Esme on 24/7/2013 at 22:25
Ridable horses or even specially bred riding burricks that don't belch gas, still want the wild belching ones though.
Bloodhounds that track your scent requiring a something like a stink bomb or a handy sewer to put them off.
Spiders that can make a silk rope and fire it at things then ascend & descend the rope, or if it's a really big spider it can shoot the rope at people, Garrett and animals then reel them in to be eaten.
AI with much the same abiliities as Garrett regarding mantling and climbing ropes, ladders and other obstacles.
Smarter AI that learn.
Basically things that make playing harder.
Not sure if it would be an improvement but I have a hankering for a huge sprawling city to explore, with no loading zones, one that would take a good couple of hours to traverse.
Apologies for any typos, I'm on my phone.
robthom on 25/7/2013 at 01:37
Well after taking a look at the e3 footage these are a few of the things I wouldn't have done if it was my show:
Mummy hands.
(Whats up with that?)
Fist fighting with 4 armed guards for 2 minutes.
Gangsta bow.
(Thats just dumb and completely world breaking.)
And although the graphics are new and shiny, the levels seem standard issue.
Uninspired.
The enveloping goth world from real Thief just isn't there.
It seems to me that this just wasn't the team to do a Thief game.
Technically they seem plenty functional as coders.
But it doesn't look like there were any boots on the ground to add any art, soul or concept.
nickie on 25/7/2013 at 03:28
This is not the 'what you wouldn't do' thread either.
Accignite Vos on 30/7/2013 at 20:57
If I could improve on Thief....
- I'd go back to any missions where pure ghosting is hard-to-nigh impossible (I believe someone mentioned the Pagan Sanctuary), and make it so ghosting was possible, and even encouraged. If the Jacknall's Paw needed blood sacrifice, why not just have Garrett stab himself and let the blood drip onto the altar?
- Bring back the burricks for a couple of missions. I'd try to make sure they weren't implemented annoyingly, but rather, have them like the pet burricks in Ramirez's mission. Would be cool for Garrett to sneak in through a Hammerite stable full of sleeping burricks; maybe some loot could be placed in the manure pile, heheh.
- Add more to the first Gervasius mission in Thief 2. I don't like how most of the second-to-last mission was a retread of that mission; I'd add areas like a garden that would be walled off in the second mission. Small things that encourage exploration, and give a bit of flavour to better separate the two.
- Water arrows were suggested for washing out blood left by bodies, and which might alert AIs. The idea of using elemental crystals in ways other than arrows might be interesting to explore, like setting off a bunch of raw gas crystals to complete some sort of objective.
- A little more light shed on the Hammerites in the Mechanist shadow during TMA.
- Cameos from the mages in Gold.
- Better-established Thief geography (more of what lies around the City), and better explanations for the radical design changes between Thief 2 and 3.
- Perhaps some plot devices that could add some background to items like health potions. Yes, they're there to give you more health, but what if drinking too many of them has caused someone to grow tumours in the stomach out of former ulcers? What if the regeneration it gives can go horribly wrong, like giving you an extra esophagus that goes nowhere?
That's all I can think of, really.