To give you a recap; through stealth you can maxout the abilities.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.
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.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
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.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.
Actually it's been confirmed that both of those won't be there. Serious.Gather said:...Can I get some awesome tools to support my non-combative endeavors; like the Rope Arrow, water arrow, ect.?
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.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.
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.Quellist said: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.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.Quellist said: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 xpMercurySteam said:If you got more XP for knocking everyone out then why how does "no bodycount=no XP"?Quellist said: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 ThiefMercurySteam said:Deus Ex: HR and Dishonored had the same thing so it's not exactly uncharted territory. Still looks interesting though.
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
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.Quellist said: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.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.
K, whatever, either your still missing my point or just ignoring it and trollingMercurySteam said: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.Quellist said: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.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.Quellist said: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 xpMercurySteam said:If you got more XP for knocking everyone out then why how does "no bodycount=no XP"?Quellist said: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 ThiefMercurySteam said:Deus Ex: HR and Dishonored had the same thing so it's not exactly uncharted territory. Still looks interesting though.
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