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Thread: The Dark Mod

  1. #2676
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    In what way is it unintuitive? It is based on sound (and sometimes visual) cues, and in that respect, succeeds - it relies on player skill, which none of the Thief games really did.

  2. #2677
    Member
    Registered: Nov 2009
    just saw this :
    http://www.youtube.com/watch?v=1w5z3aiEMWE

    sorry guys,but i'm not delighted
    it makes game much easier and unrealistic (i know what i talking about,a brick fell on my head once,but i wasn't unconscious after that)
    it also makes blackjack worthless

  3. #2678
    Member
    Registered: Sep 2010
    In before head trauma joke

    Please explain how a very tiny bit of redundancy renders the blackjack worthless.

  4. #2679
    Member
    Registered: Nov 2009
    whats point of using blackjack if i can bear my reliable crate with me ?

  5. #2680
    I suppose the real question would be: Why bother with a crate (that can't go into your inventory) if you already have a blackjack?

    That aside, I'm guessing the TDM guys aren't too concerned if you're "delighted" or not, Shadowhide.

  6. #2681
    jtr7
    Guest
    God, I'd hope that mission builders wouldn't leave crates all over, or make maps where crates can't be transported from gamespace to gamespace. The days of dropping or throwing boulders or hammers at AIs, all never in conflict with the blackjack and silent gameplay, are not over! \o/

  7. #2682
    Member
    Registered: Nov 2009
    I suppose the real question would be: Why bother with a crate (that can't go into your inventory) if you already have a blackjack?
    knocking guards out with crates would faster than crawling in the shadows with blackjack

    even direct approach is valid when you able to knock guard out with crate or chair that easy

    That aside, I'm guessing the TDM guys aren't too concerned if you're "delighted" or not, Shadowhide.
    nobody from darkfate liked that idea along with me

    well,concept of knocking out people with heavy objects is fine,but its not working correct.
    objects needs to be heavier than chair (crate is fine) and fall from much higher height than one meter

    please,do not troll me this time

  8. #2683
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    Anyway, a new FM is out today, and it features... rooftops! I tested it, and it's got a whole lot of neat stuff. Including an object that will KO people in 1.08... but not yet.

  9. #2684
    Member
    Registered: May 2010
    Location: Taffer's Inn
    Looks awesome.And rooftops it's what i wanted right now I'm grabing it

  10. #2685
    jtr7
    Guest
    Many tools and available actions in Thief have overlaps with other things, but with noted differences. In my book, if a noisy/messy action has significant and fairly obvious potential noisy/messy consequences, then it's in the ballpark of being done right.

  11. #2686
    Member
    Registered: Aug 2001
    There may not always be a crate near by to toss, *whips out black jack.* You think the author is going to put them every where? That would look stupid for one thing. Next thing you know, we'll be able to Mario the AI. YES!

  12. #2687
    Member
    Registered: Sep 2010
    It works for Sam Fisher.

  13. #2688
    It's awesome. No one force you to use crate to KO AI. It's just an option. If you can't see benefits of it for future fms, then too bad for you.

  14. #2689
    Member
    Registered: Nov 2009
    Quote Originally Posted by swordbreaker View Post
    It's awesome. No one force you to use crate to KO AI. It's just an option. If you can't see benefits of it for future fms, then too bad for you.
    what benefits ? running through map holding a crate and KO everyone ?
    yes,that what i wanted
    whats next ? animated KO's ? bow upgrade ? KO spray ?

  15. #2690
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    The question is, is it noisy? If it makes a lot of noise, then there is a clear tradeoff - use a crate, alert other AI; use a blackjack, stay silent. That makes for a meaningful choice.

  16. #2691
    Quote Originally Posted by Shadowhide View Post
    what benefits ?
    Many. Use your imagination(brain).

    Quote Originally Posted by Shadowhide View Post
    running through map holding a crate and KO everyone ?
    Same goes for arrow headshots. Collect your ammo back Kill everyone. Now you will say it's not that easy. Same goes for this too!

    Quote Originally Posted by Shadowhide View Post
    whats next ?
    I don't know.

    Quote Originally Posted by Shadowhide View Post
    animated KO's ?
    Would be super cool. Don't you think so? lol

    Quote Originally Posted by Shadowhide View Post
    Ma bow upgrade ?
    Man I'm with you!

