Chade on 7/7/2013 at 02:38
Quote Posted by Azaran
Yeah it does, it's extremely hard to believe [the devs have played the original thief games] considering how the new game is unfolding.
This particular bit of speculation is completely illogical (you know there are many different considerations driving their decisions), has never had a shred of evidence to support it, and has been contradicted by several sources (all linked to and discussed on these forums).
webe123 on 7/7/2013 at 05:48
Quote Posted by Chade
This particular bit of speculation is completely illogical (you know there are many different considerations driving their decisions), has never had a shred of evidence to support it, and has been contradicted by several sources (all linked to and discussed on these forums).
Stupid POST! Of course it is a logical and fair question!
What is happening now DOES have many original fans of the game scratching their heads over things like XP for headshots and wondering what is going on!
You act like you are making EXCUSES for some of the idiotic things this new game has in it and nothing more.
Quote Posted by Specter
I remember the general disappointment with TDS. It wasnt awful, but certainly lacking in many respects. Boy, do those disappointments pale in comparison now.
I played that game a total of...ONE TIME! Never played it again. Never want to. But yes, this newer game will probably be even worse....not better.
Chade on 7/7/2013 at 09:28
Ok webe, please tell me why the idea that the team making a thief sequel not even bothering to play the earlier games once isn't completely ridiculous on the face of it. Alternatively, show me even one scrap of evidence in favour of them not playing the original games.
Meanwhile we have simple common sense, rock paper shotgun, nameless "inside sources" from that article on rumours of disfunction within the team, and the EM players, all linked to and discussed on these forums, all confirming that at least some people in the team are very knowledeable about thief.
As for me making excuses, well ... it's true that my "hesitantly hopefull" feelings about the game are a real outlier. Another reason that I am generally positive is that I prefer to argue then make meaningless "+1" posts, so the bias towards negativity in these forums leads to a positive bias in my posts.
TriangleTooth on 7/7/2013 at 11:50
Quote Posted by Springheel
There are magical creatures, but they're usually on the fringes of civilization. Actual magic tends to be understated--herbal potions, greek fire, and very rare sorcerers and priests who can do low magic spells that often involve trafficking with spirits.
I'd say that's pretty much how Thief has always had it too. Most people haven't encountered magic, and mages live outside the city as pagans or Hand Brotherhood. The Hammers and Mechs had some magic but again this only came out when they were in danger.
Zombies and such also existed but most people hadn't seen them and lived to tell it. People knew this stuff existed, but you had to go out of your way to find it really.
jtbalogh on 7/7/2013 at 16:59
#22- Can health bar be configurable to another color like red (not bright white)? In dark shadows, white has too much contrast especially now with a dark shroud too in the corner. Maybe just with the configuration file since I expect not ingame (PC version).
Color_R=
Color_G=
Color_B=
#22b- Can health bar be only visible <100%, after damage? Or health bar is gray at full health and only brighter when taking damage. Or fade when we know its 100% and does not have to stay visible forever. Already obvious we are healthy when starting a mission and staying safe for a long time. New players can still learn to monitor health when seeing the damage they just took appeared. Maybe just with the configuration file (PC version).
NormalColor_R= resting at full health
NormalColor_G=
NormalColor_B=
Color_R= current health
Color_G=
Color_B=
FadeTime=1
#22c- Can health bar be configurable to a flat line and not curved so it can be placed in the bottom middle? With the shroud feature, I can understand the health bar staying on the left and curved. When I turn off shroud, the health meter would be way too far in the corner. Maybe rotate or scale an axis so an arc on its side becomes flat? Maybe just with the configuration file (PC version).
Rot_Yaw=
Scale_X=
Jason Moyer on 7/7/2013 at 17:56
Those aren't questions.
Shinrazero on 7/7/2013 at 19:34
Quote Posted by Specter
I remember the general disappointment with TDS. It wasnt awful, but certainly lacking in many respects. Boy, do those disappointments pale in comparison now.
If only our concerns came down to loading zones and swimmable water, I'd be one happy taffer.
Flavia on 7/7/2013 at 20:52
Despite the overall mood here being as if EM was in a mother-raping industry rather than, you know, game developing, I realy hope Adam will find time (and patience) to pop in here and answer a few more questions.
23. Devs keep saying that it will be posible to fight your way through the game or ghost it. What about other play styles? Ghosting's NOT the only way of stealth!
Lucky taffers over EM forums said that stats screen at the end of the mission includes some sort of additional "achievments" like not being seen or getting all the loot. It would be cool to see among them something like "being black-jack king" :)
24. Animations - is what we've seen a final version or is it still work in progress? I'd very much like to see something more flexible, something that does not require Garrett to be shifted to right position in order to perform certain actions.
25. Will there be a free jumping in final game? Monsieur Roy said in one of the interviews that making games fun to play is EMs primary goal – an approach I wholeheartedly approve – and I can't imagine how someone may not understand simple joy of strife-jumping through the level with ever-growing army of guards desperately trying to "get the taffer!" :ebil:
26. Multi-language support. Whatever you do, please, please, PLEASE do not let them make polish dubbing.
27. Thank you, Adam. I really appreciate you tilting at windmills here. Please, don't give up on this community :)
And accept an apologise for every gramatical error I coud have commit.
zombe on 8/7/2013 at 11:10
Quote Posted by b1skit
12 - XP is spent on "Upgrades" - Full details on WHAT upgrades soon
#28. What does XP enable that loot could not do (which is a heck of a lot better incentive in a Thief game anyway)? Cannot see why "Upgrades" could not be bough with gained loot (hence can be dismissed as an explanation) - so, back to square one: what is the XP for? My guess is that it is added as a form of more imminent reward cycle for casual players and has no actual purpose ... which brings me to an additional question: can XP turned off without affecting the gameplay in any way (ie. internally just use the loot as a proxy for whatever XP is used for - thereby removing all visible references to XP, besides the options menu entry that made it happen).
Cannot see why not - so, genuine question.
Quote Posted by b1skit
15 - yes, it does. There is a deep sensory system that simulates sound and guard vision. Vision is so realistic that if a guards vision is obscured by another dynamic entity (ie. another, moving guard), you can use that as cover to sneak by. It's quite impressive. More on that in an upcoming community video.
Lovely :)
R Soul on 8/7/2013 at 13:17
I also like the idea of this sensory system, which leads me to this question:
#29 - Can the AI recognize silhouettes?
#30 - If rope arrows can only be used in specific places, will there be several such places within a given area so it doesn't feel restricted, and the player can go the wrong way?