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Posts posted by Goldwell
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44 minutes ago, Dragofer said:
A prominent example of this is one of Springheel's missions (Score to Settle or Reputation to Uphold), where the "difficulty" settings are actually used to define different gameplay modes, for example one being that you cant hide perfectly in darkness if an AI is close enough. That kind of stuff is more interesting than just "more guards, higher loot goal, no killing".
Yeah I am not a fan of the no killing/no knockout objectives as well. I have played with it in the previous missions but moving forward I don't do that anymore. There's nothing worse than finishing a mission and realizing you have to find another 500 loot or whatever. The only exception with the no ko/kill rule I think is if you have a critical NPC that the mission cannot function without. If you have to go meet Alfred to discuss some deal and kill Alfred before you meet him.. well the mission is doomed right? It makes sense really only in specific cases like that.
Plus creatively it's just a lot more fun to just think up more difficult tasks for higher difficulty levels, or to change the locations of key items in the level based on difficulty.
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10 hours ago, STiFU said:
Consider it a special challenge for those who want it. The others can just pick an easier difficulty, so what's the problem here?
Dark Souls would not have worked as well as it did if it was easier and allowed for quicksaves. It is the tension of being able to lose "everything" within seconds when you're not careful enough that makes players come back to the game again and again. It is exhilarating!
Catering not only to casual players, but also to the hardcore-stealth players (like most Thief players think they are), who want a bit of a challenge, is a commendable thing to do in my book. So @kingsal, thank you for that!
Please don't get discouraged by this minor backlash.
I think the best solution would be if we could add an extra difficulty level, although that might be hard or impossible depending on how the GUIs are broken down. But something like a normal, hard, expert and then save limit would be great.
Given the current system of three difficulty settings, as I have suggested before you could do something like normal, expert and save limit (which is just expert but with save limits in place). The only downside I have seen searching in between the different threads is that a couple of people feel that is sacrificing a difficulty level, but personally I think that's just grasping at straws.
If a mission is designed around only having two difficulty settings, normal and expert. Nothing is sacrificed. It's just the way the mission is designed.
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5 minutes ago, Abusimplea said:
Well, i made a mod disabling save restrictions. So for whom who don't want them, it doesn't matter whether they are in the mission or not. They just install the mod and enjoy as much saving as they want.
This makes voting "no" to a pure statement about not wanting others to play missions with save restrictions.
The purpose of this poll, as my OP states is to see what the community thinks of this feature. To gather a consensus on how people feel about this feature.
If people don't like the feature, then they should voice their opinion as such.
So having "no" as an answer to "Should there be save rooms in missions?" is a valid response.
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3 minutes ago, Abusimplea said:
As https://forums.thedarkmod.com/index.php?/topic/21267-mod-save-at-will/ exists, the "no" option existing doesn't make any sense.
What?
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12 minutes ago, chakkman said:
Why exactly do you think a "change in player's thinking" is needed? Are you unhappy with the way people approach your, or others missions? And, if you are, why are you unhappy with it? Isn't it solely the player's decision how he wants to approach the game?
I repeat myself, but, the best games or missions for me are the ones which let you, the player, decide how you want to play them. Everything else is forced by the developers, or game designers. YMMV, but, for me, it's pretty annoying to be forced to play only the way the mapper allowed it for me. As I also pointed out, there are people who ghost missions, people who knock people out, people who kill people, people who save every 10 seconds, people who rarely or never save... why not try to please all, instead of having that idea in mind what would be the best for players?
I also have an idea in mind what would be best for players, but, I wouldn't force anyone to play my way. Best is to provide all ways. Just like it's best to design your map for all ways.
I just want to clarify I am all about giving the player choices.
I believe you should play the game the way you want to. Which I why I said I want to INSPIRE a change in player thinking, NOT control it. Two very different things.
Also I believe if you want to try out this new feature, which is an experiment, that you should have the option to.
In another thread discussing this I had put forward the idea of three difficulty settings. Normal/Expert/Save Rooms.
So that way you can either play on normal or expert, which is your standard, save as much as you want experience. And then a third option which is for save rooms.
That's a win / win situation. It's a win for folks who want to play with save rooms as they have the choice to, and it's a win for folks who don't as they can play on normal or expert with zero restrictions.
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We already have two discussion threads on this, but I wanted to put out a poll to see the numbers of where folks sit from the community at large.
This poll is anonymous.
