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#1
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Well, I guess this has been discussed in other threads, but I think the issue deserves a thread of its own.
I just watched a video on YouTube with someone completing St. Edgar's Cathedral (from TDS) in eight(!!!) minutes, on expert (maybe he's a member here?). And not only did he use expert. He had the following demands for making it count: Quote:
If it is possible to complete a level on expert, with these conditions, one might suggest that the level is a bit too small. And perhaps a bit too easy as well. The player is doubtless an experienced gamer, and has obviously played through this level many times. But I still think that eight minutes is far too short time to be accepted, no matter how skilled the player is. There is for example no way you could finish "Shipping and Recieving" or "First City Bank and Trust" with such a time limit (not to mention "Life of the Party" or "Trail of Blood". Those levels are extraordinary large though), even though you played it through a hundred times. The only mission in TMA that can be finished that fast is "Running Interference", which is a training mission (correct me if I'm wrong please). So my request for Thief 4 is LARGE main levels. I don't want levels that can be completed in less than an hour on expert, even if I've been playing it through a dozen times. Last edited by AbysmalGale; 06-05-2009 at 06:39 AM. |
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#2
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I have developmental topographical disorientation. I wish I could appreciate level design, I really do, but I can't even tell the difference between the size of TMA levels and TDS levels because of my condition. Honestly. I guess the 8 minutes thing proves it, but it takes me hours to finish even levels like St. Edgar's Cathedral because I get so lost.
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#3
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It is mentioned in the other topics that we wan large missions. Personally, i think the cathedral is full of shadows. Allso...I see no real glory in poltergeisting a level.
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#4
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I dunno, the guy's just making a challenge for himself to keep the game interesting. Nothing wrong with that.
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#5
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Ghosting is a challenge. Alltough I get bored easily and make everybody go to sleep. Those hammers seem too easy to fool.
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#6
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Sure, it's a challenge, and this guy does a different challenge. No need to pretend there's some sort of dishonor in doing it one way or another...it's fun to find your own way to keep the game fresh.
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#7
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Obviously. There is nice that we still have a lot of ways to approach the game. A little more space with different patrol patterns and it would be better.
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#8
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Yes I know. But I couldn't find a proper thread for it. Also, I wanted to point out an example of how a mission should NOT be, length-wise. I mean, the St. Edgar's Cathedral is a nicely designed level and breathes a lot of Thief-atmosphere, but it's way too small! I know some missions in TDS were a bit larger, but nothing like Life of the Party or Trail of Blood. Those types of missions are extraordinary and long lasting, and should be far more common in T4 than they were in TDS.
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#9
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Yeah, true, it isn't just about level size, it's also about bad guard placement. And the fact that TDS AI is not sensitive enough. If you're going to make it so you can creep absolutely silently on all surfaces, AT LEAST make guards ultra-sensitive to the slightest sound you DO make. And they're just not. They often give up when their suspicions should be reinforced by the loud clamoring sounds.
I know it has a lot to do with size, too, but I just don't feel like I have the expertise to talk about that. |
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#10
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They don't get suspicious even if you throw a bucket full of horse-shoes at them. As i rudely said in another thread, they are a little lobotomized. :P
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#11
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Quote:
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#12
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It was the case in TDS. I didn't like that.
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#13
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I'de like to point out that I complete Lord Bafford's Manor in a little under a minute before.
While I agree that Deadly Shadows' missions are far too small, but speed runs aren't the proper gauge for that.
__________________
![]() “Efferticality? What the flip is that?!” ― spyhopping Last edited by Master Taffer; 06-05-2009 at 10:41 AM. |
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#14
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I'd say that a map that takes me at least 5 minutes to run from one opposite end to the other, maybe longer is good (like I think maybe 10 minutes for top of cragscleft to the bottom of it? idk, that one I lost track of since I was dragging basso along for the ride..). and I mean running, flat out. Because that's normally what I do since I play mister sandman style. Dems nice sized levels ^_^
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#15
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I can't remember how long it takes to get to the evidence room in Cragscleft but it is a lot shorter than 10 minutes, but rather longer than the 30 seconds or so it takes to get to Bafford's throne room.
