Did you try going directly to point B while they were still searching? After all, the easiest paths are left unguarded when the guards are looking somewhere else.The Heik said:Ya, I tried that on multiple occasions. Every time the enemy was still searching for me over 2 minutes later, at which point I usually gave up waiting and reloaded because I couldn't do the nice playthrough with them trying to kill me.ultrachicken said:First of all, you forgot about the running away option. You don't have to fight, and in fact the game is designed with escape in mind.
Both endings are pretty unsatisfying.The Heik said:Well I been playing Dishonored for about 2 hours now, and I'm starting to get really annoyed by something: Being nice in Dishonored is frustratingly annoying.
Having seen Yahtzee's review of the game, I knew about the whole morality mechanic in the game, and seeing as I'm generally a nice guy in most games I figured I'd do the same for this one.
Now I'm at least 3 dozen reloads in and I feel that is all due to "being a nice guy". Now in most games when an an enemy detects you there's usually an opportunity to deal with them before they call all their buddies to stomp on you. But being a nice guy, there doesn't seem to be any way that I know of to non-lethally take them down if I've been detected. So now I either have to fight off the mooks and earn the bad ending, or reload the last save and have to do it all over again. And it's not like being detected is a rare thing. You can misjudged a bit of distance with blink, and fall down and be detected. You can be trying to sneak past a checkpoint, only for the cover mechanic to shit on you and be detected. You could even be stealthing perfectly fine and be detected by a guard that you'd needed to have been clairvoyant to see.
Now had the game lacked the morality mechanic, it'd probably be no issue. But since the good ending requires that I limit my kills to the bare minimum, I feel as if I'm being put at an unfair handicap here. I'm already having to stash bodies and limit half my arsenal with the non-lethal playstyle, but now I have to replay entire sections of the map and save scum like it's going out of style too?
I got to say, this doesn't seem like much fun at all, which surprises me because I've been hearing a lot of good things about this game from everyone and their dog.
So am I missing something here, or is everyone just playing the naughty Corvo?
This is my main problem with Dishonored actually. If a game gives you a lot of ways to have fun then I will praise that game into the skies. If a game gives you a lot of ways to have fun, but then advice against having fun then they did something wrong. I can see how it's supposed to engage and thrill the player, but I still prefer killing in clever ways.Jimmy T. Malice said:They give you an exciting arsenal of toys, and then don't want you to use them.
*snrk* Hmmmm...*ahem* trying so hard not to laugh at the connotations of that sentence.The Heik said:So am I missing something here, or is everyone just playing the naughty Corvo?
You have two options. run or quickload/"save scumming" as its now forever going to be called. Its the tradeoff you pay when you do a pacifist run through mate. You can use sleep darts but its a waste, save them for getting through difficult guard routes.The Heik said:le snip
I disagree with this comment and find the argument a little idiotic.The Madman said:Clearly what the developers should have done is make it so that at the last level you get a dialogue option and can choose which ending you want. Perhaps they can put it in some sort of room with a series of buttons, or maybe have a conversation with a character who then gives you an option of which door to walk through.
Actually having the game take account of how you play is wrong. All choices should be binary, that way you can save right before decision time and try every option all at once. After all it's not like in real life killing dozens of people could have any ramifications.
Also stealth is silly. Clearly you should have no consequences whatsoever if you're caught, ever. Nothing should ever be challenging. No, the game needs a punch button that lets you knock people unconscious with ease allowing people who want the nonlethal achievement to get it without having to play differently from a violent playthrough. A stealth cloaking ability would be useful too for those who want the stealth achievement without all that pesky waiting around corners, being patient, or trying to avoid line of sight.
Achievements are more important than diverse gameplay.
Re. topic, you'll get tranq darts for your crossbow fairly soon, but typically the reload reload reload thing will stick around for most of the game.Tamrin said:Seriously, who felt like the good guy after sending Lady Boyle with that creepy guy who gave you overly attached girlfriend chills?
- I would personally rather be kidnapped by someone who's romantically interested in me, than be murdered, so I didn't feel too bad about it
Dozens of guards have disappeared and someone important has been murdered/taken out of the political game.FrozenCones said:When you do a lethal takedown with the Shadow Kill perk does it still create chaos?
I'm assuming it does because there are Weepers and plague rats FUCKING -EVERYWHERE-
Huh?Warachia said:I disagree with this comment and find the argument a little idiotic.
*Achievement Earned: Anarchist*
Wow, now that was a little sudden, and more than a little drastic, and because of that first sentence I can't get that achievement to go away without starting over.
For the most part games should not reflect on how you play in major ways, or at least find ways to balance the two playstyles, though going by what you wrote, I'm guessing you didn't read anything in here before posting.