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Your opinion on The Last Offering  

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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.

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                The Wizard's Treasure                             A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

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