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Deleted member k
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Archived from groups: alt.games.thief-dark-project (More info?)
I'm only on the second mission (Lord Ember's mansion) and I've already come
across some issues with Thief 3's lighting.
Even on the first (training) map, the brightness of walls will change
instantaneously depending on the angle you view them at. And it isn't just
one or two walls, a lot of them do this, and it can be confusing to figure
out what the actual brightness of the area is without going off and running
into it.
The other issue is, sometimes I'll be standing still with the light gem at
full darkness, and somebody walking nearby (not RIGHT next to me, just near,
well outside of bj range) will spot me, and not only that, they go
immediately into alarm mode rather than searching/suspicious mode. Though
usually they don't see me at all. I think that the light gem is either
broken in some cases or perhaps the characters in question are able to see
things that they shouldn't.
Furthermore, if a guard becomes suspicious (not alarmed) and then goes back
to his post, sometimes I can't bj him. I'll sneak up and club him but he
responds like it was an open attack. He won't go down, he'll just draw his
weapon and engage me. And I'll actually stand there for a few seconds to
make sure I'm not accidentally bumping into him or making noise. He'll be
completely oblivious right up until I strike him and he just becomes alert.
Again, usually this doesn't happen and I can club him successfully.
These kind of inconsistencies are really distracting and disappointing given
how vital the lighting and ai behaviors are to the gameplay. I don't
remember having these issues in Thief 1 or 2. Thief 3 seems like a good game
content-wise but they really slipped on the technical stuff. Eidos should
not have let it out of QA in this kind of shape. Has anyone else experienced
these things?
Patching did not help, btw.
I'm only on the second mission (Lord Ember's mansion) and I've already come
across some issues with Thief 3's lighting.
Even on the first (training) map, the brightness of walls will change
instantaneously depending on the angle you view them at. And it isn't just
one or two walls, a lot of them do this, and it can be confusing to figure
out what the actual brightness of the area is without going off and running
into it.
The other issue is, sometimes I'll be standing still with the light gem at
full darkness, and somebody walking nearby (not RIGHT next to me, just near,
well outside of bj range) will spot me, and not only that, they go
immediately into alarm mode rather than searching/suspicious mode. Though
usually they don't see me at all. I think that the light gem is either
broken in some cases or perhaps the characters in question are able to see
things that they shouldn't.
Furthermore, if a guard becomes suspicious (not alarmed) and then goes back
to his post, sometimes I can't bj him. I'll sneak up and club him but he
responds like it was an open attack. He won't go down, he'll just draw his
weapon and engage me. And I'll actually stand there for a few seconds to
make sure I'm not accidentally bumping into him or making noise. He'll be
completely oblivious right up until I strike him and he just becomes alert.
Again, usually this doesn't happen and I can club him successfully.
These kind of inconsistencies are really distracting and disappointing given
how vital the lighting and ai behaviors are to the gameplay. I don't
remember having these issues in Thief 1 or 2. Thief 3 seems like a good game
content-wise but they really slipped on the technical stuff. Eidos should
not have let it out of QA in this kind of shape. Has anyone else experienced
these things?
Patching did not help, btw.
