What would you want in a new Thief sequel?

What would you want in a new Thief sequel?

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>new sequel
you think after the last attempt theyd try again? kill yourself and let the dead rest

Decent ai

The Dark Mod

I wouldn't. Garret and all three major powers in the city god their own story arc.

Unless you get to play as Benny, where your objectives are to remain employed while meeting an arbitrary booze quota on every map and figuring out where the ultra-rare exotic liquor is hidden.

I am a simple man. I just want some cool places to break into and shadows that you can hide in in a non-binary fashion.

Stephen "Based" Russell

I think the series is ready to be retired.
I beat Thief Gold, Thief TMA and THI4F.
I have Thief Dead Shadows left to play, but I'm tired of the world and tired of sneaking.

If they ever decide to reboot it I'd want:
- open world with a day/night cycle like Skyrim/TES/The Witcher 3.
- city design like Novigrad/Beauclair
- respawning loot, so it doesn't become a collectathon where you feel the need to grab each non-respawning loot piece
- home hub, or purchasable home property like Skyrim/TW3
- abundant ways to spend your money

If Garret could stop wearing high heels when on the job.

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Guess what I'm saying is that I want another Witcher game.

>witcher fan
disregarded

>open world
no you really don't want that, remember that they tried to sell that on the modern reboot and it just turned into a commute?

When
I
Was

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complete freedom in how to approach missions

Make the MC black

Back to open levels, no side kicks, back to fun and witty Garrett and go back to saying taff instead of fuck.

I haven't played Thiaf, but I've seen what I need to see.

>If they made a reboot, I'd like it to be a mishmash of games that aren't Thief
You already got the trainwreck you wanted with Thief 4, stop voicing your shitty opinion.

It would work if they make it so the loot you can obtain from the city is non-unique, respawning, and there's no incentive to have to explore the entire city to collect every single piece. Also have no achievements tied to obtaining every single piece or else it becomes a chore.
And also, no instances so you can go everywhere in the hub without loading like TW3.
And remember it wasn't THI4F that first introduced the open world hub aspect but Deadly Shadows.
The reason why open world failed in THI4F was that they made it an absolute chore to traverse the city, with contextual actions, instanced areas with loading animations, and having to constantly hide yourself from the guards (which makes no sense if you're just walking around in the street).

If they make it so you can walk around unmolested by guards and only alert them if they see or catch you actually stealing, it would be a lot more fun exploring the city.

I can tell you something it *shouldn't* have.

That's a button that you press that highlights shit, or if you do have it it's some sort of pricey potion or whatever. You think it's a good idea until you spend the whole game following your nose.

Thief 4 was nothing like the game I want and quite close to DS's philosophy.

I would be fine with a new thief game that has mechanics exactly like the old one as long as the level design and story is good. Modern stealth games have too much shit going on in them, overcompensating by how limited the stealth genre is (at the end of the day its nothing but sight cones and sound AoEs).

test

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Why do people ship Garrett and Viktoria when Viktoria used Garrett, stole his eye and left him for dead? k

I hope all your plants die retarded tree woman

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he did sort of like her near the end of 2

He had his eye on her since the first game.

New TDM FM today. I didn't get to play much yet but it seems good.

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Burricks should return and actually be intimidating and a real threat to Garrett. They're virtually harmless in Thief Gold.

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I loved bullying them to death with a sword

So, you want money dispensers in an open world sandbox, where guards don't recognise you unless you commit a crime. I think I'm about done entertaining your nonsense.

However you deny it, you're effectively asking for Deadly Shadows, without the features of Thief 1 and 2 that make it a Thief game, but with some Bethesda instant gratification RPG shit sprinkled in. From your posts, you might as well just go play Skyrim modded. What you're asking for isn't new, and while Thief itself isn't new, you're a fool if you think asking for a formula from a different series would make a wholesome game. The only way this would be more surreal to me, would be if you suggested adding mounts DLC.

You're just going to get another Thief 4, in the same way Deus Ex Human Revolution got Mankind Divided.

