Jump to content
The Dark Mod Forums

STiFU

Development Role
  • Posts

    4470
  • Joined

  • Last visited

  • Days Won

    59

Everything posted by STiFU

  1. We're considering building a house in my father's back-garden, which as of now had not been planned as a building area. Now, one would think, hey we'll just quickly ask the city whether we are allowed to build something there, but nooooo, I forgot about german burocracy. We apparently have to to hand in an detailed inquiry with a description of our planned construction and that inquiry costs 500 €. That's a lot of money when there is a legitimate chance that they simply say "no, you can't build there"...
  2. Still loved "Call of Cthulhu", 'though. So it seems, the sinking city is gonna be perfect for me. Thanks for the brief review.
  3. It's very likely the same publisher that caused them problems, as "Sherlock Holmes: The Devil's Daughter" was also published by BigBen.
  4. I'd definitely also add a wiki page with forum links to all posted ressources.
  5. I know a lot of people here like lovecraftian horror, so you probably have heard about the game "The Sinking City". I had it on my radar for quite some time, but I recently learned that it had been removed from the Steam-store and I only now found out why. There was a statement by the dev studio Frogwares describing how their publisher BigBen/Nacon basically tried to rob them of their interlectual property and owes the studio more than 1 million € in royalties and also a couple of months of contract payments for development milestones. This in the end lead to Frogwares having to pull the game from quite a few major stores. This story shows once again how publishers can be utter capitalist evil... I usually wait until games are cheaper, but after reading this, I want to show my support, so I am going to get a DRM-free copy from Gamesplanet now. I am also really curious for this game, so I am happy to pay the retail price.
  6. If you need a motivation to look for loot, is Thief even your type of game? Anyway, of course anyone is allowed to contribute their time and skills to TDM. So if you want to add better campaign support, by all means, go ahead. We can always use a helping hand. If not, then I doubt anyone will look into it, as it involves a lot of work for very little improvement compared to our existing campaign support. Most members of our community are also perfectly happy with a series of missions being split into individual FMs, and it has been the same with most classic thief FM series as well.
  7. Gold was not intended to carry over in my suggestion. We have actual campaign support for that, if a mapper wishes to go down that route. My suggestion is merely a convenience feature allowing you to install the next individual FM without searching the mission browser.
  8. There is one issue with that proposal: People may already have played the older missions, so they would directly want to skip to the new mission, which comes with various new problems., e.g., for the inter-mission buy-screen. Old savegames are likely broken at this point in time, as there very likely has been an update to TDM, so relying on savegames for this issue is no option. That being said, something that could be implemented rather easily would be a popup at the end of the mission, asking the player whether the next mission in the series should directly be installed. This would make it at least just a little bit more comfortable for the user.
  9. With the upcoming gamepad support, I suggested to add a weapon-wheel and an item quick-select wheel. The weapon wheel could also display the amunition.
  10. That's because the default settings on PC already have significantly more fidelity than the console settings. I have once seen a comparison video showing the effect of all settings and the console equivalents for those settings. You had to set most settings to low, to get the console look. I believe that video was by digital foundry. Might be this one: https://www.youtube.com/watch?v=D1iNSyvIPaY
  11. Is it still happening? I've never had any issues like that, except when the whole server is down. You can check, if a website is generally unreachable via: https://downforeveryoneorjustme.com/ I guess it really is an issue with your country.
  12. Tracked: https://bugs.thedarkmod.com/view.php?id=5428
  13. You can pick almost anything up and throw it somewhere to distract guards. That IS gameplay!
  14. Uhhh, that one was soo amazing back in the days! Good luck with you endeavour. Didn't mean to be so negative before. Just don't be disappointed, if it doesn't work out as you planned...
  15. So, are you planning to produce an actual campaign or is this just a fun-project for you? Don't get me wrong, it is definitely an interesting project, but considering how many people have worked on TDM for more than a decade, I can't imagine someone creating a fully fledged game of this caliber all by themself.
  16. But you still can't distinguish loot from junk this way, which is a frequent criticism of TDM. The solution is right in front of us, 'though: Have a special frob-highlight for loot. This would be a clear improvement over the current system, as it would communicate clearly, what objects are loot, without actually nuding the players nose in it (like a global loot-glint). Once we have a separate GLSL-Shader for Frob-Highlight instead of the currently used hack, it will be rather easy to implement the loot-highlight.
  17. Regarding the movement and weapons, you will feel right at home. Everything feels on point, you're gonna love it. The Grenade launcher has been replaced by the Tribolt, which will feel awkward at first, but it actually has some good use cases that make it more useful than the previous grenade launcher. The new thing about QC are the champions, which you can rather quickly unlock just by playing. It's a free2play title, but you can of course also instantly unlock all champions via money. However, NO pay2win mechanics are involved!! Each champion has an active ability and a few passive abilities, which make for interesting gameplay changes, depending on the champion matchup. Some notable passive abilities: Doom Slayer has double jump, Ranger has significantly reduced self-damage (rocket jumps), Nyx can wall-jump, Slash has crouch-sliding (as in Quake 4). If you've got some experience with various Q3 mods, you will know that there are also some with a different movement physics called CPM, where you have a lot of air-control. There are a two champions that actually use that movement physic: Anarki and Sorlag. The player count is comparatively low, yes, but it's steady, so it's not like the game is dying. Also, remember that some people do not play via steam, but via bethesda launcher, so the steam concurrent players statistics is not representative of actual player counts. When I queue for a game, I usually find a match within 30 secs. If you want to give it a shot, I recommend to start with one of the heavy champions like Scalebearer or Sorlag, especially in team-modes where you can usually not get your hands on enough armor or the mega health even. Aside from their higher starting health and armor, they also come with an incredibly useful toolset. In my oppinion, light champions really make no sense in team-modes at all, except if you play incredibly fast ones like Slash. Playing slash good is incredibly difficult, 'though. Finally, I would just like to add that the game is not hard to learn and it's really well balanced. So, have fun! Just don't go ahead and try to learn all champions, right away. I still haven't to this day, even though I already have 100h of game-time clocked in.
