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Iz Quierda

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Everything posted by Iz Quierda

  1. You know... I rage, and rattle and hum; and then I watch one of the GI videos of the people behind the production, and I feel it's quite nice to see them dedicating so much to Thief. And then I love humanity. I am a people person.

    1. Show previous comments  1 more
    2. Obsttorte

      Obsttorte

      Ein Mann des Volkes!?

    3. Sotha

      Sotha

      A person that thrives among other people. Extrovert rather than introvert. Prefers company over solitude. Proficient in social skills like empathy, persuasion and manipulation.

    4. SeriousToni

      SeriousToni

      Ah I see - thanks!

  2. Jimmy? Cart Ride Theme? Focus, People, Focus!

  3. The GAME here is Thief (TDM); The "things" I mean are gameplay (eg. AI behavior)...But on to: What is up with Sly? Johannes?

    1. Show previous comments  3 more
    2. Sir Taffsalot

      Sir Taffsalot

      I've got a Yohannes screenshot as my desktop background. I hope he finishes his FM.

    3. Mortem Desino

      Mortem Desino

      I haven't seen progress in the Sly project's dropbox since 2010.

      He was going to use stuff not exactly compatible with int'l copyright law (No, he wasn't using Thief IP) so I stopped contributing.

    4. Sir Taffsalot

      Sir Taffsalot

      Trying to make a 5 part campaign for your first FM making effort probably isn't a good idea. Even if you are getting help from other people.

  4. Randomizing things ruins the _GAME_. A slight-tweak bit of it is good, but otherwise it ruins the _GAME_. This is not "test your luck"... press F9

    1. Show previous comments  3 more
    2. Sotha

      Sotha

      XCom: enemy unknown (the original) battlescape? That's no rogue-like. Nor is Space Rangers 2. These just don't work without the randomization. My point is: randomization of the correct aspects can actually enhance a game to completely new level!

    3. Springheel

      Springheel

      Randomness is good in certain places and bad in others. You can't make blanket statements about it.

    4. jaxa
  5. Tho I often fret to myself and aloud about Biker's revisions... I am expecting the CGv2 will have been a worthiness! Congrats to ERH+ & Biker.

    1. Show previous comments  2 more
    2. Bikerdude

      Bikerdude

      I started out just upgrading the visuals, then ERH came up with new things to do in the mission, so its safe to say this is pretty much a new mission compared to the polish original.

    3. Sir Taffsalot

      Sir Taffsalot

      I wish Biker would make more new missions too. In his defence he does an awesome job of helping new FM authers get their mission out the door. I was one of them so credit where credt is due.

    4. Obsttorte

      Obsttorte

      Isn't he part of the crucibles team? Then he is creating new missions.

    1. Show previous comments  1 more
    2. lost_soul

      lost_soul

      I never got into BSD, though I've installed it once or twice. This is another reason to check it out.

    3. simplen00b

      simplen00b

      @Sir Tafs: +1 (zillion)

    4. Serpentine

      Serpentine

      The BSD's arn't for everyone, but within their goals, simple code and mailing lists lies a lot of goodness and simplicity. I love the underdogs. Anyhoo work will be Linux friendly too. Portability is a cornerstone for good code.

  6. 2012... 9 Missions

    1. Show previous comments  1 more
    2. Sotha

      Sotha

      It may be possible: there are multiple new people around testing DR out. Plus the contest entries.

    3. Sir Taffsalot

      Sir Taffsalot

      Help TDM have more FMs in 2013 and make one yourself.

    4. Obsttorte
  7. So... Whenst Cometh The Next Bit Of The Steele?

    1. Show previous comments  5 more
    2. jaxa

      jaxa

      Choose! Choose the form of the Destructor!

    3. grayman

      grayman

      Steele should begin roaming the city of Bridgeport itself in the spring of 2013.

    4. SeriousToni

      SeriousToni

      Haha Siyah - I guess we must call him then "Belial" :D

  8. Once again, purposefully-petty censorship: Springheel selectively left my post about "Dishonored" while selectively deleting my post in praise of "Deceptive Shadows".

    1. Springheel

      Springheel

      If you're talking about the yet-another-new account you created, all the messages should have been deleted when I deleted the account. Which I'll be doing to any other new accounts I find from you.

    2. Bikerdude

      Bikerdude

      Lz(Aida), unlike the last time, this time you have been helpful and constructive, don't screw it up now by being belligerent...

    3. Sotha

      Sotha

      Remember, it is an interesting challenge to be nice towards other people.

  9. An E And She Certainly And Could Be

    1. Sir Taffsalot
    2. Sotha

      Sotha

      The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents.

