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Dunedain19

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Posts posted by Dunedain19

  1. I fully agree with kyyrma, please can you release it as a standalone mission. I enjoyed La Banque, but playing through it again in order to actually get to Chase Mercantile was frustrating.

     

     

     

     

    I was in the process of playing through Chase Mercantile earlier, and while I was enjoying the layout and architecture - I am seriously not a fan of the KO/Kill penalty system. I did not read through your entire post above prior to playing, and when I saw that my loot total was decreasing, I thought that it was a bug that was occurring each time I picked up a particular loot item. I almost wrote an entire post warning you about it, and then I discovered that this was a actually deliberate mechanic that you created.

     

    In the event of being detected, it's punishment enough to have to fight and kill the guard in question in order to carry on the mission (rather than take the easy way out and simply reload a save) - having my loot total slashed as well comes across as both needlessly punitive and unrealistic. Why should I suddenly lose gold if I have just lured a guard into a trap and blackjacked him? At a stretch, I can understand that if I'm hauling around a loot bag and I get into a sword fight, that the bag might get slashed and some coins will inevitably spill out; but at the same time, hauling around a giant loot bag with all my goodies would also slow me down (a mechanic you have already successfully dabbled in with having to manually carry the large loot items).

     

    However, with KOs, the loot-penalty mechanic literally makes no sense and completely destroys the "lure-and-KO" gameplay style, forcing me to play as a complete ghost if I want to keep my loot total intact.

     

    As it stands, the mechanic only serves to encourage 'load-spamming' if you unexpectedly find yourself face-to-face with a guard, rather than flee (almost guaranteed certain death given the abundance of light sources in the basement) or engage in combat (and then definitely lose my loot). I'll certainly be more careful, but then the entire mission becomes either a case of "explore mission," "I found an AI," "spam F9," "avoid previously discovered AI," or alternatively, go into it knowing in advance that I have to ghost it or risk losing my loot - neither option is very appealing.

     

    In his critical review of THIEF, Gopher made a crucial point: in a stealth-game, "getting caught should be worse than dying." Here, I would rather die or reload than have my loot slashed because I was a successful swordsman or a clever trickster who lured unsuspecting guards into my eagerly awaiting blackjack - not because I was clumsy. Thief II had its Shoalsgate Station mission, where you were limited to only killing/KO-ing a certain number of guards, and that made sense from a narrative perspective. Equally, one of the FMs here had a section where the light-dark mechanics were literally flipped on its head, where you had to use your lantern in order to detect and then avoid the enemies. In both cases, the mechanic is fully complemented by the narrative. Unfortunately, without any narrative background, this loot-penalty mechanic is forcing players to play the mission one specific way - i.e pure ghosting - without proper cause. You could have achieved the same effect by simply taking away all combat weapons from player.

     

    Sadly, as long as the loot-penalty mechanic remains unchanged, I am unable to play the mission according to my gameplay style, which renders your architecture, layout (and hopefully intriguing story) pointless for me, because you are needlessly punishing me (and I am certain that there are others) for tackling the mission in my unique way.

     

    I apologise if I have come across as harsh, it is certainly not my intention to diminish or dismiss your hard-work and effort in creating this mission; however, having followed these forums for over three years on an almost daily basis, I truly feel that this loot-penalty mechanic is going to prove highly divisive once more people in the community play the mission, and I hope that there is an easy way to deactivate it.

     

     

     

    • Like 1
  2. Thanks for the feedback, Moonbo - it is really appreciated. I have made the appropriate changes to the arches, and they look better for it :D!

     

    As for the office-entrances, I am happy with them - so until the new textures arrive in 2.03 - I'll be keeping them as it is and will revisit them if something better comes up. The screenshots don't really do the scene justice, the current setup appears very striking in-game.

     

    I'm glad you're looking forward to playing it - I only have a few more rooms to build, and then I can finally get into readables, A.I. pathing, loot placing and creating dialogue as well as objectives. Still a long way to go, but at least primary architecture is almost complete.

    • Like 2
  3. More updates from my WIP.

