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Dworkin

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  1. YES! Thank you! My thanks to all others who replied! Dworkin
  2. Hello everyone, I can't find a DM fan mission I used to play. You start in a prison cell and the only way to escape is through the ceiling (having the hatch fall down and somehow jump up). Alas, I can't remember anything else. Please, does that ring a bell?
  3. This campaign is absolutely fantastic. I love the way you work with lighting. Some scenes are so well lit they look like real world. Absolutely jaw-dropping. Thank you for this treat!
  4. I still get failed attempts at KO because I either don't hit the exact spot I'm supposed to or I make a slight noise at the very last moment before my KO attempt (typically when standing up from the crouched position so that I can hit the head). As to the first problem, I think hitting the general area of the head should be sufficient to get KO. Now I don't have first hand experience with blacjacking (from either standpoint, lol) but I believe that my character does and that he knows what to do. There will always be factors that you can't reproduce in the game, so what you see is basically an approximation of what you would see if the situation was real. If you can lock picks by listening to various clicks the character makes while doing the actual work, with the same logic it isn't - I hope - entirely nonsensical to use the same approach with blackjacking. The second problem is caused by the absence of confusion on the part of the victim. Again, I am no expert at blacjacking people or surprising them from behind in general, but I do know that if I heard some noise behind me at the very last second before being blackjacked, I wouldn't even had time to think about what that noise was. And even if I could quickly turn around (at least partially), what could I do? Before my eyes would focus on the attacker and realize what he was doing, it would again be too late. As I said earlier, it is possible to learn how to do it according to TDM rules, but for me, it wasn't fun. And it still isn't, sadly. I enjoy the rest of the game very much.
  5. The objectives are displayed right after the mission intro. I choose the difficulty setting, click on Start mission, the mission loads and voila - the first Esc takes me to the Objectives. Not sure if you meant this and if the objectives at the start are basically the same objectives that you open by pressing Esc, but that's how my TDM works.
  6. 1. The current download mechanism is decent. It does its job. I just think it could be improved to do its job even better and spare the player unnecessary steps. That's all. 2. Well, for starters, not everyone is an experienced TDM player and one might not become one if the game frustrates him from the very beginning. But that's not the main point I'd like to make here. I think there's enough room for people who would enjoy easier blackjacking and for those who like it the way it is. It can be entirely optional. That would allow everyone to be happy about their game. Right? 3. Well, it does for me.
  7. I agree. Imagine the situation in real life. You are in shadows, the victim passes your hiding spot, you make a few fast steps and BAM! Now what could the victim do in that short time period when he/she hears your steps? Maybe begin to turn around? Then what? The blackjack is already on the landing trajectory. Sweet dreams. Also, I highly doubt that any attacker would accidentally hit the victim with his/her elbow... Of course, in a game different rules often apply to make it challenging enough. No problem there. But the players have often different ideas about what "challenging" is. Difficulty settings thus come into play so that everyone finds their game enjoyable. I think what Skaruts is saying is that while the game may be set to "easy", the blackjacking is set to "very high". And the answer he is getting here is "you have to try harder to learn it". But I think he shouldn't have to. Just like you don't have to learn rocket jump in Quake to make some nice frags and enjoy your game. If some of the players of TDM (even most of them) want the blackjacking set to "very hard", cool, good for them. But I think it would be nice if there was an option to make it more forgiving. If that's completely out of the table, fine, I did eventually learn how to do it and though I don't enjoy it one bit, it isn't ruining my gameplay experience (TDM is awesome game, I mean AWESOME ).
  8. I never kill people unless the mission objectives force me to (and I hate this kind of missions unless the target is like REALLY evil). As for the gamestyle, I prefer blackjacking the guards one by one and storing them in dark places until they are all unconscious and then I solve the puzzles and enjoy the architecture etc. Sadly, with the blackjacking being so hard, I'm sometimes so frustrated that I leave the guards alone and just sneak past them. But I don't enjoy that, no sirree.
  9. Hello, I'm new to these forums so excuse me for being a newb. First of all, I would like to say that I consider the Dark Mod one of the best games I've played in years. The mod itself is great and the FMs are mostly superb as well. I play TDM every day (well, night ) and that says a lot I think. Now on to the things that could be improved IMHO. 1. Downloading and installing missions. The system is a bit over-complicated I think and requires more attention from the player than it should. ATM you have to choose a mission from the download list, move it to the download section and then click again to begin the download. The whole download systems takes up much of the screen, leaving very little room for the description of the mission itself. So, if I, as a player, wish to get some information on the mission to decide whether I want to download it or not, I must click the More button to get there, and then return back and select it for download etc. I think the download system should be simplified and the crucial mission information should not be hidden behind a button. My suggestion is this: Leave the missions list on the left, if a mission is selected (single click) - display the mission information on the right (where the download section is now), with an option of download just under mission information. Also, after a mission is downloaded, let it install automatically and, if possible, without restarting of the game. Also, it should be possible to have "installed" all downloaded missions so that you can just start TDM, choose any mission you want and start playing without any more clicking/restarting (but I guess there are some technical obstacles that prevent this ATM). 2. Blackjacking It is pain in the rear parts. And yes, I am a fan of Thief series so it is kind of expected that I won't like it. When I first started playing, it worked so randomly that I thought it was bugged. Since then I learned how to do it but the effort I had to put in was kind of not worth it IMHO and if I have an option not to knock someone out, I usually don't. Compared to the sheer fun I had knocking-out people in Thief, this system is way too difficult and hardcore for me to like it. And as I said, I played Thief A LOT so I don't make the basic mistakes. I can only imagine the frustration of new players who have no experience with this mechanics whatsoever. If TDM is to attract wider audience, this is the first (and one of the very few) thing I would change so that it is more forgiving. 3. Objectives after the mission start This is a minor one. Once you start a mission and first Esc - usually to make your first save - you find out that you are on the Objectives page and have to switch to main menu. I think the first Esc should lead directly to main menu. Objectives are displayed before you start the mission and then whenever you press the hotkey so there is no need to remind them to the player upon first pressing Esc. Okay, that's it for now. Again, I would like to stress that I love the game and the FMs and that everything I said is just an effort to improve the already great product.
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