marbleman on 13/6/2021 at 15:58
What about combat difficulty? Should that be cranked up as well? I left it as it was since I never really engage in combat, so I think it shouldn't matter.
Galaer on 13/6/2021 at 18:17
Quote Posted by marbleman
What about combat difficulty? Should that be cranked up as well? I left it as it was since I never really engage in combat, so I think it shouldn't matter.
I think this one could be lowered to the minimum. As far as I know this setting doesn't increase enemies awareness and sensitivity. And if you get caught into fight, it will end as a ghost bust anyway. I don't see any sense in making fights harder when you get forced into one of these fights. It's really just a matter of how many times you want to reload game to win fight.
klatremus on 13/6/2021 at 22:57
Yeah I agree, I don't see how combat difficulty would matter much. The only thing would be if you are forced to fight, but then you bust Ghost anyway if you are detected. If you have a kill objective, the proper way to do it for Ghost would be in one hit, where combat difficulty wouldn't be relevant anyway. Both lockpicking and combat difficulty I think would be up to the player, so I would turn them down to minimum myself.
Edit: Based on the recent discussion here, it would probably be smart to get a small addendum to the rules going, just to clarify TDM differences.
klatremus on 15/6/2021 at 16:22
When they react to being pickpocketed, is it the same remark as a first alert from seeing/hearing you? Or is it one unique only for this type of event? Do they have a settling remark from it? Come to think of it, I dont remember if the alert and settling remark combo is the same in TDM.
The lit candlestick should be fine. I wish you could do that in T1/2 lol.
marbleman on 15/6/2021 at 18:07
They have unique remarks for it, like "Thought I had it with me." They also do a unique motion where they check all their pockets. There are no following settling remarks from that. Also, yes, TDM does have the alert and settling remark combo just like in Thief.
Cigam on 16/6/2021 at 12:01
If you are going to include override sliders outside of the main difficulty options, then surely you'd have to include sliders that make any gameplay element harder? Including lockpicking and combat?
The former definately affects ghosting, and theoretically you could have an explicit objective to fight someone in an unavoidable confrontation.
Besides which, as ever, its just plain easier to be absolute, to avoid "Game X has a difficulty slider for element Y. Do the rules require..." exception-querying
Galaer on 16/6/2021 at 15:19
Quote Posted by Cigam
If you are going to include override sliders outside of the main difficulty options, then surely you'd have to include sliders that make any gameplay element harder? Including lockpicking and combat?
I disagree with that. You can always put gamma at the minimum to barely see anything, mute your sound or increase it to the level where your ears hurt. These elements will also make gameplay harder, but is it really worth it? The hardest difficulty in rules is from perspective of ghosting. Lockpicking and combat (just like klatremus said - if you have kill objective, you need kill someone in one hit without being seen or heard) options don't add anything interesting for ghosting. And changing gamma and sound to increase difficulty is just cheap move.
Cigam on 16/6/2021 at 16:12
low Gamma, low volume, or just plain standing on your head during play, are not in-game gameplay elements though. They are external to it.
A bit theoretical, but If you had an explicit objective to fight someone to the death, and the mission was scripted so .that as soon as they appear the combat starts, then your fight wouldn't be an auto-bust. You would still be ghosting. And combat difficulty would now be affecting ghost difficulty.
Galaer on 16/6/2021 at 16:25
Quote Posted by Cigam
low Gamma, low volume, or just plain standing on your head during play, are not in-game gameplay elements though. They are external to it.
You say that lack of ability to see or hear doesn't affect gameplay and they aren't in-game elements? You sure? I would say they are more important than lockpicking and combat.
Quote Posted by Cigam
A bit theoretical, but If you had an explicit objective to fight someone to the death, and the mission was scripted so .that as soon as they appear the combat starts, then your fight wouldn't be an auto-bust. You would still be ghosting. And combat difficulty would now be affecting ghost difficulty.
If you are forced into head on battle with enemy, then that's definitely a ghost bust. I encountered this kind of situations quite a lot in FMs.