Jump to content
The Dark Mod Forums

pusianka

Member
  • Posts

    415
  • Joined

  • Last visited

  • Days Won

    3

Posts posted by pusianka

  1. I can poll it only if we agree that we are discussing only wether you'd like the feature itself or not. But not in context of that wether the feature is achieveable or how much time it would take to create which seem to be on your mind mostly. You can't also say that you don't want it becuase TDS would have been so much shorter without the hub because it is not relevant when we have it for FMs...

  2. But you won't have to ungoliant... it is just for the start point. You guys seem to be tryin to complicate it just for the fun of complicating... I know you dislike new games but seriously some ideas aren't as bad as they seem...

  3. Business as usual could be somewhere in the city so it could be entered at any random gate which is in the town but doesn't go anywhere, as for the fact taht you already have there your own apartment, well ye you will never get perfect consistency when you have FMs and I said that in the beginning, protagonists and such little things could interfere but then again I don't think they would break the feel of the game more then with what we got now. As for Jail missions, I already explained it earlier.

     

    What would we do in such a hub? Steal for the fun of stealing, get into the shop? Why not? You install the mission and you get the entrance added on the map of the city and we can also add how much money we get to buy in the shop which is in the hub. As for goods stolen in the hub, they won't be counted, but they can be stored in numbers in your hideout, so you can have like a little gold chest of your own :). Hub can also have the Training area in it as well.

     

    I personally would put guards in the hub and if they caught you, you could go to some local jail or simply respawn at the beginning of the level but seriously, it's not about making hub the terrain of rage, so there wouldn't be like ton of gurads which are hard to pass. Of course I can reconsider it as a bad idea and allow only civil AIs who cannot kill you in this map. There would be like a few homes you could rob every time you re in the town.

     

    The only true drawback that you pointed out so far is the amount of loading time it might take, well yes that is a problem and I think this could be voted in a poll wether it is really a problem.

  4. oh come on... seriously? You wouldnt like to have your secret hideout each time you get in game? :D "Sofa", really? :) What is so sceptical in putting many missions into such a town? I told ya most of these could start in an Inn and there wouldn't be rather no problems with strolling around City, it's actually the fun part... IMO.

     

    ungoliant@

     

    Not so long ago it was being said, it's impossible to make TDM standalone in a few years time and as far as I'm concerned we will have it working with the very next update...

  5. 1. One option is that your mission can start directly from your hideout the moment you installed it. After all you have briefings explaining what happened before.

    2. Sometimes it says that you've been to the Inn and got drunk and the next thing you remember is you being inside the prison cell sometimes you are after a mission which you got from someone and you get framed. So in these two examples you can start a mission by getting to the Inn or by stepping into the random door of your client?

  6.  

    In thief3, to access a mission map through the city hub, you first had to explore it and find out clues and get the mission from someone, which wont happen here either (would you go to the cemetery and then choose from 3-4 halloween missions, that are completely unrelated?).

     

     

    Well, hello you download the missions in your hideout and install them, then you have the position of entrance in town added and as for cementery example - yes that is exactly how it would work in such situations! What's wrong with that???

     

    Different time period? Please like you can tell from playing? You can always choose to go to the front gate because your missions are outside, but for many many missions that we have so far, it would work.

  7. Darn, if the missions were downloadable in the Inn, it would have been so epic. You wouldn't even have to get on Forum side, you just go into the city Inn get in, check out the missions and if there aren't any, you can say the epic line: "Business is slow lately..." XD

  8. At a next step I would prefer a hub level like in Thief 3.

    I think that you can already insert most missions without a change. The Mission "Pandora's Box" for example plays at the docks for example, as well as "Too late". At the first one you have to get into a crate to get onto a ship. At the second one you just enter in a workshop/warehouse. So the hub level just needs the docks and two warehouses. One is open with open crates in it. And one is closed with an open window on top, you can enter. So you will have level entries for both fanmissions at the docks. :D

     

     

    I liked it in thief 3 that it all matched to the city you were in every time. ^^

  9. Ok, this idea just simply ran through my mind a moment ago and I wish to put it into discussion immediately. So ehm basically when I showed TDM to a friend of mine who is a fan of classy games I was sure he'll be surprised. I opened the section of main page where you download the missions and showed how many we got with all the pride in my voice. Then he said - "blaah but these are standalone and they don't match so it's not really an involving game" and then he said sth like "if it was like a part of one City...".

