Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 07/22/20 in all areas

  1. Encumbrance system in a game like this? Not really a fan. The purpose of the game is to steal and gather as much loot as possible, without engaging or killing the AI. So then along comes an encumbrance system that punishes the player for doing exactly what the game is asking them to do, alerting guards with more noise and giving the player more incentive to either engage, kill or blackjack the AI to keep them out of the way. A system like that has been brought up a few times over the last decade, and it still clashes with what I think are the core values of the game. It's not a 1:1 life simulation, it's still a game. lol
    4 points
  2. I already tried wrong codes and it was like you guessed, I opened the door first. In the end I used noclip to get inside I only wanted to know if I missed something and to give you a bug report. As for "The Painter's Wife", in my opinion they overdid it. You spend little time on the ground at all! I love TDM for sneaking, not platforming ;).
    3 points
  3. TBH, I've pretty much given up on TPW, simply because it is too massive for me. It would have fit better in 3 single missions than in one big one. At some point, without a "city hub" feel, which is well thought out (just like in Goldwell's Shadow of Northdale Act 1), it gets too chaotic, especially as you can't anticipate where the player is going first as a mission designer. I love the work of the people involved, but, with this one, it was simply too over ambitious. Looking forward to try this mission, as I already enjoyed the former parts.
    2 points
  4. I just finished this mission and I must say I love the way you add sidequests and although the city itself is simpler than those convuluted constructs of missions like "The Painter's Wife", I found it much more realistic and easier to navigate! I had two issues though: - The number code didn't work. I used the default code from the letter and I hear something being switched but the grate does not open. Do I miss something here? - I really disliked that two sidequests were hidden behind windows that look like all the other hundred non-openable window textures around the map. I thought there was a kind of code to make openable windows transparent or something to give a hint. Like it's common to add handles to doors that can be openend. I don't have the time and nerve to climb around a map checking all window textures ;)!
    2 points
  5. Exactly. In TPW this happened to me with the assassin. I knocked her out without knowing who she was or getting any kind of quest, so when I did I had a hard time to remember where I met her! Something similar happened here with the Clara side quest: I found the solution much earlier than the quest and I guess most players will do so, unless you fix the windows ;). Also in that regard, please make it possible to take the breads before you get the quest. Just stop the player from eating them, because here again I had to backtrack a lot after getting the quest trying to remember where I already had seen them...
    1 point
  6. Quite enjoyed this one. I tend to be a fan of the really large and sprawling city missions (haven't played Painter's Wife yet, excited), but at least with a smaller one like this, you don't get that overwhelming feeling of being a rat in a maze. Especially when the layout is as well designed as this one; not a whole lot of long-distance running required, to get from place to place. My only real gripe is the arbitrary knockout limit on the highest difficulty; I really don't like these in general, because there is typically very little sense for them to exist, as far as the narrative goes. Take the city watch mission from Thief 2 as a comparison; you were prohibited from knocking out anybody at all, but at least that was well reasoned in the context of the story. In TDM, like this mission, it's more or less the opposite. "Don't cause too much ruckus" is hardly a compelling argument, when I can book it through town with 15 guards running after me. Considering that we're presumably stuck with three difficulty settings, I would either have the mission designed completely for ghosting (story and all), or leave the "X number of knockouts" as an optional objective. Or I suppose if it's a 10-minute speed-build mission, like Springheel's "A Matter of Hours", then by all means. I suppose the fair question to ask is, why not just pick a lower difficulty? Which I almost did, but I like to try and finish all of these on the highest one, regardless of the limitations imposed. But after having spent my allotted 4 knockouts and having quite a lot to do still, I lost all patience and resorted to the age-old strategy: Other than that, enjoyed having the side-missions return, although I had to read this topic to find two of them. Finally, special mention to the new textures and whatnot in the palace, really great looking stuff. All in all, well done job again Bienie.
    1 point
  7. I've thought about this before, and feel like I've read a discussion on the topic but I could be mistaken. I think it would be quite cool to have a weight system, but it would probably have to be mission specific. I imagined the system as follows: The player has a sack where the loot goes when frobbed, this sack can be put down on the ground but doing so will only allow the player to steal a couple of items (maybe size restricted), and they would then have to return to the bag to drop it off. Carrying the bag makes the player move slower the more loot is in there, and the bag functions similar to shouldering a body when it gets heavy. Perhaps there is even a maximum weight forcing the player to only steal things with a higher value per weight. The bag would function like the inventory grid allowing the player to then take something out that's not worth stealing.
    1 point
  8. AI_KNOCKEDOUT isn't a function, it is a boolean. You can find its definition in tdm_ai.script, line 80.
    1 point
  9. Alpha 4 is available: https://github.com/fholger/thedarkmodvr/releases/tag/v2.0.9_alpha4 It fixes a regression that broke light/shadows and the lightgem visibility in many places, so it's kind of an important update It also features a few quality-of-life improvements, and a working compass.
    1 point
  10. What about points 4 and 5?
    1 point
  11. Having a slider or a button for Headbobbing could solve both arguments. I would love it.
    1 point
  12. I finished the mission now and must praise the excursion into the terrarium, that was wonderfull and surprising! I loved the overall atmosphere of the city, but as with the Penny Dreadfull missions that I played recently, the city was too much like a maze for me. So I have some more suggestions: - I think it has already been mentioned but I agree that placing Marlowe's letters on the judges desk should work too. - You should make the holy water healing possible multiple time. Probably everybody will waste one of them accidentally. - You marked the player position on the map but this doesn't work when you are high up which you were a lot in this mission. Is there a way to get a little arrow on the map to show where the player is exactly? Would it possible to add something like this as an option for the core game? - I didn't like the assassin solution. I blackjacked her early on but didn't take her bow as I already had my own. So I had to backtrack a lot and needed to check here about what to do. It would be better if she would spawn only after you have found Marlowe's letters or her own diary and then the quest would update and finish once you deal with her...
    1 point
  13. Never noticed before, visually it's really Adam Jensen gone rogue
    1 point
  14. I used the SSAO too and tested it. I actually find that it is very absent. But i probably expect contact shadows. You can clearly see that it is just screenspace. But its generally totally ok! I use it now fulltime!
    1 point
  15. Mh, i looked at it yes. But its just a mobile game really.
    1 point
×
×
  • Create New...