Jump to content
The Dark Mod Forums

Taffer36

Member
  • Posts

    13
  • Joined

  • Last visited

Reputation

0 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I have to apologize for earlier, it looks like I misunderstood the meaning of "no one looks at twice". I thought that meant no one notices... But as for your next statement... You're missing the whole point here. You're saying that escaping from black boxes is "bad", because you have to suspend your disbelief a lot. So, logically, the less you have to fill in the gaps and suspend your disbelief, the better. Hence, if a guard were to actually open a door and push it closed versus just magically moving it with their mind, it would be slightly better. Correct? I understand that you probably aren't going to be able to fix these details, as it takes too much time to fix them all. But you do agree that if they were gotten rid of, it would be a good thing (not by much, but even a little helps), right? In your original statement actually, you were trying to use that as a point. That players accept those things. Yes, we accept them, but only because we are forced to. That doesn't mean that when we see it we say "that's retarted" or whatever. Meaning that, sure, we accept whatever you shove down our throats, and it probably isn't going to kill the game, but it's certainly not a good thing, and it certainly is going to detract (ever so slightly) from the experience. And Crispy, I think you misunderstood me. I've already heard the whole "lolz that takes forever" argument by practically everyone here in pretty much every single thread. And I know, we are forced in video games to accept some things, even though it would be better if we did not have to. The reason for that is that every little detail takes time. I thought Springheel was saying that players don't notice those small problems, to which I was saying that while we accept them, we certainly do notice them. However, it looks like I misunderstood his statement, and he really wasn't saying anything about players not noticing these problems, just that they have to accept them... which is exactly the point I was making... so yeah, it was all caused by that misunderstanding.
  2. Oh c'mon. Don't tell me that you don't notice those things at all. Oh wait, you definitely do, considering that you stated all of them yourself as being unrealistic. You may like to pretend that you don't notice them, but you clearly do. Admit that if these things were improved in Thief, it would help immerse you more. Why not just have all of the guards be boxes? It would take a hell of a lot less time to make. Oh, that's right, you're not willing to suspend your disbelief that much. How is my example right here any different than what you're talking about? Both are about saving development time. Both are unrealistic and unimmersive. I never said that those examples in Thief you brought up break the game, and it is understandable that those details are left unfinished, but we're talking in principle here. In principle, the more of these details that can be fixed, the better. Realistically speaking, these type of details will be addressed much later on, if they are even addressed at all. The fact that its hard to do or isn't very important doesn't change the fact that it is an unimmersive feature that "would be nice" to fix if you were given all the time in the world. In response to New Horizon: Yeah I figured that what I was asking for would be very difficult to implement. Mostly it was just me blabbering about what I would want in my ideal stealth game. I'm just hoping that such AI behavior will be possible in the future of gaming. And I forgot to say last time, nice update. To me one of the most important parts of a game is the AI, and it's great to see the Dark Mod's AI coming along.
  3. Yeah I heard that Condemned starts out really great, but that its pretty much the same exact thing over and over; "a one-trick pony." It looked pretty good, but I've yet to play it.
  4. Uh... no. We do think twice about it. In fact, it breaks immersion. It's just that we are forced to accept it. While it isn't the biggest deal in the world, it's ridiculous to say that it doesn't break any immersion. It would add greatly to the immersion if these things were fixed in Thief. So yes, in fact, little things like this do break immersion and remind us that all we're doing is playing some computer game. In real life when thiefs are spotted the game ends? Does the thief just throw himself upon the mercy of the guard and his pointy sword because he has been spotted?! I always thought that was one of the most enjoyable parts of the original Thief. It was always fun trying to get away once you'd been spotted and alerted the guards. While the guards' behavior of returning to their patrols after a time was rather stupid, that doesn't change the fact that it was fun. I am looking forward to seeing how I will have to avoid these more intelligent guards. On another note, I'd also like to see how guards will react to their comrades dying or passing out. A great immersion breaker in Thief was when you would knock out or kill a guard, the guard next to them would simply say something like "oh no, they've killed him!", and either start searching for you or they would run away to get help (at least I think they did). It would be much better if they kneeled down by their comrade and tried to help them or something like that. Maybe the guard should first assess if the situation is dangerous or not. If the thief is out in the open they should give chase. Maybe if they are in a group the other guards should assess whether they should aid them in giving chase, or if they should aid in helping the downed guard (so the group would split; the number that stays to aid the downed guard could be dependent on how badly he was injured. Just being knocked over by a thrown crate would only yield one guard to help him stand, versus having a mortal chest wound caused by a broadhead would yield quite a few guards).
