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Everything posted by chakkman

  1. It never bothered me, TBH. If anything, then I think that many "modern" gameplay elements, like the never ending flood of enemies is rather something I don't enjoy compared to older games. There's something really satisfying about clearing an area, and being able to explore it, without having to fear enemies on every corner again (after all that's why we carry weapons, right?). The biggest problem with TDS for me is the castrated level design, due to the hardware limitations of the consoles back then. With similar level design to the first two Thief's, the game could have been really good
  2. I have no idea why you feel so offended (especially as it's you who played the smartass). You argued that it is clear that LFM stands for "Looking for mission". FM stands for "FAN mission". So, no, that isn't clear at all. Nor is the Alice in Wonderland thing. If then, a part of the mission resembles something in Alice in Wonderland (which I never noticed BTW, as I'm not into fairytales), not the whole mission. So, yeah, I have neither an idea what the OP is on about, nor what you're on about. Especially with your aggressive tone.
  3. What is a "LFM"? And what did "The Sword" have to do with Alice in Wonderland? You mean because of the magic stuff? Why Alice in Wonderland?
  4. I preferred the horror of Doom 3 as well. That said, I only played it for about 10 hours, and then stopped, because I frankly peed myself in some situation... I'm just too faint-hearted for such games.
  5. Would be interesting to know how some of them turned into manbeasts or similar. Magic? Or are they simply not as progressed/developed as town people? Lots of myths and secrets to discover, which is probably why I liked them so much in the Thief games. (Yes, also in Thief 3. Not sure why some people didn't like them there.)
  6. I also think it's a interesting idea. For a different game. Guards don't hide (after all, the Lords want to show their presence, for deterrent reasons), and, they coordinate with other guards to protect property (and they're most likely also ordered by higher guards). I just think the idea is a bit flawed at the base. It would be a idea for a different kind of mission (like... for example, a guard which tries to unveil a conspiracy within the guard watch).
  7. Which is a shame, because they always had been the most interesting faction for me in the original Thief's. I really like your ideas about the deities. And I really like the drafts of these pagan models: Would love to see the guy in the upper left come to life lol...
  8. Well... yeah... of course... What I meant is that you won't be able to switch the whole gameplay, so to speak. TDM is made with sneaking and hiding in mind. And what do you do as a guard? Yes, surely not sneak and hide. You guard things. Unless you want to turn a guard's work into a thieves' work. Again, every mission maker should do what he likes, it's just that I personally don't see how this fits. I can't imagine playing asphalt in a racing simulation either.
  9. Doesn't look like they worship one particular deity: https://wiki.thedarkmod.com/index.php?title=Pagans#Info I'd love to imagine there is something like the Trickster in TDM though.
  10. There's one or two missions already with that kind of scheme. The issue I also see with playing a guard is that the game allows you to hide in shadows, but not the NPC's. So, you'd really be limited to eavesdropping, chasing someone, or finding incriminating evidence, that sort of thing. I really think paid thief jobs with some kind of criminal conspiracy are more like it. Fits the general theme better as well. But, hey.
  11. Don't know about obsctacles, but, I'd expect to play as the thief in a... Thief game. Of course that shouldn't prevent someone to do a mission where you don't. Feels weird though. It's not a police simulator.
  12. chakkman

    Free games

    Thanks for the tip, looks nice.
  13. FTFY. I'd always choose gender how it fits my story or lore, BTW. Not because players or "society" wants it like that. One of those things these days.
  14. There are a lot of things which are unrealistic in a game scenario, e.g. a real guard wouldn't be able to tell between footsteps he hears by another guard, or a potential thief either, and, no guard is immediately on such a high alert state, with gun or sword ready as quick as they are in games. So, yeah, of course always a consideration between playability and realism. Nonetheless, as hard as stealth games are, and as much patience they take, I think it is necessary to comfort the player a little. Also, it was a hugh UM kind of moment for me, when I saw three guards patrolling a relative
  15. Not that it's relevant, but, I strongly dislike random patrol paths. For quite a simple reason: If I hire guards to guard my property, I'd expect those guards to cover a preferably as big as possible area. Without having all guards potentially at the same spot at the same time, leaving big areas completely unguarded. I can understand that random paths might, just might be a thing for NPC's which don't guard anything, but, for "real" guards, it absolutely makes no sense to me. For example, I played a mission once (won't name and shame, but, it's pretty well known), where I had 3 guards in
  16. Nice stuff. Even though I can see where the "doesn't fit the lore" people are coming from. Dragons are also typically depicted in fantasy as hoarders of big treasures. Now imagine those lords don't just have to worry being robbed, but also being burned to ashes my dragons. I don't know...
  17. I think the difficulty in the settings sets the overall difficulty of picking doors (i.e. the threshold when the player has to release), but the mapper can set the difficulty of each door (the length of the sequence). See here: https://wiki.thedarkmod.com/index.php?title=Doors#Lockpicks
  18. As the lockpicking system in TDM is based on what you hear, I wouldn't know why it should be harder in the dark or when the room is lit. The "strength" of the door lock should be up to the mapper, and it should range from easy (less important doors/entries) to hard (main doors/entries/safes). Anything else makes no sense to me.
  19. It doesn't matter IMO. The blackjack is as much a gameplay element as choking is in Dishonored, or in the Splinter Cells. You can't safely knock out someone by choking either. It also is completely random how long the knocked out guy will be unconscious. I really see it as a gameplay thing. It isn't realistic, just like it isn't realistic to hang onto a rope arrow. Being a gameplay element, it should be dependable, and predictable though. I never had issues to knock guards out in Thief, or to choke them unconscious in Splinter Cell. Whenever I made a mistake, I knew why it happened.
  20. Hopefully. Really hope they do a Dishonored 3, especially as one of Arkane's leading figures (can't remember the name now) said not long ago that Dishonored isn't discontinued. On the other hand, I could well imagine a Arx Fatalis 2 as well (or a similar RPG). The first game might not have been a success, but, there's definitely a lot of potential if Arkane also manages to modernize the game. Anything better than their Deathloop stuff would be highly wished for.
  21. Well, no. id Tech 4 seems like the last one, and that one is more than 15 years old.
  22. I hear you in regards of the Sony exclusive titles. My thinking is, though, that, if they don't want my money, they won't get my money then.
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