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Thread: Your biggest disappointment in Thief OMīs?

  1. #1
    Member
    Registered: Dec 2015
    Location: Germany

    Your biggest disappointment in Thief OMīs?

    Hello,

    what did disappoint you at most in Thief 1 and Thief 2? It can be everything - level design, gameplay, other expectations and more?
    For me, these are my points:

    Gameplay disappointments:
    - Thief Gold missions: while I enjoyed playing these missions, The Mage Towers and especially The Opera, they felt kind of empty and might be made in haste. These big and empty places felt really boring for me.
    - When I finally reached the last mission in Thief 1, I was very disappointed how quick and easily it was beaten (under half an hour). It should had been the hardest mission like Sabotage at Soulforge was for Thief 2.
    - Thief 2 recycled missions multiple times - Ambush /Trace the Courier and Casing the Joint / Masks.

    Other disappointments:

    - The Alarus Extension doesnīt even exist. It would had been so cool if the player was able to explore this extension in Thief Gold.
    - In Eavesdropping the room where the dialogue between Karras and Truart can be heard doesnīt even exist.
    - The ventilation shafts in the Thief 2 demo were removed in Life Of The Party so the roof of the mechanist tower canīt be reached anymore.
    - The Cathdral interior was turned by 90 degrees (as seen in The Haunted Cathedral / Back to cathedral. Also the whole cloister was missing, but the cathedral can be easily climbed on - it makes me think about how Garrett even considered to find these talismans to open the front door.

  2. #2
    Member
    Registered: Aug 2009
    Location: thiefgold.com
    - Thieves' Guild, First City Bank & Trust, and Casing the Joint. I did enjoy the Mage Towers, but all the unused space was a major flaw.

    - The dearth of supernatural elements in T2

    - The more Victorian architecture and fashion in T2, in sharp contrast to T1's medieval style

    - In Old Dark T1/Gold, archers would fire at you, and then run away quickly to hit you from a distance, which I thought was brilliant. In T2 and Newdark, they shoot, and then just stand there or back up slowly

    I'll throw in Thief 3:
    - The Clocktower mission
    - Garrett's clunky movement, like trying to walk through sludge
    - Cramped levels
    - The Keeper Enforcers' voices. The corniest thing I ever heard. The devs must have put them there as a joke
    - On that note, the voice acting overall sounded less natural and more forced than in the previous games
    Last edited by Azaran; 9th Sep 2021 at 19:34.

  3. #3
    Member
    Registered: Apr 2011
    Quote Originally Posted by Azaran View Post
    - In Old Dark T1/Gold, archers would fire at you, and then run away quickly to hit you from a distance, which I thought was brilliant. In T2 and Newdark, they shoot, and then just stand there or back up slowly
    slightly off topic, but this isnt an olddark/newdark thing nor a t1/t2 engine change. its because the t1 missions generally had vantage point markers placed by hand to tell the ai where good places to shoot (or cast spells) from were; the ai will prioritise these points when making movement decisions. i havent looked to see if the t2 oms are missing these specifically, but going by your description they are probably not present.

  4. #4
    Member
    Registered: May 2008
    Location: Southern,California
    how short om missions are

  5. #5
    My only complaint is that there aren't more of them.

  6. #6
    Member
    Registered: Oct 2013
    I had no particular expectations before first playing TDP. Some time before I had skim-read a review from which I got that it was set in a medieval setting. That was about all I knew when a few years later I saw it on the shelf as a budget re-release. After completing it my only disapointment was that the review I remember reading gave it only 8 / 10. How the hell could such a phenomenal game get only 8 / 10? How could they not see what I see?

    As for T2, was a little disappointed that the undead were so rare.

    On another note, is it just my faulty memory, but did olddark T1 artchers use to draw a sword and fight with that if you got too close?

