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Thrashaero

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Posts posted by Thrashaero

  1. well gas arrows are expensive and rare like has been said, but they don't need much for aiming. the steel ball or beanbag arrow could be cheap and reusable but are a gamble, since they could be hard to aim to hit the right spot (or heavy and cause waivering) and cause big suspicion if one doesn't aim it right.
    I just figured it would be an easy arrow to make/buy but hard to master.

  2. At least Thief Gold seems to have a simplified light source occlusion detection. I played it recently and noticed that a small area of the light gem sometimes turns yellow or even red while in shadow and near some light sources.

     

    This is closer to what I was thinking. Something fairly simple, not some real time profile raytracing HD clusterf** of programming. Just something to make the areas where you would be obviously visible against a lit background a little less easy to just waltz through....but what do i know...it's been discussed to death and must be put to rest.

  3. We've already discussed it several times, it's a poor design decision and basically punishing the player for something beyond his control, resulting in frustrating trial and error gameplay.

     

    I didn't know it was discussed since I don't see a search function available. "Punishing the player" would only happen if it's implemented across the entire game instead of an option to toggle. "frustrating trial and error gameplay." is already in the game depending on the difficulty and if the player hates the difficulty.

     

    As Judith said, we've discussed this several times. Implementation would prolly break some missions, and lead to other related requests, all of which have been discussed to death and tossed. Implementation would be difficult, in that you'd have to ray-trace from the AI's eyes to all visible lit areas, whether the light source is visible or not, and testing whether any part of the player blocks any of the rays. That's a big chunk of time.

     

    I was thinking just areas in which you would cast a shadow, where the shadow would cross the path of the AI detect field, you're detected. Just as simple as being detected under direct light, you're detectable by light that is behind you. I don't see why it would be extremely ridiculous to implement but i'm no programmer.

     

    Even if the tech would be there performance-wise, what's the point in terms of gameplay? You'd either make the player frantically look behind all the time, or you'd have to introduce some sort of other light gem, a kind of silhouette detection meter.

    "What's the point in terms of gameplay?" I dunno, realism, challenge...pretty obvious I would think. It wouldn't have to be for absolutely every angle everywhere, just areas where I feel like I should be easy to spot due to my profile being obvious despite the fact I might be in the shadow of something else, there's a lot of times there's bright light behind me that would make me easy to see. It's just something I find rather noticeable.

     

     

     

     

    Exactly. The whole point of the light gem is that it tells the player how visible they are to AI. If there are whole load of other visibility criteria that are not reflected in the light gem, why bother having a light gem at all? You might as well just force the player to guess whether they are visible based on the behaviour of AI, or constantly rotate on the spot to figure out whether they might be visible from a particular direction.

    You mean, observing the backlit areas and where the ai is viewing, something like a master thief would actually try to do? If this were implemented I'm pretty sure a light gem of any sort would be unnecessary and is already able to be turned off.

     

     

    A lightgem is based on AI position quickly becomes useless. You might be visible to one AI but not to the other, so either you're getting incorrect readings or you try to average it out. Either way you're no longer getting useful information.

    it wouldn't be needed if one just observes the ai and knows what light source is behind them that they would likely intersect.

     

    It's a game. It's meant to be fun, not a perfect simulation of reality.

    wow, a game? you're right, simulating reality couldn't possibly provide any sort of fun.

     

  4. I was thinking one major flaw of thief is that you can be in a dark area, but even if there's a lighted area behind you, the enemies can't see you. I always thought this was a bit cheesy. maybe a bit hard to deal with in a game, maybe hard to program, but i think it would really add to the realism if the enemy can see your profile even if your light gem is completely dark, because of the background behind you would highlight your shape and movement.

  5. Sorry if this has been suggested a bunch...can't find the search function

     

    anyway, i was thinking there should be an arrow with a steel ball on the end...same purpose as blackjack but from afar

     

    of course, some may find this to make things a bit too easy, but also an arrow with a steel ball for knockout purpose seems like a pretty obvious thing to come up with vs an arrow that can magically grow moss, as well as some maps could be made extra hard for such a device to become necessary or something? or maybe the arrow would have to be specifically aimed for right at the back of the head/top of neck to work

     

     

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