  18. Definitely all valid points of criticism, but I still think QC is the best Quake (and best arena shooter in general) for Duel, as the passive and active champions abbilities add a lot more depth to the game! I really enjoy watching the pros duke it out in this game in the Quake Pro League (broadcasted live with commentators every sunday on the Quake twitch-channel). Your fellow countryman Av3k is doing really well at the moment! Anyway, I always use that downtime between matches to think about what I could do better next round and I also like to analyze the match statistics a little bit.
  19. Thanks for bringing a lighter topic to this thread for a change. Haven't played among us yet, but the concept looks fun and definitely a nice change from all those battle royale games (which I also never played). I rarely play multiplayer games, but something I frequently come back to is Quake Champions. Obviously, not a game one should be playing with their child.
  20. Baba is you! That game really messes with your brain, I tell ya. There actually was just one recommendation in this thread. I for one didn't care for it too much, although I like its style. I was also a huge fan of bastion and transistor, so I had high hopes for Hades, but for me, it got boring very quickly as it does not offer a lot of diversity. If you compare that to a game like dead cells, where you have tons of biomes (rather than just 4), non-linear progression through a subset of those biomes (rather than simple linear progression through 4) and fully randomized levels (rather than a few designed fighting stages), you can objectively see the lack of diversity. This and the fact that I consistently got to the final boss from the 7th run onwards, made this game really repetitive. At that point, I felt like the game was artificially holding me back, as I hadn't grinded enough yet to unlock all the abilities and therefore couldn't beat the final boss yet, which is why I said above that I'd prefer actual rogue-like mechanics in this game. That being said, I was still briefly addicted to the game, so I can probably recommend the game after all, if you can get it at a discount. I got it on Epic store for 4€ as I still had a 10 € coupon about to expire and the game was already discounted to 14€ at that time. For 4 €, it was definitely worth it.
  21. Mark brown with his Game Maker's Toolkit is utterly brilliant! Love that channel and can't get enough of it! He also has an interesting series on accessibility, which really opened my eyes on this mostly overseen issue in game-design. A very good recent counter-example to the dotted line is "Zelda - Breath of the Wild" by the way. That game is oh so relaxing, because it doesn't overload the interface with quest pointers and dispensable things to do. You just go out and explore the world which honestly feels like a holiday trip compared to massively overcamped games like AssCreed! In BOTW, you usually climb up high buildings or mountains and just look with your binocular where interesting places could be. Then you can set a marker via the binoculars (that can only be seen through the binoculars, if I remember correctly) and start traveling to that location. So, you actually do all the work yourself instead of being spoon-feeded. The psychological explanation why BOTW works so well can be found here!
  22. Alyx definitely gonna win VR game of the year!! If you haven't played Doom Eternal yet and like old-school shooters at least a little bit, you should definitely give it a shot.
  23. The votings for the game awards 2020 are starting. So, what's your game of the year? Mine is clearly Doom Eternal. On highest difficulty, this game gives you the same feeling of acomplishment as Dark Souls and the likes. This FPS-game just rocks and rolls, both due to gameplay and soundtrack (obiously I also voted for Doom Eternal in the best soundtrack category)! Regarding the other nominees: Yes, TLOU 2 was an interesting experience, but game of the year? NO! Hades: The game would've been better had it been a true rogue-like. The way it is currently implemented, to much grind is involved, so that it fails to motivate me on the long-term. FF VII: Haven't played it, yet, as I am waiting for the PC release, but I have a feeling it might be a strong Game of the Year contender, too. Ghost of Tsushima and Animal Crossing: Don't understand why these would deserve the spot. Scrolling further down, I see that "Star Wars: Jedi Fallen Order" (technically a 2019 game) is nominated for best action-adventure. That's a definitive yes from me, as I really loved that game, although I think its chances to win are rather slim next to the other nominees.
  24. One very good reason would be accessibility! I would say our game is already pretty accessible (aside from the steep learning curve), with scalable UIs and finely tunable difficulty settings, but a feature like this would increase accessibility even further. I wouldn't even make it a loot glint, but rather a highlight for all interactive objects that are not junk: Doors, candles and loot should all light up on the press of a button. However, as noble as our motivation might be here, there is quite a risk involved in adding such a feature. Take Witcher 3 for example, where you have the witcher-vision, which highlights quest-related things in red and interactive objects in orange. Many players end up enabling witcher-vision almost all the time, rather than enjoying the scenery and actually looking at things. So, a feature like this might even take away from the imagined experience, as the player will "optimize the fun ouf of the game" [Sid Meier, Soren Johnson]. So, if we end up implementing such a feature, we should clearly label it as an accessibility feature and not a core game feature. By the way, even worse than the witcher-vision is the navigation breadcrumbs on the minimap. You end up looking at the minimap sooo damn often, that you miss the whole journey. I love W3, but you can't help but think back to the good old days of Elder Scrolls 3 - Morrowind where you actually had to look at fucking signposts to find your way around.
×
×
  • Create New...