I always felt too bad for them when they ran away.

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>you're effectively asking for Deadly Shadows
Nope.
>without the features of Thief 1 and 2 that make it a Thief game
And nope.

I'm talking about the city hub being open world with no instances and being the hub you can return to, but I said nothing of the actual missions or gameplay. Nothing I've said contradicts with the features of Thief 1 and 2 aside from the hub, which will no doubt be present in some shape or form.

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

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>It would work if...
it wouldn't, open world is shit and thi3f city hub was a mistake. You can play assassins creed to "have fun exploring the city", thief works best with inidividual self-contained missions.

I don't remember this.

Aw shit it's the clipspider

Just because all past city hub iterations were shit doesn't mean a comfy city hub and good self contained missions are mutually exclusive.
TW3 for example has great hubs and self contained missions. It's all about the design philosophy and strategy.
The Vegelbud masquerade was a self contained mission, the mission where you perform the play, the mission where you do the knight's tourney in Toussaint.
But let's not get too focused on TW3. VTMB if you recall has amazing open world city hubs and probably some of the best self contained missions ever in all of video games.

This

why do you keep comparing thief to rpgs?

People took this bait

Because the strongest aspect of the original Thief is also the strongest aspect of RPGs, which is narrative and story, not the gameplay.
Asking for a comfy open world hub (the point you're getting hung up on) does not affect the actual gameplay in the slightest.
The only change to actual gameplay I'm asking for is to make the game less of a collectathon, which the 100% loot metric of missions (from achievements/stats) make it out to be. Collectathon games are SHIT and no longer work in the modern day (e.g. Assassin's Creed 2 and collecting all the fucking feathers). Make loot present, but make all loot aside from the main mission goal superfluous and unnecessary. Focus instead on the story, setting and atmosphere.

>the strongest aspect of RPGs, which is narrative and story
Go get splattered by a bus.

>I'm talking about the city hub being open world
There's already a mod for continuous hub areas for Thief 3.

>Nothing I've said contradicts with the features of Thief 1 and 2 aside from the hub, which will no doubt be present in some shape or form.
Let's go back to your first post. You said you wanted The Witcher's city design. That simply doesn't fit traditional Thief gameplay. Maybe for a Thief 4 sequel (like the one, I've been telling you, you're basically going to get with the criteria you're asking for). The map design of Thief 1 and 2 doesn't necessarily encourage stealth gameplay, but emergently enables it, it's far more subtle than.
>oh shit, nigger, better press x to go into hiding mode!!
or any of the other bullshit from Elder Scrolls or Witcher.

Before you keep prattling on about design philosophy and strategy, you should try and make a fanmission for Thief 1.

It's not bait, he's genuinely misled.

>Because the strongest aspect of the original Thief is also the strongest aspect of RPGs, which is narrative and story, not the gameplay.
The storyline was not that great. The gameplay is what made it a good game. It's what makes anything a good game.

Why are Thief 1 and 2 better than 3 and 4? 3's had so much more work put into storyline, lore, and fleshing out the characters. And yet, 1 and 2 are exceedingly better.

Go play something else then. You just want a Thief themed generic modern RPG. You'd play a fucking tennis game if Garret was in it and it had a AAA cinematic storyline for you to masturbate over. I've tried to be patient, but I'm fucking done.

You're SERIOUSLY disagreeing with the notion that the strongest aspect of RPGs is the story and narrative?
Are you saying people play DnD for the dice rolls and not the adventure?

DnD is a tabletop, where people roleplay their characters. But he's talking about a stealth game. I was talking about a stealth game. This thread is about a stealth game.

Why do people play stealth games, user? Is it for the same reasons they play DnD? Is it for the same reasons they rent a film from Blockbusters or play Skyrim? Fucking no, kys

>The map design of Thief 1 and 2 doesn't necessarily encourage stealth gameplay
The map design of the hub will not affect the map design of missions in any way, seeing as how they're two separate things. You can still have mission level designs in the form of Thief Gold and have a detailed open world city hub, filled with its own form of life. Again, I'll point you to VTMB.