  7. #7
    Member
    Registered: Aug 2009
    Location: thiefgold.com
    Quote Originally Posted by vfig View Post
    slightly off topic, but this isnt an olddark/newdark thing nor a t1/t2 engine change. its because the t1 missions generally had vantage point markers placed by hand to tell the ai where good places to shoot (or cast spells) from were; the ai will prioritise these points when making movement decisions. i havent looked to see if the t2 oms are missing these specifically, but going by your description they are probably not present.
    I think it was a T2 and Newdark change. I've replayed T1 with Newdark, and they no longer run away. I also remember T1 FM's back in the Old Dark days where the archers would run and fire.

    Quote Originally Posted by Cigam View Post
    On another note, is it just my faulty memory, but did olddark T1 artchers use to draw a sword and fight with that if you got too close?
    That's in the Dark Mod

  8. #8
    That's also done in a few Thief FMs, initially it was Equilibrium.

  9. #9
    Member
    Registered: Oct 2001
    Location: 0x0x0
    Quote Originally Posted by Brethren View Post
    My only complaint is that there aren't more of them.
    ^^^^^
    This.

  10. #10
    Member
    Registered: May 2001
    Location: Boston MA
    The only disappointment for me was getting to the end. I was depressed when I finished TDP. When TG came out, I was thrilled there were 3 new missions. I was overjoyed when TMA came out. Then I found Komag’s site and learned there were FM’s.

    It started a 20 year Love affair that continues.

    No. No disappointment. Thank you LGS!

    bbb

  11. #11
    Member
    Registered: Apr 2020
    Location: Germany
    I can only agree with Brethren and bbb,- my only complaint is that they ended and there arenīt more of them. < / 3

  12. #12
    Member
    Registered: Jul 2005
    Location: Bulgaria
    I think there were only two missions I really hated.

    The first one was the Lost City... Too many elementals, and they were quite annoying.

    The second one was Shipping... and Receiving. Boxes, boxes, boxes, boxes...

  13. #13
    Member
    Registered: Nov 2003
    Location: Sheffield, UK
    Quote Originally Posted by Brethren View Post
    My only complaint is that there aren't more of them.
    This ^^^^^^^

    --EDIT--

    Thinking about it I was delighted when I found out I could blackjack the little exploding frogs but equally disappointed when I couldn't then pick them up & use them as grenades, but still I wish there were more missions
    Last edited by Esme; 23rd Sep 2021 at 09:17.

  14. #14
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland
    My biggest disappointment?
    No usable Hammers! F**k blackjacks! Smashy-smashy, bashy-bashy!
    No Flatulence Arrows! Combines Noise arrows and Gas arrows. Investigate the noise, stick around for the noxious waft of flatus!
    Healing Fruit should have been a weapon as well as a delicious pick-me-up. I would have taken great pleasure in pelting all and sundry with those squishy purple orbs. "Say 'ehlo to mah li'l plumsie fren!"
    Upon entering his underground lair, Ramirez wasn't dressed in his PJs or a leather Gimp suit.
    You couldn't put a saddle on a burrick and ride that ornery critter into the sunset!
    Reeves Balls wasn't a loot item (we had a Lucky Hand of Glory and Bafford's Scepter).
    You couldn't chill out in Brother Renault's Lunar Pool.
    There was no Vegan alternative to Deer Legs. Although, I heard Farkus made a mean Nut-Roast. Mmmmm.
    Speaking of Farkus, absolutely gutted his first name wasn't Scut!

  15. #15
    Member
    Registered: Oct 2013
    I think that they could have created separate keys for using items in the inventory and the world, allowed you to put down items gently, and to squish spiders with a stomp.

  16. #16
    Member
    Registered: Jan 2005
    Location: Sona-Nyl
    Quote Originally Posted by Purgator View Post
    My biggest disappointment?
    No usable Hammers! F**k blackjacks! Smashy-smashy, bashy-bashy!
    Fun fact: the junk Hammers you can pick up most certainly do the "smashy-smashy, bashy-bashy" thing.

  17. #17
    New Member
    Registered: Jun 2016
    The main gate to Cragscleft Prison doesn't exist. Past the barracks and kitchen is a deadend.

