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161803398874989

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Everything posted by 161803398874989

  1. You're a team member of TDM. I think that makes you a nerd, too. A stealth game development nerd.
  2. Mainly Assassin's Creed (the first game), as well as Dishonored. Currently kind of playing through Far Cry 3, but I don't have a lot of time on my hands (I will coming monday though!) and the stealth mechanics are kind of shite. Fucking Ubisoft forcing stealth. If I can shoot the guy dead without creating a disturbance, it doesn't matter if he saw me, game. Oh, and I also play Dark Souls. Dark Souls is goooooooood. But I still like AC the best. ...you do realize the "T" in "TDM" stands for "the", no?
  3. I think it's more an effect of the architecture of the US. Here in the Netherlands, virtually everything is going to go through Amsterdam servers one way or another. In the US the internet is more decentralised.
  4. So I just (kind of) cleared the first area, and you can already colour me impressed. This mission is super polished, and I really like that supplies are just laying around rather than starting the mission with a full pack. Highlight was But I'll be sure there'll be many more highlights to come.
  5. Gold = 1.61803398874989 times Silver or bust!
  6. If you do the design somewhat modularly, meaning that you have set blocks between which there is only one exit and entryway, that could alleviate confusion. You just have to make sure the blocks are small enough. Another thing you could do is have something to mark the way to the exit, like pipes mounted to the ceiling: they run from the little rooms to the hallways, and from the hallways to the center courtyard where everything goes underground. Something like that. It'd take a lot of planning, but it's doable.
  7. You can streamline the difficulty interface by just having a couple options in the main menu, with a button that says "advanced settings" to the panel where you have ALL THE SLIDERS
  8. I was thinking out loud (on Reddit) about giving stealth gamers a basic toolset with AI and standard stealth game mechanics, and just let them loose with it to see what would happen. Someone replied "you mean like The Dark Mod?" and the rest is history.
  9. The word "quantum" does not apply. The number of possibilities is not that much in mathematical terms, just aleph nought.
  10. Okay, I never played Thief (so I didn't have any previous expectations as to how TDM would play), but I think I have a couple of solid things to bring to the table, so that's why I'm replying to this discussion. Think of TDM as a sequel (of sorts) rather than a clone. It has all the properties of a sequel: new engine, new dev team, slightly changed mechanics, but core ideas remain the same. The dev team wanted to provide a more realistic stealth experience in the spirit of the Thief games. From the moment I heard about TDM, this was absolutely clear to me, and it's part of the reason why I got here, precisely because of it's promised realism. I mean, I like the way blackjacking works a lot with the arc being calculated and people only passing out if you hit them in the head, but not on the helmet. Sure, I suck ass at it and it makes me want to punch someone in the nuts from time to time, but I still think it enhances the experience, because I would just be piling up bodies left and right if it were easy, and I would end up being able to sprint through the levels because all the guards were having a slumber party in the basement. And I definitely think that it'd be less enjoyable if it were any easier. What I'm trying to say is that I think blackjacking was changed for the better rather than the worse. Anyhow, I still think this discussion is indicative of a problem, namely that IHR got something different from the description than what was intended. Rather than thinking IHR is just stupid for reading it like that, we could think about ways to fix the miscommunication from our end, in order to prevent this from happening again. You're going to attract a lot of Thief fans, so it'd be a good idea to give them an idea of the differences between TDM and Thief (which are numerous) before they dive in. Managing expectations is pretty important in ensuring the success for the mod because you don't want people to be disappointed. A good idea would be to list differences between TDM and Thief somewhere, as well as to change the wording on the main page to reflect that there are significant changes over the Thief gameplay, because right now, it doesn't communicate that. And I also think we could be a bit nicer to IHR: "Thief is a big inspiration for us, but we do not want to be Thief. We changed blackjacking and AI senses/behaviour because we thought it'd make for a more realistic and better playing experience. So if you came from a Thief background, not all your skills may carry over, though there is a decent amount of overlap." Just overall not being harsh about a miscommunication helps. I'm spending way too much time at writing this post while I should be studying, so I'll just leave the loose ends hanging and reply if someone takes issue with it.
  11. Younger kids (like me) don't like their beer warm either.
  12. Yeah, I figured it out. Thanks for the help. ...and I finished the mission as well. Here are my spoilery thoughts:
  13. Would you pay 19 dollars for a book, Bikerdude? The story is halfway decent.
  14. Sounds like you missed the safe in the lockpicking room. The whole reason you shut down the machine is so you can hear the lockpicking sounds on the safe.
  15. If VLC doesn't play it, your file is corrupted or not a video/audio file.
  16. I can definitely help with music... once I pick up some free time, because I will have very little if any for the coming week or two.
  17. Yeah, I had a ton of trouble with blackjacking, but you need to hit like the base of the neck and it'll work.
  18. Is the FM with the forest No Honor Among Thieves, Pt. 3?
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