Vivian on 25/6/2012 at 10:44
Good game with some interesting new mechanics, new antagonists and a decent story please. We don't need a retread. What's the point? But, that said, what exists of the toolset doens't need screwing with, just maybe expanding a little. Rope arrows definitely a must.
Deathshadow, you have to aim at their head (seriously, I never even new this was an issue), and you just listen for the pattern (usually 'tchk... tchk... tchk... tchock) and get the timing right (it's release the key between the tchk and the tchok, isn't it?). It's tricky, but that's the point.
deathshadow on 25/6/2012 at 11:43
I'm assuming this was meant for me...
Quote Posted by Vivian
Darkshadow, you have to aim at their head (seriously, I never even new this was an issue)
If I aim at their 'head' it's a complete miss that just pisses them off -- to actually hit I have to aim about 20 degrees or more above their head... and I'd say 90% of the time, it just doesn't work even aimed at the same spot.
Quote Posted by Vivian
and you just listen for the pattern (usually 'tchk... tchk... tchk...
tchock) and get the timing right (it's release the key between the tchk and the tchok, isn't it?). It's tricky, but that's the point.
I cannot hear the difference... Tricky to the point where it's useless is NOT good gameplay.
Both combined are enough to make me go screaming back to T1/2 fan missions... which on the whole appear to be better written and more enjoyable anyways... some of them (ANIR and Rose cottage) even look better.
Vivian on 25/6/2012 at 11:50
Well... I didn't have any problems with either of them. Blackjacking I literally didn't notice any difference with the dark engine games, lockpicking threw me until I went back and read the instructions. So I can assure you they do both work. But anyway, if you could make them sound a bit less hysterical, why not make some suggestions to the TDM devs about ways they could make the systems a bit more accessible?
SubJeff on 25/6/2012 at 11:51
The lockpicking and blackjack in TDM are fine.
Erand on 26/6/2012 at 05:48
I just hope EM will make it so that even if the game itself is not-that-appealing to the hardcore Thief -people, it can nevertheless be rigorously modded, tweaked and customized into something that is playable and enjoyable in the sense the previous titles are. I hope there's not going to be a lot of additional DLC packs that one "needs" to purchase in order to have the "full" experience. I also hope that making Fan Missions for THI4F is going to be possible.
High hopes.
jay pettitt on 26/6/2012 at 22:39
Amnesia / Frictional Games style naturalistic physical interaction with the game world.
Awesome sound design.
Support for the FM community.
demagogue on 27/6/2012 at 16:07
Big open missions (multiple routes), editor, multiplayer to play coop would be fun, focus on stealth gameplay above all, a good story, first person, & I'm not so much of a fan of cutaway takedowns or overly gratuitous violence but acknowledge they're becoming industry standards...
Goldmoon Dawn on 28/6/2012 at 23:29
Looking Glass was a bunch of people who purposely went against the grain, and consequently turned out unique classic games. Ever since the near beginning of crpg there were "industry standards". I dont see why that means that everyone has to comply. I wouldnt expect a company of today, who is trying to make a pile of money, to attempt to do this as well. If you are going to try and make a Thief game though, the hope is that you *would*. Then again, Deadly Shadow paved the way for future mediocrity.
R Soul on 29/6/2012 at 12:27
In that case perhaps our dream should be that some eccentric and very rich person buys EM and tasks them with making a fitting addition to the Thief series and to hell with profit.
Goldmoon Dawn on 29/6/2012 at 22:38
Yes, I realise my way of thinking is long obsolete.