Of course it's incomparable with Deadly Shadows due to the diagonal jumping giving you ridiculously high speeds. |
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#16
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Quote:
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#17
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the ai on the console version of thief 3 were dumbed down so not to frustrate certain players, that speed run looks like the console version, am pretty shure its a lot harder on the pc version where the guards go twitchy at the slightest hint of something wrong, but on the speed run they obviously see something in nearly full bright but dont do anything, if you did that on the pc you'll be finding yourself on the floor with a hammer coming at your head.
Those city hubs are stupidly small, compared to an actual medieval building which were rather on the large size, eg a medieval farmhouse, at one end you keep the livestock, cow, sheep, pigs, and the other end would be the family, with a partition wall in the middle to keep the areas seperate. the walls would be 1 1/2 foot to 2 foot thick.
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Tuna, the chicken of the sea. |
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#18
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Ok. Well, for sure that's a rather short time (did you do this on expert?). But then later on in the game the levels grow a lot larger, which isn't really comparable to the small levels in TDS.
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#19
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Quote:
Like I said, I agree that Deadly Shadows have small levels. A speed run video just isn't an accurate way to gauge that.
__________________
![]() “Efferticality? What the flip is that?!” ― spyhopping |
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#20
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Quote:
Perhaps not. But the fact that he more or less ghosted the mission on expert in such a short time is an indication of that something is not right. |
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#21
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Maybe 5 minutes, since I have to gather loot. It's also far harder, as I have less health to take arrows.
Quote:
And I AGREE with you that the missions are small. I'm not challenging that point.
__________________
![]() “Efferticality? What the flip is that?!” ― spyhopping Last edited by Master Taffer; 06-05-2009 at 03:53 PM. |
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#22
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Wow that video, I don't remember the guards sucking that much in TDS. Maybe it's because I made a habit of staying in the dark areas and not running around guards. To think that was unnecessary this whole time ><
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#23
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With an AI that doesn't correctly mold to the difficulty level any tests of ghosting, speed-run, poltergeistering, etc seem like empty achievements. To me at least. I noticed that even in hitman the AI's respond late, but the levels are huge enough, balancing things.
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#24
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Seems that the TDS AI was better in some ways, and worse in others. The problem is that the TDS stealth mechanics exacerbated the AI shortcomings and nullified the improvements.
Examples: Upgrade: AI begins searching earlier in TDS (correct me if I'm wrong), but this improvement is somewhat nullified by the fact that a guard searching for you isn't that scary in TDS because wall-flattening makes you nigh invisible even to a searching guard. Also, throwing a flashbomb is a risk-free way to escape (even though you can't blackjack your blinded opponent, it always felt overpowered to me because it required no skill and you always had plenty) Downgrade: AI is far less sensitive to sounds, and this problem is made worse by the fact that it is far, far easier to walk silently in TDS than it was in the previous two games. They are likely to dismiss sounds that alerted them even when sounds are still going on around them. Upgrade AI appears to be more sensitive to light than in the previous installments, but this improvement doesn't do much to help the game because the game in general lacks as many well-lit areas as TDP and TMA, from what I can remember, and what I particularly mean is halls and other large areas with electric lights. There are almost always shadows to slip into nearby, or torches to put out. These are a few examples. I know this is off-topic from the original post but it has been brought up so I hope it's not too much of a tangent. I am posting this from the perspective of a player who doesn't have much intimate knowledge with the AI, only what she has experienced, or believes to have experienced, in playing the Thief games. So take my specifics a grain of salt, but as for the general idea I think it's sound. |
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#25
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And yeah, I had forgotten the wall-leaning stupidity. It was total nonsense. I mean, in the sewers, when I first met the sewer monsters, I just leaned to the wall. The monster would put his face up Garrett's face, and I mean cheek to cheek, but not notice him. That took away a lot of the fun, and it also took away all the creepiness of the monsters. |
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