Actually, after Seeing the gameplay video, do you think you will buy 'Thief' ? - by sterlino
Renzatic on 18/6/2013 at 20:01
Quote Posted by Esme
Yeah I spotted that, my personal thoughts were that the AI seem to have reacted to the dog barking and are now locked into an alerted search pattern and can't react to anything new until that's cleared.
I think it's a simple issue of EM forgetting to set the crate so it produces a noise the AI can react to. It's a scripting issue moreso than a fundamental design flaw.
Chade on 18/6/2013 at 21:35
I think it's a bit worse then that, to be honest. If that's the accepted way of sneaking into that top window, then it can't make much noise, by design.
It's just a dumb way to design an approach to the attic.
Esme on 18/6/2013 at 21:47
Quote Posted by Renzatic
I think it's a simple issue of EM forgetting to set the crate so it produces a noise the AI can react to. It's a scripting issue moreso than a fundamental design flaw.
Yep I can go with that idea, bit of an oversight either way for something being shown off at E3 with supposedly 4+ years work behind it
bartekb81 on 18/6/2013 at 22:04
Still too early for giving any judgements. I know I want new, and at least GOOD Thief game. E3 shows us just a little bit but there are few improvements which could be very interesting and refreshing. And I don't mean focus, no;)
Renzatic on 19/6/2013 at 01:03
Quote Posted by Chade
I think it's a bit worse then that, to be honest. If that's the accepted way of sneaking into that top window, then it
can't make much noise, by design.
It's just a dumb way to design an approach to the attic.
Yeah, it is kinda weird. Dropping (what should be) a large crate, creating a loud noise, so you can sneak easily into the upper floors is a little counter intuitive. It's acceptable if it's one of many alternate routes, but being the
only way into the attic is kinda dumb.
Vae on 19/6/2013 at 02:48
Quote Posted by bartekb81
E3 shows us just a little bit but there are few improvements which could be very interesting and refreshing. And I don't mean focus, no;)
Then you must mean the refreshing..."Shroud", "XP", "Swoop", and "Zombie Hands"...;)
bartekb81 on 19/6/2013 at 08:51
Quote Posted by Vae
Then you must mean the refreshing..."Shroud", "XP", "Swoop", and "Zombie Hands"...;)
I like high body awareness, but not while crouching, not necessarily. But maybe it's something you can get used to, I don't know. You must agree it is great that character uses his hands while interacting with environment, though:)
Swoop may be cool feature IF balanced properly, yes. I like that, and enhanced climbing (with the claw). It looks naturally and fits to the thief's profession.
And no, I don't think shroud or xp gaining is needed: both feels unnaturally. Shroud is unnecessary "improvement"; light gem is definitely less intrusive thing. And XP... I really don't like pop-ups like headshot! 40XP. It kills immersion. Besides, you should rather lost points while killing, not gaining them...
Vae on 19/6/2013 at 10:13
You seem like a nice guy, so I will treat you in kind...:)
Quote Posted by bartekb81
I like high body awareness, but not while crouching, not necessarily.
By "high body awareness", I presume you mean "Hands in front of face while walking or running upright is good"...Everyone should try doing this at home, in order to see how ridiculous and distracting it actually is.
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But maybe it's something you can get used to, I don't know.
That says it all right there, doesn't it...Deep down, everyone knows Garrett would never present himself in such an unbecoming manner.
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You must agree it is great that character uses his hands while interacting with environment, though:)
I agree that at first it may sound good...yet, the reality will be quite different. This is because the scripted events will take intimate control away from the player, causing regular brief conflicts of integration between player and character, and thus diminishing immersion.
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Swoop may be cool feature IF balanced properly, yes.
Regardless of balance, it will reduce the desired tension of movement timing.
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And no, I don't think shroud or xp gaining is needed: both feels unnaturally. Shroud is unnecessary "improvement"; light gem is definitely less intrusive thing. And XP... I really don't like pop-ups like headshot! 40XP. It kills immersion. Besides, you should rather lost points while killing, not gaining them...
Very good...:)
Indeed...There should never be a reward for killing in a THIEF game...This just shows EM's lack of design understanding, or worse, their contempt for the core design principals.
Flavia on 19/6/2013 at 10:47
Quote Posted by Esme
And as an aside
Garrett is looking for a way in, he spies a
wooden crate suspended by a
rope and instead of stealthily attaching a rope arrow to the crate, climbing on top, retrieving his rope arrow, quietly shimmying up the rope and agilely leaping across to the flat area without making a sound before re using the rope arrow to gain access to the attic and not alerting a soul.
Instead of all that quiet, stealthy, action.
Our hero pulls out one of the the noisiest tools in his playkit, the fire arrow, which inexplicably doesn't light him up like a belisha beacon to any passing AI's, carefully sights on a highlighted breakpoint on the rope/crate assembly (another thing that needs changing) blows it to sh*t with a huge bright noisy fireball, thus dropping the crate to the floor in yet another explosion of sound with AI's a bare few paces away but that's OK as they are apparently modelled on German guards in British WWII movies and don't notice this sudden cacophony and conflagration occurring just round the corner and don't rush to the scene, then Garrett uses this as a stepping stone to gain access to the flat bit and so on and so forth etcetera etcetera
Was I the only one who lost the will to live at that point ?
WTF happened to the stealth ?
It gets worse.
I remeber one place, when Garrett takes biggest, noisiest explosive (what's it even doing in
Thief universe?!), puts it under a gate and then uses biggest, noisiest tool in his playkit to actually blow the gatess away! Alarming every frigging haunt in vicinity! Except he won't. Because THEY'RE ALL DEAD!
WTF happened to the stealth? :nono:
In real
Thief...
Oh, wait...
Quote Posted by Esme
Alternative scenario - the rampaging mob outside sets the building on fire with Garrett in it, slightly more believable.
However I'd be for sifting through the rubble afterwards scavenging valuables rather than risking my skin robbing a house that's under siege from a mob with burning torches, after all gold doesn't burn, it melts and once melted you can't prove who it belongs to.
It's a f***ing bridge. When bridge burns, it doesn't stay to let anyone "sift through the rubble", it floats away, leaving Garrett on tiny island cramped with angry guards and no way out.
He could probably swim front crawl, but we don't know how strong the river is and considered all the sh*t Garrett is carrying with him, he would drown like a stone.
He could also take a boat, but in a situation like that I'd expect everything floating being used by Baron and his guards.
As for Garrett's reasons to work in a times like this, they are well explained. Gold doesn't melt (nor does gem he's looking for) - it gets stolen by angry, poverty-stricken mob or burried under tons of rubble. Good look stifing through that.
Starker on 19/6/2013 at 12:30
Quote Posted by Flavia
It gets worse.
I remeber one place, when Garrett takes biggest, noisiest explosive (what's it even doing in
Thief universe?!), puts it under a gate and then uses biggest, noisiest tool in his playkit to actually blow the gatess away! Alarming every frigging haunt in vicinity! Except he won't. Because THEY'RE ALL DEAD!
WTF happened to the stealth? :nono:
In real
Thief...
Oh, wait...
Nice try, but it does not come close to dropping that huge-ass crate when the guards are literally just around the corner.
Quote Posted by Flavia
It's a f***ing bridge.
Hmm... looked like a regular bridge to me.