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digaphobia

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About digaphobia

  • Birthday 04/04/1983

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    Male
  • Location
    Eugene, OR, USA
  • Interests
    Cycling, Thief(ish)/Deus Ex, Baking.

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  1. The way I see it, if I wanted to break into a mansion, I would definitely knock everyone out. No question. People are too crafty for me to allow them to be conscious while I steal their things. That said, ghosting is definitely the hardest way to play the Theif-ish games. Well, in TDM's case, I think it might end up being harder to dual with each and every guard without dying than it would be to avoid them entirely. But I suck at it royally, so....
  2. Agreed, the Radeon 9550 was a budget card five plus years ago. There is no way it could be expected to run TDM (or any modern-ish game) at 1920x1080. Try 1280x720, if not that try 852x480 (if you can).
  3. Ah, no. I guess I'm used to the standard Thief red ball lever. Oh, I meant to say, the globe falls out of the level when it is frobbed. Don't know if someone mentioned that previously.
  4. I've been experimenting with the crash/save corruption.. I had a hard crash and a broken save (as in, the save will crash the game every time I try to load it) after having knocked out Harlan, carrying him through Benson's house. It crashed while I was carrying him, as I tried to quick save. I was able to play through the level and finally see the statistics, only took four tries. I missed 160 loot... I wonder where I didn't look?
  5. Reminds me of the bugs in Deus Ex where one could be rewarded over and over by having a full inventory. At least there is no reason to exploit it in this situation.
  6. Posted. I have no idea what triggered it, but I played through from the beginning twice and had it happen both times. It was perhaps 75% through the level the second time, no idea on the first because I saved only just before completing, in case I missed loot. I still want to know what the max loot was....
  7. I have 3GB of RAM and my quick save was 296MB. I was able to quick save and quick load without issue for a while, but at some point something happened which inflated the quick save and broke the game when trying to quick load it. After a crash I could load the mission (...slowly) and then perform additional quick saves (with a 5-10 second freeze while saving). But I couldn't re-load the quick save once it has been loaded once (ie: when I died, a quick load would crash the game). I don't know how useful that is, but there you go.
  8. Well, more what I am saying is that the primary joy for me in (re)playing Thief and Deus Ex is exploration. It seems to me that ten years out, we should be able to play a game where nothing which should open doesn't. If that makes sense. I'm fine finding a key, door code, or whatever to get into something, but I want to get into it somehow. That can be made as difficult or easy as one wants to make it. But that's what is wonderful and fun and makes this sneaking genre so unique. Most missions (esp. FMs) seem to have plot/task essential doors and windows and maybe one or two superfluous places to break into. That's fine, obviously it takes a lot of effort to create that much. But I would love to spend an hour or two searching an entire neighborhood, with NPCs and guards walking about dynamically. Not a set number of guards patrolling and a couple people asleep in their beds and one standing still just waiting to be knocked out. There can still be a mission or a goal, but it doesn't have to overwhelm the entire map. This is off topic, and obviously not a reality with TDM (at least not at this point), but I can't help myself. Anyway, demagogue, I really enjoyed your map. It was not a typical Thiefish endeavor and I applaud that. <h3></h3>
  9. I agree that the map was annoyingly linear, but it is very difficult to tell a cohesive story when the audience will be experiencing it at random. I think Patently Dangerous is, if nothing else, an exercise in that very difficult balance of storytelling vs. gameplay. I also agree that the windows/doors/objects not highlighting, or explorable and static objects just looking the same, is pretty confusing. I've been playing through T2X for the last few days and there is certainly a shift in thinking when going from one game to the other. But if you're spending that much time and not exploring the rooftops, perhaps you need a refresher course on vertical space... Granted, 95% of first and third person games don't make good (or any) use of vertical space. Even those that do (Assassin's Creed, for example) don't prepare players for a game like Thief, because no effort is required to reach and traverse rooftops, and there are no interior spaces to explore. What bothers me about most game maps, but Thief(ish) ones in particular is that there are tons of doors and windows, but only a few are actually usable. Ideally we should be able to make maps where all doors and windows are explorable, but obviously a game engine can only handle so much, and D3 wasn't really designed for sprawling complexes of rooms with hundreds of dynamic objects. Regardless, I personally appreciate Looking Glass for making it fairly easy to distinguish useful objects from scenery. Several of the TDM missions I have played so far have been frustrating to navigate, as they have no such distinction. I totally understand Fidcal's point -- that a static door would look silly with just a texture, but at least I wouldn't spend ten minutes trying to get up there to figure that out.
  10. Argh, played through but when I completed the mission, the game crashed. Corrupted save game? Tried again, same problem. Oh well. What was the total possible loot? I was at 1600 and change. Anyway, I really enjoyed the slowly unfolding story. So many Thief(ish) levels are too WYSIWYG for my tastes. The map was also nicely complicated -- it took a lot more exploring than usual to figure things out. I do wish more of the locks were pickable, though. It made sense with the story and progression to have to find keys and explore rooms in a particular order, but a little unrealistic to expect that these great picks which should be able to defeat most any lock are almost useless in this neighborhood. But as I said, I'm not sure there is anything to be done about that. The architecture and design were, in my opinion, a little off. The basic layout of the neighborhood worked well enough, but there were several areas which felt like awkward compromises to the overall design. The four which come to mind are: The first floor of Soren's house: awkward furniture placement in the living room, blocking the bathroom; curved wall in the kitchen to accommodate the circular staircase; child's crib blocking a table (casting a great shadow, though!).Neither Harlan nor Benson's house had a bathroom or kitchen. Not the biggest problem, but a little strange.It bothered me a little that almost all of the nonessential items in the level were static. I guess it makes it easier and less annoying to loot a room with a lot of superfluous stuff in it, but this was too easy.The .Otherwise, I'm so very happy to be playing new TDM content. It has come so very far from Thief's Den. Wonderful work.
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