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Decline Thiaf Pre-Release Thread

Darth Roxor

Rattus Iratus
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Djibouti
Only 25 dorra for an EXTRA AAAAAAAAAAA+ NEXT GEN gaem? That is certainly strange.
 

zwanzig_zwoelf

Guest
That's the bonus of residing in a craphole. :smug:

It'll probably go up after the release.
 

7h30n

Augur
Joined
Aug 14, 2012
Messages
311
Wat, 25 dorra?

Here is almost 50€

ghXvfKm.png
 

Infinitron

I post news
Patron
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Messages
99,628
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I always did that :(

Me too. :)

Dishonored addressed this problem by making choking people to unconsciousness guaranteed to alert anybody who was that close to them, although there were still some borderline situations where it could be kind of ridiculous.
 

Siel

Arcane
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Joined
Aug 25, 2013
Messages
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Some refined shithole
Still can't figure out why this game doesn't have a lean mechanic (I'm not talking about contextual leaning).
The game being multiplatform, I guess they couldn't figure out how to map it on a controller but then how did Dishonored devs manage to?
 

zwanzig_zwoelf

Guest
Still can't figure out why this game doesn't have a lean mechanic (I'm not talking about contextual leaning).
The game being multiplatform, I guess they couldn't figure out how to map it on a controller but then how did Dishonored devs manage to?
AFAIK in Dishonored you hold a button while moving thumbstick in direction you want to lean.
 

Siel

Arcane
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Messages
906
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Some refined shithole
Still can't figure out why this game doesn't have a lean mechanic (I'm not talking about contextual leaning).
The game being multiplatform, I guess they couldn't figure out how to map it on a controller but then how did Dishonored devs manage to?
AFAIK in Dishonored you hold a button while moving thumbstick in direction you want to lean.

Pretty logical imo. Still doesn't answer why Thi4f devs didn't plan this.
 

zwanzig_zwoelf

Guest
Still can't figure out why this game doesn't have a lean mechanic (I'm not talking about contextual leaning).
The game being multiplatform, I guess they couldn't figure out how to map it on a controller but then how did Dishonored devs manage to?
AFAIK in Dishonored you hold a button while moving thumbstick in direction you want to lean.

Pretty logical imo. Still doesn't answer why Thi4f devs didn't plan this.
That's too hard for next gen retards.
 

LivingOne

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Joined
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Messages
485
news
Thief devs: We had to dumb the AI down
pvdt8kjnb6.jpg

0
COMMENTS
GAME: Thief
DEVELOPER: Eidos Montreal
COMPANY: Square Enix
PLATFORM: Xbox PlayStation PC / Mac
POSTED: Wed 19th February 2014
BY: Pierce
@PierceJohnson

Earlier builds of upcoming Thief originally had AI that was so intelligent the engineers had to dumb it down so that players stood a chance.

That's according to game director Nic Cantin, who claims that guards were too realistic and they'd find protagonist Garrett without much trouble.

For the sake of keeping Thief a fun experience, the engineers had to tone things down slightly.

"The engineers were very proud," Cantin told ArabicGamers. "With the AI they did something that was really good, but when you were trying to distract a guard in that direction for example, they were so intelligent he'd anticipate you and find you and there'd be a big fight.

"So it was too realistic at some points and we had to balance those elements and spend a lot of time with AI to make sure there is no anticipation.

"It's not about being hyper-realistic, it's about being credible but it's still a game."

Lead level designer Daniel Windfield Schmidt said players would have to make use of the shadows to trick guards.

"This is where we also encourage the player to stay in the shadows," he added.

"So guards don't see as far as you because they can't see as well as you. This is about being Garrett, and how you see the world.

"So we wanted to have it where you could be right next to guards in the shadows but as long as you don't move then they can't see you, but they sense movement like real humans do."

"We didn't want for you to be completely safe [in shadow], but for you to be safer," concluded Cantin.

Thief will be released at the end of the month on Xbox One, PlayStation 4, Xbox 360, PlayStation 3 and PC.

