driver on 13/2/2014 at 18:40
Quote Posted by calmflow
2) The music boxes only create "music" when being operated, if you look closely at them they are modelled on the old music boxes that use a drum with lumps (for lack of the proper term) that cause strips of metal to resonate,
for them to operate continuously would make the overseer himself redundant, they could just mount them on the walls. This would however be problematic because when they are used at full strength they shatter glass,
In the Brigmore Witches DLC the 'music' is being played from loud speakers, presumably from a recording as it is continuous. This creates a dampening field around the prison and no noticeable effect on glass.
I'm not sure about Overseers playing continually, they would give away their position and allow Corvo to avoid them too easily.
Cronus on 13/2/2014 at 21:16
Quote Posted by calmflow
2) The music boxes only create "music" when being operated, if you look closely at them they are modelled on the old music boxes that use a drum with lumps (for lack of the proper term) that cause strips of metal to resonate,
for them to operate continuously would make the overseer himself redundant, they could just mount them on the walls. This would however be problematic because when they are used at full strength they shatter glass,
I'm sure the aristocracy don't want to live in a hell of exploding glass and incessant droning.
4) No, this imo is stupid, Corvo is using all of his concentration to take control of another being, so i can understand not being able to do anything else, also, that makes the skill way too overpowered.
2)Actually overseers can use boxes in passive mode without exploding glass and damage for you. And they do that when you undetected.
I made some pictures:
(
http://imgur.com/zOdwcKJ)
(
http://imgur.com/Odr6UAR)
4)Game is full of overpowered abilities and my idea is that we shouldn't nerf their effects. The better way is to increase skills of your enemies and cost of your powers.
calmflow on 13/2/2014 at 21:40
Quote Posted by driver
In the Brigmore Witches DLC the 'music' is being played from loud speakers, presumably from a recording as it is continuous. This creates a dampening field around the prison and no noticeable effect on glass.
I retract my previous statement, as both you and driver have set me straight.
This therefore could be viable, though the reality of a man doing that all day would be quite tiresome.
Quote Posted by driver
I'm not sure about Overseers playing continually, they would give away their position and allow Corvo to avoid them too easily.
True, and could inadvertently create impassable bottlenecks.
Quote Posted by Cronus
4)Game is full of overpowered abilities and my idea is that we shouldn't nerf their effects. The better way is to increase skills of your enemies and cost of your powers.
I understand your suggestion to mean that we should be able to use weapons and other abilities whilst posessing someone/thing, is that correct?
If so, I find this to be too overpowered, as previously stated, if the goal is to make the game more challenging, then limiting corvos' powers and increasing the skills of the NPCs is the way to go, which jdv is doing, though this would provide further creative gameplay solutions. In short, could be fun, not for me.
Evilagram on 1/3/2014 at 11:08
Challenge isn't everything.
Anyone can make a hard game, that's easy, but it limits the play space. Making an easy game is bad too, because then everything is permitted and it doesn't push you to play well or creatively.
I don't think nerfing the powers is the answer. They're part of the core concept of the game. They open up a lot of creative play and that is their purpose in the game. Nerfing them would be like getting rid of shadows and water arrows in Thief.
Rather, the guards should have more ways of dealing with the powers that do not explicitly beat them automatically, but give the player wiggle room to fight back against the AI, or even manipulate it. This makes it harder, but it also creates depth. It's not just a test of execution, but also a greater mental challenge to the player that creates overall more variation in the way the game can play out, which makes it more interesting both in an immediate sense, and creates long term replayability. If you don't leave room for the player to make a bunch of wildly different decisions, then the player has less of a range to express themself, and the game actually becomes easier intellectually, because making the correct decisions becomes more clear cut from whatever is left.
Though that's probably impossible for a project like this.
calmflow on 2/3/2014 at 22:56
Quote Posted by Evilagram
Challenge isn't everything.
This is the Ultimate difficulty mod so challenge is what it seems to be about.
I do agree with your statement about replayability and player choices, though as you stated, probably outside the scope of this project.
Maybe something for the devs to think about in a sequel.
DarkWave0 on 21/9/2014 at 19:16
To anyone having any luck with using the tool tautologist wrote:
I made some edits and copied the decompressed files back into the game folder they came from, but the game is not showing changes of any kind. Any ideas?
*edit*
I figured out my problem. I had the newer version of the field editor in a different place than the older version that I used before. The newer version's source flder was still set to the folder I had the older version in. I now made my first upk edits and it seems to be working perfectly.
*edit2*
I need some help with finding new things to edit in the upk files. Can anyone advise me on where to find such information?
I have no knowledge about finding Hex adresses. so maybe something about that?
Tautologist?
weirwood on 14/12/2015 at 00:33
Sorry for the necro, but this thread definitely seems to be the best place on the internet to get a shot at an answer to this:
Does anyone here know if and how it's possible to access the scripted dialogues that you can overhear in the levels? There seems to be a bunch of them that are mutually exclusive (due to Chaos, or other reasons), or difficult to trigger (such as in the Lighthouse level, or Eminent Domain). I'd love to see them all, and maybe transcribe them to the Dishonored wiki.
jdv on 24/5/2016 at 04:06
Hey, sorry to the above poster, I don't know of any transcripts (though I didn't look for that kind of content).
Everyone, I'm hoping to convince the Bethesda devs to put a mod similar to this one right in Dishonoured 2, even if it is just a hidden bonus mode you unlock after beating the game.
The hope would be that the settings we never figured out how to change (blink regen etc) would be easily modified by them. I could be wrong about that.
Anyhow I've posted a discussion on this topic here:
(
https://community.bethesda.net/thread/17508)
If you too would like to push them do include something like this, maybe throw in your thoughts or just push the 'I have the same question' button.
Thanks everyone!
Gordon Frohman on 11/5/2017 at 21:38
edit
Renault on 11/5/2017 at 22:04
Hey, aren't you the sausage king of Chicago?