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pusianka

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Posts posted by pusianka

  1. Ok finished the mission however I couldnt find the valuable thing. I got out of the room by being a clever thief that "pulled builders leg". This should be more clear that you have to get the crown and it should be impossible to leave without it.

     

    I really liked the ending. Especially grave sayin thank you. I liked the boss fight however it was very, very easy. Shadowhide has very interesting way of lightinig and building if he had someone to beta test his missions and check the coding then he would be on the top. But now it was definetly less impressive because of all the issues. Hope to see more.

  2. Gosh... Pushing can be aggro or can be stealthy. These things should be up to player to decide after all he makes his choice already when choosing the game difficulty. Dont kill anyone, don't knock out anyone, don't hurt civilians. I don't get why you people just keep treating things one way around.

  3. Still I think it does a lot because:

     

    1. You don't have the infinitive number of gadgets.

    2. You can make people fall off the edge which varies the gameplay.

    3. It's very good when running away and encountering a guard in a narrow hallway or doors.

    4. You can combine it like: you push a guy into the wardrobe or a room, flash him and (b)lock the doors.

  4. Actually, I have no idea what you were talking about in that post.

     

    All this talk of new tools that don't do anything significantly different from existing tools just strikes me as feature creep. I'm just waiting for someone to bring up slippers the thief can put on to move silently, and a blowgun with poison darts. Those two usually come up by now.

     

    that's some pretty much fucked Example ideas... Comparing to this simple feature that significantly does a lot! For the gameplay. Now this feature is really not a bad idea because it's not like arrow or a blackjack. It does not hurt anyone inside the room but can be helpful when running away and I pretty much have sometimes such moments when I just need to get out real fast(don't you?). Ofc it can be deadly when pushing off the high edge but it's up to a person to decide if it makes sense.

  5. I am glad to see that I am not alone with this idea. The more people write here the better. I still don't quite get the problem that Sotha is telling I'd do it without any ragdoll. If the enemy is pushed then we need two anims. Pushing and being pushed. Then if he falls down then third anim of falling. And then the last basing on the height. So it's either death(no anim just ragdoll), falling to the ground anim(something like fallin to the ground then getting yourself up a little and maybe screaming for help?), or simple fall if it's small distance with a crouch when incountering ground. That's how I would do it. If I had any skill.

  6. I don't know if KOed AI left in bed is seen as sleeping but if so then I add it to this topic. Basicaly I wish to know if it's possible to make now or do we need a feature for such things like the KOed AI on the bed. Other situations I can think of is leaving an AI with bottle of beer or wine, after all alcohol tastes better at night ;D. I feel like thief needs more playing with npcs. So what you think?

  7. ..But how to implement the pushing itself?

     

    The player equips hand and clicks mouse to push?

    The player has nothing equipped and click pushes?

    The player simply runs into the to-be-pushed AI?

     

    Anyway, I think blackjacking already covers the 'sneak-behind-and-do-something-nasty' game mechanic. Why would the player push the AI, if KO'ing is possible? Also pushing ability will change map gameplay very much.

     

    What if the mapper wants to have the player start without any gear and focus on avoiding AI? Having the ability to push AI's around would break the mapper's plan. The unarmed player would be able to deal with AI's.

     

    What if the player pushes AI in combat or in other alert states?

     

    And finally: for the pushing to work properly we would need the possibility to make AI go ragdoll and then resume back to real AI. With that the AI would fall down as a realistic ragdoll. And if they didn't die because of the fall, they would get up, angry. Without that the AI would just look stiff when it is pushed, not good.

     

    Next thing people want is the ability to hit an armed AI in the face and steal his sword.. Or maybe take human shields and fire arrows behind them?

     

    Ok I was thinking of it as hands move so when you're not equiped. Please Sotha this is really strange that you are here to post such things like having the AI not alerted. You can set the thing so that the player cannot be spotted or cannot be spotted more then [insert number]. I thought this could be used since its:

    1. Pleasure

    2. helpful in getting rid of a guard or just pushing him out of your way when running away.

    3. It can develop new combat tactics(however I must admit I do see problems with it being balanced so this point shouldnt be taken seriosuly)

    4. great if you wish to lock someone in a room or a closet. you just hide and wait and when someone crosses your way you push him in. and lock the door!

     

    But I must admit that its mainly a nice feature. Every stealth game have such nice feature move. Hitman - dressing in others clothes, Splinter Cell - grabbing to interrogate, Thief - arrows :D, seriously I dont know what to place in here... probably black jack move. We need such features!

  8. Spring, don't take it seriously but did your parents not allow you to dress the dolls by yourself? ;D I just keep looking at how you dress up in many clothes the characters that used to run after me shouting how they'll break my neck and spit on my dead corpse... It makes me laugh when you put them in clothes of an inteligent scientist xD. But this is an amateur mod and not everything is possible to be done at the certain amount of time. I'm taking my hat off since they look really nice and Please forgive me my first sentence I just couldnt help myself. ;)

  9. Ok I caught myself like fourth time willing to push the guard off the edge in FM. It especially appears in my mind when someone stands next to the water tank or a pond. What do you think of that? Would you like to have it implemented, after all it shouldnt be too hard to make unlike many ideas that you can see lately in this section. I'd personally found a great pleasure in that.

  10. SH I managed to play your mission! I didn't finish it but it was an interesting thing to watch. Here is my review of everything untill the moment of my overcompulsive knock out of a guy in prison that wanted a book(and after that an error when quiting the mission to load last save) :

     

    1. I had perfect performance throughout the whole game. That's a plus.

    2. I liked the fact that people actually were talkin to me and not running away screaming for help. Another plus.

    3. I liked the fact that the scenery was changing. Plus.

    4. The corridors and library looked very nice. Plus.

    5. Forest seemed to me a little empty... Just trees and location, trees and location, trees and location. The places except the house you're starting from looked also a little empty. Minus.

    6. Bugs - I got stuck on this pagan thing on the graveyard. That's another minus.

    7. Story telling a little hard to understand at some points. Minus.

    8. The Wind sound! God it was so annoying at the beginning! Minus.

     

    Now in my country when you take a big exam in humanities and at the end there is a composition to write, "the estimation key"(something for examiner to follow when checkin an exam) has something called "special values of the composition". It gives a few extra points when a composition show something special, special knowledge, interesting examples and so on. I am giving you now these extra points for originality. It was different then other FMs. I am willing to finish the mission and see more of your creations.

     

    You said earlier: "... Thanks for playin and sorry to waste your time." I didn't feel like wasting my time. That's all about that.

     

     

    From my personal experience I can tell you that you should always treat your first work with a lot of credit. I hope your imagination didn't stop workin after that one. Really hope to see more of you in the FM list. Good luck.

  11. We learn every day, don't we :). Thanks mortem I'll work on it. Your pronouciation is really good that's something I missed in this line, because there are too many sounds that are not very familiar with my language. "rl" is esspecially the sound that is hard to spell right ;)

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