Springheel on 21/8/2013 at 16:11
Quote:
If this really was the huge problem some people would like to believe, surely it would have popped up in some media coverage somewhere -
Didn't it? I'm not sure what you consider media coverage, but Jerion commented about it in EM's own We Played Thief thread:
Quote:
There are things that irked me. Jumping and climbing appear restricted to predetermined locations. ... I hope this will change and jumping will become free-form, unrestrained by pre-determined leaping points.
And I don't know if it was in the Sneaky Bastard article (it's down right now), but the author certainly spoke negatively about it later:
Quote:
Dan Hindes (PCPP, Sneaky Bastards) gives some impressions after going hands on with Thief:
On jumping: "Having played the game, trust me, it's not better. It's awkward, clumsy and doesn't flow well."
So you can't claim that no one who played the game was concerned about it (a statement you appeared to make at one point).
Master Taffer 512 on 21/8/2013 at 16:13
Jerion's full statement on it isn't as negative as you're making it out to be. He was voicing a personal preference more that damning the system:
Quote Posted by Jerion
There are things that irked me. Jumping and climbing appear restricted to predetermined locations. It is set up fairly comprehensively; if you think you ought to be able to jump or climb somewhere you'll be able to do so. I hope this will change and jumping will become free-form, unrestrained by pre-determined leaping points. Whether or not this approach to things was meant to simplify the control scheme I can't say. It could have been a deliberate choice to slow the pace of gameplay. From my perspective, restricting climbing to certain points makes a degree of sense, as it forms vertical paths adding a tiny sense of puzzle-solving challenge to planning out how to traverse a given space. That said I found myself wanting the freedom found in Mirror's Edge, where the player could clamber on top of reachable things from almost any reasonable point and angle.
jay pettitt on 21/8/2013 at 16:14
*Jay quickly scours for snippets info on T4's emergent game play mechanics, rich ambient audio, smart, witty story telling etc etc.*
Drat :(
SubJeff on 21/8/2013 at 16:15
And what if I want to swoop sidewards? Press left or right + action?
I'm asking about his because the contextual nature of any control system potentially allows for doing one action when you mean to do another. It happens in other games but the nature of Thief means that doing once could = mission fail, or at the very least big trouble. Most other games that have the same type of contextual movement are much more forgiving in this respect.
That's why the whole idea of contextual actions doesn't sit well with me.
Master Taffer 512 on 21/8/2013 at 16:16
Quote Posted by Subjective Effect
And what if I want to swoop sidewards? Press left or right + action?
Is that standing still or moving forward while looking directly at a ledge? No? Then you swoop in the direction you're moving.
b1skit on 21/8/2013 at 16:17
Quote Posted by Springheel
Didn't it? I'm not sure what you consider media coverage, but Jerion commented about it in EM's own We Played Thief thread:
And I don't know if it was in the Sneaky Bastard article (it's down right now), but the author certainly spoke negatively about it later:
So you can't claim that no one who played the game was concerned about it (a statement you appeared to make at one point).
Some press also reported that the mansion was on fire when the played the game - which was categorically false (it was a bridge that looked nothing like a mansion, as confirmed by dozens of other outlets). But believe what you want to believe - I can only tell you what I know.
SubJeff on 21/8/2013 at 16:25
Quote Posted by Master Taffer 512
Is that standing still or moving forward while looking directly at a ledge? No? Then you swoop in the direction you're moving.
In the facing the crate edge situation.
b1skit - As to reports by the press; they had limited time with the game and so may not have discovered all the potential issues that the gameplay could have. And the
only reason this comes up is because it's Goddamn THIEF that's being rebooted and the old controls are just. so. perfect.
Renault on 21/8/2013 at 16:28
I'm sure this has been mentioned elsewhere, but is Swoop unlimited? Can you just Swoop Swoop Swoop through a level? If it's a finite thing, what is that based on and how is it regulated?
I guess I don't really get Swoop as a whole - seems like it's supposed to just be a quick, controlled sprint. If so, why not just let the player run/walk wherever they choose?
Master Taffer 512 on 21/8/2013 at 16:28
Quote Posted by Subjective Effect
In the facing the crate edge situation.
Yes, in the crate edge situation. Seriously, this isn't hard man. You've been given the answer to this question multiple times, and the reason it's remained the same wasn't because I didn't understand your question.
It's because that's the answer. You're trying to create this scenario where to two functions screw up, but it'll only cause you to mantle the crate if you're standing still or moving towards it. Move in any other direction and press the button and you'll swoop in said direction.
If you end up mantling in your little scenario it's because you moved toward the crate. It would be user error.
Quote Posted by Brethren
I'm sure this has been mentioned elsewhere, but is Swoop unlimited? Can you just Swoop Swoop Swoop through a level? If it's a finite thing, what is that based on and how is it regulated?
I guess I don't really get Swoop as a whole - seems like it's supposed to just be a quick, controlled sprint. If so, why not just let the player run/walk wherever they choose?
At E3, the Swoop is a quick burst of silent movement, allowing the player to cover a short distance quickly and quietly. Maybe you're crossing a bright area and a guard unexpectedly comes around the corner; you can swoop to the nearest shadow that's in range. Maybe there's a window in a patrol that's very narrow; swoop would be good for that situation, too.
The developers were very particular that that would be balancing the Swoop to ensure it couldn't be spammed or abused by the player. They don't want people spamming a silent burst button. Maybe they'll have a period of recharge, or maybe they'll add a noice to it. We'll see.