>The storyline was not that great. The gameplay is what made it a good game. It's what makes anything a good game.
I disagree. The gameplay of all the Thief games are pretty basic. What made them timeless and interesting was the narrative and the story, the mystery of the world revealed to you slowly through the notes you read and the conversations you overheard. More story does not mean better story. Sometimes less is more.
Also that's why Thief Gold is better than Thief TMA. TMA's story was all over the place.

test

No one plays stealth games for the sole purpose of the gameplay mechanic alone. The stealthing is a means to an end, the end in this case being to steal some object, stealing the object is also a means to an end, the end of advancing the story or plot, which is the real reward for playing any game.

>guards don't recognise you unless you commit a crime
THAT HAPPENS IN THE FIRST GAME YOU RETARD

haunts
treebeasts
chaos spiders
fire shadows
guard wearing a helmet

>The gameplay is what made it a good game
>I disagree. The gameplay of all the Thief games are pretty basic

>Sometimes less is more
Hmm

I'm not saying Thief has bad gameplay. I'm saying it was nothing special, especially not by today's standards. The reason why Thief remains great today is mainly world/lore/story/atmosphere.

Thief's gameplay absolutely is still special, get back to me when other stealth games utilize sound half as effectively as it does. And I do agree that the narrative side of it is also important, it's all rather inseparable to where I don't think you can point to any particular part and say that's why Thief is still great. And I also agree that less is more, which is exactly why Thief is better off without a hub to pad out the length between missions.

I really don't understand how one could play Thief and come away from it thinking
>that was great, but I really wish I could buy property
(or that showing the City in the daytime to accommodate a day/night cycle wouldn't diminish its darkly mysterious aesthetic).

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>No one plays stealth games for the sole purpose of the gameplay mechanic alone
You mean, you don't. You clearly care more about storylines.

>advancing the story or plot, which is the real reward for playing any game.
People remember the story of Thief, but they long for the gameplay. TDS and 4 have lore out the asshole, but nobody but you gives two shits about them, because that's not what most people play games for. Normies, maybe, expect a fucking film when they play a game, but not actual human beings.

>VTMD
That had excellent gameplay. That's why people played it. Its map design has actually little in common with Thief, however.

Bafford's guards at the gate recognise you, they're just lazy, and if I remember correctly, are triggered to attack if you don't go away. This is an exception for the first mission, because beginners don't like to die in the first ten seconds of actual play.

You're clearly a brainlet, so I'm done. Enjoy your triple A garbage.

no jumping
contextual rope bow
tactical swoop
EH
cock rings

The strongest aspects of a RPG are the roleplaying opportunities and the presentation of the context in which that happens. The story and the narrative have jack shit to do with either, furthermore they're usually a detriment because they necessitate cutting on player agency in order to preserve the writer's vision.

JOINS US NOW

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HEY, IT'S GARRETT

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They're intimidating near the end of tombraider

Guns and magic and vehicles

>mfw Thief 2 gold never ever
It could've been the best.

>open world with respawning loot
hey, at least you made it obvious

>people now post this instead of haunt vs mechaniggers

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Open world

Just make it more like GTA. Keep the stealth mechanics and it'll be like the Dark Souls of open world criminal scum games.

>set up my character in pen and paper or in a game with a specific set of stats, dictating what they can or cannot do. Either I or the game rolls to decide what will happen in an encounter based off of those statistics.
The story and narrative are supporting to the mechanics which will always come first in any sort of RPG. You could play thru most video games numerous amounts of time and the story will never change, but how you experience it, or at least the world of it, can be vastly different depending on how you have chosen to approach it.

tl;dr take your wrong opinions and play in traffic

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You're what's wrong with gaming

>GTA
>You will never hear Garret say that Cutty owes him some weed
why even live

>- open world with a day/night cycle like Skyrim/TES/The Witcher 3.
no
>- city design like Novigrad/Beauclair
no
>- respawning loot, so it doesn't become a collectathon where you feel the need to grab each non-respawning loot piece
hell fucking no
>- home hub, or purchasable home property like Skyrim/TW3
ok
>- abundant ways to spend your money
sure

Changes to rope arrows.
1. Make them easier to mount from above
2. Add some way to fetch them from a distance, so you don't have to go through the save/load cycle until you find just the right position where you can reach them once you're done using them.

