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#1
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Put here what you want for the mechanics of the game.
For myself, I would like to have the same identical freedom with the ladder as Thief1/Thief Gold/Thief2, and the same drop/throw object as Thief3. just using the right mouse key to drop, and the left mouse key to throw (the key usually eplmoyed as fire, so it's more intuitive). More: the guards should be put down KOed even in red altert, when you reach to be behind them and blackjack them, especially when it's dark, like in Thief 1/G/2.
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#2
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Well-executed yet subtle animations, blackjacks that actually deal decent damage rather than simply "like being licked by a kitten", and improved physics.
That would enhance the overall mechanics quite nicely.
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#3
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There should be no other restrictions in the game physics other than attaching to ropes and ladders, moving platforms and gravity, that could in any way influence the player's actions outside the player's direct control input. That means no wall-flattening mode, no lock-picking mode, no complex takedown animations. Or alternatively, if there are things that lock you into place, you should be able to immediately interrupt any of those actions with standard control input. In other words, there should be one type of control in the game, and it should never change at any point in the gameplay. When you press forward, you move forward, in every case.
Manipulating objects should be more careful and gameplay-friendly, as opposed to TDS, where handling objects is dangerous because it most likely draws attention. When you hold an object in your hand, pressing the attack-button should throw it directly into the direction you're looking at, and pressing the use-button should place (drop) the object within arm's reach directly in front of you, or when aiming at a spot in the game world geometry, it would place the object quietly in that spot. Even better if when holding down the use-button, a transparent avatar of the object would appear in the game world representing the exact location that the object is going to be placed when you release the button. Completely dark areas should be pitch black, but there could be a dim light effect in your immediate surroundings so that you could still move comfortably in dark areas. We don't want gameplay to completely triumpth over realism, but we don't want realism inconvenience our gameplay. Also, there could be a shader effect that applies gaussian blur according to the luminosity of areas visible on the screen, and also according to the eye adaptation to brightness. In very dark areas, everything should be blurry in a distance, and also, when youur eyes have adapted to bright light, everything you see in dark areas should be too blurry and dark to see well. Guards should be able to shout for help, instead of having to run to their friends to get help. Guards should try to arrest you instead of killing you if you stop when they tell you to, and put away your weapons. Then you could get an extra element of surprise when you suddenly attack or escape when they approach.
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#4
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- There should be no other restrictions in the game physics other than attaching to ropes and ladders, moving platforms and gravity, that could in any way influence the player's actions outside the player's direct control input.
Yeah, I want back the freedom of movements of Thief 2. -That means no wall-flattening mode, no lock-picking mode, no complex takedown animations. Flattening mode can be. - Or alternatively, if there are things that lock you into place, you should be able to immediately interrupt any of those actions with standard control input. No locking in any place, please. This was an handicap of TDS, I was sometime killed or hit when I tried to open some lock, and this scared me and made me frustrated, because my senses had reacted already but the game was stuck on the animation, damn! - In other words, there should be one type of control in the game, and it should never change at any point in the gameplay. When you press forward, you move forward, in every case. I agree, apart for swimming, that must be equal to Thief 1/G/2. - Manipulating objects should be more careful and gameplay-friendly, as opposed to TDS, where handling objects is dangerous because it most likely draws attention. ??? You just couldn't climb walls/ladders... where are the attentions drawed? - When you hold an object in your hand, pressing the attack-button should throw it directly into the direction you're looking at, and pressing the use-button should place (drop) the object within arm's reach directly in front of you, or when aiming at a spot in the game world geometry, it would place the object quietly in that spot. This is just what TDS does... - Even better if when holding down the use-button, a transparent avatar of the object would appear in the game world representing the exact location that the object is going to be placed when you release the button. Nope, this would add more artificiality to the game, and I want to play as a Thief, not as a cyborg... - Completely dark areas should be pitch black, but there could be a dim light effect in your immediate surroundings so that you could still move comfortably in dark areas. We don't want gameplay to completely triumpth over realism, but we don't want realism inconvenience our gameplay. Also, there could be a shader effect that applies gaussian blur according to the luminosity of areas visible on the screen, and also according to the eye adaptation to brightness. In very dark areas, everything should be blurry in a distance, and also, when youur eyes have adapted to bright light, everything you see in dark areas should be too blurry and dark to see well. What lacked in all the games, maybe because of the architectural limitations, was the light reflection from the bodies: a door frame that reflects a light, especially when its tins is bright, can enlight a shadowed area. - Guards should be able to shout for help, instead of having to run to their friends to get help. Yeah, I agree. Or having to run if no one responds, or they are too far to be reached with the voice. It's time for the sound recognition, no more mathematic spatial algorhitms that calculates the distance from where a sound was spawned. - Guards should try to arrest you instead of killing you if you stop when they tell you to, and put away your weapons. Then you could get an extra element of surprise when you suddenly attack or escape when they approach. Yes! This could add more realism. I've always asked to myself why the various Benny and the other guards tells you "Stop! Put your hands in the air!" and then they stabs you, instead of trying to arrest you... maybe because Garrett didn't put the hands in the air? :-P
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#5
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![]() Si, another poorly thought-out aspect of TDS. Pavelock Prison? They might as well have shown us a cramped rendering of Garrett's afterlife… Last edited by DrTariff; 05-22-2011 at 05:27 AM. |
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#6
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No syntetical system of aiming, please!! I don't want a futuristic game. Use just your skill, playing, and training in some safe locations.
And, ROTFL: that bug of TDS made me laugh alot... Yes, a more realistic hitting system, maybe with a combined ragdoll system, where, if you hit a leg, only that leg has to move, and in lesser part, the parts of the body connected to that leg, in a dynamical way.