- See more at: http://www.arabicgamers.com/news/3175/thief-devs-we-had-to-dumb-the-ai-down#sthash.5V3seh1j.dpuf
 

Siel

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Joined
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Messages
906
Location
Some refined shithole
Still can't figure out why this game doesn't have a lean mechanic (I'm not talking about contextual leaning).
The game being multiplatform, I guess they couldn't figure out how to map it on a controller but then how did Dishonored devs manage to?
AFAIK in Dishonored you hold a button while moving thumbstick in direction you want to lean.

Pretty logical imo. Still doesn't answer why Thi4f devs didn't plan this.
That's too hard for next gen retards.

The worst part of it is that might actually be the reason.
 

racofer

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Messages
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Your ignore list.
news
Thief devs: We had to dumb the AI down
pvdt8kjnb6.jpg

0
COMMENTS
GAME: Thief
DEVELOPER: Eidos Montreal
COMPANY: Square Enix
PLATFORM: Xbox PlayStation PC / Mac
POSTED: Wed 19th February 2014
BY: Pierce
@PierceJohnson

Earlier builds of upcoming Thief originally had AI that was so intelligent the engineers had to dumb it down so that players stood a chance.

That's according to game director Nic Cantin, who claims that guards were too realistic and they'd find protagonist Garrett without much trouble.

For the sake of keeping Thief a fun experience, the engineers had to tone things down slightly.

"The engineers were very proud," Cantin told ArabicGamers. "With the AI they did something that was really good, but when you were trying to distract a guard in that direction for example, they were so intelligent he'd anticipate you and find you and there'd be a big fight.

"So it was too realistic at some points and we had to balance those elements and spend a lot of time with AI to make sure there is no anticipation.

"It's not about being hyper-realistic, it's about being credible but it's still a game."

Lead level designer Daniel Windfield Schmidt said players would have to make use of the shadows to trick guards.

"This is where we also encourage the player to stay in the shadows," he added.

"So guards don't see as far as you because they can't see as well as you. This is about being Garrett, and how you see the world.

"So we wanted to have it where you could be right next to guards in the shadows but as long as you don't move then they can't see you, but they sense movement like real humans do."

"We didn't want for you to be completely safe [in shadow], but for you to be safer," concluded Cantin.

Thief will be released at the end of the month on Xbox One, PlayStation 4, Xbox 360, PlayStation 3 and PC.

- See more at: http://www.arabicgamers.com/news/3175/thief-devs-we-had-to-dumb-the-ai-down#sthash.5V3seh1j.dpuf
"Hey guys, you know those cool things one were to expect from Thief made today? Yeah, about that..."
8MaKBWl.gif
 

zwanzig_zwoelf

Guest
news
Thief devs: We had to dumb the AI down
pvdt8kjnb6.jpg

0
COMMENTS
GAME: Thief
DEVELOPER: Eidos Montreal
COMPANY: Square Enix
PLATFORM: Xbox PlayStation PC / Mac
POSTED: Wed 19th February 2014
BY: Pierce
@PierceJohnson

Earlier builds of upcoming Thief originally had AI that was so intelligent the engineers had to dumb it down so that players stood a chance.

That's according to game director Nic Cantin, who claims that guards were too realistic and they'd find protagonist Garrett without much trouble.

For the sake of keeping Thief a fun experience, the engineers had to tone things down slightly.

"The engineers were very proud," Cantin told ArabicGamers. "With the AI they did something that was really good, but when you were trying to distract a guard in that direction for example, they were so intelligent he'd anticipate you and find you and there'd be a big fight.

"So it was too realistic at some points and we had to balance those elements and spend a lot of time with AI to make sure there is no anticipation.

"It's not about being hyper-realistic, it's about being credible but it's still a game."

Lead level designer Daniel Windfield Schmidt said players would have to make use of the shadows to trick guards.

"This is where we also encourage the player to stay in the shadows," he added.

"So guards don't see as far as you because they can't see as well as you. This is about being Garrett, and how you see the world.

"So we wanted to have it where you could be right next to guards in the shadows but as long as you don't move then they can't see you, but they sense movement like real humans do."

"We didn't want for you to be completely safe [in shadow], but for you to be safer," concluded Cantin.

Thief will be released at the end of the month on Xbox One, PlayStation 4, Xbox 360, PlayStation 3 and PC.

