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Aaaa, this thread is on fire, put it out, put it out! You're right, but we're playing a game, not real life. You are entitled to your opinion, but my preference would be to have specific loot goals that are a function of the total loot in the game. I completely disagree. I think finding loot is a critical element of the game. If you took out the loot, then you've taken away most of the purpose of the game. There are missions where your goals are to just pick up some amount of loot and you aren't necessarily there for anything specific. If you took all the loot away, you'd just be wandering around in the shadows for no good reason. I have no complaint about the game having lots of difficulty settings and for people to be able to do what they want. I think IS wanted to do that in TDS, but didn't get around to it. I for one, do not like ghosting or time limits in anything more than a level or two.
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This is starting to sound like a broken record... settings on top of the standard AI difficulty, combat difficulty and extra objectives should be optional. Some people like a time limit, some don't, so make it optional. Problem solved, no need for pages and pages of argument for and against.
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It doesn't matter what it says in the discussion. This particular idea wasn't mentioned. I'm saying that we need a hardest difficulty right at the top which forces players to ghost unfer a strict time limit. No one has to play it if they don't want to, but only players who do sucessfully do it will get any respect, or be regarded as good players.
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Our Mod is actually a huge RPG multiplayer game. You can choose to be either a Thief, Guard, Hammerite, Mage, Pagan or Mechanist. The moderators will be all powerful Keepers. You can play it online, but we'll charge you a tenner a month and the server will be so busy half the time you'll have to queue to get on.
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I personally enjoy this part of the game. I like knocking out everyone in the level and then spend the remainder of the level hunting for all the loot. If the loot objectives are high enough that it takes a significant amount of time and very careful hunting to find it, then I don't want to have to constantly worry about running into guards. If it didn't, I might get frustrated quicker and decide to either cheat or lower the difficulty setting (nah...I'd never do that :lol: ).
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I agree the loot hunt is kind've lame, that's why we should have an option to set the percent loot down if you want. That's why we're making these playstyle options, for the very reason that someone might want to turn the AI all the way up and then set loot percentage to an "easier" value. I don't think the argument of what a "real thief" would do works though. Remember we're not just playing a smash & grab burglar, we're playing an artist, who paints the canvas of others' worldly posessions with negative space. Also, the "real thief" argument could be applied to blackjacking vs ghosting too. In real life, people do not move on predictable tracks, always looking straight ahead of them like cardboard cutouts. Supposing you have to move thru a brightly lit area with 5 AI walking back and forth thru it. A real thief under a time constraint (like get out before the sun comes up) is not going to sit there for 20 minutes timing all the peoples' motions until they find a "sweet spot" where they can run thru the lit area with no one looking. Real people are not predictable like that. If forced to take a well-lit route patrolled by several guards, a real thief would even up the odds by knocking a few people out (ie, ambushing them in completely dark areas of their patrol). This also applies to crossing behind a stationary guard in a well lit area, esp if your path out of and back into the shadows will put you "out of reach" of the guard. In real life, would you just cross and hope the person doesn't randomly turn around, then scream out an alarm before you can get to them to silence them? Or do you get as close as you can to the guard while staying in shadow, wait for them to turn around and then KO them, THEN worry about crossing the well lit area? I would argue that the KO option is more viable for a "real thief," since in real life you can never be assured that a person will not randomly glance your way while you're taking 10 seconds to cross a fully lit area behind them. The consequences of them glancing back and seeing you may be death, and in life you don't get to reload. So I think a real thief would not so easily decide to abandon an open shot at the back of the guard's head in favor of a risky crossing behind them and hoping they don't look back (The best option is probably to cross closely behind them with the blackjack raised, ready to strike if they turn around, but sometimes the path to the shadows on the other side of the area you want to cross doesn't let you stay that close to them.) (As a side note, this is completely OT, but this is another reason to make AI have a lot of random actions, like glancing behind them when on patrol. I'm tired of feeling like I'm ghosting past cardboard cutouts on tracks that will always keep looking the way they're walking unless I make a noise to alert them. Yes it will make ghosting harder, but it will also make it feel a lot more real, which makes it worthwhile IMO) Anyway, sorry to rant. What I'm saying is: sometimes it's more realistic to KO people rather than try to ghost by them, but that shouldn't stop us from letting people choose a "ghosting" playstyle to get more challenge. Similary, it may be more realistic (as well as easier) to go in, find a few choice pieces of loot, and get out, but that should not stop us from letting people choose a higher loot requirement to add more challenge.
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I think the more accurate analogy is that save points are like a book that only lets you stop reading at the chapter breaks. Stop reading 19 pages into chapter three and the next time you start you have to read those 19 pages over again. Sure, you might get an experience closer to what the author intended, but for most people it wouldn't be worth the repetition and inconvenience.
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Amount of loot objectives have nothing to do with ease or difficulty. Having to find 100% of loot is not more difficult, it's just pointless tedium. There's nothing difficut about systematically searching every corner of a map till you find all the loot, it's just a pathetic, boring waste of time.
