Kin on 25/7/2008 at 14:32
Quote Posted by Beleg Cúthalion
If you want to make this rope thing somehow believeable, you should offer a grappling hook. Or at least the arrow head should not be retrieveable. In fact you need a small rope to go with the arrow and a strong one knotted to it to pull it through a loop at the arrow head and finally climb this one. Then we come close to something creepy like realism.
It seems you analyzed the "rope arow" more extensively than i did. Let's hope that there will be any if there will be a T4 at all.
Kin on 25/7/2008 at 15:52
I didn't read all the link but does TDS have rope arows? What do you mean?
Twist on 25/7/2008 at 16:57
I'd like to see some of the physics-oriented interaction of the (
http://www.penumbra-overture.com/ageGate.php) Penumbra games.
Not to the same degree as Penumbra -- as that wouldn't be appropriate in a Thief game -- but I think being able to manually & gradually open a door in a slow, silent fashion would work great within traditional Thief gameplay.
The binary open/closed thing never felt right to me in a game where you're trying to behave as subtle as possible.
Quietly, deliberately cracking a door just enough to slip through would feel just right in a Thief game.
I like the idea of giving Garrett more physical freedom, but not in an action sense. Thief is at its best when it is a thoughtful, methodical game, not when it tries to be a modern, 3D Super Mario game. And any thoughts of providing a third-person perspective should be permanently abolished.
So fancy dexterity moves? No thanks. The ability to go prone like in the original System Shock? Sure.
I'd love to see these capabilities -- finer physical interactivity and more movement capability -- blend well with the lighting system.
Gambit on 25/7/2008 at 17:43
Quote:
So fancy dexterity moves? No thanks.
Prince of Persia moves like Wall Running and ninja jumps may be extreme but I believe that some new sublter moves can improve gameplay and the way you can build/explore maps.
Prone (as said before)
Climbing (rope arrows, some exclusive fences, columns)
Beam walking
Horizontal rope walking (like a trapezist or hanging like a sloth)
Beleg Cúthalion on 25/7/2008 at 18:37
Quote Posted by Kin
I didn't read all the link but does TDS have rope arows? What do you mean?
There are a couple of relics like the arrow head for instance. AscottK used what the T3Edders were capable of reconstructing in his FM "Krellek's Labyrinth"; I've made a small video (
http://jayb.ath.cx/Eidos/TDS_Seilpfeil.wmv) here (spoilers ahead!) to show what it turned out to be. If you have a close look at the arrow head model, you can see a tiny barb, basically similar to the arrow head that I took a photo of in that thread.
Quote Posted by Twist
[...] but I think being able to manually & gradually open a door in a slow, silent fashion would work great within traditional Thief gameplay
I believe you could do things like that in Splinter Cell (open doors slowly etc.), maybe we would get comments like "Thief IV is Splinter Cell for the middle ages" once more.
Zillameth on 25/7/2008 at 18:42
The problem is not wall running and such. Everybody knows it's a no go. The real problem is the "let's make Garrett as badass as Altair" mindset. I just hope hypothetical authors of a hypothetical Thief sequel don't try to go that way.
I liked how TDS introduced a few traditional RPG concepts without introducing traditional RPG mechanics. I'd like to see more of that. I'm not sure if that should mean any new features, though. For instance, a fully developed dialogue system could be a bit of an overkill for a game that tries to encourage player to avoid people, rather than talk to them.
A sequel could safely introduce new gadgets. I'd like to see more opportunities to make interesting choices, such as: do I take the stealthy dagger, or the efficient sword? This already worked to some degree in previous games. For instance, in TMA I never use mines but choose water arrows instead.
New moves would be welcome, but it's good to remember Thief already has rather complex controls. If opening dorrs gradually means having to use more keys, then I say: sacrifice it for the sake of accessibility. Some actions could be context-sensitive. For example, the game could detect when player steps on a horizontal rope, and the appropriate mode of control could be automatically engaged. A nice control scheme for climbing would be nice, too. I liked how Garrett could climb stone walls with the gloves, but I really hated that he often couldn't climb around corners or ledges.
Kin on 25/7/2008 at 18:58
Quote Posted by Beleg Cúthalion
There are a couple of relics like the arrow head for instance. AscottK used what the T3Edders were capable of reconstructing in his FM "Krellek's Labyrinth"; I've made a small video (
http://jayb.ath.cx/Eidos/TDS_Seilpfeil.wmv) here (spoilers ahead!) to show what it turned out to be.
Interesting. But i must admit that i am tired of waiting skillfull moders fixing what should be already there. I want T4 to have all those things that you and everyone with skill wants to add in TDS to make it better.
ZylonBane on 25/7/2008 at 19:30
Quote Posted by hexhunter
What if harder difficulties required that you earn 3rd person, like an unlock for your mechanical eye.
Put down the gamepad. You've had enough.
nicked on 25/7/2008 at 20:05
Ahem. Ahe-hem. Hem.
...None of the above.
That is all.