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Thread: what is your single most irritating pet peeve in a fan mission

  1. #26
    Member
    Registered: Oct 2012
    Location: Detox clinic
    Quote Originally Posted by zippyzappy View Post
    And another thing. Exterior doors that open out into your face. All entry doors should always open to the inside.
    I generally agree that doors should open inwards but sometimes doors can be problematic if there are guards or other AI's patrolling on the other side of the door, and if that room is small it can interfere with the AI patrol route which may cause the AI block the door half open preventing you entering that building or room, so having the door opening outwards is an easy fix for a classic Dromers headache.

  2. #27
    Member
    Registered: Aug 2003
    Location: Deep in the Heart of Texas!
    One of my pet peeves is the key hunt missions. Having 15 keys in your inventory sux! I know after you use a key you can drop them, but what if they fit other locks.

    Also houses with nothing but tile flooring which makes sneaking a freeking chore!!!!

  3. #28
    Member
    Registered: Oct 2012
    Location: Detox clinic
    Those sofas and chairs from the 1970's, not only are they truly ugly, they are frighteningly uncomfortable, especially once their springs start sagging in the middle


  4. #29
    Member
    Registered: Aug 2012
    Location: Taffing in a pub
    Sneaking into a guards barracks whilst they are asleep, picking a chest only to find a hammer or mace in it, get's me every time!!

  5. #30
    Member
    Registered: Aug 2004
    Location: netherlands
    Quote Originally Posted by fortuni View Post
    I generally agree that doors should open inwards but sometimes doors can be problematic if there are guards or other AI's patrolling on the other side of the door, and if that room is small it can interfere with the AI patrol route which may cause the AI block the door half open preventing you entering that building or room, so having the door opening outwards is an easy fix for a classic Dromers headache.
    wich way exterior doors open is also depending where you come from..
    in Holland most frontdoors open inwards, backdoors go outwards.
    this is also because of (Dutch?)regulations in case of fire. the firefighters mostly come in from the front and a locked door is more easily bashed in, than having to open a closed door that comes outwards. the backdoors are more easy getting out in case of panic .
    but I noticed, in scandinavian countries most frontdoors go outwards...

  6. #31
    Member
    Registered: Jun 2009
    Location: Argentina
    when there´s no=dew,drop

  7. #32
    Member
    Registered: May 2001
    Location: Boston MA
    - Mainly puzzles that are nearly impossible to solve without a PhD in applied mathematics.
    - Key hunts - 20 keys all in hard places to find and you go in circles
    - Objectives that don’t work (for instance mission does not end properly)
    - Lots of locked doors with nothing behind them (I like short term rewards)

  8. #33
    Member
    Registered: Mar 2018
    Another thing I don't like is a change of compass. The original compass is so easy to read at every angle, though it may not look that good like improvement compasses. They look better, but they can't be read at every angle. And transparent compass is absolutely the worst thing to use, it's very hard to read directions.

    Also I don't like when creators don't give compass in their missions. I am using compass all the time, even for things unrelated to navigating through levels. For example: after lockpicking chest I usually use compass to open chest. Of course, I can hide lockpicks, but after opening chest they usually reappear, so I need to hide them again. On longer runs it's really annoying.

  9. #34
    Southquarter.com/fms
    Registered: Apr 2000
    Location: The Akkala Highlands
    Quote Originally Posted by Galaer View Post
    Another thing I don't like is a change of compass.
    I feel the same way about the light gem. Some customized light gems are really bad, to the point where you can't even tell how hidden you are. Sometimes people change stuff unnecessarily just to...change stuff.

  10. #35
    Member
    Registered: May 2017
    Location: USA
    Long readables without any indication of whether they are progression-relevant. Long readables are fine for the story, if that’s what you’re into, but give me some indication that I can safely ignore it and still complete the mission.

  11. #36
    Member
    Registered: May 2005
    In playing a lot of the earlier releases from 1999-2001, I noticed Ramirez is probably shoved into even more missions than Bafford. Also, hearing the guard conversations from the original missions (e.g. bear pits, boring shift) and Garret quips over and over again gets old.

  12. #37
    Member
    Registered: Feb 2008
    Location: Santiago / Chile
    Missions where every door opens to your face. Also on few space out of the door, you have to open the door to your face, then close the door, then pass to the other front side of the door, and then you can open it completely to enter.