  18. #18
    Member
    Registered: May 2002
    Location: Texas
    In the passages of Cragscleft with the periscope cameras there are door textures, so I wonder if those signified entrances to Cragscleft.

  19. #19
    Member
    Registered: Jan 2005
    Location: Sona-Nyl
    Quote Originally Posted by anlat View Post
    The main gate to Cragscleft Prison doesn't exist. Past the barracks and kitchen is a deadend.
    Apparently the dead end corridor past the kitchen (the one with a skylight and large metal hammer) was meant to be the entrance based on room brush labels in Dromed.
    When playing with TFix there is even a door texture added there as seen in this thread.

  20. #20
    Member
    Registered: Dec 2015
    Location: Germany
    Quote Originally Posted by Emerald Wolf View Post
    Apparently the dead end corridor past the kitchen (the one with a skylight and large metal hammer) was meant to be the entrance based on room brush labels in Dromed.
    When playing with TFix there is even a door texture added there as seen in this thread.
    Yesd, TFix really made an improvement here. Nevertheless, the prison layout itself is not logical - so these hammerites really tell me they escort the new prisoners through their barracks, their kitchen and their chapel to the cells? Do the staff really has to walk all the way down to the cells just to bring food to the prisoners? Why did they even fortify the outside of the officers quarters, when no prisoners make their way in or out there? If thinking about it - another disappointment.
    Also how did Garrett manage to leave the maw after he killed Constantine? Flying magically up through the well to the "roof lake"? Climbing back up the extremely slippery passage? Entering the maw really would had been a kamikaze job for Garrett, leaving him the option of starving to death or quick relief by jumping in a lava pool.

  21. #21
    Member
    Registered: Apr 2011
    Quote Originally Posted by Thinking Robot View Post
    Also how did Garrett manage to leave the maw after he killed Constantine? Flying magically up through the well to the "roof lake"? Climbing back up the extremely slippery passage? Entering the maw really would had been a kamikaze job for Garrett, leaving him the option of starving to death or quick relief by jumping in a lava pool.
    on expert, thats a reasonable conclusion. on hard and normal theres a convenient exit portal just a short bunny hop away from constantines ritual room

  22. #22
    Member
    Registered: Mar 2018
    Quote Originally Posted by Thinking Robot View Post
    Also how did Garrett manage to leave the maw after he killed Constantine? Flying magically up through the well to the "roof lake"? Climbing back up the extremely slippery passage? Entering the maw really would had been a kamikaze job for Garrett, leaving him the option of starving to death or quick relief by jumping in a lava pool.
    It's possible, but very frustrating. For details check this thread.

  23. #23
    Member
    Registered: Aug 2009
    Location: thiefgold.com
    Quote Originally Posted by Thinking Robot View Post
    Also how did Garrett manage to leave the maw after he killed Constantine? Flying magically up through the well to the "roof lake"? Climbing back up the extremely slippery passage? Entering the maw really would had been a kamikaze job for Garrett, leaving him the option of starving to death or quick relief by jumping in a lava pool.
    I always assumed he found a secret exit somewhere in the areas still accessible to him.
    Matter of fact, could be a nice idea for an FM. Escaping the Maw

  24. #24
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    The one that sticks in my memory most, the one that actually shocked me, was that Casing the Joint was so blatantly unfinished, and in one hallway there was actually a street light IIRC just sitting with half of it clipping into the ground, and some other random objects misplaced around.

    In the grand scheme of things it wasn't that bad. The buggy looking parts were in places you weren't supposed to be in anyway. The finished parts of both of those missions were respectable, especially the 2nd mission. And it was evident they wanted it to be one mission and had to split it up for technical reasons. But when I first came across it, it took me out of the game & that was a drag. Generally speaking, TMA didn't have the same magic as TDP also.

  25. #25
    Member
    Registered: Nov 2003
    Location: The Plateaux Of Mirror
    Quote Originally Posted by Brethren View Post
    My only complaint is that there aren't more of them.
    Ditto.

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