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More guards wearing helmets.
Additional objectives (aka find a minimum number of special loot items)
It depends on what you want to make harder. Combat, sneaking, exploring, ...
So I guess it's kind of all of the above to some extent ...
I think one of the main issues right now is guards being relatively easy targets. Once you get to know how they move and attack it becomes rather easy to deal with them, thus the player loses that "fear" or "panic" of being discovered by guards since he assumes that in the worst case scenario he'll just take them out.
Or you can make some guards unkillable with impenetrable armour or putting them into a special booth with 360° vision and no access from the outside. (think medieval surveillance camera)
Maybe make the harder options include No kills, or No detections....(not spotted and no dead / unconcious guards discovered).
Always liked this as a harder objective in Thief as it felt a "natural" increase in difficulity for a thief....more time spent searching = higher risk of being found and harder to steal the special loot
Selection of brief ideas, no ideas which might / might not be any use
Maybe place guards so that even a "lone" looking guard is actually being watched by other guards.
Have harder "Riot" / "Elite" squads with (Very accurate) longbows and crossbows and uprated armour.
Higher alert means increased lighting, all chanderliers lit, and additional torches
Also, random patrols don't just pop up. Where do they come from? They can't radio for backup. There would be a general "red alert" throughout the building.
You could have something like 2 thresholds. First threshold: Every guard that is asleep in the guards' quarters wakes up and starts patroling, with all guards being alert / in combat mode. Second threshold: Lockdown.
But as a stealth player (ghosting player) it would be rather unsatisfactory to not be able to avoid all the ruckus when stealing the special loot items. Part of the fun is avoiding triggering the guards and scripted events take away some freedom.
"kill on sight" is the default setting of the guards.
Also you might want to add some timed events to make it even harder like "Find Thomas before he gets transfered" or something. (Even though I personally hate timed quests because I like taking my time finding everything and killing all the guards and it stresses me out)
Unknightly used be "lose on sight" when it launched (ages ago).
People actually reacted pretty negatively to that, so that's probably a dangerous path to go down.
Time limits are also tricky in stealth game. In fact I'd like Hard difficulty to force played to play more stealthfully and attentively so I fear introducing time limits will force players to take more risks and play recklessly.
But even with the lose on sight I think it may be good if maybe there be a little tunnel vision for the guards to just help the player if its a little too hard to impossible as of simple tracking issues that can happen and stuff
BTW I am following this but yet to give feedback as I want to have a rerun with the game before I do sadly my VR space is messed up currently so can't really VR well for this
But I will give feedback and all after I get on it
Also, a no kill option would be VERY welcome, as that's how I play UK and Thief. A thief is not a badass. He stays in the shadows with his dinky dagger (I think the Assassin's Creed blade is overkill--WAY too easy to kill a guard by stabbing him in the head), knocking fools out and hiding their bodies.
Thief reboot, although it got panned, pretty much made it so that if a guard came after you, you're toast. I feel that's the way it should be.
I think what you're doing with UK is PHENOMENAL. I feel like I'm THERE. Being able to really crouch is fantastic. This is what Thief COULD have been, but the tech wasn't there. (I wonder if you're tired of all the Thief references--but after all, I think it is a compliment). UK is Thief on steroids...just needs to be harder for those hardcore fans that miss the series.
I haven't played in a while (work priorities) but am looking to dive back in soon. Keep up the GREAT work!
Obviously difficulty is dependant on the mechanisms implemented in the game. The more mechanisms, the more parameters you can tweak for different difficulty levels. From my research it seems most games play with the following broad parameter groups:
- combat (enemy and player health/damage)
- detection (range, time to detect, light gem visibility threshold or equivalents)
- tools (less ammo/gadgets found in the world, less carry capacity)
- threats (some games limit special enemies or special enemy behaviors for higher difficulties - take a look at what Killing Floor 2 does in that regard, it basically adds special attacks and abilities for enemies when playing at higher difficulty levels)
- information available to player (some games have detection indicators only at lower difficulty levels for e.g.)
Also, apart from having clear difficulty levels, some modern games allow the player to tweak individual difficulty parameters themselves in order to tailor the experience. Take a look at Dishonored 2 custom difficulty and Ghost Recon Breakpoint post Immersive mode patch.
Sources:
https://hitman.fandom.com/wiki/Difficulty_Level
https://splintercell.fandom.com/wiki/Difficulty
https://www.eurogamer.net/articles/2017-01-24-heres-what-dishonored-2s-custom-difficulties-let-you-adjust
https://guides.gamepressure.com/thief/guide.asp?ID=23977
https://wiki.killingfloor2.com/index.php?title=Slasher#Behavior
Thanks for the info and sources, am going to check them out!
I definitely agree with some of the concepts you've put forth.
As for randomizing paths etc., from what we've learned on our game and in general is that people don't appreciate randomness in stealth game and rather have predictability which gives them the ability to think and plan ahead.
I think those are kind of intertwined anyway. You have the restriction "no kills" on the highest difficulty level. You get the achievement "gentle-knight" (as in gentleman and gentle - no violence) upon finishing the game on the highest difficulty level.