep track of every way the player interacts with the mission environment (i.e. the "thief calling cards" they leave behind), even the most innocuous ones. Then, over the course of a campaign, it can be developed into a player's profile. That, in turn, could be used to tailor the AI at higher difficulties (as if the NPCs know the player by reputation and know what to look for), or it could merely be used as entertainment, to satisfy a player's curiosity or compare with other players, etc.
4. Not a feature per se, but make NPCs undo things the player does (closing/relocking doors, relighting torches...) instead of just standing in the dark when the fireplace extinguishes itself. If they discover their stuff's been tampered with yet again, they'll know something's up for certain.
2.) Yeah that'd be pretty cool, but i think the comparison thing alone is the best choice... Or maybe (you gave me an idea) have some sort of uploading tool so that you can upload your game stats to the server and then other players can look them up to see how well you did, seeing as a lot of taffers like to post how well they did on an FM in the FM forums.:)
4.) Yeah, this is a great idea, though I think it should probably be limited, otherwise it would serve as more of an annoyance than an interesting feature. I do think that it's pretty funny how in thief 1 and 2 that if you extinguish a torch, they might comment like "what was that?" or "damn torches..." but they never actually do anything about it. (Maybe in thief 4 it could be where only certain guards, like say a higher ranked guard would walk by the torch and notice it's out and then decide to relight it since he or she has the equipment to do so.)
incal on 28/8/2008 at 12:51
Do you think whoever is working on the (possibly) thief 4 game is reading those threads ?
If so , I hope they actually played , and enjoyed, the first thief games ; yes , I really hope they understand every points made on this forum perfectly well.
I also hope that making the perfect thief game got priority over making money , but that's dreaming .
Anyway , there would be the dark mod available as a consolation...
sNeaksieGarrett on 28/8/2008 at 16:44
No, infact, I bet no one from Eidos Montreal even knows what TTLG is. Unless of course, there's an old team member from LGS at Eidos Montreal. Right?
I suppose someone could remedy this by sending someone from Eidos Montreal an e-mail about this very thread.
Kin on 28/8/2008 at 17:59
Guess it is going to be a long time to an update:(