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Your opinion on The Last Offering  

22 members have voted

  1. 1. Gameplay?

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  2. 2. Appearance?

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  3. 3. Story & Text?

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Posted (edited)

I was wondering if you could jump somehow over the mine to enter the catacombs (I tried and failed). I shot an arrow on it to explode it from distance.

Edited by datiswous
Posted
On 11/23/2024 at 11:11 AM, Sotha said:

It would be cool if we could somehow re-invent those difficulty conventions. Increasing difficulty should increase difficulty and no-kill and no-KO does exactly that. What would be another way to increase difficulty? I am all ears for better suggestions.

There could be more guards with higher difficulty, but there is no way to convey that via the objective list, which is the only way player sees the influence of the difficulty on the mission.

So difficulty must be in relation to mission objectives and what else could there be other than no-kill, no-KO objectives? Sure, they could be set as optional, but then they would have no real difficulty adjusting effect.

Difficulty doesn´t need to be in relation to objectives !
(for me ..) it´s a way of playstyle - to make it more challenging .
all ears ? : 
On easy - mappers could give keys - to open doors quickly - while on hard you need to picklock 
And besides, this place could be more illuminated (or you have less time before the next NPC comes)
So there could be more or less shadows in every place to hide in 
or a carpet on the floor or not 
Maybe a window is harder to reach (on easy there is a box nearby - on hard not)
.......

sure - this all has to be planned and is additional work for the mapper 
and will need different maps on different difficulties 
no-kill , no-ko (or 😉kill/ko all of them/this team) is just a quick and easy way to give a different setting .

Maybe you're just asking for objective solutions? --- there are always opportunities to set additional goals
not to be heard or seen
Find the secrets 
Don't go down this path 
Do not touch the ground
Leave something in a specific place

often No-Kill, No-Ko is just enough --- when it will really be harder to fulfill

Posted (edited)
23 hours ago, boissiere said:

That shouldn't be necessary, you can deactivate it (and then pick it up) using the lockpicks.

Oh I didn't know this. That makes zero sense.

Is there a tutorial about that in the training mission?

Edited by datiswous
Posted
52 minutes ago, Sotha said:

Makes perfect sense and mines even more cool!

Well I find it illogical that you can disable a mine with a lockpick. I heard this is a function coming over from Thief (which I haven't played since 2021).

Posted

Defusing a mine with tools makes sense to me.

  • Like 1

My missions:      Stand-alone                                                  Duncan Lynch series           Collabs                             

                                 Down and Out on Newford Road          the Factory Heist                  A Collector's Errand (with Bikerdude)

                           The Wizard's Treasure                          A House Call

                                                                                           The House of deLisle                                                                                                  

                              

  • 4 months later...
Posted

I always enjoy your missions, this one included. 

Spoiler

I played my usual style, knock out everyone and take my time looting the place. When I came to the mine on the stair case, it seemed to me like it might be keeping something from coming up instead of anyone going down, since there were guards outside the well lit door. So I picked the mine and turned around and replaced it back at the top of the stairs. I headed down through the doors and hid just as two beings headed up the stairs.

After hearing the explosion, I headed up the stairs to see who I would have to deal with on the way back out. I then continued with clearing out the catacomb and securing my treasure. Your places to hide worked well and I was able to take care of everyone, so I headed back up.

I found the zombie in the library so I shot him with a fire arrow, but that killed the girl. So reloaded and lured him out to the door/porch area, shot him and that woke up the two sleeping in the other rooms who were more concerned with finding me then the dead zombie they were tripping over, so reloaded again brought him out to the court yard, shot him and was able to finish up the mission.

Out of curiosity, I wondered what would have happened if I hadn't replaced the mine. So I did a replay, only taking out one of the guards in the upper catacomb. After waiting a bit, I went upstairs to see who was left. Everyone was dead except the girl, the priest and a guard blocking the door from the chapel. They, of course, were on extreme high alert and I could find no way past them. So in the end, I'm glad I played my original style.

Thank you for all your hard work and I look forward to more from you. :)

  • 2 months later...
Posted (edited)

This mission is close to perfect.

What can be done to make it perfect? I would remove the the option for buying our own equipment or would put 1-2 more water arrows on the map we can take. I bought 2 rope arrows and the lack of a single more water arrow made my run painful while I didn't need 2 rope arrows.

The second one is a logic problem.

Spoiler

Closing the door close to the mine with key had no effect. One of the undead was able to open it and kill the guard. The door should have been able to lock them out, otherwise, they would have killed everyone in the crypt already.

Hmm, or was the guard who opened it? It would be fine that way. His body was very far from the door, so I guess the undead did it.

Anyway, thanks for the mission.

Edited by Gerberox
  • 2 months later...

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