     

    When I woke this morning, I imagined a modern TDM:

     

    When you launch the game, instead of a menu, we could just spawn on the main City map, preferably at our secret hideout. In the secret hideout we could go into certain rooms where we would have pop up menus like let's say you go into the toilet and you have "Settings Menu", when you get up to the table in dining room where scrolls with assignments lie, you have "load game/download missions/choose missions" etc.

     

    Now since we go standalone, I understand that we will also have option of making maps with loading locations. Perfect thing because we can make a city map with one district which will match with other districts, making up for a huge map. Ofc We wouldn't have to do everything at once! When you have a mission installed we could also allow the players to use City locations to enter these missions. Ofc most of them could start in the Inn. But people who want to contribute to the City, could make their mission entrances for example at doors to a cathedral or at some random doors in the street!

     

    What it gives is a much bigger connection to the world of TDM. There are no problems with different campaigns then, becuase you can start it from Inn, or if you re a traveller and you want your mission to be in other City, well then hey, you can make the entrance to mission at the city front gate!

     

    Ye we all have different thieves in our missions with different names, but I don't think we would bother because of that so much... and the City itself make up for this little inconsistency.

     

    ok I am ready mentally for all your negative answers and conservative points of view, bring it on! :D

    • Like 1
  10. Hey

     

    Nice mission. ;) However, i was a bit lost. I went through the whole prison/interrogation area, finding the evidence room key. However, i didnt found the evidence room. So i went into the sewers (without the possibility to go back ? o.o), finding the way out of it into the city. Then i walked through the whole city, finding a door near your loading screen (which i couldnt open? o.o), then i couldnt found anything more in the city (i walked through every part of it ^^)? I think I missed a big part of the mission? Mb i am just confused? ^^

     

     

    get back to area where you found key and look for evidence room or else it might not work I guess...

     

  11. FIRST! (Shit I'm so stupid, now I'm again out of FMs...) Ok:

     

     

    So I really liked that one! I mean it was a very well done and smooth FM, no problems with understanding of plot or the objectives. Everything very clear and nice. You make your very own kind of city but it get's a little rough and plain sometimes, you should keep up the detail. You should definetly give yourself a pat on the back for that one because it's definetly better then last mission as a whole.

     

    However... I am not here just to glorify you. A fast feedback on the things which I found bad/annoying/sad.

    So First of all when I got the knife and got out of mua prison cell I went to grab the prison key. The first thought which went through my mind was to make a prison riot but unfortunately I was unable to because you set me as an enemy for all prisoners who brought guards to kill me. Setting them on the same team would make more sense... and allowing them to run around looking for the way out would work as well. Ofc it's not very stealthy but it adds flavour to the mission.

    When I got up to the interogation rooms I really hoped to see an interogation, why didnt you ask someone to record a small thingy for you? It's no big deal and everyone would like it.

    Finally, when you give an objective of leaveing the place other way then the front door, then please give me at least 2 optional ways...

    When I saw the city and all the wood parts of it, I knew you'll give me rope arrows, and I was glad to be able to climb all the balconies in the district. However there was one balcony which seemed too much lit, it was right on the corner of the alley from which you were starting the walk in the city. I was however quite disappointed to find out that every balcony leads to only 1 room. It seemed kinda dull.

    As I was running out of the balconies to visit and I havent found the person who framed, I got a little scared and thought of climbing the windows but then it turned out to be the last balcony on my route. I was really disappointed that it ended there, no twist? I mean the mission was spread in two parts - Get out of prison, climb every balcony, end of mission. You gotta add some random events, something that will make me giggle when I find out that it is not yet the end.

     

    On the sidenote, try to make less monumental and wide alleys, but make more of them and more of opening doors, not only on balconies :).

     

    All in all there is still plenty of space for improvement, but it's always a pleasure to play what you create.

     

  12. What about letting the player in the place as someone else like staff member or employee or even as a guest to let him explore the place but with some restrictions and then allow him to have a look at map and nextly plan the night entrance into the place to steal sth.

×
×
  • Create New...