The very point of being able to pull them out of the wood from a distance means that they wouldn't hold your weight and defeats the entire purpose of the arrow.

It's not like the physics of rope arrows are realistic as is.

Garrett is secretly an anorexic gnome, capable of climbing even the tiniest strings with ease

It also happens in Thieve's Guild, which you apparently never played.

>better AI
>dynamic lightsources
>no 3rd person shit
>I don't care how big the maps are, as long as they are complex and have depth
>the entire game should be ghostable at 100%, maybe with an difficulty above expert
>more secrets (lost city in T2 had only 2 or 3 secrets, while that warehouse had 15?)
>more guards with helmets. even on expert the blackjack makes the game too easy
>no rpg shit

But honestly I feel like there isn't real need to further expand the Thief universe. Every faction has been explored and acted as an antagonist.
T1: Pagans are evil
T2: Mechanists are evil Hammerites
T3: Part of the Keepers as antagonists

I just want a version of Thief 3 that plays like a first person game. The sloggish movement in ego-perspective is killing all the joy in that game. What the hell were they thinking...

I unironically wouldn't mind the eye gouging graphics to stay if the maps were thought provoking and the ai wasn't total potato. Having more tools and physical abilities like chaos theory would help to deepen the gameplay.

This is why I consider splinter cell 1 2 and 3 to be the spiritual successors to the thief series they had a similar premise but one has much more complex execution

I'd want Deadly Shadows, but on the dark engine without gimped levels

They confirmed a new Thief in development

SC's maps always felt a lot simpler than Thief's to me, it's the main reason I never really got into those games.

where are you getting this from

I guess so, but I want the opportunity to explore more of The City in carefully designed levels like in the old days.

thief fan missions are a lot of fun.
Devs should create and sell a fully featured and intuitive level editor with lots of assets, perhaps sell asset packs for it, and then allow creators to build and sell missions on a marketplace. Missions could be thiefy, or more adventure based. The assets would mostly be dark medieval fantasy.

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They already did that for free.

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well id make an editor with a more moder engine that is perfectly tuned for thief like gameplay. an engine that allows for large city levels and maze like levels, that also looks good and is easy to work with so they mission builder can tell a compelling story.
Free stuff means there is less of it. the idea of paid missions is to get more people doing it, and perhaps making a job out of it.

More quality of life improvements, better, smoother and faster animations all across the board (that means not only guards but also Garett), tackling difficulties the same way, better difficulty progression, AI that's smarter, deadlier, reflects whether or not you're dealing with elite guards or drunk cunts from the city watch, and takes reactivity cues from games like MGS2, etc.

T1 and T2 are amazing games but I don't believe for a second that you can't take what works really well and polish it to near perfection.

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Somebody had a thought like that once.
It's a bad idea to bring money into fan communities.

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There's also that Doom 3 mod Thief fan game thing. I haven't tried it, but I've heard the AI is too realistic, to the point that it takes away from the fun of stealth gameplay.

ghosting? what like going through walls?

You can adjust the sensitivity of the AI. I play with it on dumb settings and it's still smarter than Thief ai but certainly not to the point of being unfun. It just takes some re-learning, because the mechanics aren't 1:1 copied from Thief.

the dark mod is fine but the engine is old. I want a new engine and a powerful editor..

Surely someone must be tinkering with that in Unity/UE4.

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Not being SJW all-inclusive garbage
Not being written by someone whose repertoire consists of yaoi fanfiction
And artstyle not designed by tumblr