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Great update Thanks! but a question.....


Unwanted Guest

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All seasoned watchmen fear Gareh's mighty baguette. So soft on the inside, yet so hard and crusty on the outside - a perfect accompaniment to any unfriendly cranium, and it makes a tasty post-mission snack, too.

 

French battle bread: So tasty! So deadly! Accept no substitutes.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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On the subject of battle-bread and combat I have to say the sword fighting looks great in TDM; it seems you guys have managed to capture the essence of combat in the thief games whilst making it much more visceral, i look forward to seeing it in the final release. :D

 

From the videos it also seems like the thief is getting his arse kicked more often than not :laugh: it'll be interesting to finally play an fps more about avoiding and escaping combat than engaging in it. I never really tried many of the mods or fms for thief and as such found the vanilla games to be fairly lenient in regards to being discovered or fighting. Its good to see that this might not be the case for TDM!

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Thanks splattzz. The video(s) you saw were me, using my swashbuckling talents to stab every builder in sight, on expert swordfighting mode, with as much skill I could muster. I died :laugh: .

 

Glad to hear that you like it; how you described the combat is probably a close description of what we tried to make it (even though some TTLG-ers ripped its flesh from its bones).

yay seuss crease touss dome in ouss nose tair

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Meh, alot of posters on ttlg to my mind seem to be too conservative and simply want a cut/paste of thief, and are unwilling to see any changes to a game they seem to perceive as flawless.

 

More on topic though, one thing I particularly liked about the combat was the parrying and blocking done by guards. It seemed as though after they hit you they immediately assumed a defensive stance, ready for your counter-attack. Thus the combat seemed more rythmical to me and is how I woud perceive melee combat to play out. I particularly like also how there seems to be more emphasis towards foot-work and positioning relative to your opponent.

 

1 question though, was it merely coincidence or a function of ai behaviour that made one guard seem to retreat then come back and attack you from behind in Demonstration Video #1? The fight seemed to be going your way Mortem, until that guard flanked you! :P

 

Either way I look forward to the fights (and getting my arse handed to me) :laugh:

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All seasoned watchmen fear Gareh's mighty baguette. So soft on the inside, yet so hard and crusty on the outside - a perfect accompaniment to any unfriendly cranium, and it makes a tasty post-mission snack, too.

 

French battle bread: So tasty! So deadly! Accept no substitutes.

 

There is a reason the french word for "bread" is "pain".... I still have a GW character named "Baguette de Pain", always gets me odd questions :D

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Meh, alot of posters on ttlg to my mind seem to be too conservative and simply want a cut/paste of thief, and are unwilling to see any changes to a game they seem to perceive as flawless.

 

 

1 question though, was it merely coincidence or a function of ai behaviour that made one guard seem to retreat then come back and attack you from behind in Demonstration Video #1? The fight seemed to be going your way Mortem, until that guard flanked you! :P

 

Either way I look forward to the fights (and getting my arse handed to me) :laugh:

 

Style wise, I think most Theif players beleive the game is flawless, I am of that leaning - and I'm betting there will not be hardly any - if any- deviation of darkmod from the theif gaming style.

 

I'm assuming that for hits taken, especially by a big sledgehammer, if you do nothing to block it, you will get X amount of injury, if you partially block it, you get say, X/2 injury(?), total block of the hit = ?/X .

 

I would think that if you get swung at with a sledgehammer and you block it to the utmost, you still would get hurt. :wacko: One good reason to always have a plan of escape.

 

Are there multiple injury values depending on your level of block ( hit)?, I guess these are assignable

 

 

Thanks!

 

Matt

Edited by Unwanted Guest
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Umm...I think what happened was: the Builder started fleeing, and called his comrade upstairs who was smart enough to flank behind me.

 

If there are "partial blocks", it will seem really buggy to the player. "WTF I BLOCKED STUPID GAME." Sometimes, gameplay is more important than realism.

 

AI don't neccessarily need a "partial block" either, because they're wearing armor.

If my sword hits their chainmail, it'll certainly do a lot less damage than if I am able to stab through the cloth behind their pauldrons.

yay seuss crease touss dome in ouss nose tair

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Well you can still accidentally fall down a chimney into a fire going on in the fireplace... ^_^

Don't tell me that's never happened to anyone.

 

I'm also sure sooner or later someone will set up a map with a fire-spewing trap, like in a Builder kind of foundry or something.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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