    Ps: i almost feels like hodor.

    Enviado desde mi F8331 mediante Tapatalk

  13. #38
    Member
    Registered: May 2002
    Location: Texas
    Here in the US front and rear doors typically open inward on houses, but on stores/shops that do not have automatically opening doors they open outwards.

    Honestly I don't like doors that open into my face because I have to close it again, move, and then open it again. If I already know which way a door will open its not a big deal.

    One thing I'm tired of is the cliche of having a statue with a tiara on its head.

  14. #39
    Member
    Registered: Mar 2014
    Location: Yeah.
    When they use the ambient tracks L14_wail and the similar ones (They are from Precious Cargo I'm pretty certain). In my experience it's almost never used in a fitting context and I've grown sick of it.

    To a lesser extent, amb_low1-4, the Soulforge ambiance, when it's not used in a fitting context. It's a great ambient track but like the wailing it's used way too often in a context that just doesn't warrant it.

  15. #40
    Member
    Registered: Jun 2007
    Location: Cragscleft, Bedfordshire, Eng.
    Another one for me is caves; wandering through dark, randomly jagged areas where you consistently get stuck, lose your perception of which way is up and it becomes difficult to work out where to go in order to advance.

    And as for those inventory-clogging non-stackable sushi fish......

  16. #41
    Member
    Registered: Jan 2014
    Maps.
    Everything about maps!
    I will now over-specify.

    1. The mission has no map, bothers me.
    2. The mission has a map, but it's only one, not too reliable, something that maybe a little kid made or was intentionally made to look bad YET without the intention to at least make it coherent <-- Emphasize on this please
    3. The mission has mapS...But they're lootable instead of obtainable from the start.
    4. The mission has maps, perfect maps, made by a professional maybe...Except the so-called professional wanted to make it...Too professional? In short, a map that over-details everything.
    And now for the WORST of the WORST...
    5. The map is perfect, except...It doesn't show where you are and which places you have visited.

    Come on, people, both original Thieves had good maps showing where you are and where you have been. It is VERY rare to find good maps like those.
    Hell, I think I played an FM where you paint your own map, that was a good mechanism.

  17. #42
    Member
    Registered: Sep 1999
    Location: Austin, TX
    Giant, undecorated, empty areas get me everytime. I feel personally attacked. I've probably have missed out on decent missions of the past because I loaded into a giant empty town and just closed the FM as soon as it loaded.

  18. #43
    Member
    Registered: Apr 2008
    When the mission begins and there are patrolling enemies right around you, and you're not in full dark.

    The best design for beginning a level (in my opinion) is a safe starting area, and the next 'room' is also a safe place where you can observe patrols before diving in.

  19. #44
    Member
    Registered: Sep 1999
    Location: Austin, TX
    Quote Originally Posted by Neb View Post
    When the mission begins and there are patrolling enemies right around you, and you're not in full dark.

    The best design for beginning a level (in my opinion) is a safe starting area, and the next 'room' is also a safe place where you can observe patrols before diving in.
    YES, good mention Neb. Same here.

  20. #45
    Member
    Registered: Nov 2003
    Location: Sheffield, UK
    I hate with a passion what I call "Gotcha's"

    These are traps, that have absolutely no warning, no amount of observation or diligence will reveal them and there's no way to avoid them, usually they are tied to an objective so you have to trigger them to advance the story or meet an objective.

    For example, you read a readable & when you put it down there's a fully armed & alerted AI in front of you looking right at you, or worse behind you, fortunately I've only ever found this particular situation once & you can avoid this particular AI if you know he's going to appear but there's no warning, so you rely on information from a previous play through to avoid them

    I remember a mission in TDM that does something like this, you complete the objective & next second you're trapped in a locked room with a damn near invincible fire demon & just a sword to deal with them & you have to kill the demon to continue

    You should be able to spot traps & avoid them, you're supposed to be a master thief, this is supposed to be a stealth game, avoiding fights & confrontation, there should always be an alternative way if the player is observant & stealthy

    Slightly less irritating, but not by much, are the short brightly lit corridors with a locked door at the end and a pre alerted AI on the other side, staring at the door quietly waiting for you

  21. #46
    Member
    Registered: Sep 2011
    I have one that has not been mentioned yet - not getting rewarded for exploration. If you have a room or a cave or an area for the player to explore then you have to reward them with loot or items.

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