You Can Finish The New Thief Without Killing Anyone

mad825

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Mar 28, 2010
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MercurySteam said:
To be honest it seems to me that if you get more XP from silent takedowns/kills then it looks like they're trying to encourage the use of stealth.
To give you a recap; through stealth you can maxout the abilities.


OT:
Difficulty options allow the experience to be scaled for hardcore fans of the original series, but to also let newcomers have a lot of fun
Ah I see, they are appealing to the mainstream crowd mostly via the mechanics of the game...We all know that scaling is a cheap and ineffective way of altering difficulty whereas designing difficulty is what makes a game difficult.
 

Gather

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Apr 9, 2009
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...Can I get some awesome tools to support my non-combative endeavors; like the Rope Arrow, water arrow, ect.? It has been said before but when you miss out on the 'fun' stuff because you want to be non-combative becomes a little disappointing.
 

Busard

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Nov 17, 2009
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Yeah um...still not convinced really. If killing remains the dominant strategy, that's still a design flaw in my book (although i'll wait and see the actual game)

But the fact that they're talking about it like it's an OPTION while it was a core feature in the past games is kinda worrying. This is not an assassin/press X to silent takedown game. Engaging people should be the least wanted approach.
 

Quellist

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Oct 7, 2010
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Ah I see, they are appealing to the mainstream crowd mostly via the mechanics of the game...We all know that scaling is a cheap and ineffective way of altering difficulty whereas designing difficulty is what makes a game difficult.
Agreed, in the original thief games difficulty was all about extra objectives and restrictions. In fact i always played the thief games on max difficulty simply because each mission had more content that way. Scaling just smacks of a quick fix solution.
 

JemothSkarii

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Nov 9, 2010
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My first reaction upon seeing it was "...and?"

They're removing most of the magic and aesthetics of the original games (Yes a reboot, I know) and treating this like 'Assassin's Creed but not", it worries me a little. At this point it's a hell no, but I'll wait for more info.
 

Norrdicus

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Feb 27, 2012
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Gather said:
...Can I get some awesome tools to support my non-combative endeavors; like the Rope Arrow, water arrow, ect.?
Actually it's been confirmed that both of those won't be there. Serious.

...okay, it's not as simple as that, water arrows have been replaced with dry ice arrows and you get a grappling hook instead of rope arrows
 

elilupe

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Busard said:
Yeah um...still not convinced really. If killing remains the dominant strategy, that's still a design flaw in my book (although i'll wait and see the actual game)

But the fact that they're talking about it like it's an OPTION while it was a core feature in the past games is kinda worrying. This is not an assassin/press X to silent takedown game. Engaging people should be the least wanted approach.
Exactly. The developers need to remember that Thief is a stealth game, not a Deus Ex style Choose-Your-Play-Type stealth/action game. The thing that made Thief special was that you had the power to get yourself out of crappy situations with maybe a single guard or two, but it was at its core a stealth game.
And let me just say they better not have a pre-done take-down animation like Deus Ex and Dishonored had.


Lastly, as an insanely worried but hopeful fan, let me offer a nit-pick.

It's good that you can go through without killing anyone, though, for a Thief game, that should be a given. However, the question that really needs to be answered is, Can you get through the game without ALERTING anyone? My favorite thing to do in Thief 1 & 2 was to try and shadow through as many levels as I could, feeling like the ultimate Thief when no one even knew I was ever there. THAT is what I truly want to know.
 

MercurySteam

Tastes Like Chicken!
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Apr 11, 2008
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Quellist said:
MercurySteam said:
Quellist said:
MercurySteam said:
Quellist said:
MercurySteam said:
Deus Ex: HR and Dishonored had the same thing so it's not exactly uncharted territory. Still looks interesting though.
The problem with HR was somewhere along the line "you don't have to kill anyone" mutated into "you get more XP for knocking everyone out" which made it pointless to attempt a pure stealth run because no bodycount=no XP. I really hope they don't make that mistake with Thief
If you got more XP for knocking everyone out then why how does "no bodycount=no XP"?
Because in this context by body I mean unconscious or dead bodies vs guards who are still standing having never noticed you sneaking past. My point is stealth was sacrificed to create a game that's about stealth takedowns. By not killing or knocking out any guards in HR you would miss out on the bulk of the available xp

In The thief series there are no rewards for taking down guards, except in one or two specific missions. In fact Thief 2 has one mission where you must not takedown more than 3 guards and another where a single takedown or being seen is an instant fail.

