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The rest? Nah. I wanted something like TDP and this looks like it is.
You dont see how enemy AI is incredibly simplistic and needs more sophistiacted behaviour and some randomness?
There were thief-mods out there where guards rushed towards you from across the map when you open a chest. I really don't need this.
I'm really interested in the hardest difficulty mode though. I bought this game but I might have to hold off on playing until it is available to not spoil the fun.
Whats even the point of a stealth button if you can walk at full speed at an enemy's backside, THEN charge up your attack and insta kill them? And enemies dont have that good of a sight so honestly the ONLY challenge in the game is just having patience to see 2 guards separated, they could use more dynamic AI. I'm terrible at stealth games and I've found this to be quite easy even on the more difficult err difficulty
Thief generally had fewer guards, but they had long unpredictable patrols (sometimes very long) and there was uncertainty around what they would and wound not spot. So there was a greater sense that they could come and "catch you" while you were doing general exploration, which meant you had to explore defensively, while at the time time there was much less emphasis on solving repeated stealth puzzle encounters.
but otherwise he is spot on
yeah the graphics is a personal taste, but I do kinda think the game gives you the lantern a bit too late in the game, like why cant we just pick up a torch or any of the lanterns around? it's a bit stupid that you cant have a light source for the entire first location
What is TDP?
Whilst I agree with all that I think a lot of people are missing the point that this entire section of the game is more or less the games Tutorial level right up to the city gates. I don't think we are even fighting guards. If you have examined the corpses and pieces of the enemies they are tagged as "Woodsman" and "Huntsman" these dudes arent even proper guards so it might make sense to have their AI be a little duller as a way to ease the player into the game before the difficulty ramps up in later sections.