Starker on 16/6/2013 at 09:34
Quote:
The outside the lock version [of lockpicking] is pretty much the same as it is in Deadly Shadows, honestly. Except you can’t memorize the lock types.
I guess it's good news for people who liked T3 lockpicking.
Domey on 16/6/2013 at 10:06
I was thinking what the "Playtesters" (back from 2011(?), you know the 3rd Person screenshot) are saying about the new "Thief"?! Was there ever a feedback from those playtesters?!
Tomi on 16/6/2013 at 10:23
Quote Posted by Starker
I guess it's good news for people who liked T3 lockpicking.
The T3 lockpicking was a wasted opportunity, I think. It was better than in T1 and T2 where lockpicking didn't demand any skill at all, but when you figured out how it worked in T3, it was also too simple and not so fun in the end. With a little tweaking it might have been pretty good...
I don't care about most of the Focus stuff in T4, I think that some of them go a bit too over the top, but I like it how you get to "see" inside the lock with it - that's the kind of a special ability that I would expect Garrett to have.
gnartsch on 16/6/2013 at 10:45
I would really love to see some hardcore lockpicking mode, as it is used in TDM.
There, you can set it that way, that you have to listen to the lockpicking sounds and get the right timing without any visual feedback.
Quite tricky, but that's what I call immersion.
Al_B on 16/6/2013 at 10:48
Quote Posted by Tomi
It was better than in T1 and T2 where lockpicking didn't demand any skill at all, but when you figured out how it worked in T3, it was also too simple and not so fun in the end.
I'm not sure I understand - you say that lockpicking was better when it didn't require any skill, but it's also not fun when it's too simple. The lockpicking in T3 was quite straightforward once you figured out that they used cardinal directions most of the time for the sweet spots but the ability for the player (not the in-game character) to develop their lockpicking skills was one of the best aspects of the game in my opinion.
Tomi on 16/6/2013 at 10:52
Quote Posted by Al_B
I'm not sure I understand - you say that lockpicking was better when it didn't require any skill
Ah, I think you missed one word in my post (see the quote below) or then my English is broken... :p
Quote Posted by Tomi
It was better
than in T1 and T2 where lockpicking didn't demand any skill at all
So I was talking about lockpicking in T3 at first and then compared it to T1 and T2, saying that I found lockpicking in T3 better.
Gaestle on 16/6/2013 at 11:01
I have just one question: WHEN (finally)?
SubJeff on 16/6/2013 at 11:03
Quote Posted by bukary
It seems that Polish journalist was right, Judith (:p): you can spend money on upgrading weapons, and you can spend XP points on upgrading Garrett (his skills).
I don't mind this actually. Why not? If you don't like it, don't do it.
Quote:
QTEs are present in the game. The long and linear scripted sequences are present in the game (the burning bridge). Even Eidos moderators were rather unhappy about this part of the demo.
I don't like them but if the rest of it were okay...
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Rope arrows require hot spots. (This is the worst news for me).
The control over Garrett is taken away from the player during body awareness animations, eg. you can't move until Garrett finishes closing/opening the doors.
The leaning is contextual. You can't lean everywhere (eg. from behind the bush).
Gaaah.
These are terrible, especially the rope arrows. Is this a tech limitation or something? Does creating levels that allow true Thief-esk exploration take too much effort/time these days?
Al_B on 16/6/2013 at 11:05
Quote Posted by Tomi
So I was talking about lockpicking in T3 at first and then compared it to T1 and T2, saying that I found lockpicking in T3 better.
Apologies - my mistake.
Judith on 16/6/2013 at 11:15
The rope arrows thing looks like a feature copypasted from TR reboot. Not sure why they did it, even TDS had ArrowsStickIn feature tied directly to the surface definition, not to some particular class of static meshes.