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Goldwell

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Posts posted by Goldwell

  1. 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? :P 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.

     

     

    • Like 3
  2. 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.

    • Like 2
  3. 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.

    • Like 1
  4. 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.

    • Like 2
  5. 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.

    • Haha 1
  6. 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?

  7. 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.

    • Like 1
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