Necrohowl on 29/4/2019 at 18:06
Maps.
Everything about maps!
I will now over-specify.
1. The mission has no map, bothers me.
2. The mission has a map, but it's only one, not too reliable, something that maybe a little kid made or was intentionally made to look bad YET without the intention to at least make it coherent <-- Emphasize on this please
3. The mission has mapS...But they're lootable instead of obtainable from the start.
4. The mission has maps, perfect maps, made by a professional maybe...Except the so-called professional wanted to make it...Too professional? In short, a map that over-details everything.
And now for the WORST of the WORST...
5. The map is perfect, except...It doesn't show where you are and which places you have visited.
Come on, people, both original Thieves had good maps showing where you are and where you have been. It is VERY rare to find good maps like those.
Hell, I think I played an FM where you paint your own map, that was a good mechanism.
gamophyte on 30/4/2019 at 10:41
Giant, undecorated, empty areas get me everytime. I feel personally attacked. I've probably have missed out on decent missions of the past because I loaded into a giant empty town and just closed the FM as soon as it loaded.
Neb on 2/5/2019 at 20:28
When the mission begins and there are patrolling enemies right around you, and you're not in full dark.
The best design for beginning a level (in my opinion) is a safe starting area, and the next 'room' is also a safe place where you can observe patrols before diving in.
gamophyte on 2/5/2019 at 21:51
Quote Posted by Neb
When the mission begins and there are patrolling enemies right around you, and you're not in full dark.
The best design for beginning a level (in my opinion) is a safe starting area, and the next 'room' is also a safe place where you can observe patrols before diving in.
YES, good mention Neb. Same here.
Esme on 3/5/2019 at 11:00
I hate with a passion what I call "Gotcha's"
These are traps, that have absolutely no warning, no amount of observation or diligence will reveal them and there's no way to avoid them, usually they are tied to an objective so you have to trigger them to advance the story or meet an objective.
For example, you read a readable & when you put it down there's a fully armed & alerted AI in front of you looking right at you, or worse behind you, fortunately I've only ever found this particular situation once & you can avoid this particular AI if you know he's going to appear but there's no warning, so you rely on information from a previous play through to avoid them
I remember a mission in TDM that does something like this, you complete the objective & next second you're trapped in a locked room with a damn near invincible fire demon & just a sword to deal with them & you have to kill the demon to continue
You should be able to spot traps & avoid them, you're supposed to be a master thief, this is supposed to be a stealth game, avoiding fights & confrontation, there should always be an alternative way if the player is observant & stealthy
Slightly less irritating, but not by much, are the short brightly lit corridors with a locked door at the end and a pre alerted AI on the other side, staring at the door quietly waiting for you
zajazd on 5/5/2019 at 11:57
I have one that has not been mentioned yet - not getting rewarded for exploration. If you have a room or a cave or an area for the player to explore then you have to reward them with loot or items.
ganac on 5/7/2019 at 07:11
Everybody?! I think it's time for a Total Crap 2 Contest.
Eiji on 5/7/2019 at 17:54
ones where you need a specific amount of loot... and the last piece you need is hidden way TOO WELL!
(as well as those taffin, Trickster-loving, KO-proof helmets....)
<Username> on 21/5/2020 at 05:53
Extreme loot goals forcing the player to spend hours looking in every nook and cranny.
Minimal differences between loot goals on difficulty levels: something like 94% on Normal, 95% on Hard, 96% on Expert.
Readables with meta information like "Garrett feels disgusted after reading this", breaking the immersion by telling the player how they should feel.
Guard voices replaced with another language so you can't tell if what they are saying is "Who's there?!" or just some idle talk.
Sound clipping between ambient sounds, or ambient sounds instantly stopping when the player enters another area.
Lights with infinite radiuses causing weird shadows and affecting the framerate negatively.
Spelling errors in mission info files, ingame objectives or books.
A.Stahl on 21/5/2020 at 06:34
Talking personages who inform important things.
This game processes sound in a rather nontrivial way, so it is very difficult to hear and understand every word even in the native language. Trying to parse the dialog in poorly known language from afar is very irritating.