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Hey guys, I've decided to come over here and post about my grapple hook mod that I'm working on (originally posted at doom3world.org) because well I've decided to go a different route with modding and I won't need a grapple hook in my new project. However I still want to get this working while my new idea is being formulated and planned out. You guys had mentioned some interest in this for your own game and I know Domarius has already implemented a Rope Arrow. So if you guys would like I will gladly donate my code and time for your use (I'd love to see something I helped create actually be used, rather than sit on my harddrive). The catch is I'm stuck in a rut and I need some help myself I've been doing all my working via scripts now use of the sdk (yet) and the method I've used to get the grapple hook (or as Domarius I believe called this early version the "chameleon's tongue") is to create an entity 'func_mover' and then bind that entity to $player1. I can then use moveToPos( vector pos ) to move the func_mover entity where ever the grapple's hook landed and pull the player along with it. And it works great however, at the end of moving the player I need to release him so that he can move around normally again. So I've looked around and found out I could do use $player1.unbind(); however, no matter where I place this code in my script it seems to unbind the player from the mover before the move and ruins the grapple effect I've been working on this for 3 days straight now trying several different methods and I just know that the solution is going to be something small and easy that I'm overlooking. Does any of your team or any1 here have any idea how this could be accomplished? After I get the basic idea of a grapple that can pull the player to a location done I plan on enhancing the way it acts and continuing to develop it to a more realistic hook that interacts with physics and realistically grabs onto the environment. And allowing different methods of movement on the rope (ie. swing, climb, run along walls). Which I believe would be a really cool feature in your guy's game.
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My MAXIMUM ABSOLUTELY LONGEST time I managed to play Doom3 without it crashing was.....5 hours? Wow, that's unstable
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Every time its brought up,someone thinks I'm on a crusade to write somethng out of the game. First up, I'm not talking about darkmod, I'm talking about games in general. Second, even if I was talking about the DarkMod, it would be an optional, FM author implemented feature. Spring, the player is the one on the end of the experience that the FM author is creating, so its not to hard to understand that a different set of guide lines apply. Book authors are free to write the book whatever way they want, but in the end the reader has to read it from start to end to get the full effect. If they jump in halfway through, they won't get the full experince the author was trying to create. This is no different. Finally, yes I agree that a settings page would solve the problem for the mod. But again, I remind you, I'm not talking about the mod. Look at the title of this discussion board guys. It says "Off topic", not "Feature requests".
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I have to agree with Springheel on this. What possible effect will it have on you if other people abuse the save feature? If you're worried about people abusing it to get "perfect" stats screens that they can brag about or whatever, all you have to do is keep track of number of times saved/reloaded and display it in the stats, or if we make it an OPTION to limit saves, just show the status of that option in the final stats display. There will always be people who feel adamantly about saving, and even if we write it out of the game, someone will probably hack it back into their own game... and you can't stop them. So why waste the time worrying about how other people save in the first place? Just play how you want yourself, and set the option for limited saves if you aren't disciplined enough to limit your own saves.
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Spring, its not about failing and re-loading - you do that with save points too. Its about saving RIGHT at the critical moment - effectively you could create this perfect, matrix style movie of this guy not wasting a SINGLE bullet, and not taking a SINGLE hit, and taking the most perfect path around everything like they already knew what was going to happen, because each bit was done one moment at a time with quickload and quicksave.
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Maybe we can send Lou over with a bat. Each time a player fails and has to reload, Lou will break a kneecap. Just think how exciting the game would be then!
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I wouldn't be bothered if they weren't private (althoghuobviosuily we wouldn't want peple poatig in them) My problem with 'save any time' system that's become prevalent in games, is that it tears up the carefully crafted ease/difficulty balance of the game. Players use it as a constant crutch to get past what they percive has 'hard parts' without incurring any danger or punishment for failure.
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Time for me to corrupt a minor with a nice HAPPY BIRTHDAY, FISH!
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Yeah but I just wanted to see what he thought of save points, even though its in danger of starting the same discussion here. If anyone else discusses it, crack the whip. The rest of my discussion (and his) was about the whole "save any time" problem of modern games, which is fairly conversational and has nothing to do with DarkMod features.
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In RL I can walk through a house and can know my way within a short time. Since this is not as easy in a GAME (yes we are making a game) the compass compensates for that. And therfore it should work like a real compass, giving all directions and an AI nearing detection HUD as well.
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Textues in doom can be any size you want. 765x542 if you like. BTW, I think you should be texturing full time SH)
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The compass needle goes to the edge and stays there until you are generally north facing again enough for it to move. The player doens't need precise geographical coordinates, this is not a fecking treasure map or an army orienteering exercise, he only needs to know which direction is north. (actually he doesn't even need this, you can play the game just as well without that knowledge, this entire compass business it a complete waste of time and thought)
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Depends entirely on what time period we're talking about here. A lot of our focus seems to be on the Victorian period, and you certainly didn't have civilians walking the steets armed with swords and bows in those days. You would post definitely have been stopped by any authorites.
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Yeah it probably would need quite a few frames to capture the full rotation smoothly. We should see how much ram this takes up and decide if its worth it, the main thing being that it should be able to look better over a real-time 3D one.
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It will be great if guards could wake up after some time. And maybe even other guards could wake up unconcious guards using water. or locking the doors to rooms where we have placed the bodies... deep down in cellar, where no-one could hear them shouting....
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well how about making it possible for a guard to try and block your blackjack attempt if he is aware of you? you can still blackjack him but it's no longer a certainty. And how about making it so that a guard can wake up after a random amount of time? and when he does wake up he runs about alerting others so things become even more difficult. The only way to prevent them from running about is to tie them up, or putting them somewhere so they can't get back to the rest of the guards, or kill them. that makes it easier to blackjack but makes 'jackin less effective long term.
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At oddities post, I remember in T3 on the museum I black jacked every single guard in the entire map and piled them up then did all the objectives... It was a bit silly. But at the same time there did not seem to be enough sneaksie ways to get around like a ventilation system/sewer or whatever...