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Fan Mission: Inn Business by RJFerret (2014/03/03)

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#126 RJFerret

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Posted 14 October 2014 - 08:38 PM

*nods

I thought why should loot outside the inn be relevant to the inn's reputation.


While literally true, it would be more one dimensional game-play and not fit the overall theme of being a thief, if we skipped other opportunities that come our way, would it not? ;-) Rest assured I wasn't considering your issues flippantly, but offering condolences point by point would appear argumentative, defensive, or sarcastic, instead of sincerely compassionate.
"The measure of a man's character is what he would do if he knew he never would be found out."
- Baron Thomas Babington Macauley

#127 161803398874989

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Posted 25 October 2014 - 07:17 AM

I'm sad to say that this was the first FM I did not finish all the way through. It started on the first night where I had to use tdm_show_loot in order to get the loot objective complete. I didn't miss anything major, but there was just too little loot for me to get it all, especially with the nonstandard loot items. One thing in particular that bothered me here was

Spoiler


On the second night, again with the loot, as well as several crashes (though that might've been related to my display drivers). Just too little to be fun, and I hate scrutinizing every single detail just so I can complete the objective.

The third night I quit after one of the vulnerabilities didn't work properly (it's the one with the technical issues after reading the thread).

I'm really sorry for being so negative as I really really liked the concept and atmosphere of the mission, but the actual gameplay was not fun at all.
You can call me Phi, Numbers, Digits, Ratio, 16, 1618, or whatever really, as long as it's not Phil.

#128 MirceaKitsune

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Posted 21 January 2015 - 03:00 PM

Played it, and it was nice! I like the idea of each difficulty level representing a night, on the same map but with different objectives and something changing each time. This made the mission feel more progressive and complete than many, and it's an idea I'd like to see adopted more often personally.

 

Spoiler



#129 mezzokoko

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Posted 04 April 2015 - 01:48 AM

I really loved the concept of different phases inside the same mission. I ghosted my first playthrough of this mission and wondered, how things would react if I just murdered all the civilians. After all, what gives an inn a worse reputation, than all of its customers being murdered every night? After running from room to room, slicing from throat to throat, knocking out the owner and locking him inside a room full of corpses, I returned to the tree next to the dead prostitute, eager to find out which consequences my visit had for the coming day. Unfortunately the next night looked the exact same as in my non-lethal playthrough, and I was disappointed. After all this carefully executed mental murder I atleast expected a letter saying there has been a bloody madman inside the inn, massacring all visitors and not even paying for his stay! But my actions were ignored and apparently the twin siblings of the mage, the couple in room 4, and the gamblers thought it would be a good idea to reside in the exact same place. After proving them otherwise I could already imagine what the third night would look like. One last time I murdered all residents, including the owner and went with a tiny bit of disappointment. I felt ignored and bullied by the inn community, not being taken seriously and just going on with their routines as if nothing happened. Mental murderers should be respected and taken seriously too, after all they are also people.

 

No but seriously now, I think the idea of carrying over progress is amazing, but I felt that it came a bit short here, considering the huge potential. If you refined the concept, allowing more dynamic and drastic changes to the world, it could be the base for bigger well thought out thieving campaigns. Keep up the good work and make it even better.


Edited by mezzokoko, 04 April 2015 - 12:24 PM.


#130 Anderson

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Posted 04 April 2015 - 11:33 AM

I really loved the concept of different phases inside the same mission. I ghosted my first playthrough of this mission and wondered, how things would react if I just murdered all the civilians. After all, what gives an inn a worse reputation, than all of its customers being murdered every night? After running from room to room, slicing from throat to throat, knocking out the owner and locking him inside a room full of corpses, I returned to the tree next to the dead prostitute, eager to find out which consequences my visit had for the coming day. Unfortunately the next night looked the exact same as in my non-lethal playthrough, and I was disappointed. After all this carefully executed mental murder I atleast expected a letter saying there has been a bloody madman inside the inn, massacring all visitors and not even paying for his stay! But my actions were ignored and apparently the twin siblings of the mage, the couple in room 4, and the gamblers thought it would be a good idea to reside in the exact same place. After proving them otherwise I could already imagine what the third night would look like. One last time I murdered all residents, including the owner and went with a tiny bit of disappointment. I felt ignored and bullied by the inn community, not being taken seriously and just going on with their routines as if nothing happened. Mental murderers should be respected and taken seriously too, after all they are also people.