  5. I agree that the Thief sword system is good, but the AI's fighting system was horrible. The controls for the player were so simple and left out everything unnecessary for a stealth system, yet it was enough to suffice for a full on combat. However, the enemies had horrible swordfighting. They blocked randomly, dodged at the wrong times (i.e. dodged while you were charging up and ran back up to you as you released your attack), and they could not attack while running. I hope the Dark Mod makes it so that guards can swing while running. This way the player can't just run around in circles (I've done this for fun), and actually manage to stay alive for as long as they want.
  6. I do hope that the fighting system will be better than Thief 2 though. Guards were actually pretty easy because of the cheap overhead swing. Move out, charge attack, move in, release. Then repeat that until they die. I didn't like how the guards didn't really mind a sword. Range is always something to keep in mind while swordfighting. You have to keep your distance and wait for an opening. In Thief the guards would rush right in front of you, directly in range so you could swing at them over and over. But what if guards kept their distance and only ran in to take a swipe, then they would move back out. Maybe you could allow for fakes? Like in the middle of a swing you could press the block button to stop the attack. Would it be hard to code for the opponent reacting to this?
  7. Assuming that there's enough time to do it and it won't be too difficult, why not allow the feature and let the FM designer choose? The more options the better!
  8. I've been watching this one for awhile now. The combat system looks real promising. Although in the end it might end up being another "Left Click = Attack, Right Click = Block", I highly doubt it. I am also hoping that they won't make you pick a class like some games. That's one thing I loved in Fable. It never made you choose whether you wanted to specialize in archery, strength, or magic. You could specialize in all and use all of them whenever you wanted. This adds a lot of variety to games instead of focusing on only one combat type (which inevitably gets old after awhile). Completely off-topic, but I'm just wondering what everyone's stance is on Star Force. I've read a few articles, but I still can't decide. One thing I am truly against is how Star Force apparently installs itself without your consent. Edit: Maybe I should've read the article first... looks like the combat system will be better than left click, right click, but eventually you will have to make decisions in specializing in classes, or you are actually penalized for it. You will not be able to be the best in a certain field, which is very lame. Oh well.
  9. A lantern would be a great idea. However, missions should be set up so that it doesn't rely on the lantern completely. It would help out when you enter a dark cave, but it wouldn't be necessary. If it is necessary then the FM creator could simply make it so that you can't drop the lantern. The Dark Mod is a toolset for FM makers. Rather than limiting their options it would be best to give them the biggest set of tools to play with, then let them decide. Obviously time available is first. If it is really time consuming to make the lantern droppable then don't worry about it, but if it won't take too long but will give a wider variety of choices to the FM maker, then why not?
  10. Ishtvan's idea sounds really cool if it could be implemented. I'm not too sure about waiting around for a few days though. Unless time went by super fast, waiting a few days might feel too long.
  11. Yah, first and foremost is gameplay. I'm just saying that I don't want a guard to go into search mode and walk in circles around the rope until he/she just gives up and walks away. Sure, you could immerse yourself in the original thieves, but c'mon, there were times where I just had to say, "Give me a break." The more realistic, the better immersion. Of course, the goal is to find the middle ground between realism and gameplay. The idea of a release mechanism on the arrow itself is good enough for me. But I'm still wondering what others think about my question. In real life, if you are a guard just patrolling an area as you have been doing day after day, and you suddenly find a rope dangling from the ceiling, what would you do?
  12. Yes, I understand the issue with the rope arrow, but if you want to talk about logic you have to consider that you would not be able to climb a rope held in place only by an arrow in the first place. Or the question of how can you take a rope arrow out of the wood by simply pulling on the arrow (frobbing) but it can support all of your weight. Or the reason why you can pull on the arrow itself to dislodge it but somehow pulling the rope doesn't make sense... now I'm just rambling. I'm sure all this has been discussed to death. It would kinda strange having a guard dance around the rope arrow without trying something with the rope at all. Maybe he could try to pull on it, but fail? I don't know what would be realistic. What would you do if you saw a rope in front of you and pulling on it did nothing? You're right, we don't want the guards to be pansies.
  13. Yay first post. When AI's see a dangling rope in the middle of a hallway are they simply going to go into search mode and walk around the rope? I think it would be realistic for them to walk towards the rope and yank on it, causing the unsuspecting thief to fall down along with the rope arrow. And will TDM get rid of the problem where guards will always go back to patrolling? It is very ridiculous that after finding four dead bodies and searching for a while that a guard will eventually return to their normal patrol. In real life they are going to run off or alert others, and if all else fails lock themselves somewhere safe.
×
×
  • Create New...