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#7
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I don't mean to be an a** but what's wrong with wall flattering?
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#8
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I have nothing against flattening. I am against a specific mode that you need to activate for the player character to flatten against a wall, when the entire system can be seamless and dynamic. Quote:
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Real-time indirect lighting takes a lot of GPU resources. I haven't heard of a single game yet that's capable of rendering real-time indirect lighting from dynamic lights. The lights are all precalculated.
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#9
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False. The TDP/TMA mode of dropping was flawed: pressing the use key made thorwing the objects, while in TDS was just dropping them, instead of using a specific keyboard key...
- I meant that the way you could handle objects was dangerous because it was almost impossible to set them down without dropping them or making them fall over. What's wrong with dropping them? - I have nothing against flattening. I am against a specific mode that you need to activate for the player character to flatten against a wall, when the entire system can be seamless and dynamic. NO! I REALLY DON'T WANT a bull that glues me every time I approach a wall!Quote:
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#10
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The dropping of items... In fact in TDS regardless of what vertical direction you're aiming at when holding an item, you can only drop it directly in front of you, and even if you crouch down, you can't drop it from a lower height than waist height. If you pick up a candlestick to see if it's valuable and it turns out to be junk, you need to be very careful, because if the table you picked it up from is lower than waist-height, instead of being able to place the stick neatly back onto the table, you can only drop it from a considerable height and make lots of noise, especially if it falls over. This can be verified by anyone who owns TDS. Also, ever tried to throw Orland's glyph seal from the balcony directly to the fireplace downstairs? I sure did try, and failed. Because in addition to not being able to drop items the way the player wants, it's also impossible to aim up or down when throwing things. The weirdest thing again is, that if you throw an object when crouching, you throw it just like standing, from waist height. It looks like the entire object handling system was unfinished and badly tested. They forgot to allow change of pitch in both dropping and throwing, and forgot to make the system compensate for the change of stance. But of course this wasn't supposed to be an argument thread, but an idea thread. I'm sure nobody here would want to repeat the problems of TDS, and also nobody would like to repeat the discussions of the problems of TDS. Again.
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#11
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I really wish TDS fans would get their facts straight instead of continuing to make fools of themselves. The older titles allow you to drop thing quietly with a separate button, and a main objective of Framed in TMA required the player to get to know that button to DROP Hagen's kerchief in the Vault. In fact, that one instance of training has stumped many players who have asked for help about how to drop things. It's in the instruction manual and listed in the keybinds, default "r".
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#12
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I enjoy the vast majority of the features, controls, and executions found in Dark Mod. Of course, T2 is the scheme I'm most familiar with, but now that I've gotten used to TDM I really like the object handler and other features.
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#13
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Yes.
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#14
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I would think that after being brutally slashed to death by the City Watch, Garrett's appearance in the afterlife (however small) would have made more sense than waking up in some petite prison protected by a mere handful of dense guards…
Last edited by DrTariff; 05-23-2011 at 02:53 AM. |
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#15
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I still wonder how you people manage to turn every thread a whining about DS?
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#16
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You might wanna delete that post 'cause I don't think you intended to start a flamewar, and I don't think you really want a detailed explanation so you wouldn't have an excuse to wonder ever again. HINT: T4 forum, no T4 news, hopes and wishes for T4 of things we want and do not want, with examples... Should be self-explanatory, and no, no one will stop whining against what they consider to be examples not to follow, including from other games and series and every single Thief title, depending on the topic and the poster. You haven't been around long enough if you don't know that every single element of Thief has been railed against. Not one aspect has been left out. TDS's major changes are just the most unpopular.
Last edited by jtr7; 05-23-2011 at 03:24 AM. |
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#17
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Simple. All good ideas have been announced already, so all that's left to do is to downvote all the flaws to oblivion so that mistakes wouldn't be repeated. just kidding
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#18
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You know what, you are right I don't want to ruin this thread, again. I'll just say I don't agree with you both on some things.
Now for the mechanics of the new game: Ladder climbing must remade to a whole new level. The one that was in T1 and T2 is too free. You can even turn around and it's not a problem, also I still can't understand when people develop a ladder how can they allow the player to drop off. It's really silly. Imagine you climb a ladder and you drop off to the side. In T3 it's slow it's buggy and I've had some weird experience while climbing. Make it some way so that players don't get bothered while climbing a simple ladder. Broadhead arrows could use some speedboost. Their ark is strange though. It has to be more linear. We should also be able to recollect them always if not fired at something that breaks them. Fire arrows are fantasy element so I can't complain about them as much but the first time I shoot the damn thing it went above the wanted target. Dropping objects and bodies will be best performed if we had something like a ghost image thing, that will place the object exactly where you want to. If there is a rope/vine arrow make it so that you can swing. When in combat situation please don't repeat the "runningaroundandclickinginthebackoftheguard" that all the 3 games had. Yeah sure we had some sort of combat thing in T1 and T2 but it's playing dumb to try it when you can just run around and it's not well executed (at least it won't be for the new game) Remove all the blue stuff that was in T3 like arrow paths and selecting objects. And finally no bunny hoop.
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#19
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Yep. Without disagreement, there is no discussion or debate.
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#20
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I think a system like this would be fine.
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#21
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This makes sens, yes.
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#22
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Quote:
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#23
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I can turn around 360 degrees on a ladder - and I'm not the most agile person in the world. Garrett pretty much IS (one of if not) the most agile person in his world, and I imagine if I can do it with some work, he can do it without a problem. That and he probably weighs at least 60 lbs less than I do
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#24
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lol
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#25
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It isn't even worth discussing whether or not it's physically possible, anyway. Being able to turn around full while on a ladder is a good mechanic. We shouldn't let quibbles about realism get in the way of those.
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