 

No but seriously now, I think the idea of carrying over progress is an amazing, but I felt that it came a bit short here, considering the huge potential. If you refined the concept, allowing more dynamic and drastic changes to the world, it could be the base for bigger well thought out thieving campaigns. Keep up the good work and make it even better.

 Something like that was in Thief Deadly Shadows. That very much impressed me when the world reacted to someone's house being robbed on the next day (by you) or doing a mission succesfuly would change the situation in a certain house. Really class stuff!


 "I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

 

 

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

 


#131 DeusXIncognita

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Posted 22 April 2015 - 01:14 AM

Really nice mission. It proved to me, that it is possible to have larger open areas with adequate performance too.

 

Commentary, critics and praise messed up in no particular order (as it comes to my mind)

Spoiler

 

I really enjoyed that, small but interesting location. Not too much people, but enough for excitement.



#132 ferret

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Posted 17 May 2015 - 05:11 AM

Hi,

I read about the alarm in the note on the stairs and I read on another note that the glass spheres on the generator were fragile. So I tried to break those of the generator under the stairs, but this makes the game crash.



#133 SteveL

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Posted 17 May 2015 - 05:22 AM

Hi,

I read about the alarm in the note on the stairs and I read on another note that the glass spheres on the generator were fragile. So I tried to break those of the generator under the stairs, but this makes the game crash.

 

Are you using the latest TDM version, 2.03? We had a problem with breaking glass in 2.02 and before: If you tried to reload the game while broken glass is still falling or lying round, it could crash.



#134 DeusXIncognita

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Posted 18 May 2015 - 08:00 PM

Spoiler


#135 Professor Paul1290

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Posted 01 June 2015 - 11:33 AM

I finally just got around to playing this mission and I kind of like it.

 

The inn itself is rather small, but it's really well done in that it feels like a functioning inn. I feel that the fact that it gets used for multiple "missions" emphasizes this.

 

I think I only have a couple signficant issues with this mission:

- For only having one difficulty setting I feel that the loot requirement is a bit too strict. If the intention is to encourage getting into certain places, perhaps splitting up the loot into a few "required" item objectives with a more forgiving overall loot value requirement would work more smoothly.

- I don't like the non-standard loot bottles the way they are now. I'm not really against deviating from standards like that, but if you do I feel it should be pointed out explicitly where it happens. Perhaps have said bottles be a separately listed objective like "Steal the wine/perfume in order to [insert justification here]" so that the player knows to look for these.

- I think the "third night" objectives should be more specific and more forgiving. They worked for me but I can see how they would cause pain for some people.  

 

If it weren't for those issues, I would say this would be one of my favorite short maps for TDM.

Even if the objectives could use some reworking, I think the map itself is actually pretty awesome.


Edited by Professor Paul1290, 01 June 2015 - 11:34 AM.


#136 Philflound

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Posted 01 September 2015 - 09:00 AM

Just wanted to note that I've found this mission alright. I get an error if I try to break the globes on the generator under the stairs. It kicks me out of the game and says possible overflow of scripts or something. This happened both night 2 and night 3. I haven't found where to drop any of the notes in night 3. I may try and do this, but I find it tedious as a trial and error.

 

I decided to give it a go. Having serious problems, most likely bugs, so I'm giving up.

 

Spoiler

Edited by Philflound, 01 September 2015 - 10:56 AM.


#137 lordpeter

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Posted 10 February 2016 - 03:12 PM

Stuck in day 2, those health potions...

 

Spoiler



#138 Don Locust

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Posted 17 October 2016 - 04:06 PM

Stuck in day 2, those health potions...

 

Spoiler

I also did looketh there ... but the real place seems more to be painted linnen, aka canvas :D



#139 Oldjim

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Posted 17 October 2016 - 04:12 PM

From memory

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