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Decline Thiaf Pre-Release Thread

Joined
May 6, 2009
Messages
1,876,736
Location
Glass Fields, Ruins of Old Iran
Oh yeah, I also don't get this habit of yours of putting words into other people's mouths and replying to that, instead of what they actually said.



Do you have to do this shit every single time you talk with someone?
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
I'm sorry, did I misinterpret your reply? That's very disheartening. Maybe you can tell me what it meant and why did you answer a rhetorical question rather than my post. I won't insult you anymore by assuming you just tried to be a smartass.
 

Esquilax

Arcane
Joined
Dec 7, 2010
Messages
4,833
But you learn what's valuable and what's not after a while of playing.

Yeah, pretty much. I was like nine years old when I first played Thief, this shit is really not that hard. Shiny things are loot. If it's a nice, opulent room, whatever is in it is probably loot. If on the off-chance it isn't loot, drop it. The fact that this is some sort of big deal is pretty goddamn unbelievable.
 
Joined
Oct 19, 2010
Messages
3,524
Instituting a binary ledge climbing system is the anti-thesis of exploration. Instead of having a wall that is too tall to mantle until I pile some crates up against it, I now just have a wall that I cannot climb at all. It's bullshit, this kind of level design is taking us back to a really fancy version of DOOM.

Fuck, even DOOM had more freedom than what you are suggesting.

That's beside the point, I don't like impassable ledges either. But the gameworld has to stop at one point.

I'm not exactly sure what point is being made any more but I wouldn't suggest putting in a ledge that's blocked by an invisible wall. In a game like Thief where environmental freedom is paramount, a ledge should always be a ledge - if it's there, you should be able to climb it. If you can't climb it, it should be a sheer wall or some other clear dead-end that doesn't make you think you can climb it. What valid reason is there to arbitrarily put a ledge with an invisible wall instead of an actual wall?

It's like that thing this guy was talking about:
"I can't overstate how completely evil complexity is, especially in a sandbox game,"
"Constantly ask yourself: What can I remove from the game?"

I'm very curious about who said this. I'd like to add them to my black book.
 

MapMan

Arcane
Joined
Aug 7, 2009
Messages
2,330
Not only many players are stupid, but also lazy. I remenber the whole drama of quest compass in WoW....in ye old days quests would just say "Look for X between the two northen mountains", and while it was oviously clear if you spend like 2 minutes looking, people would still download that "Quest Helper" add-on like mad, that not only showed the quest locations on the mini-map, but also added a huge arrow for you to follow:

7f16e3e6e79e08ca795c5761c59b2a76.jpg


Blizzard just saw that a massive part of their audience was using it and decided to implment them officialy in-game. It was not the case of a evil publisher/developer deciding to dumbdown things, but ratrher the players demanding dumbing down from the developer.
Legends say, there was once a hero who read a description of a WoW quest.
:hero:
 

catfood

AGAIN
Joined
Aug 28, 2008
Messages
9,600
Location
Nirvana for mice
As a Morrowind fan I appreciated not having the quest solutions spoonfed to me in WOW. I never even used the quest compass add-on.
 

ohWOW

Sucking on dicks and being proud of it
Dumbfuck Queued
Joined
Nov 15, 2011
Messages
2,449
Hey, I used to read all these shitty quest introductions. Good times.
 

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,404
WoW quests are only a excuse for grinding most of the time, wasting time searching the next grinding opportunity isn't exactly all that good, so I can't fault them for wanting a quest compass. But, someone can argue that they are wasting time anyway by paying money each month to play such mind numbing game.
 

Cowboy Moment

Arcane
Joined
Feb 8, 2011
Messages
4,407
What if you have limited time to work with, because someone is going to enter the room within 30 seconds? What if there's a safe behind the painting? What if there's a switch opening a secret passage under the desk? Makes no difference whatsoever, right? Searching the environment efficiently while being stealthy is what thievery is all about. The whole point of Thief's higher difficulty levels was forcing the player to explore more thoroughly, and you're fine with removing all that because herp.
Highlighting the containers / doors that aren't scenery pieces won't help if you can't get to the room / Balmora. The safe behind the painting and the switch under the desk wouldn't show up highlighted because the objects would be covering them. If you have limited time before a guy walks in, hgihlighted containers won't help if the time limit is strict enough that you can't check everything at your leisure. Etc. I don't see anything worthwhile being removed, just hovering over objects.

So, the painting doesn't get highlighted, even though you can interact with it? Doesn't that defeat the purpose of the highlighting and force players to manually check anyway in order to find "hidden" stuff"? What you don't understand, is that the decision whether to search a particular space thoroughly, or just breeze through, does constitute gameplay, and interacts with a lot of other gameplay systems in a stealth game. A time limit is just an example of this; by the way, your idea of limiting the actual time spent looting shit (as opposed to searching for stuff) sounds like the exact banal shit boring busywork clickfest that you claim to want to avoid.

Honestly, bro, you are arguing in favor of the quest compass. The same exact argument can be used to justify it. Does adding a quest compass remove anything worthwhile? Just a bunch of running around and talking to people randomly, or walking around a hill to find the entrance to the cave you're looking for. Ain't it better to remove this tedious busywork and just let the player get on with the meat of the game?
 

dnf

Pedophile
Dumbfuck Shitposter
Joined
Nov 4, 2011
Messages
5,885
I wish all games where like Outcast in terms of quest compass
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
The quest says "Go to Balmora" but I think it's a matter of people just sprinting in random directions as soon as they are out of the Office, because they didn't pay attention to the dialogue telling them how to get there.

That's even better! They didn't pay attention to a mandatory dialogue and you want them to be able to figure out they can put out candles or rob people in a game called Thiaf?

(But really - they did look for Caius in Balmora)
 

Gurkog

Erudite
Joined
Oct 7, 2012
Messages
1,373
Location
The Great Northwest
Project: Eternity
I liked WoW before the quest compass. When that shit was integrated it killed my sense of exploration. By the end of WotLK the game was starting to go full retard, so I quit. Nothing of value was lost.
 
Joined
Dec 28, 2012
Messages
6,657
Location
Rape
I sincerely hope this becomes vaporware.
Same here.

I loved Thief as a kid. First one scared me to death as well (you know which level I am talking about) and the bgm/atmosphere was incredible. I'd rather the series never see the light of day again than see Garret performing a takedown in an arena on the man he is supposed to rob with skrillex blasting his faggot music in the background.

I exaggerate of course (or at least I hope I do, you never know) but chances are the 'target audience' aka manboon crowd will simply ignore it for madden and CoD and thus Thief will die a shameful death.
 

AMG

Arbiter
Joined
Sep 15, 2012
Messages
374
didn't you know that hideouts are the citizen kane of rpgs?
 

Unkillable Cat

LEST WE FORGET
Patron
Joined
May 13, 2009
Messages
28,578
Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
There IS a Kart mod for Thief 2, BTW.

First-person only, but it works.
 

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