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The Mockers • View topic - Thievery ProMod Manifesto

Thievery ProMod Manifesto

Thievery ProMod discussion, visible to all but only approved posters may contribute.

Thievery ProMod Manifesto

Postby shuggy » Sun Dec 19, 2010 1:19 pm

Here's a copy of what I wrote regarding a proposed 1.7 release, just for information's sake.

Thievery 1.7 Release Proposal

With the death of NightBlade development, Thievery is the best stealth multiplayer experience left online. The playerbase is a hollow shell of its former popularity, with only around 20 active players left.

A new release of Thievery would excite players and bring them back into the community, including these two key usergroups:

1) Thief FM players who left in droves around 1.3 when the game was turned considerably in favour of guards. When even top thieves struggled to win, the experience of casual players was one of immense frustration.

2) Thievery players who lacked the knowledge and training to perform 'secret' moves such as tropjumping, didn't know how to change their INIs to good effect, and were generally crushed by veterans.


Thievery had an exceptional balancing of very powerful equipment across both teams. Unfortunately, this delicate balance is generally (depending on map) thrown out of balance once teams go above 3 per side. Once the guarding side has 5 or even 6 players, only the best thieves are capable of winning, or a win by deathmatching is necessary for a thief victory. It was further exacerbated by making large maps like nostalgia, korman and flats more difficult to thieve when these 'easier' maps were essential for fair 4v4 and 5v5 play in public servers.

Unfortunately, public servers always have at least 8 slots and most often 10 or 12, meaning the casual gaming experience in Thievery is usually one of guards winning convincingly, or an all out killing war between the two teams (which is fun, but probably not what players want map after map).


If the balance of the game is adjusted to cater for more players, the userbase will grow once more despite the age of the UT engine. If there's one quality Thief fans have, it's loyalty.

Here are our suggestions for a Thievery 1.7 patch to bring fresh faces back to the game:


General

Include immortius' ThProMod fixes (flash fix, crack fix, delayed frobwake option, no behindview, short bowpull reduced damage, para fix preventing players from changing sensitivity during the effect)


Slower, soundless thief crouch+modifier movement on (most) surfaces. Guards can hear any movement, even the slowest movement of thieves. This is a huge issue for the game because UT's sound can be finely tuned with no third party assistance. Thieves need to be able to move soundlessly in a number of situations otherwise the guards have too much control over map routes, even shadowy ones.


Equipment

Moss is a crucial part of soundless dropping onto floors. Each moss purchased could have 3 "doses". Regular fire uses them all at once to moss caltrops, or you can alt-fire to use one "dose" for a small patch to land soundlessly on the floor from above.

Noise/Footstep arrows - bring these back


Firebolts - important for the game but still a touch overpowered. Lower the radius in which they light up thieves, allow them to relight a string of torches easily by passing close to sconces, and make it slightly more difficult to re-light a thief that has watered themselves when a guard on fire runs back into them. To balance the reduced radius, they should deal more direct hit damage, around a quarter to a third of a thief's life if they connect properly. The price could perhaps be lowered due to lower combat effectiveness.


Breath potions - make them useful. You can only buy them as thief, they're droppable on death (guards can salvage), you're able to swim longer and one new feature - immunity to crack clouds. In this way you can crack a doorway, drink a breath potion and run through a crack cloud with no ill effect for a few seconds. They cannot cure a player already cracked, though. This helps on maps with lots of small, one entryway rooms because trapped thieves have little recourse in these situations. A breath potion allows thieves a chance to escape 1v1 single doorway confrontations, but guarding teamwork will still overpower that new ability.

Have higher supply chest timer restrictions or make it easily configurable to avoid bolt spamming in dark areas by guards.

Make flares into a fixed lantern with resuppliable tapers. (May need to fix flares in map caches, like DE, to be tapers instead). Flare scanning was not an issue before guards commonly knew they had to throw them for best results. Now, flares accidentally reveal even well hidden thieves and a constant supply of them via the chest is too powerful. Lanterns will bring back the gameplay to how it was when most guards scanned by holding their flare.

Lockpicking - general sound carrying through walls is a big issue for currently vulnerable thieves. A slower, partially or fully silent method of lockpicking is essential. skill test to do it maybe. hold speed modifier, need to release on a cue or else the pick makes a loud noise


Tweak equipment costs, double check these

Helmet - must be charged hit off a guard's head without knocking him out. Perhaps a minicrack effect could ensue, but only for a brief period. this is to prevent invincibility in confrontations with thieves. the point is to make the helmet a good protection. 3-4 uncharged hits would also remove the helmet, with no cracklike effect.

Maps

Use the fixed versions done by the community for most maps

Reintroduce classic versions of nostalgia and korman for large servers


Other

Screenflashes set to off for everybody, new crack tinge and blood tinge for being hit that cannot be disabled.

Options such as loadout slot naming, vis %, double key and alias binding could be added to the Thievery GUI

Capped ambient sound, unchangeable

6 loadout slots per team


Misc

Gullonefox models for some variety


Thievery Website:

I'd be able to update the TUT website in a simple fashion to change the guides section, reflect the new release, and generally spruce up a few broken links to liven the place up a little and encourage some more players to download the mod.


---

ThProMod fixes status

Fixes:
fix crack effect to fps leveloff - FIXED
netspeed hack from 10k to 1k - FIXED
fix flash general effect - FIXED
fix antiflash minimap bug - FIXED
fix scaling damage for bow pulls - i.e. short pull does little damage - in process


any remnant of crouch bug?

loot respawn bugs?


Ladder fixes

fix soundless edge bug
shuggy
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Postby immortius » Sun Dec 19, 2010 3:21 pm

Look into integrating this?
immortius
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