    Quote Originally Posted by Shadowhide View Post
    KO spray ?
    You deserve a golden medal on demagoguery...

  17. #2692
    Melan I think it's okay, but if we want to make brainstorm; We can increase weight of crates which takes more time to carry over head of AI. In meanwhile AI can walk away. If AI stands still, then bj'ing is easy too. Or we can use destory script from Hexen Mod after request. In this way one crate will be one KO, since it'll be destroyed on usage. All these assumption I made are for fun not really I want to see achieved, but I'll be fine with either way.

  18. #2693
    Member
    Registered: Nov 2009
    Quote Originally Posted by Melan View Post
    The question is, is it noisy? If it makes a lot of noise, then there is a clear tradeoff - use a crate, alert other AI; use a blackjack, stay silent. That makes for a meaningful choice.
    when you can knock someone out that easy,there no point being stalthy at all

    imagine alerted AI that is going to kill you
    you dont need to run and hide
    if there any crates around,you can easily knock him out like this :

    (thug is standing still,but it wont be hard to knock him out even if he'd move)
    look how high player can keep crate above AI head even when crouch !!


    Quote Originally Posted by swordbreaker
    Same goes for arrow headshots. Collect your ammo back Kill everyone. Now you will say it's not that easy. Same goes for this too!
    at least headshots is challenging

    Quote Originally Posted by swordbreaker
    Would be super cool. Don't you think so? lol
    no,look at DX3
    animated KO's sucks

    Quote Originally Posted by swordbreaker
    Man I'm with you!
    well,i'm not with you

  19. #2694
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinqueecclesiensis HU
    Quote Originally Posted by Springheel
    The crate makes plenty of noise when it lands.

  20. #2695
    Member
    Registered: Nov 2009
    The crate makes plenty of noise when it lands.
    i never ghosting missions,so it wont stop me from knocking out people with chairs (that physically cannot knock mature man out when fall from 1 meter height) or crates

  21. #2696
    Quote Originally Posted by Shadowhide View Post
    when you can knock someone out that easy,there no point being stalthy at all

    imagine alerted AI that is going to kill you
    you dont need to run and hide
    if there any crates around,you can easily knock him out like this :

    (thug is standing still,but it wont be hard to knock him out even if he'd move)
    look how high player can keep crate above AI head even when crouch !!
    Player needs to carry heavy object more higher to gain enough momentum. You can't KO him in that position if I didn't get wrong assumption from the video.

  22. #2697
    Member
    Registered: Nov 2009
    Player needs to carry heavy object more higher to gain enough momentum.
    how do you know ?
    anyway,its enough to stand up to place crate in 1 meter above AI head
    You can't KO him in that position if I didn't get wrong assumption from the video.
    how do you know ?
    do you think crate KO code does checks player position and height that object fell from ?

  23. #2698
    Quote Originally Posted by Shadowhide View Post
    how do you know ?
    anyway,its enough to stand up to place crate in 1 meter above AI head

    how do you know ?
    do you think crate KO code does checks player position and height that object fell from ?
    OK, I confess:

    I'm your father.

    joke aside, as I said it's my assumption. In the video you can see Springs carries crate higher obviously, but this may be misleading ofcourse. However, there is momentum thingy according to my experiences.

  24. #2699
    Member
    Registered: May 2004
    Location: Toronto, Canada
    knocking guards out with crates would faster than crawling in the shadows with blackjack
    Yeah, because it's much easier to walk around with a big, laggy crate looking for somewhere that a guard is going to walk right underneath you so that you can time it perfectly and drop it on him.

    well,concept of knocking out people with heavy objects is fine,but its not working correct.
    objects needs to be heavier than chair (crate is fine) and fall from much higher height than one meter
    Objects do need to be heavier than the chair (notice that the chair does NOT knock out the guard in the video?). Objects do need to fall from a height of more than one meter. Maybe you should find out a little about how the system actually works before going on about how it is "not working correct".
    Last edited by Springheel; 12th May 2012 at 13:25.

  25. #2700
    Member
    Registered: Feb 2003
    Location: On my bicycle \o/
    I think it's exactly the kind of experimenting that TDM should be doing and possibly couldn't be done elsewhere.

    If it needs tweaking to balance gameplay - that's okay. If it's hopelessly awful, that's okay too - it can always come out again.

    I approve thoroughly and hope TDM continues to experiment and continues to exist in a state of perpetual ever evolving betaness.

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