DJOGamer PT
Arcane
If the game is designed with that element in mind, then it's not a shtick moron, it's how the game plays
Allright, hear me out... :D
Would have already bought this if it hasn't been for the dev's "you can't save anywhere because the missions are mostly short and it's not the intended experience" shtick.
If the game is designed with that element in mind, then it's not a shtick moron, it's how the game plays
git gud, cheaterIf the game is designed with that element in mind, then it's not a shtick moron, it's how the game plays
There are levels that take around 30 minutes, according to the Steam hub. Honestly, more power to you if you can stomach dying at the end of a 30 minute level and having to re-do everything again from scratch, but that's not for me, moron.
Imagine being such a pussycat pushover that you go crazy if you haven't saved the game in 30 mins. Like I know I'm a hardcore masochist and I love the thrill of permadeath but BFD if you have to restart a single mission. Maybe you should lower the difficulty or play more casual games if you're so weaksauce.If the game is designed with that element in mind, then it's not a shtick moron, it's how the game plays
There are levels that take around 30 minutes, according to the Steam hub. Honestly, more power to you if you can stomach dying at the end of a 30 minute level and having to re-do everything again from scratch, but that's not for me, moron.
Like I know I'm a hardcore masochist and I love the thrill of permadeath but
not everyone else's fault you want to ruin gamesLike I know I'm a hardcore masochist and I love the thrill of permadeath but
Stopped reading there. Good day.
Allright, hear me out... :D
Would have already bought this if it hasn't been for the dev's "you can't save anywhere because the missions are mostly short and it's not the intended experience" shtick.
For one, most levels can be completed in under 15 minutes if you know what you're doing, and they are meant to be replayed multiple times so you can find all the secrets, loot and get a good idea of how to best approach the challenge and optimize your route.There are levels that take around 30 minutes, according to the Steam hub. Honestly, more power to you if you can stomach dying at the end of a 30 minute level and having to re-do everything again from scratch, but that's not for me, moron.
Allright, hear me out... :D
Would have already bought this if it hasn't been for the dev's "you can't save anywhere because the missions are mostly short and it's not the intended experience" shtick.
This would be a big improvement. At the moment it's just too easy to charge in with no regard for stealth and kill everything.The dev is also on record saying that mechanics are going to be put in place that will discourage players from killing every enemy they come across - he's already implemented enemies with body armor that can't be backstabbed, and a morepowerful enemy will appear in areas where the player has killed people.This game's main thing is deflecting criticism via "It's not really Thief!" while also trying to draw as much energy from Thief's gravitational pull as is humanly possible.
As mentioned, the levels aren't particularly big. You're encouraged to replay them multiple times to figure out the best way to approach your objectives.I don't save-spam in Thief every 5 minutes, because I play cautiously overall, but I do get really mad if I fuck up and lose half an hour of progress on an unfamiliar FM because something somewhere fucks up.
If the levels aren't that big and you can evade most fuckups, I should give it a try.
This so much! Quicksaving not only makes you into a stealth god no matter your skill level but you also never get to have the fun of improvising unless you decide not to use it. Savescummers don't know that it's just as entertaining to lose an alerted guard as it is to ghost a level.I wish Thief 1 and 2 had an ironman mode. Hell, all immersive sims should have it as an option. It's really fun to roll with the punches and nothing beats the thrill of managing to ghost a mission without savescumming.
This so much! Quicksaving not only makes you into a stealth god no matter your skill level but you also never get to have the fun of improvising unless you decide not to use it. Savescummers don't know that it's just as entertaining to lose an alerted guard as it is to ghost a level.I wish Thief 1 and 2 had an ironman mode. Hell, all immersive sims should have it as an option. It's really fun to roll with the punches and nothing beats the thrill of managing to ghost a mission without savescumming.
Thief levels are kinda big though, so just making saves limited would be enough to up the ante.
Better even if they let you buy items that are used to save in the pre-mission menu, so you can savescum if you wish, at the cost of not being able to purchase other equipment for the mission.Thief levels are kinda big though, so just making saves limited would be enough to up the ante.
Original Thief 1 and 2 levels were never designed to be ghosted. Some can be without much complication, while others require some real abuse of engine quriks and game mechanics to count. It's why I just blackjack every guard in sight - that's how the game was designed to be played.Ghosting levels, on the other hand, is never "entertaining", unless you're an autist.
If only it had the same vibes as Thief, with someone as personable as Garrett as the player character, the guard chatter, the music, and all that. I've been wanting another stealth game as atmospheric as TDP ever since I first finished it.Missions in Filcher on the other hand are designed from the ground-up so you can ghost them.
It's the only way you can get any real challenge with unlimited quicksaves being a thing so even if it is autistic and degenerate gameplay it's understandable why some veterans engage in it after finishing the game so many times.Original Thief 1 and 2 levels were never designed to be ghosted. Some can be without much complication, while others require some real abuse of engine quriks and game mechanics to count.
This is a good idea but I think some players get even more upset by that than if the saves were just limited per mission. Just ask John Romeo what people thought about the save system in Daikatana. Saves being connected to items seem to be really hated for some reason.Better even if they let you buy items that are used to save in the pre-mission menu, so you can savescum if you wish, at the cost of not being able to purchase other equipment for the mission.
Break the habit bro. Learn to fail forward and play games that teach you to fail forward. You'll be glad you did.I obesessively save 5 times per minute so anything without save anywhere makes me anxious
I fooled around in Early Access for a little bit, but now I'm pretty much waiting for full release.so um.. gloomwood? anyone check out the tavern or try the new ultra hard difficulty mode?