  10. My post, which is nothing more than praise for ShadowHide's "Deceptive Shadows" has been censored. How petty, eh?

    1. jaxa
    2. jaxa

      jaxa

      In fact, if it's from Sept. 17, I still see it.

    3. grayman

      grayman

      It's still visible.

  11. Without a doubt and with all due respect to those that came before this is far and away, twice-over at least, the best mission ever created for TDM. ABSOLUTELY FUCKING EPIC. ..Yes.
  12. Well I think if something is an issue with some players and not others, enough to have it addressed, that giving both sets of players the utility to adjust things to their preference is much better design philosophy than just hard-coding. Look, this thread -- again I point out: a thread created by a TDM primary -- was created because Springheel heard this "letsplay" guy complaining. And then others spoke up about the KO thing being an issue... it is an issue for some. And apparently Springheel, who knows about 1.08, thinks what 1.08 holds will not resolve the "issue", right? All I am saying is if you are going to make changes please make them so that we as players can choose to implement them or not. As you say, as you acknowledge, as you realize: some of us are damned happy with how things are now.
  13. Thanks for the fuller explanation. All I am saying is that there are obviously people still having problems -- the very source of this thread and some of the responses within prove it to be so -- and if you want to address the issue... I would hope you would take the variables that can be adjusted and tie them to some user-end sliders (or somesuch) and please make sure not to hardcode these things. I do not have a problem with the way it is now. I didn't even have a problem before the "fixes". This is on the record. Other people do still have problems. If you can "fix" those problems with out hardcoding the changes -- by making them user adjustable parameters in the GUI -- it seems a perfectly reasonable thing to do.
  14. You've proven you cannot understand neither the why, nor the how. You are determined to remain a fool on the subject, and, hand-in-hand, pathetically gratified by your "athoritay!" as a censor. I will not bother again rapping you on your woodentop here right now, censor. I may, though, give nbohr a response some day at the reddit (reddit/Darkmod)... probably not, but maybe.... so... maybe you can scurry over there? And, who knows? Maybe you can wrangle yourself another dutiful dutyship at another hall-monitor post?
  15. I'll tell you what's fact -- expressed by this very thread: people are having problems with the KO mechanics. That's what is being debated here. Meaning -- fact -- there are people who think it is too difficult. As a matter of fact, this thread was opened -- by a primary TDM developer, no less -- who noticed a video in which the player was complaining about KO difficulty. Another fact is that (after stating my own "subjective opinion" that "I love the way TDM works right now. It's almost as beautifully fluid and realistic as I could ask for") I used the words "thrive as it should" which does not imply that it has failed, only that it is so good that it should properly be thriving. And another fact is that I couched the expression of my opinion within the words "probably do want to consider". You will, it is a fact, take notice of the qualifying terms leading and closing that which I have just quoted! And yet another fact is that I am adopting heretofore a characteristic of italicizing with utter abandon.
  16. So, because something doesn't work perfectly on the one occasion you've experienced it in... it should never be tried again? No more slave rebellions. No more medicinal therapies. No more calendars. No more expeditions... Why are some people determined to nix and nip attempts to translate missions? This won't affect you at all. I think it would be worthwhile, doable and fun. And it will not affect you at all, SeriousToni. Lighten up! You might even get a "lol" out of it. And the guy who was hoping for a Russian version might, on the other hand, appreciate it.
  17. Yew kood speek rushun tho ...givun uh fonetik skripped!
  18. Copied from the "Deceptive Shadows" announce thread in hopes that it will be seen here by Biker (or The Someone).
  19. As long as you make it a part of the setup/config to adjust the KO (let's call it KO rather than BJ to stop the temptation to silliness) difficulty, then I think it would be a good thing. As long as it isn't a universal change and the current settings are default (or easily set). The adjustments that were made for 1.06 or 1.07 or whenever were mostly about increasing the area of impact effectivenness, right? So just make that the variable that a slider or somesuch links to. Keeping the extremes in some sensible range, of course. Never so much as being able to smack the AI on the toe to KO but maybe -- starting from the crown down -- as low as the shoulder blades? And maybe another slider for acuity as well? Or tie both to a single slider as a general "KO/Combat Difficulty" setting? As long as these things are adjustable and not universal I think what is being said here does make good sense if you want to get more people into the shadows. I love the way TDM works right now. It's almost as beautifully fluid and realistic as I could ask for... ...But I am an old Thief. I've been through it all. I've skills, such skills, dammit! I am an old, arrogant, expert Thief... If you want TDM to thrive as it should, you probably do want to consider the ideas in this thread. As for KOing in a bunkbed or under a low ceiling or from anywhere else, such as a doorway, that has an obstructive overhead? No. No. No. No temporary no-clippage. This approach falls "under" the same you-fail as trying to KO a fully-alerted, helmeted enemy: dumb. Don't even try it.
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