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Decline Thiaf Pre-Release Thread

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
Wow

 

wergle

Educated
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Boston, MA
http://www.ttlg.com/forums/showthread.php?t=141814


Leaning is limited to specified spots, but this is one case where they've also added quite a bit of functionality (they're calling it "Peeking"); this has been covered in the AMA thread. In this case I would take the tradeoff.

Falling by accident from a high surface was impossible, but dropping to the ground (or next level down) can be done at just about any edge if memory serves (go to the edge, hit a button, drop down). Accidentally leaping to one's doom is not supported at this time.

*gif*

ibyAyJkDJPQkYV.gif
 

sea

inXile Entertainment
Developer
Joined
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Messages
5,698
:retarded:

Can I sue Eidos Montreal for freezing my face in that expression for the rest of my life?
 

catfood

AGAIN
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Nirvana for mice
Who cares about Thi4f at this point? The dark mod is ready to go standalone soon, which means a vastly superior stealth game will be available absolutely for free. While it doesn't have any references to Thief for obvious reasons, it has a toolset, that is much more powerful than dromed ever was. With qute a few old dromeders already migrating to darkradiant and renewed interest in stealth games thanks to Dishonored and Thi4f, i still see great things for Thief universe in the future. Too bad these things don't include anything made by Eidos Montreal, but it's their own choice.



no one cares about that crappy B grade mod with it's wonky AI and wax museum graphics.

2085.jpg

I love it when you talk dirty to me, baby.
 

Lancehead

Liturgist
Joined
Dec 6, 2012
Messages
1,550
The game now just needs to make stealth also contextual, so the developers can make sure that the most important thing about Thief, The Narrative (tm), is told precisely the way it was meant to be.
 
Joined
Oct 19, 2010
Messages
3,524
http://www.ttlg.com/forums/showthread.php?t=141814


Leaning is limited to specified spots, but this is one case where they've also added quite a bit of functionality (they're calling it "Peeking"); this has been covered in the AMA thread. In this case I would take the tradeoff.

Falling by accident from a high surface was impossible, but dropping to the ground (or next level down) can be done at just about any edge if memory serves (go to the edge, hit a button, drop down). Accidentally leaping to one's doom is not supported at this time.

*gif*

ibyAyJkDJPQkYV.gif

Outdone at every step. This is so much beyond the depths of decline I thought they would be capable of delivering. Surely this is the lowest they can possibly go?
 

Tolknaz

Augur
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Estonia
Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
no one cares about that crappy B grade mod with it's wonky AI
Which is still miles ahead of the AI in TDS, Dishonored and Thi4f, even though the mod is still pretty much alpha.
and wax museum graphics.
That's a valid complaint, but again, TDS, Dishonored and what we've seen of Thi4f look just as plasticky. Some of the Dark Mod's look is certainly by design, while some of it has to do with them still using lots of Doom 3 assets (this will be a non-issue soon) and the lack of soft shadows (this is unfortunately going to stay a problem until somebody rewrites Doom 3-s shadows).
 

AstroZombie

Arcane
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bananolândia
Divinity: Original Sin
That's a valid complaint, but again, TDS, Dishonored and what we've seen of Thi4f look just as plasticky. Some of the Dark Mod's look is certainly by design, while some of it has to do with them still using lots of Doom 3 assets (this will be a non-issue soon) and the lack of soft shadows (this is unfortunately going to stay a problem until somebody rewrites Doom 3-s shadows).

I think Sikkmod adds soft shadows to the Doom 3 engine.
 

Tolknaz

Augur
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Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
I think Sikkmod adds soft shadows to the Doom 3 engine.

That's very nice to hear. Actually i haven't played TDM during at least the last few releases, i've only tried to keep an eye on the development news. I guess it's time for me to try out 1.08, because the next (probably standalone) release is not going to come out before autumn.
 
Joined
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Messages
3,060
Location
Brazil
Divinity: Original Sin
That's a valid complaint, but again, TDS, Dishonored and what we've seen of Thi4f look just as plasticky. Some of the Dark Mod's look is certainly by design, while some of it has to do with them still using lots of Doom 3 assets (this will be a non-issue soon) and the lack of soft shadows (this is unfortunately going to stay a problem until somebody rewrites Doom 3-s shadows).

I think Sikkmod adds soft shadows to the Doom 3 engine.


but makes it very slow, depending on the settings.
 

Azazel

Arbiter
Joined
Dec 4, 2012
Messages
481
So we're pretty much at DVD mini-game levels of interactivity now, right? It can't possibly get any lower?
 

Telengard

Arcane
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The end of every place
So we're pretty much at DVD mini-game levels of interactivity now, right? It can't possibly get any lower?
One has not reached the lowest level of the decline unless the game has had even the chance of being "downed" removed. So even the possibility of the player even being knocked back to the latest checkpoint is gone - replaced with merely being sent into various "damage states", but with no enemy having any actual possibility of even hindering the player's progress.

Only games with such pre-school streamlined gameplay have truly reached the greatest depths of the decline. Soon, though. Soon they will say "Nobody really likes dying. Death was just a gameplay crutch that we were all used to. But with today's console technology, there are better and far more interesting ways to offer real challenge to the player. And I think our Feedback States really achieves a breakthrough in the player's immersive interactivity. It's really exciting."
 

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
http://www.officialplaystationmagaz...t-old-fighting-system-tested-but-doesnt-work/



Thief’s redesigned combat lets you “get the f*ck out”. Old fighting tested but “doesn’t work”

Thief project lead Stephane Roy has been explaining more about the PS4 stealth game’s new combat. The bullet-time, QTE-based system is one of the biggest departures from the series’ canon but according to Roy it was changed after playtest feedback that the old swordplay, “didn’t work”.

The bullet-time, QTE-based system

QTE-based

:avatard:
 

J_C

One Bit Studio
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Developer
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Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
http://www.officialplaystationmagaz...t-old-fighting-system-tested-but-doesnt-work/



it was changed after playtest feedback that the old swordplay, “didn’t work”.

The bullet-time, QTE-based system

QTE-based

:avatard:
Fucking popamoles! I bet they showed the gameplay to some console tards, who are not into thinking and slow gameplay, and they screamed with terror. "OMG you cannot murder 5 guards at once in awesome cinematic combat!%!! Change it!!"

Let’s say I’ve been detected; it was really, really tough to survive. You know? It was unforgiving. Game over”.
Oh.... I see. God forbid you throw a flash granade and run away to a dark corner. Or better yet, DON'T FUCKING GET CAUGHT! This is a stealth game, if you fuck up, deal with the consequences.
 

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