Jump to content
The Dark Mod Forums

Thedarkbunny

Member
  • Posts

    9
  • Joined

  • Last visited

Reputation

0 Neutral

Recent Profile Visitors

237 profile views
  1. I didn't know that "hand holding" had that connotation around here. I think that 161803398874989 understands me. What I thinks needs to be done is to improve the training mission a little bit. I'm not talking about radical changes. I think there's a big difference between hand holding during a tutorial to explain how to play the game and hand holding during the game to explain how to win the game. For example, there's no shame in writing a good tutorial to explain the rules of chess. It's a different thing to have the computer explaining what move to make when playing chess. If players don't understand how to play the game, then they will simply never play the game. If they are confused by the tutorial, they will think "this sucks, I'm doing something else". The changes I'm suggesting aren't really big. For example, I think the structure of the hub should be changed to suggest a certain order for the tutorials. I tried the archery one and they told me to use the spyglass. But I didn't have any spyglass. How am I supposed to know what a spyglass is, how to use it and whether the fact that I can't use it is a bug in the game or not? This is an example of a flaw in the tutorial. IMO, this has nothing to do with "creativity" or "console mentality". Every game/tool/program needs good learning tools for new users. Long time users already know how to play the game so they don't even notice these flaws.
  2. In cryengine, you can have a sun (which I'm pretty sure you can turn into a moon). Anyway, probably way too complex to implement.
  3. That wasn't my intent. In fact, my intent was to help the project by showing the hurdles that a typical newcomer might encounter and to document them in detail so they can be fixed. I think that ideally new players should not need any hand holding. The game should do the hand holding. Some might say that I'm contaminated by a "console" mentality. Anyway, the most serious problem IMO, is quicksave being broken out of the box. It's frustrating and I bet that many will declare the game broken and delete it at this point.
  4. Alright, it's a design choice and it works well so far.
  5. I see. I do think that it would be a nice touch if loot items glowed differently when you highlight them with your invisible cursor. I think this was the case in Thief games, to which this mod is vaguely similar. For the blackjack, I'd suggest having an "easy" guard with a wider blackjacking area for the tutorial.
  6. Ah, I see, it's USE INV. ITEM. Still, it's confusing for newbies. Maybe the tutorial should say: the default is enter, or use the technical name USE. INV. ITEM. The gamma adjustement has a scale, but there's no clear calibration target. Usually, it will say: Look at this picture of a thief. Adjust your gamma until you clearly see the feather on his cap, but not the dark circle in the shadows. And I know this isn't an AAA game but it's good enough that I think it's worth improving! I was quite pleasantly surprised by the quality so far.
  7. Thanks. I suggest that this be made the default name when unzipping.
  8. I saw that there were other threads like this, so here are my very first impressions of the training map. 1) Alt-tab doesn't work 2) performance issues: I was surprised that the game slowed down a lot on a geforce GTX660+Haswell on the outside levels. This can run Crysis 1 and 2 on max settings. Also, whenever I opened a door to a big area, I experienced some stuttering, as if the level was loading in ram. 3) Quick save/load. My quicksaves cannot be loaded. Throws some error (couldn't load training mission script). I was surprised that hitting F5 did a quick load. It's binded to F9 in the settings. 4) In the archery section, you should state that the user may not already have the spyglass. I didn't understand why it didn't work. 5) I didn't understand how to use the water arrows and vine arrows that can be found in the archery section. Maybe you should try and explain that too. 6) Jumping tutorial. I didn't understand where I was supposed to jump. Do I need to jump towards the open window on the right or towards the thing above the window in front of me. I wasn't able to complete any of the jumps before dying. It would be nice if dying revived you nearby. 7) How do you pinch out a candle? It says to use the "use" button, but I wasn't able to find any such button when looking through the menu. Maybe I missed it? I had the same problem with the flashbombs. Where is the use button? 8) How do you push a box? I was unable to figure this out. 9) In the object manipulation section, my character just grabbed the book in my inventory instead of being able to read it. 10) The gamma and brightness calibration isn't very good. Usually, games show a 2D image and ask you to adjust your settings until you don't see X, but see Y. Usually, the settings are displayed alongside the image. 11) There's no clear difference between loot objects and non-loot objects. Maybe they should glow when you hover over them. Also, why do I keep seeing my loot total in the bottom right? I think that it should fade away after a few seconds. 12) The light gem doesn't look like a gem. Confusing. 13) In the stealth section, it says "behind the partially", instead of "behind the partially opened door". 14) In the stealth section, it seems that you need to use the blackjack at a very specific angle. Also, the startled guard's reaction was weird. He sort of froze like a log and I was able to get him down eventually. He just made a weird grunt whenever I hit him. It seems that he can't fight or run away properly without a weapon. 15) If a mission is already installed, it should say "mission already installed" instead of restarting the game. 16) I suggest that the tutorials in the training mission have a suggested order, perhaps with large numerals above them. You would normally prefer to adjust gamma first. 17) In the stealth section, dragging the unconscious guard up the stairs was hard as he kept getting stuck. 18) moss arrows look like you had just sprung a fountain of dirt. 19) The text messaging system is far from ideal. It would probably be a lot of work, but it would be better to have a system where the messages are logged and can be displayed again to have more time to read them. 20) What does frob mean? I'm assuming it's the abbreviation of frobnicate, from what I found on the Internet. Not a word I was familiar with. Graphics: I know these would be a lot of work to implement, and the graphics already looks really good, but I can't resist suggesting these things. it would be awesome if the moon cast light in the St-Lucia mission. I know that not even Thief 4 seems to do that properly (example: http://www.playnatio...ne/pic-5639.jpg). Cobblestones would look awesome with some displacement mapping. Saint-Lucia: 1) minor, but you can climb using the first tree and reach what should be unreachable areas. 2) I couldn't find a sneaky way around the first guard. 3) You take a bit of fall damage after going through the grate, which you shouldn't since this is the right way to go. 4) one of the doors in the statue room will clip through the ladder 5) didn't realize you had to flip the guards over to get their keys once they're on the ground and it can be a bit hard to do. 6) the key system could be simplified so you don't have to try out each key 7) Hammer pushing was a bit hard to find and execute. Head of statue stays hanging in mid hair after the deed. 8) Guards can bug out a little bit 9) Broadhead arrows seems overpowered. Are there any rewards for a non-violent playthrough? Played through Awaiting the Storm: Really fun. Not having broadhead arrows makes the game a lot more challenging. I'll post more impressions as I keep playing.
×
×
  • Create New...