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SirGen

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Everything posted by SirGen

  1. @IHaveReturned I truly feel bad that you do not love The Dark Mod as much as I do. It is by far my favorite game. I have had difficulties knocking out guards from time to time, but for the most part I have been successful. I only remember guards with extremely acute senses on a mission called Awaiting The Storm. Those fellas sure have great ears! TDM is not "my perfect video game," but it is the closest thing to it! There are things about it that I would like changed e.g. ledge hanging being added, enemies' melee attacks hurting each other while they're attacking the player, sprint not affecting the backwards and sideways walking of the player, and quite a few more. None of my requests have made any changes in the game as far as I know. I'm fine with this. Judging by your posts, you seem vastly more intelligent than I am. Even though TDM does not play exactly the way the Thief games did, I'm quite confident that if you keep at it, you will be great at it.
  2. Sorry for the false alarm! It seems to be fixed in 2.0. The scroll was in the small room next to the elevator, on top of the book shelf. It's gone now
  3. Even though the AI in this video aren't using any footwork, I still find this entertaining. I don't know why, but I've always enjoyed watching AI fight each other with melee weapons, even when it is done in a simple fashion.
  4. The first time I just fought him. The next playthrough I shot broadheads(I didn't have noisemakers) at the wall and ran past him as he checked for what made the noise.
  5. The funny thing is; when I first started playing Thief, it wasn't the stealth that enticed me. It was the huge levels, the freedom and the combat. I played Thief as an action game. I actually got very good at it. I remember fighting 5 of Ramirez's boys at once and I won! I also don't find it strange at all that a thief would develop decent combat skills to defend themselves if they got caught without a good escape route. I enjoy both stealth and combat. In the wise words of Eric Cartman, "I do what I want!"
  6. I have no ill will toward you. Nor do I think your opinion is stupid. I just have a different opinion
  7. The difficulty of blackjacking varies from player to player. You might be much better at it than I am. I personally enjoy knocking out a guard from time to time. I also enjoy a good sword fight every now and then. I sometimes try not to knock out anyone, or douse any lights. (You can read about this in one of my previous posts on this thread.) It comes down to preference. You could just decide not to use the blackjack. I do something similar. I won't allow myself to douse a torch unless I do it at point blank.
  8. I'm not sure if we understand each other, but I didn't want to modify each AI separately. I wanted to adjust the players health separately from the AI's health. On the hardest combat difficulty level, guards kill me in 1 hit. It takes me 3-5 hits to kill them. On the easiest difficulty they kill me in about 2 hits and I kill them in about 3. I would like to modify how many hits I can take on average, and how many the average guard will take on average separately. Again, I may be entirely misunderstanding your posts, and I am not always good at conveying my thoughts
  9. Having an unlimited resource does not necessarily mean that using it is easy. Simply having the blackjack does not automatically knock out every guard. One must still use their skills to sneak up and swing the thing at the right place on the target. This is where level design comes into play e.g. patrol routes and placement of cover, be it shadows or physical cover.
  10. I know very little about coding. The adjustments that I mentioned would be nice, but are definitely not necessary. I've suggested quite a few things for TDM, but I am very happy with it the way it is.
  11. Good point. That is one reason why I am an advocate of difficulty adjustment. Right now TDM allows for the difficulty adjustment of: AI Vision, Lockpicking, Combat difficulty, Melee:Auto Parry(Enabled or Disabled), Bow: Attached Aimer(enabled or Disabled) and Lightgem(enabled or Disabled). I would like to see the player's health and enemies' health adjusted separately from combat difficulty. Adjusting AI's hearing would be nice too.
  12. Even though the AI may not notice other missing guards, or start searching for an intruder based on how many lights have been put out. I like to imagine that they would become suspicious if too many people turn up missing, or too many lights go out. By sneaking around the AI, instead of knocking them out, and putting out only a few lights here and there in an attempt to simulate how I might go about a heist in real life, the game has become much harder for me. I do realize that guards will mention something about lights going out, but they never seem to do anything about it. In short, I find it much harder to sneak around threats and obstacles than to neutralize them.
  13. @STiFU and Serpentine I don't want the strafe speeds lowered. I just don't think that they should be increased with the sprint button. ^I no longer feel this way, but I would like the current 2.0 backwards sprint and strafe sprint speeds lowered a bit more.
  14. I don't think you should be able to increase your speed at all by holding sprint when moving backwards or strafing.
  15. @Loa4ever Thanks so much for sharing. That gave me a real good laugh
  16. SirGen

    TDM Combat

    Combat seems better in 2.0. I used to block then immediately attack; this would hit the enemy 70% of the time in 1.8. The enemies seem to block attacks much more often now. I'm really liking this! Combat is more fun and intense. It's also more risky, so I need to be even stealthier. Great job team!
  17. Wow! 2.0!! Great Job to all the coders/programmers, game designers, modelers, musicians, voice actors, sound FX people, mappers and everyone else who has worked to make The Dark Mod the best video game there is!!! Endless thanks from this taffer!!!!
  18. Why all the hatred for Steam? I didn't like Steam back when there was no offline mode, but now I prefer to buy all my games from Steam. If I get a new computer, or wipe my old one clean; I can just download all my games again without charge.
  19. Too late was short and sweet. The attention to detail was very nice. I'll have to play it a few more times before I can ghost it though
  20. You did an amazing job, both in writing the dialogue and delivering the voice performances! Thanks for the great additions to TDM
  21. Sorry for the confusion. I was the one who suggested a menu store.
  22. One of my favorite things about the Thief games was the banter of the guards and city residents. This was a great display that made the world of TDM feel even more alive. Thanks for sharing Bikerdude
  23. I agree with Springheel about a thief planning a heist. The thief may not know exactly how many rope or water arrows are needed for a given mission, and my have to guess. I no longer care for the idea of a store that could be accessed at any time through a menu, I agree with Sotha that it would feel artificial. I still see a place for a physical location within a city setting. I imagine a mission where the city streets are your first obstacle. You could steal loot throughout the city to save up for helpful equipment that will aid you in your heist that will take place in a castle or manor within that city. "Life of the Party" comes to mind.
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