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161803398874989

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Posts posted by 161803398874989

  1. 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.

     

    I find most games quickly get boring if there's no multiplayer focus with the TDM being the exception!

    ...you do realize the "T" in "TDM" stands for "the", no?

  2. 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

     

    finding the little gambling area on the roof after finding the rope arrow in the chest after finding the cellar. Very neatly done!

     

     

    But I'll be sure there'll be many more highlights to come.

  3. 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.

  4. 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.

  5. 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.

  6. Yeah, I figured it out. Thanks for the help.

     

    ...and I finished the mission as well. Here are my spoilery thoughts:

     

    I had a bit of trouble finding enough loot (even though I only played on Medium), but it turned out alright when I found out guards were carrying 50 gold each

    AI sitting on chairs was super glitchy, I managed to loot the three guys playing guards by just shooting out the light with a water arrow and going around them. They were stuck in the chair, so I was free to do as I pleased. I also saw AI sitting in the wrong direction (ie. legs through the back of the chair)

    Below those three guards were another two. One was stuck in a chair, and I swear the other dude had night-vision goggles on. I shot out the lights, but every time he saw me, so I ended up shooting a fire arrow in his face. My only kill. In general, what's up with the keep being super light? My light gem was never really dark while I was there, despite sometimes being in closed off rooms with no apparent light source. I got spotted outside a couple of times due to this as well (though with reloads I managed to ghost the mission).

    Another bug I encountered was when I accidentally woke up Robert, and he started running around and fell into the floor halfway. Reload made sure he stayed asleep.

    Oh, one more bug. The archer in the apartment building on the fourth floor, west side. I opened the door, he noticed it and came to close it. Then I closed it before him, and he started running into me, but I didn't get detected.

     

    So overall I encountered a lot of bugs, but fortunately none of it was super annoying. Performance was kind of poor in some areas (especially in the apartment building where the noise from the outside would just switch on and off haphazardly, and the outside of the keep, but the design and storytelling was outstandingly done, the objectives were clear without being super hard and it was just a good FM overall. Thanks!

     

  7.  

    There's the bit in the basement where you go up some stairs, and then there's an empty room with a door leading out to the street. In that empty room, turn on your lamp. You'll find a door there. That's the office I was talking about.

    For the contamination, get a bucket of dung (it's two rooms from the water resevoir, which is in the room adjacent to the boiler) and turn it upside down in the water resevoir.

     

  8. I'm still on the old version, and I have two questions.

     

     

     

    Can you not blackjack the helmeted guards? I tried it, even watching AluminumHaste's video, but I just couldn't manage it. Eventually I ended up doing something much better, but I spent a good 15 minutes trying to blackjack out one guard.

     

    How the hell do you open the safe in the center of Robert's room? I tried throwing a bust at it, shooting a fire arrow, lockpicking it, finding the key somewhere around the room, checked the room for a hidden switch, but all of it to no avail. I even woke up Robert, then blackjacked him so I could check him thoroughly for a key.

     

    • Like 1
  9. OS: Win7 64bit

    CPU: i5 760 @ 3.5GHz

    RAM: 8GB DDR3

    GPU: GTX 670 2GB (Drivers: 331.40)

     

    Experienced Performance: Pretty good. 1920x1200 full screen with vsync on, 4x msaa and everything else maxed (bloom slider isn't entirely off but very low) and getting a solid 60 fps for the most part. Diving underneath water will knock it down to 30 fps but I think that's because of some effect that I'm too lazy to turn off. I've had the framerate drop on a few fan missions, like Mandrasola when looking at the ship near the beginning and in the forest on one of the fan missions which I forget the name of, but that turned out to be an issue with the optimization of the map which I think has been fixed.

    Is the FM with the forest No Honor Among Thieves, Pt. 3?

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