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Decline Thiaf Pre-Release Thread

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,210
Location
Azores Islands
Simple stat checks are fine and make sense in a rpg, but Thief is no rpg, it doesn't even have "rpg elements".
Therefor, which stat would you check?

I'd prefer they stay with what we had in the old games, where lockpicking was just a way to slow the player down according to lock type while out in the open.

Good point, this being the codex and all... i assumed everything we talk about has some kind of rpg element in it. :)

A simple lock tumble minigame would work for lockpicking, especially if they enable it to be in real time with the environment, forcing the player to pick the ideal situation to attempt the lockpick, factoring in sound, light and guard patrols.
 

Roderick

Savant
Joined
Apr 27, 2011
Messages
415
I knew it. I was sure this was going to be called just "Thief". This is Thief from now on.

Fuck the Focus superpower and that taking 3 guards at a time seems a sure bet, fuck the CLAW for the quick escape and rpg elements in thief.

I still have some hope that it will be decent and i want to try it and that it may have some good new elements (doubtful but possible), but I nearly vomited at some of the things mentioned in the article
 

skacky

3D Realms
Developer
Joined
Mar 5, 2013
Messages
2,506
Location
The City
I actually find the idea of a grappling hook interesting. I mean it pretty much serves the same purpose as the rope arrows, it doesn't look out of place and it's far better than the absolutely retarded climbing gloves. Early renders for Thief: The Dark Project showed Garrett with a grappling hook too. What I'm wondering is if it will be possible to fire multiple hooks deploying multiple ropes, like it was possible to do in the earlier titles. If you wanted to successfully ghost or reach some sections you had to do this.
 

Borelli

Arcane
Joined
Dec 5, 2012
Messages
1,305
Lockpicking mini-game, the composite bow, focus system, skill upgrading, reboot, copying dishonored and asscreed are all things that individually i could handle but together ... it's not even a secret anymore it will be inferior to its glorious predecessors.
My prediction is that for first couple of months after it gets released i will rage, rage against eidos, rage against random people online who are too young to remember the classics, rage against everything. Then after i cool down i will pirate it and say it's ok because i'm starved for good stealth games.
 
Joined
Apr 19, 2008
Messages
3,060
Location
Brazil
Divinity: Original Sin
Personally i prefer no QTE´s at all, simple stat checks work best. Depth can be achieved by other elements of the game design without introducing unnecessary hassles.

I prefer no QTE also, but if they want to change the lockpicking from the originals (when they shouldn't), the dark mod has the best system. I said QTE because you have to click exactly at the right time, as shacky explained above. And it doen't feel like a minigame at all.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
I actually find the idea of a grappling hook interesting. I mean it pretty much serves the same purpose as the rope arrows, it doesn't look out of place and it's far better than the absolutely retarded climbing gloves.

It's certainly one of the least troubling changes. Also you are right: it can be made to work almost exactly like the rope arrows, which also had only limited points were they could be used. It all depends on implementation though. E.g. using it as another way to dispose of guards seems to underline the focus on bad-ass killer-Garret.
 
Joined
Apr 19, 2008
Messages
3,060
Location
Brazil
Divinity: Original Sin
One other thing: Can I stay in 1st person 100 % of the time? or pov will change everytime i'm about to knock someone, hanging in the ceiling, wallhugging?
 

Borelli

Arcane
Joined
Dec 5, 2012
Messages
1,305
It looks good to me as far as level of details go, but I don't like yellow/green lightning obviously. Also Garret design is overcomplicated and popamolish-EVUL (Assassin-Creedish). I'm also concerned about his hands "interacting" with enviroment - are those cutscenes?

AFTER my little tweaks in Photoshop:

sa3wxIG.jpg


I know it sucks, but at least it's properly dark out there.

You need to get hired by Eidos Montreal NAU. Steal the identity of an employee i don't care just get these pictures to the higher-ups!
Help us Obi-Wan Tel Velothi you are our only hope.
 

Azazel

Arbiter
Joined
Dec 4, 2012
Messages
481
Stealth is confirmed as a binary system. This game isn't decline, it's a flaming tailspin into shit mountain.
 
Self-Ejected

Jack

█▓▒░
Patron
Joined
May 5, 2010
Messages
4,900
Location
Yondo
Insert Title Here
One other thing: Can I stay in 1st person 100 % of the time? or pov will change everytime i'm about to knock someone, hanging in the ceiling, wallhugging?
If they didn't plan on showing the model very often they probably wouldn't have spent so much time on it, either the majestic cutscenes are in 3D or you will switch to 3rd person mode from time to time, maybe both. Like when you press x to do an awesum ninja takedown it's probably similar to how it was in Deus Ex: popamole revolution.