I'm hoping the new thief game sticks to this rather than using an HR-like "points for takedowns" mechanic
To be honest it seems to me that if you get more XP from silent takedowns/kills then it looks like they're trying to encourage the use of stealth.
Which is entirely missing my point. Ok to spell it out. Thief, unlike HR does not reward takedowns or kills in any way, thus allowing unbiased freedom of choice in your tactics.
I get it but in HR if you're not seen (regardless if you take out guards or not), the game classifies you as stealthy.
 

prophecy2514

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Nov 7, 2011
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being able to kill no one should be a given in a thief game, and mentioning this does no favours for the existing thief fanbase.. This news and Garrett's new look is really really starting to send alarm bells off in my head unfortunately.
 

Aircross

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Jun 16, 2011
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No-kill runs (total zero body count runs, including bosses) should be a given for these type of games nowadays...
 

KelDG

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Dec 27, 2012
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Quellist said:
Ah I see, they are appealing to the mainstream crowd mostly via the mechanics of the game...We all know that scaling is a cheap and ineffective way of altering difficulty whereas designing difficulty is what makes a game difficult.
Agreed, in the original thief games difficulty was all about extra objectives and restrictions. In fact i always played the thief games on max difficulty simply because each mission had more content that way. Scaling just smacks of a quick fix solution.
I see this a different way, to make it difficult but still possible (original thief with extra loot on high difficulty) the levels will have to be designed well and interesting. Scalability will probably be on amount guards / field of view and distance of sight / noise level. This way the game can be made easier for casuals or newbies without compromising on level design.

Basically they can still make Thief as good as the original, but be able to tone it down for newbies. I don't see a problem with this.
 

Radoh

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Jun 10, 2010
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Well, that should be expected considering the series it's coming from, but at least this means they aren't wrecking the formula too badly.
 

Mike Fang

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Mar 20, 2008
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So, they're completely rebooting the series rather than following from the ending of the last one...changing the artistic design...and making a setting that pretty much apes Dishonored, which while itself was a fun game to play, was a game clearly following in the original Thief trilogy's footsteps.

Oh dear God. I'm fast losing hope for this game. Now, granted a plague isn't a bad plot device to use, and since Garret's faced off against both major religious factions in the original trilogy, focusing on the ruling body of the City next (which the description of the game on the website seemed to suggest would happen) is a logical next step. But doing all this relatively soon after the release of a game that's already got a plot about a sneaky protagonist fighting against a fascist despot's regime during a plague AND completely changing the aesthetics so they closely mirror said game...this smacks of a money grab by trying to do a double-whammy of both ripping off a recent, popular game -and- using a popular franchise's name to try and create guaranteed sales.

Man, as they get further along in the development, they better come out with some seriously impressive gameplay trailers (that's actual gameplay, not just pre-rendered cinematics).
 

NearLifeExperience

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Oct 21, 2012
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A pacifist run possible in a game that is called Thief rather than Killer ? :eek:

Hold the presses, this is news of unseen magnitude!
 

Maerx

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Sep 15, 2010
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How is it possible they haven't released a piece of art of Garret with his Blackjack?

Let's hope they don't save it for day-one DLC.
 

Quellist

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Oct 7, 2010
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MercurySteam said:
Quellist said:
MercurySteam said:
Quellist said:
MercurySteam said:
Quellist said:
MercurySteam said:
Deus Ex: HR and Dishonored had the same thing so it's not exactly uncharted territory. Still looks interesting though.
The problem with HR was somewhere along the line "you don't have to kill anyone" mutated into "you get more XP for knocking everyone out" which made it pointless to attempt a pure stealth run because no bodycount=no XP. I really hope they don't make that mistake with Thief
If you got more XP for knocking everyone out then why how does "no bodycount=no XP"?
Because in this context by body I mean unconscious or dead bodies vs guards who are still standing having never noticed you sneaking past. My point is stealth was sacrificed to create a game that's about stealth takedowns. By not killing or knocking out any guards in HR you would miss out on the bulk of the available xp

In The thief series there are no rewards for taking down guards, except in one or two specific missions. In fact Thief 2 has one mission where you must not takedown more than 3 guards and another where a single takedown or being seen is an instant fail.

I'm hoping the new thief game sticks to this rather than using an HR-like "points for takedowns" mechanic
To be honest it seems to me that if you get more XP from silent takedowns/kills then it looks like they're trying to encourage the use of stealth.
Which is entirely missing my point. Ok to spell it out. Thief, unlike HR does not reward takedowns or kills in any way, thus allowing unbiased freedom of choice in your tactics.
I get it but in HR if you're not seen (regardless if you take out guards or not), the game classifies you as stealthy.
K, whatever, either your still missing my point or just ignoring it and trolling