legoman on 14/7/2013 at 18:47
Quote Posted by Melan
Well, sure, you broke Thief and won. Congratulations, I guess? :D
Thief is regularly hailed as being good for emergent gameplay. The methods I describe are just examples of this, I don't think it's fair to say it breaks the game, its still within the games designed systems. The inclusion of fire arrows as a medieval rocket launcher was deliberately put in to allow the player to go quake happy, at least for as long as they last!
Dia on 14/7/2013 at 19:09
I'm betting that EM, for all its claims of making T4 a game that you can't just 'blast' your way through, will at the same time make it easy enough so that those players to whom they're trying to appeal (by including 'action' sequences such as rooftop parkour), will be able to 'pull out 12 fire arrows and remove any tension'. Can't remember if it was D'Astous or Roy who, when describing the rooftop parkour and time speed run action sequences, said something to the effect of not wanting to make it boring and tedious by forcing the players to creep inch by inch over rooftops or down city streets (can't remember his exact wording & don't have the time to search for the article). That came across to me as though EM was trying to pander to the lowest common denominator; i.e. the CoD crowd mentality. Just from what I've seen, such as rope arrows that can only be shot in certain x-marks-the-spots, focus, etc., it looks as though EM has already dumbed the game down considerably. Providing plenty of ammo for fools who don't know when fire arrows are appropriate or who just want to blast their way out of a certain situation would be on par with the dumbing down process. I'd much prefer a game wherein nothing was forced on the player; no automatic now-you-have-to-fight-the-guards or now-you-must-ghost-this-entire-part-of-the-mission, or especially now-you-have-to-sit-back-and-watch-our-clever-animations-so-you'll-know-what-comes-next.
As far as 'loot-grinding' in order to become a 'walking arsenal', as Esme said, I only recall being able to do that in DS, which was the worst of the three originals anyhow. I, too, must have being doing it wrong in the down in the bonehoard, Esme. ;)
legoman on 14/7/2013 at 19:22
It's nothing to do with playing it wrong, if it's within the games systems what can be wrong about it?
My original point was that I'd like EM to rule out the full frontal approach, by not supplying the player with a multitude of weapons. Regardless of intent or the true way to play, a multitude of weapons was provided by lgs allowing the Rambo approach, which, unfortunately was ridiculously effective on the undead levels.
Dia on 14/7/2013 at 19:39
And I'm saying don't hold your breath. It's already apparent that EM has dumbed down the game, so providing more-than-sufficient ammo for those players who need their hands held through every level will be a given, imo. Iirc, the full-frontal approach was optional; I'd be the last person to approach the undead head-on. It's been awhile since bonehoard for me, but I don't recall being forced to approach them in that manner.
legoman on 14/7/2013 at 19:48
No of course you weren't forced to face them whilst equally you weren't forced to sneak. I'm not going to hold my breath, but it is an area I hope EM improve upon.
Chade on 14/7/2013 at 22:15
Dia, I went off to see how many broadheads the player had in the E3 demo, and as I remembered, he didn't have many at all: just 6 broadheads! That's vastly less then the previous games. Unfortunately, it turns out the player also had 6 fire and 6 water arrows, so it looks like you're right: EM is working for the devil ...
legoman on 14/7/2013 at 22:37
Quote Posted by Chade
Dia, I went off to see how many broadheads the player had in the E3 demo, and as I remembered, he didn't have many at all: just 6 broadheads! That's vastly less then the previous games. Unfortunately, it turns out the player also had 6 fire and 6 water arrows, so it looks like you're right: EM
is working for the devil ...
It's probably safe to assume the numbers available in the demo haven't been given much thought with regards to balance. Ammo wasn't overly abundant in de:hr, could be that approach rubs off on the thief team. They have stressed several times focus availability is limited, arrows may well be too.
Chade on 14/7/2013 at 22:42
Yeah, that's right, having 6 arrows of each type just indicates someone just picked a random number for the demo. I hope it was obvious that my post wasn't meant to be taken seriously.
Dia on 14/7/2013 at 23:30
:p
:cool: