mikjames on 12/9/2016 at 03:42
Have an idea for a mod where gameplay isn't as dependent on the sound your footsteps make on each surface.
I know everyone loves the classic gameplay mechanics, but it might be neat to see what it would be like if footstep volumes were a little more realistic for a thief and the gameplay reflected it.
ZylonBane on 12/9/2016 at 06:13
If only there were an entire forum around here somewhere dedicated entirely to modding Thief.
And there's no need to wonder how "realistic" footstep volume would play. Any mission with mostly grass or carpet is like that. You can run around and even get right up behind people without them hearing you. It's rather easy.
mikjames on 12/9/2016 at 18:30
Yeah, and if only you were to point it out without obvious sarcasm :D
Yeah, I'm aware that you move silently on silent surfaces, that wasn't the point.
If there's one thing, and only one thing that thief 2014 got right, it was the realistic footwear for a thief.
If I'm going to break into a tiled mansion, I'd probably bring my soft soled slippers with me rather than my tap shoes ;)
It opens up interesting gameplay for sure, but it's like a nail in the head for immersion.
SlyFoxx on 12/9/2016 at 18:54
The footstep game mechanic isn't just about footsteps in my mind. Garrett carries a sword, bow and a variety of other items. He's picking up clanky loot. When Thief was made it would have been unrealistic (and not much fun) for the game engine to track all those variables to create a more realistic noise situation. So it was fairly easy to implement via the game engine..."Garrett's feet determine his noise" ...it's also easy enough game mechanic for the player to understand and thus control.
mikjames on 13/9/2016 at 01:29
Quote Posted by SlyFoxx
The footstep game mechanic isn't just about footsteps in my mind. Garrett carries a sword, bow and a variety of other items. He's picking up clanky loot. When Thief was made it would have been unrealistic (and not much fun) for the game engine to track all those variables to create a more realistic noise situation. So it was fairly easy to implement via the game engine..."Garrett's feet determine his noise" ...it's also easy enough game mechanic for the player to understand and thus control.
Yeah I getcha, the whole game industry is a mess, one step forward and two steps back. We should have improved on the original thief games by now but it's so obvious that we've taken massive steps back, even though there were some minor things that were improved in thief 2014 and in particular thief 3.
I just deleted the footstep sound files for now, might eventually tone them down a bit with audacity, or figure out a way to rip the thief 3 sounds.
Not saying I don't love the original thief games, they are absolutely my #1 favorite games even to this day, but it would be cool to offer a more immersive/different experience (not necessarily better just different).
ZylonBane on 13/9/2016 at 01:44
Quote Posted by mikjames
I just deleted the footstep sound files for now, might eventually tone them down a bit with audacity, or figure out a way to rip the thief 3 sounds.
From a gameplay perspective that will accomplish exactly nothing.
Fallen+Keeper on 13/9/2016 at 14:19
Quote Posted by mikjames
[...]or figure out a way to rip the thief 3 sounds.[...]
Not saying I don't love the original thief games, they are absolutely my #1 favorite games even to this day, but it would be cool to offer a more
immersive/different experience (not necessarily better just different).
What are you talking about?
Yandros on 13/9/2016 at 15:04
Deleting the sound files only makes you silent to yourself. Running on tile will still alert AI in the area.
Renault on 13/9/2016 at 16:50
Most people here play Thief because of it's complex systems. By taking away sound, you're just dumbing it down into something simple like Assassin's Creed or Dishonored.
downwinder on 18/9/2016 at 07:14
i always noticed t1 mission guards were harsh,some even could see through walls