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Thief 4 is trash.


Mystry

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As a master thief, I'd never be seen or heard either, so they should make sure the guards are unable to detect me.

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Oh my god. Contextual jumping is bad enough, but there's a frickin' MESSAGE telling you when you can jump.

 

 

I look to a nearby edge, and a prompt appears telling me I can jump across.

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I don't know whether to laugh or to cry.

 

Guess I try both. <_<

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

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Hey there :),

but if they remove my experience to fall they are removing an action of freedom, if you take off this elements you are limiting the players experience. If the players experience a failure they should learn from it for the next time not to do it, and that's what makes freedom in games interesting. For playing with a good thief yes that's right we are being forced to play like one, but because some players want to be challenged to the point see consequences of their actions.

When I said a 'master thief' I wasn't thinking him of being like AC but like what Garret always was, not being seen, not need for killing anyone, doing his missions always in the shadows.

I thank you for this discuss New Horizon good response :).

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It seems like Eidos isn't willing to relay to much new info now that they have seen the huge amount of fan backlash. Funny, considering that they've said numerous times before that they're respecting the "DNA" of the Thief franchise. But after that dreadful presentation at E3 and the insulting remarks the developers at Eidos Montreal shot in the direction of the fans, I really don't see how Thief 4 could even be the bastard child of Dishonored.

 

I initially thought that Stephen Russell getting kicked to the curb was as bad as it got, but apparently I was blissfully ignorant of the fact that more was being conducted behind the curtain.

 

With it's bastardization and utter contempt of the Thief lore, contextual design, and rather uninspired art design, I have to say that this is no where close to even a used purchase on my part. Hell, I'm not even sure if it's worth keeping up with it's development. All I know is... that it's Thief, or at least, carries the Thief name, and I am doomed to forever stay with the series, even if I'm accompanying it off a cliff. I'm just here trying to ensure it doesn't make the wrong decisions, which I somehow know it will.

 

Eidos Montreal, you disappoint me.

Edited by Jonathan1247
awesome2_zps088a9ac0.png

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This looks and sounds pretty dismal. The thing about the hands in front of the camera is: your monitor offers you way less field of view than your real life human eyes do. If we all had perfect virtual reality glasses, then seeing the hands wouldn't be a problem . But seeing them in this limited FOV corresponds to the character putting them up in front of their face all the time, as people have pointed out.

 

The "context action" run/jump thing sounds sort of like a first-person free-running button from Assassin's Creed. That is the opposite of Thief "DNA." Occasionally, it would be nice to auto-run over a bunch of small, separate platforms (like a bunch of boards sticking off the side of a building) because it's very hard to do that with the traditional "player is a rectangular prism that lands only in one tiny spot and can never reach for things with their legs" method of jumping. But there has to be some sort of happy medium where you can jump when and where you want, and maybe hold jump to auto-hop the player's legs over a bunch of separate small platforms, or something.

 

Then to extend this button to "swooping" between bits of darkness is straight-up ridiculous. Someone wanted to make something like Blink from dishonored, I guess.

 

EDIT: Also, they've responded to the "frobbing without seeing your hands looks weird" issue by having suck-in animations for absolutely everything. <_<

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You know, that Guy Ritchie Sherlock Holmes reference... ever since they have started releasing information, I could see traces of those movies in all aspects of Thi4f, from the aesthetics of the city to Focus mode, takedowns, martial arts, the pacing and all the rest. It really really looks like they wanted to make that game, but got stuck doing a Thief prequel.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Thinking about the visible hands and suck-in animations: they could have done it without any suck-in if they had perfect hand and arm IK (to put the hand and arm wherever they should go, based on your current position). HOWEVER, due to perspective distortion due to the compressed FOV, things look closer than they really are. So it looks like you should be able to touch something, but you're actually too far to touch it with realistic-length arms if the camera were where your eye is. When we tried setting frob distance to a realistic arm length, it felt way too short, like you had to be right up on things.

 

So if they're using a realistically proportioned model with the camera at the eyes, I guess they need the suck-in to go this extra little distance? Either that or their arm IK isn't that good? But wouldn't the same perspective distortion apply to the arms, so couldn't you just display unrealistically long first person arms reaching unrealistically far, and distortion would make both the arms and the thing they're reaching look closer? I'm confused. Oculus Rift would solve all of these issues. :)

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The first picture hits the nail on the head :D:(

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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''If the whorehouse doesn't do good business, don't change the curtains, change the girls.'' -- Ancient Keeper Wisdom

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Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Well, the fact that they've reacted to fan responses in terms of the art might mean they're actually doing something about the game itself. I have no illusions about them doing much, but perhaps something.

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Well, the fact that they've reacted to fan responses in terms of the art might mean they're actually doing something about the game itself. I have no illusions about them doing much, but perhaps something.

Oh ho ho ho ho they are responding all right.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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OMG. :huh:

 

Not only not addressing the real concerns, but straw-manning and mocking instead?? And this guy is their community manager???

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