Stealing Time #4 - UI Customization/Gameplay...3-Stage Lightgem...Perma-Shroud/Hands - by Vae
Renzatic on 5/12/2013 at 19:46
Shut up, shill person. Quit trying to sell me your goods and services. :mad:
jay pettitt on 5/12/2013 at 19:53
Actually, didn't Brethren sneakily buy the Thief4 domain name?
Exactly how much are they paying you for that? 3%?
Starker on 5/12/2013 at 20:47
Quote Posted by Brethren
Really guys, I just want a game that
resembles the original Thief games, and lives up the legacy of LGS. It doesn't have to be perfect.
I think that's what most of the people want here. The only difference is in the interpretation of "lives up the legacy of LGS". Personally, I feel that the franchise has been going down the drain after LGS shut down. I see Thief transforming from a mission-based stealth-oriented thieving simulator with a very focused design to a more sandboxy, more action-oriented, more scripted, more generic mainstream title.
On the one hand, it is undoubtedly positive that so much of the stupid can be turned off. On the other hand, the trouble with new additions, even if they are optional, is that they can become canonical. For example, TDS had loot glint, so some people think it has always been a part of the franchise. I think it's also safe to say that focus or something similar will be a part of New Garrett's abilities if the reboot gets a sequel. Or a prequel. Or a sidequel. Or a reboot.
Beleg Cúthalion on 5/12/2013 at 21:15
I played the Stonemarket section where the Shroud was still rather obtrusive, mostly because it felt like decreased awareness while it should have been the opposite. Dishonored's shroud is more subtle and implements the idea of focus or concentration when hiding much better IMHO.
Great to hear about the other adjustments, though.
TriangleTooth on 5/12/2013 at 22:41
You know I could probably put up with the main shroud if it didn't feel the need to flash when I step into light. That's going to get annoying fast.
The rest of this sounds really good, this is how difficulty should be done really. Nice to see more games with toggle-able UIs too. Unfortunately I can't say I'm terribly looking forward to the rest of Thief. I do try to say "Well, that's what it was like with DX HR" but it's really not, since that game was showing good signs of being faithful fairly early on.
Well, I'll find out in two months.
Goldmoon Dawn on 5/12/2013 at 22:55
Quote Posted by henke
No, we're
all buying and playing this game.
Quote Posted by Dia
Uhmmmm .... yeah. No.
You couldnt pay me to install this mediocre flop of an abomination anywhere near my computer! The core is a flawed creation. Pile on all of the mangled and rotten cabbage immitation crab meat flesh you like, but the core will still be fatally flawed. There is no movement freedom in this game. Even if you have the disposable income and dont feel its a waste, I will still laugh at you for being a lemming and buying into the machine. Then I will laugh again as your purchase sinks to the bottom of the bog of mediocrity. I think I will even go ahead and just laugh right now! Mwwahahahahaaaaaaaaaaaaa
Chade on 5/12/2013 at 23:53
Guys, keep on topic please. We have other threads for discussing contextual jumping. This thread is for exposing Brethren as a slimy bought-and-paid-for EM scumbag. That's why he's always sucking up to their mods and speakers so hard.
Quote Posted by Starker
On the other hand, the trouble with new additions, even if they are optional, is that they can become canonical. For example, TDS had loot glint, so some people think it has always been a part of the franchise. I think it's also safe to say that focus or something similar will be a part of New Garrett's abilities if the reboot gets a sequel. Or a prequel. Or a sidequel. Or a reboot.
This is true, for some reason it seems that people in general are happy to except additions to games, but not to accept something being taken away.
On the other hand, hopefully the presentation of these restrictions as hardcode difficulty options gives the restrictions the same sort of cachet as expert difficulty in the originals gave to not killing anyone. Hopefully playing without focus is perceived to be part of the "ideal" playstyle.
GodzillaX8 on 6/12/2013 at 01:00
Quote Posted by Starker
For example, TDS had loot glint, so some people think it has always been a part of the franchise. I think it's also safe to say that focus or something similar will be a part of New Garrett's abilities if the reboot gets a sequel. Or a prequel. Or a sidequel. Or a reboot.
The series always had
object highlighting, but with no differentiating between loot and regular objects. It was just painfully hard to tell what was considered loot and what wasn't without having memorized the loot item appearances. I don't think a very subtle loot glint that was only noticeable upon close inspection would necessarily be a bad thing, but having it burst out from 20 feet away and say "HEY THERE'S LOOT OVER HERE" is annoying.
Starker on 6/12/2013 at 03:48
Quote Posted by GodzillaX8
The series always had
object highlighting, but with no differentiating between loot and regular objects.
Object highlighting is necessary. You need to know what you can interact with. Loot glint is not necessary. It's just lazy.
Quote Posted by GodzillaX8
It was just painfully hard to tell what was considered loot and what wasn't without having memorized the loot item appearances.
I'm a little surprised that it was so difficult for you. Most of the time I had very little trouble telling which items were valuable and which ones not (golden plate -- valuable, grey plate -- not valuable, golden bottle -- valuable, green bottle -- not valuable). Just go look at the loot lists and you can see that most of it is pretty obvious either from the look or the nature of the object: (
http://www.lytha.com/thief/loot/index.phtml)
Chade on 6/12/2013 at 04:01
I don't know if object highlighting is any more necessary then loot highlighting. Can't you make it obvious which objects can be interacted with?
Small objects -> obviously can be picked up
Button, handle, lever -> obviously can be used
Secret torch/book button -> replace with actual hidden button/handle/lever
book/scroll -> all can be read, at least up to the first page, which can be designed to make it obvious the book is not interesting (books that the player *should* read can be marked by placement in level, existence of bookmarks, locked cover, etc)
furniture -> up to a certain size can be picked up, perhaps have a discrete jump in size or thickness around the barrier
What am I missing?