Pretty weak A.I. Is it a glitch? - by Bigman88
Bigman88 on 8/12/2020 at 18:11
Quote Posted by ZylonBane
Apparently this is some new meaning of "not noticing" that includes shooting you full of arrows.
And those are clearly cobblestones, not concrete.
I was standing right in the open in full light, and they didn't see me until somewhat close.
And understood. Small but obvious mistake.
Bigman88 on 8/12/2020 at 18:12
Quote Posted by Galaer
I'm guessing that you played The Dark Mod first and now you decided to play old Thief. Well, Thief games has a lot more leeway. Guards are less sensitive and hearing your footsteps isn't enough for them to go into search mode. As for knockouts - if you encounter these kind of groups of enemies in later mission (for example last mission - Soulforge), rest of enemies will go into search mode and attack you. So sensitivity of enemies is rising, but never to the extreme level of TDM.
No. This is my first Thief game, and I am playing with tf2fix.
trefoilknot on 8/12/2020 at 20:20
That looks like standard play. I don’t see anything out of the ordinary in those videos.
Guards don’t have infinite distance vision, and as mentioned earlier, they won’t hear you running on stone.
To simplify it, you can imagine that are three types of surfaces:
Loud surfaces (e.g. tile, metal, glass, gravel). On these surfaces, all movement is audible, except for SLOWWWW creeping.
Normal volume surfaces (e.g. stone, wood). On these surfaces, walking and running is largely inaudible, but you’ll be heard if you land from a height, or perhaps run down a decline.
Soft surfaces (e.g. carpet, moss). You won’t be heard even if you jump around.
Edits to the gamesys can affect gameplay (either making surfaces louder/quieter, or by making AI more perceptive), so not all missions will play the same. But again, the videos you posted just look like default thief to me.
Renault on 8/12/2020 at 20:40
Thing is, I'm sure there are plenty of stealth games out there more difficult than Thief, but I don't think any of them have AI that can spot you from 100 yards away. That would be terrible design and really just not all that much fun.
TriangleTooth on 10/12/2020 at 17:32
There is some degree of nuance between the surfaces - metal and tile for example are slightly worse than glass and gravel in that even if you crouch and creep, unless you tap-forward walk you'll make enough noise to alert a nearby guard. Tap-forward walking is silent because you effectively never take a step, Garrett just glides around.
Jumping on stone is loud, running is loud enough to cause a grumble (might alert a jumpy guard?).
Moss is quieter than carpet but I don't know if there's any practical difference (no grumble on jumping for moss?).
Also completely unalert guards will normally fail to see you if you're in yellow light level and don't move. They'll grumble but keep going.