bob_doe_nz on 11/5/2006 at 23:26
Make it more scary, the first time I played it it creeped me out a bit.
I just replayed it and I zipped through it without being scared s***less
cobhc on 11/5/2006 at 23:49
that would be awesome if they made a whole new thief with all the missions as scary as the cradle
driver on 11/5/2006 at 23:49
It was scarier for me the first time because I dind't know that flashbombs effected undead, all I had was 5 vials of holy water and 2 fire arrows, the forced ghosting made it that much more edgy for me.
Similarly for Return to the Haunted Cathedral in Thief:TDP, I thought holy water was the only way to kill undead. Scared the poop out of me, that mission did.
Cardel on 12/5/2006 at 08:26
The fact that people "zipped through it" means they've kinda totally missed the point of thief - being stealthy and taking your time to make sure you arent seen
Doing that is all thats needed to make the cradle scary.
Dussander on 12/5/2006 at 12:41
The pyromaniac setting you on fire.
Dia on 12/5/2006 at 14:35
Cardel; if someone is threatening me (especially if I can't see them) and I'm getting scared out of my wits, I'm not gonna hang around there any longer than I have to. Same reason I steer away from FMs with the undead & haunts in them; getting scared witless for a prolonged period of time is not my idea of fun. You'd best believe I'm gonna blast my way through there, Thief or not. :wot:
So there. :p
kamyk on 13/5/2006 at 20:31
The puppets having random patrol paths, rather than set ones. Nothing would have gotten to me worse than those things wandering aimlessly around in no set pattern. Nothing kills fear like predictablilty.
Maybe an agressive ghost (or two at max) set at random locations in the outer cradle. I thought the lack of agressor ghosts throughout TDS was rather dissapointing. They could have been very graphically well done, even nearly transparent.
I have to agree about the staff. I would have preferred no occasional silvery sheen.
tiger@sound.net on 13/5/2006 at 21:18
Quote Posted by cobhc
that would be awesome if they made a whole new thief with all the missions as scary as the cradle
And do you know what I would
immediately do at my Silent Hill groups?
(I would simply announce in my best announcer's voice. . .)
"Ladies and Gents, from all of our associated groups, a very special series of Thief 3 FMs have just arrived to help add to your
Silent Hill nightmares and deep inner-fears, folks! :thumb:
What's funny is that my Postal and BloodRayne connections might find this interesting, also? (So, perhaps, something as simple as
FEAR is one of the best "common links" within almost all of our games and movies?) :cool:
tiger@sound.net on 13/5/2006 at 21:56
Quote Posted by kamyk
The puppets having random patrol paths, rather than set ones. Nothing would have gotten to me worse than those things wandering aimlessly around in no set pattern. Nothing kills fear like predictablilty.
Maybe an agressive ghost (or two at max) set at random locations in the outer cradle. I thought the lack of agressor ghosts throughout TDS was rather dissapointing. They could have been very graphically well done, even nearly transparent.
I have to agree about the staff. I would have preferred no occasional silvery sheen.
Kamyk, what is truly a "do-able" with these T3 NPCs, please?
Could you simply release two or more of them, from different corners of a map and away from the player's entrances, of course.
And then, could they simply "find their own way", freely through that map's pathnodes, while almost bumping into other NPCs and then naturally reversing to continue back onto their own rather random path? (And then, with plenty of time, you might just see some of those "randoms" that you are wanting?)
An old rule of "solving mazes" used to be the Rule of Right.
Simply drop on item at a point and then do right-turns until you find it again.
And except for a simple rectangular-pathway, this works pretty well.
(Well, at least, you'll find your item and your start, again!) ;)
So could these free-moving NPCs use this same rule as they freely travel and turn or when they bump into another NPC and then they would simply turn around from another NPC, to turn right at the next stop, again?
(And then
maybe a good random of right and left turns, at wall-stops only, might really do it?) :thumb:
ethanblue on 13/5/2006 at 23:50
I thought the Cradle was quite scary enough, although the 'loot sheen' on the staff was a bit..... mood-killing.
The only ways, I think, to perhaps improve it would be to
a) doors closing on their own (or opening)
b)random patrol paths.
The flickering lights were a good touch. I did not know what they were and all my sibling would say about them is, "You'll see..."