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2 hours ago, chakkman said:To be honest, it's pretty annoying though, if you want to play on expert difficulty, and mappers implement unncesseary restrictions on that difficulty. What if I strive for the most loot possible, but want to knock people out, or save a lot?
Specifically with save limits they're implemented to inspire a change in player thinking. For example with the old system you might approach a situation and just quick save, attempt your idea and then if it fails you'll quickload. You have removed any sort of risk and challenge involved.
If you have limited saves you would approach a situation and then take pause and think "hm.. do I risk this? is this worth the risk? is there a better way to continue?". Because the risk of dying is lost progress, and the risk of getting caught means you're forced to deal with it. It adds a lot more weight and consequence to your action because there's no easy way out.
It forces you to play outside of your comfort zone, but that's why it's tied to a higher challenge level and not on base difficulty.
I do agree that you shouldn't be forced to use the system and missions that do include this feature should have an opt-out option, but there should at least be an option for those that are willing to try something new.
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43 minutes ago, wesp5 said:
Yeah, I don't really understand it either. I can't even remember a mission with save limitations! Can you help me out?
Kingsal's new mission Hazard Pay features save rooms on expert difficulty.
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Devs: hey here’s this new OPTIONAL feature which we think might change up gameplay a bit. It’ll be a fun experiment.
TDM Community: *Braveheart music playing* THEY CAN NEVER TAKE OUR FREEDOM!!!!!
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I'm using the new save room feature in my next mission, but I changed it so that I really only have 2 difficulty levels with a third being the save room option. That way people can just pick and choose.
Difficulty 1 is the mission on normal
Difficulty 2 is the mission on hard
Difficulty 3 is the same difficulty as 2 but with the added save rooms.
That way players can choose if they wish to play on normal or hard, and if they want to have the save rooms as well.
I think that's the best solution as it gives everyone a choice of still being able to experience the harder enemies and extra objectives without being forced to deal with limited saves BUT for the folks that love the save room feature, they're able to opt in to it and don't miss out.
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Congratulations on the release! I had a lot of fun playing this mission!
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3 hours ago, thebigh said:
I recall the same thing happening in Accountant 2. You could ask @Goldwellhow he ended up fixing it.
I changed it so that only one objective was mandatory. And then during the ending scene that one objective gets completed which allows the mission to end.
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Congrats on the release! This mission is so much fun!
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Thank you for the script, that’s really handy!
And if you get the time to implement that showing all loot without any selected that would be very handy
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18 minutes ago, nbohr1more said:
I don't suppose another deadline extension would help?
I appreciate the offer but I don't like the idea of extending the contest deadline just to suit my schedule. It's not fair on the other folks who have worked hard to have it in by the deadline.
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47 minutes ago, thebigh said:
That's a shame; I really like your missions. Hopefully we can still get to see it, even if not for the contest.
Thanks!
I do plan to release my mission as a standalone release at some point in the future
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Unfortunately due to RL constraints I will need to withdraw from the contest.
Good luck to everyone else!
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29 minutes ago, AluminumHaste said:They are fantastic! Take a pic again this time with a guard coming down the stairs. The shadows thrown the by the guard will look
You're right, it does look quite epic!
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Loving these new volumetric lights in 2.10!
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I have two AIs that conduct a conversation in an area of my map.
In a nearby area I also have a camera. When the camera detects me and the alarm goes off it breaks the two AI and they no longer have their conversation.
Is there a way to get specific AI to ignore the alarm sounded by the camera?
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Oh perfect timing, I was just looking for some new textures for an area i'm building.
Thanks!
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I've been playing around with a lot of the new 2.10 features and have implemented a few into my contest mission. So far i've added in the new cameras, volumetric lights, the new secret system and i've setup the guis of my FM to be compatible with the new method that we're using moving forward.
It's all really great (especially the dmap optimizations) but I was thinking, either I rip all of that out, release my mission for 2.09 to meet the contest deadline and then wait until 2.10 drops to patch everything back in. Or I just wait until 2.10 drops and release my mission then,
However that might push me over the contest deadline, depending on where the release date for 2.10 lands of course.
This has put me in a bit of a predicament as I want to be apart of the contest, but I don't want to release my mission for 2.09. Rest assured my mission will release regardless of whether it's a contest mission or it's a standalone mission. But I just wanted to give a heads up to let y'all know where i'm at.
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Fan Mission: Paying the Bills: 0 - Moving Day [TDM 2.10 ONLY] (2022/2/8)
in Fan Missions
Posted
Congrats on the release, a huge milestone to put out your first mission!