That's my prediction anyway.
 

skacky

3D Realms
Developer
Joined
Mar 5, 2013
Messages
2,506
Location
The City
I was pleasantly surprised when I saw the picture in which Garrett was mantling, since it was in first person. I'm pretty certain I've read somewhere that it was 100% first person but I'm not sure where. The third person ruined tension in TDS and made everything a cakewalk.
 

Oesophagus

Arcane
Joined
Nov 19, 2010
Messages
2,330
Location
around
One other thing: Can I stay in 1st person 100 % of the time? or pov will change everytime i'm about to knock someone, hanging in the ceiling, wallhugging?

From the article on vg247:

During development, it tried a number of ideas like going third-person or introducing parkour. It has most of the gameplay mechanics in place now, but is still working on combat, trying to make it risky but enjoyable for players who want to pursue that path.

Dishonored's Creed, here we come
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
3,600
Codex 2013
Every time a new detail emerges a part of me dies on the inside. I grew up playing Thief 1 and 2.

Why Eidos? Why do you have to shit all over my dreams?
 

sea

inXile Entertainment
Developer
Joined
May 3, 2011
Messages
5,698
I actually find the idea of a grappling hook interesting. I mean it pretty much serves the same purpose as the rope arrows, it doesn't look out of place and it's far better than the absolutely retarded climbing gloves. Early renders for Thief: The Dark Project showed Garrett with a grappling hook too. What I'm wondering is if it will be possible to fire multiple hooks deploying multiple ropes, like it was possible to do in the earlier titles. If you wanted to successfully ghost or reach some sections you had to do this.
Agreed. They probably changed it to rope arrows because they had the tech in place for firing arrows but not a grappling hook - you'd have to really simulate the physics properly and that'd be impossible given the technology of the time. I think the idea fits into Thief just fine.

The rest... eh. I can handle the lockpicking minigame but I really wish it can be disabled. Composite bow is "who cares" assuming that technology in this Thief game is 50 years ahead or whatever, it's mostly the core sneaking mechanics I'm concerned about. The secondary stuff is just that, secondary. If done right it could build upon the game in a positive way.
 

Azazel

Arbiter
Joined
Dec 4, 2012
Messages
481
Every time a new detail emerges a part of me dies on the inside. I grew up playing Thief 1 and 2.

Why Eidos? Why do you have to shit all over my dreams?

Eidos, not content with killing off Looking Glass so they could finance Daikatana instead, has decided to dig up their corpse and skullfuck some money out of it. It's the modern AAA way, after all!
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
3,600
Codex 2013
I actually find the idea of a grappling hook interesting. I mean it pretty much serves the same purpose as the rope arrows, it doesn't look out of place and it's far better than the absolutely retarded climbing gloves. Early renders for Thief: The Dark Project showed Garrett with a grappling hook too. What I'm wondering is if it will be possible to fire multiple hooks deploying multiple ropes, like it was possible to do in the earlier titles. If you wanted to successfully ghost or reach some sections you had to do this.

I highly doubt it serves the same purpose as rope arrows. Rope arrows still held a certain amount of danger. The ledge you shot at could be too high and you'd be unable to reach the rope to use it. The fact that ropes all hung vertically down meant you had to be directly under the ledge you wanted to reach to ascend it.

The grappling hook is likely going to work like in Batman AA and AC, where you aim at a ledge and fly to safety from anywhere as long as you're in range.
 

Multi-headed Cow

Guest
I'm trying to keep an open mind since I thought DXHR looked completely awful until I tried the leaked alpha or beta or whatever it was. And then the final game was mostly decent. Mostly. If you squinted enough.

So basically what you are saying is:

When I'm at a restaurant and enjoying a bowl of wonderful home made mushroom soup and I then find a turd in it, I will happily finish the entire bowl of soup.
But that's not at all what I said. What I said was I thought it was a bowl of diarrhea but once it was placed in front of me I found it was actually a bowl of canned mushroom soup which I happily finished because I was hungry!
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
I was pleasantly surprised when I saw the picture in which Garrett was mantling, since it was in first person. I'm pretty certain I've read somewhere that it was 100% first person but I'm not sure where. The third person ruined tension in TDS and made everything a cakewalk.

Why did you play it in third person anyway? IIRC you could play it entirely in 1st person.
 

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