Azaran on 17/8/2013 at 07:55
Quote Posted by jtbalogh
* A lockdown stops players from breaking the TOS (terms of service). A lockdown helps to deprecate obsolete mechanics. Why is this confusing in thief? A TOS is a multi-player protection, but Eidos decided a single-player also needs a protection from themselves, really?
TOS? I thought once we bought a game it was legally ours and we could do patch it and modify it as we pleased. Is this where gaming is heading now? :mad:
jtbalogh on 17/8/2013 at 08:02
Quote Posted by Azaran
TOS? I thought once we bought a game it was legally ours and we could do patch it and modify it as we pleased. Is this where gaming is heading now? :mad:
The reason you "seem" to have freedom to patch it and modify it as we pleased is because you are not online and Eidos can not enforce it. The xbox always-on feature was a small step but will grow someday into a path for developers to get closer to you.
Azaran on 17/8/2013 at 08:07
Ahhh yes, that stuff. Another great reason to stick to the pc.
jtbalogh on 17/8/2013 at 09:11
Another reason for Eidos to lockdown jump:
- Lockdown jump to ban wall-humping. B1skit may flame and remind us that master thieves must not hump walls and break immersion. "No jumping allowed" - Jumping is removed around all walls but we won't notice. In anticipation for a new feature coming soon, anyone holding 'W' and jump into a wall gets a fifth element of the contextual jump button. The thief will transition into a wall hug to stop that jumping, but the wall hug is useless because the animations are not done yet.
SlySpy on 17/8/2013 at 09:19
One thing that always bothered me about the earlier Thief games is the fact that they had strafing in them. Lets be honest people, when was the last time you ever had to strafe anywhere, for any reason? A master thief would never need to move from side to side in a strafing motion, because not even regular guys in real life do that type of stuff, therefore I say that this game mechanic is silly and ruins the immersion for me.
I vote that Eidos Montreal take out the ability to strafe and replace that with a tactical rolling maneuver, which allows you to roll either to your left or your right to cover a lot of distance, but make it completely silent to keep the immersion of being a master thief as well.
blueDepths on 17/8/2013 at 10:32
In previous installments, the most important aspect of exploration and freedom wasn't free jumping, but rather the huge open levels littered with secret areas and mysteries.
If this new system works well with the level design, and the level design is good, I will be a happy taffer. Sadly, Thief 4 seems linear from what we've seen and I think that's a much bigger issue than whether or not you can free-jump.
Also, free-jumping in Dishonored made it worse (too easy) while the absence of free jumping in Zelda games doesn't negatively affect the feeling of freedom. So free-jump is not inherently awesome and the be-all end-all of immersive gameplay.
Quote Posted by Asquith
Exactly! What baffles me even more than the inanity is the smugness. Since when is this normal protocol? I always assumed individuals in an "official" capacity have to maintain a "veneer" of refinement and politeness even if they are annoyed by their customers or critics in general, so as not to alienate them even further.
The only reason I would make an acid-dripping post like his would be if I was trying to defend a product that I deep down knew wouldn't meet expectations. But maybe that's just me.
TriangleTooth on 17/8/2013 at 10:56
Petition to remove the ability for guards to see you, as a master thief wouldn't get caught.
heywood on 17/8/2013 at 12:09
So you can't just jump anywhere because they're using the same key/button for swoop. Why would you bind two different things to the same key/button? To make it easier to play on a console, of course...
Starker on 17/8/2013 at 12:50
Quote Posted by heywood
So you can't just jump anywhere because they're using the same key/button for swoop. Why would you bind two different things to the same key/button? To make it easier to play on a console, of course...
(
http://www.vg247.com/2013/04/04/thief-dev-wants-the-challenge-to-be-in-game-not-in-the-controls/)
Quote:
It took a while to learn the complex controls. Numbers 1,2,3,4 – There were different types of peeking: peeking forward, peeking sideways, peeking upside down. They had all these things that were very complex and it worked for the hardcore gamers, but a lot of people backed off early on because it was very difficult.
So our focus has been to say, ‘we want the same amount of challenge, but within the game and not within the inputs.’ I don’t personally have the patience to learn the super, super old games and all their fidelities and hard-learned lessons. I want it to be more streamlined.
Translation: people like Daniel Windfeld Schmidt <s>cannot into numbers</s> struggled with learning the old Thief games, therefore the controls had to be <s>dumbed down for the lowest common denominator</s> streamlined for the modern audiences.
heywood on 17/8/2013 at 13:44
Yup. Dumbing down the controls is bad enough, but worse is the notion that freedom of movement breaks immersion. b1skit's quote blows my mind, particularly this part:
Quote Posted by b1skit
As someone who has played the game more than anybody else outside of the dev team, I can assure you that free jumping would ruin immersion.
I'm starting to get the same vibe from the Thief team as I get from Ken Levine, that they're stuck making video games when they really wish they were directing films.