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New 2.0 gameplay feature


Springheel

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I don't think its prohibitively expensive @995 for the standard edition + camera costs. Particularly if it was community sourced at $5-10/per contributor.

 

Like you, I don't have the time either right now though that may change in 6mo.

 

Is there anyone else working on animations, Springheel?

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Is there anyone else working on animations, Springheel?

 

Nope. I've done some animation work in the past, but I don't even have Maya installed right now (not sure my copy will even work with Win7), and I definitely don't have time to even look at this until after 2.0.

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  • 4 weeks later...

Does anyone have any tips on how to catch a body before it falls!? I have tried at least 40 times. (Poor one-eyed Byron.) AluminumHaste claims it's easy, but I haven't been able to do it once. I made sure the guard had nothing on them to pickpocket, my items were cleared. Just me, a poor builder, my blackjack and a saved game to reload over and over. I have frob-to-use enabled. I have tried to press Frob/Interact right after the knockout, then Use-Inventory-Item. That's how I shoulder a body when I'm picking it up off the ground. Maybe my positioning is off; I have never been able to see the body highlighted until it hits the ground.

Edited by SirGen
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I practiced trying to knock a guard out and catch him using AluminumHaste's advice and I was still only able to do it 3 times in twenty minutes. So I ask the developers: Do you want the game this hardcore, or would you be open to allowing bodies to be highlighted for catching as soon as they are knocked out/killed?

 

Also, will it be possible set a body down on the ground quietly while crouched or will we need to drop them far away from other guards?

Edited by SirGen
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It helps to crouch down as the body falls and point the camera where the body is going to fall. Takes practice. Don't forget I've been playing TDM for over 5 years now so I have a lot of experience.

I always assumed I'd taste like boot leather.

 

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You don't _have_ to catch the body to avoid alerting people...just make sure the body falls on something soft, like a carpet or moss patch. Unless it's someone with plate armour on a hard floor, the sound isn't going to go _that_ far.

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That's good advice. I actually think that the game is more intense and more fun when you just sneak around the guards instead of neutralizing them. This new feature will "incentivize" this approach when carpet and moss arrows are not available.

Edited by SirGen
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  • 2 weeks later...

This always bothered me in the Thief series. When Thief: Deadly Shadows added rag doll physics (with absolutely hilarious consequences) I thought that certain NPCs would make noise upon hitting the ground. To my disappointment, that wasn't the case. This feature not only adds realism but it also prevents players from wandering around aimlessly and blackjacking guards. It could also add some interesting gameplay possibilities, like causing distractions with unconscious/dead NPCs.

 

We really appreciate the effort of the team! I cannot wait for 2.0!

awesome2_zps088a9ac0.png

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It's a good feature to prevent easily running around and bj every ai in the mission just like you want. I like it!

+1

Actually you should only try to knockout ai that you *have to*. Normally most ai can be avoided.

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Does this mean that if an armored ai is knocked out and falls on a carpet or moss, there will be zero sound? I would think there would be a quieter sound (than harder surfaces) due to armor being rumpled hard due to the fall (weight of the guard fall on his own armor)...

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I think zerp sound on carpet and moss is good as the player can expect that nothing happens there, but it does on stone, tiles, ...

If there would still be a quiet sound on moss and carpet though, then the player would wonder why sometimes the ai hears it and sometimes not I guess.

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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It's not zero, but it's not very loud. AI who are very close by might glance towards the sound, but it's not going to be noticed by anyone more than a few paces away.

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