- See more at: http://www.arabicgamers.com/news/3175/thief-devs-we-had-to-dumb-the-ai-down#sthash.5V3seh1j.dpuf
:lol::lol:
 

Siel

Arcane
Patron
Joined
Aug 25, 2013
Messages
906
Location
Some refined shithole
news
Thief devs: We had to dumb the AI down
pvdt8kjnb6.jpg

0
COMMENTS
GAME: Thief
DEVELOPER: Eidos Montreal
COMPANY: Square Enix
PLATFORM: Xbox PlayStation PC / Mac
POSTED: Wed 19th February 2014
BY: Pierce
@PierceJohnson

Earlier builds of upcoming Thief originally had AI that was so intelligent the engineers had to dumb it down so that players stood a chance.

That's according to game director Nic Cantin, who claims that guards were too realistic and they'd find protagonist Garrett without much trouble.

For the sake of keeping Thief a fun experience, the engineers had to tone things down slightly.

"The engineers were very proud," Cantin told ArabicGamers. "With the AI they did something that was really good, but when you were trying to distract a guard in that direction for example, they were so intelligent he'd anticipate you and find you and there'd be a big fight.

"So it was too realistic at some points and we had to balance those elements and spend a lot of time with AI to make sure there is no anticipation.

"It's not about being hyper-realistic, it's about being credible but it's still a game."

Lead level designer Daniel Windfield Schmidt said players would have to make use of the shadows to trick guards.

"This is where we also encourage the player to stay in the shadows," he added.

"So guards don't see as far as you because they can't see as well as you. This is about being Garrett, and how you see the world.

"So we wanted to have it where you could be right next to guards in the shadows but as long as you don't move then they can't see you, but they sense movement like real humans do."

"We didn't want for you to be completely safe [in shadow], but for you to be safer," concluded Cantin.

Thief will be released at the end of the month on Xbox One, PlayStation 4, Xbox 360, PlayStation 3 and PC.

- See more at: http://www.arabicgamers.com/news/3175/thief-devs-we-had-to-dumb-the-ai-down#sthash.5V3seh1j.dpuf

I'm not surprised in the slightest.
Makes me remember this : http://www.lazygamer.net/xbox-360/without-clues-dishonored-was-too-difficult/
 

skacky

3D Realms
Developer
Joined
Mar 5, 2013
Messages
2,506
Location
The City
I don't believe that shit one second. The AI in TDM is pretty advanced and even then players can play the game normally, even newcomers.
 

zwanzig_zwoelf

Guest
I don't believe that shit one second. The AI in TDM is pretty advanced and even then players can play the game normally, even newcomers.
B-but... TDM is for nerds and losers who can't afford a $50 game and a console... I'm rich and can't be bothered with such things as downloading the installer... it may have a virus in it! Not to mention the horrible PC controls! I'd rather insert disk and play with my gamepad... as a TRUE gamer...

codextroll32.png
 

Keshik

Arcane
Joined
Mar 22, 2012
Messages
2,228
I'd have left the super hard AI in as a difficulty setting, well y'know if it actually existed and wasn't most likely PR BS.
 

sexbad?

Arcane
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Joined
Apr 7, 2013
Messages
2,812
Location
sexbad
Codex USB, 2014
I'd have left the super hard AI in as a difficulty setting, well y'know if it actually existed and wasn't most likely PR BS.
It's probably PR BS salvaged from an early alpha where the guards just had an aimbot that didn't yet factor in concealment or light level.
 

Cyberarmy

Love fool
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Feb 7, 2013
Messages
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Location
Smyrna - Scalanouva
Divinity: Original Sin 2
news
Thief devs: We had to dumb the AI down


Earlier builds of upcoming Thief originally had AI that was so intelligent the engineers had to dumb it down so that players stood a chance.


