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DrSpock

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About DrSpock

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  • Birthday 03/26/1931

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    Vulcan
  1. When I first played the original Thief, my first play through of the game I killed all the guards, because I thought they would get back up if they were simply left unconscious. Only after finding out online that they remain unconscious forever did I start using the blackjack in Thief games. Even so, I still find myself feeling uncomfortable leaving an army of unconscious bodies around when I'm supposed to be playing a Thief who is trying to secure his location to make some money (or achieve some other goal). I remember in Thief 2, when not playing on expert, feeling much better throwing th
  2. The problem you describe is characteristic of any gameplay mechanic in a real-time environment. You could make the same argument about aiming a bow, or a blackjack, or picking a pocket. The player has to adjust very quickly to a changing situation, just like in the real world. Learning how long to press a key is just a matter of getting used to the system, as with anything else. I think when there is an option between giving the player more freedom or less freedom with what they can do, it's always more fun in the long run to have the extra options, even if it adds to the difficulty.
  3. I think someone complaining about a guard throwing a rock in a mansion where there are valuables is being a little too nitpicky. This is after all, a game, not a simulation of the real world.
  4. This actually brings up a good criticism of all of the Thief games: that the main plot of the game ultimately resulting in you having an objective that had absolutely nothing to do with stealing. In fact in the final levels there was not even any loot for you to steal at all. I always thought this was really immersion breaking and really cheapened the final levels for me. I hope if you guys decide to make a campaign eventually that you wouldn't do something similar. I actually got to ask Emil Pagliarulo about that decision they made for the final levels, and they thought that because you cou
  5. As I mentioned in the other thread, maybe you guys should consider using an installer instead of just having people unzip the stuff themselves. This would eliminate some problems.
  6. Well, first of all, I have to say great work guys! Its better already than many professional games, and I really have never seen this level of quality from an independent mod team before. I think the map is really well designed and I like many of the features this mod has that Thief did not. The object manipulation is great, I really don't understand what anyone has against being able to do more realistic things in a game. I think the only issue here is that it is so easy to have an object you're holding collide with the world, and when it does it makes the collision sound effect repeatedly
  7. @ Crispy The crux of your argument is basically that it is in Apple's best interests to remain a niche company. Do you really believe that? I think mathematically my point speaks for itself. You just glossed over the entire fact that there is no way a person could do the numbers and not see Apple making astronomical profits from releasing OSX on non-Macs. Yes, there are a lot of hardware configurations. Yes it would cost money. Can you honestly tell me you think it would cost more money to adapt an already existing piece of software to different PC hardware than the potential slice of a 1
  8. @ Crispy I think you are missing my point about the UI design. Microsoft's is superior in so far as the fact that they have a 90% market share. 90%. Nowadays that amounts to easily over a billion people who are familiar with the Windows UI and the Windows way of doing things. For better or worse, that is the reality and Apple should realize that and make there OS more approachable to Windows users. And as for the argument about how 'hard' it would be for them to put their OS on PCs because they'd have to support so many different hardware configurations... I've heard this many times but f
  9. What exactly do you mean by "an aesthetic standpoint"? Do you mean that the cases are nicer to look at? I think it's understandable how people feel about Macs given the perception that Mac users give off about the superiority of Macs and the actual experience people have using them. Personally, I also think Macs are far behind PCs/Windows in a lot of ways. For all the supposed reliability you always here about Apple products, every time I find myself in the position of having to use a Mac the keyboard or mouse is broken. The amount of times I've had problems with a keyboard or a mouse fr
  10. I would think you would want to build as large an audience for all your hard work as possible; regardless of how persistent someone may be in following the project.
  11. Well no one else has created a topic yet so I figured I might as well. I'm glad you managed to get one in during August! It sounds like significant improvements have been made. I like the video too. I think clouds passing in front of the moon could add a significant realism to the game.
  12. I don't think the player would want to steal from a building with such massive safety and building code violations anyway.
  13. Is it just me or has the main website been down for days? I've tried several days in a row and get a 404 error when trying to go to thedarkmod.com . Has anyone else noticed this or what?
  14. I have to disagree with the majority sentiment here. For me, games are rather dull without a story, no matter how well the atmosphere is pulled off. For example, Doom 3, the engine that TDM is based off of. It's undeniably a very moody, game, with environments perfectly suited for what they intend to convey. But in the end, I found the game boring and disappointing, because the story was complete garbage. There was no sense of any real accomplishment, and it didn't feel like anything new even happened in the story after the first 10 minutes of the game. I think the main problem is that fo
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