     

     

     

    CellsFoyer_zps25bf7481.jpg

     

     

     

    Please be aware that the bottom two images are from a room that is under construction. I am very interested in receiving your feedback on whether or not I should change anything about the entrance-way pieces. They are intended to lead directly into the different offices of the City Watch officers - the differences in metal and wood reflect the rank of that particular officer.

     

     

     

    OfficersSgt_zps4e0cdb19.jpg

     

     

     

     

     

    OfficersLt_zpscb72a99b.jpg

     

     

    • Like 1
  4. I am very keen to collaborate with anyone to make a mission based on the picture posted by nbohr1more. I have some ideas (that I think are good ;)) about the map layout and a possible narrative.

     

    Unfortunately, my own planned FM is languishing due to limited time, inspiration and talent and I will only be able to return to it after my exams in November (if I do at all... :unsure: ). One of the things that I have learnt is that I much prefer building interiors than exteriors (and all the visportal hassles that come with them).

     

    PM me if anyone is keen to work together!

  5. The AI hearing has definitely improved, certainly more challenging and noise arrows actually do work, though when I used it in Penny Dreadful 2, the AI immediately drew their sword - surely, they should just investigate normally without drawing their sword?

     

    While they do notice if a door they're opening is getting frobbed by the player, I wonder if there is some way that a door bash animation (and some kind of script) can be created to deal with the situation, instead of just their achieving a higher alert-state? Essentially, what I propose is the following: if the player attempts to frob the door while an AI is attempting to open it, the first time will make the AI concerned ("perhaps something is just blocking the door?"), the second time will raise the AI alert level ("there is definitely someone behind here!") and should the player again prevent the AI from opening the door, the AI will execute a door-bash manoeuvre which will push the player backwards (costing them some health) and staggering them so that it will take about two or so seconds for the player to move again (or draw a weapon). If anyone has played Splinter Cell Chaos Theory, you'll be able to make an easy comparison.

     

    Just my current thoughts, I need to experiment more with the AI on 2.02.

  6. Thanks for pointing out that thread, the thing is that this literally happened today for no apparent reason...I am running a newer driver 335.23 which was working perfectly fine before.

     

    I will try rolling back, anyone know a good driver version that will work?

     

    EDIT

     

    Just rolled back to 320.49 - and everything is back to normal!

  7. When I create a cylinder, DR no longer displays the interconnecting lines between its top and bottom. The effect being that I only see two lines when viewing the selection from the Z-X perspective.

     

    I have attached an image to illustrate the above comment.

     

    This is a new issue that I have never encountered before.

     

    Any thoughts?

     

    DRCylinderGlitch_zps374afe7a.jpg

  8. You are correct in using the spawnarg atm:mover_door, however, the problem you are having relates to the origin of the object - which having been a worldspawn brush - is in the direct centre of the object.

     

    What you need to do is:

     

    1. Select the door

    2. Press 'V' to switch to vertices mode (green squares should appear on the door)

    3. Select the origin using Shift and LMB

    4. Move it to the bottom of the door and to the side where the hinges are located.

     

    The above process can be quickly done by using translate mode and the keyboard to lower the origin point and then moving it leftwards/rightwards.

     

    I hope this helps!

    • Like 1
  9. Thanks for the kind words, Melan. The scene is very much a WIP - I have added a few dirt patches, you can just make out one or two of them in the picture above, but more are needed to create a realistic synergy between the cobblestone paving and the dirt. I also plan to raise the height of the foreground building by another story, so plenty of work still to do.

     

    I just wish DR had a user-friendly vertex colour blender feature so mixing different textures could be done seamlessly...I know that a method has been suggested in one of the other threads, but having an in-built interface would be incredible.

  10. Is there a reason why unconscious A.I.s dropped from a high height do not die? Or is this a new bug? The reason I ask is that I was attempting to determine what is the max height that would cause death for an unconscious A.I. and a repeated three story drop had no impact on them, which I thought was strange as I recall (or perhaps I am imagining it... :huh: ) that AIs did suffer fall damage prior to 2.01

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