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HU8hyUnh2FLzmdp9VWGuuH131agcbNHwgaeS6Dg+8xtz3gJt02WLwlOACBZdG4PGSnABGRu8X3VxUV7yZ3jwspOBpMcXNLnDefspWKlzokAHb+ier4KQDTIzR3jNk9CDWphthUzAaWVtQqMFJlwHXzX8VWU6TLe8zZgb8o2CsThAQIpkt2O/mVIUGZFKQSizrZJyURKRmQJQQnOXPO2uEyYjMNKozdJFnfY+a6CbrPdtsFnw+fekQR/pNnD6HyWfqc7ycrm9R8EEayCuvcNxYq0qdRv5mg+ehHquPVhK1vYrjTaTHUahsTLTynUeCx9LrKqxuHvTQKjjGU/wCdvqn6RzQW3B3FwupLN+0GlNGk7cVCPVv9FgoXSu21AfhSdw9p+y5y9Y9/JGHNRBLcEhm6jwQiEnDxv1SquibppUHhU6JTXT0TUpOZGmezjconPso5qXSS5GkTMkKdTUKmLqdR2lECVg6Je7QxuYK0mEEQIIA0sq7BYoG31VpTfGwK0ikl+N2GkifULoPA3l1FmUTlLhI3vP3XP6VXYwehuF0z2cuY/DFpaJZUPj3oKOrkVF5w/BBwzS4G8yBY9FWcQw4a4gSeZhXHEXV2u7jhlOghQqQeXTUynYx+m6iUYLhFBgGZ5mbQrXEkNAAbI5KM6iBaTY8rJR4kAYcJhFPGCzI5TcowV0MzgSiElqdylMEprGYYVKb6Z0e0t9dD6wnnEDUqNVxQSvkOQV8MWuLSLtJB8RqgGK87WUcuIc7aoA4ddj8x81TLis9txp8l0sQ5u6n8I7TOwr3Bv8Si6C5ujmO3LVU1nQFVOeSbKp1U2SN72h7R0q1Iso3a7KST8Ui8dFkSUyyiW97mlZlWp0ohNn9UouQASPDJuE3opbgm6jJTibDWZIJRvYQiDCkCCURS8qKEAGKbQNxISMJgar/gpvd1DTHrEKydwPEgSaL46QT6AyluKkWmBexws0Ap8hw0Cz2HxTqZ+E9QQrmjx2m5oBaWnff5q53DyrEXvoV032T3ZXB5sPyK5TR4hTJ39F2L2YYB7KVV72ubnLYDgWkgDWDtdF6lNsMVSzNhVb8OQdwdgrlM4mlItrso00f3Utk6rnPE+3lOnVexrTUDSRmJEEjWFse1NWpSwdd4MlrHRA52+684V8acx63U9WnK60nKAuggu1kmUwo+MeeaCCDirqPM67FNMN0EFIVnbWi38K10DM2oADyBFx8gsK8wDHVEguf1f5K5RWtzG97KVTpAaAIkFPJdfJt+pTMXRoKqkQ0R7D98kEFCySm6p+iCCYMgpwmyCCpnAC2PY3h1J7C97A5wdYm8abaIIKemvHy1TQpNExEfvVBBTHQzfbWg0ZXhoDiSCY1tusu1oQQSrG/KfgGjO3xH3XoLsrinuptDnEgARPmggnwVaAIFBBUlW8fph2GrtcJBpvt/6yvKlYd8jkggjn+cLv8AjX//2Q==
 

skacky

3D Realms
Developer
Joined
Mar 5, 2013
Messages
2,506
Location
The City
I'd have left the super hard AI in as a difficulty setting, well y'know if it actually existed and wasn't most likely PR BS.

TDM does that. You can configure the AI so you can have more or less challenge if you want. Seeing as Thi4f features an extensive customization system, I find it surprising they're not allowing people to change the AI to their liking. Seems like a missed opportunity.
 
Joined
Apr 19, 2008
Messages
3,060
Location
Brazil
Divinity: Original Sin
I'd have left the super hard AI in as a difficulty setting, well y'know if it actually existed and wasn't most likely PR BS.

TDM does that. You can configure the AI so you can have more or less challenge if you want. Seeing as Thi4f features an extensive customization system, I find it surprising they're not allowing people to change the AI to their liking. Seems like a missed opportunity.

It's a lie, that's because. probably a bugged version, in which the AI had a 360 field of vison...
 

DragoFireheart

all caps, rainbow colors, SOMETHING.
Joined
Jun 16, 2007
Messages
23,731
Dark Souls is evidence that players can handle a challenge.

Fuck these assholes.
 

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