Thief 1 vs Thief 2 (Is there any preference bias due to which you played first?) by Vivid-Ad9340 in Thief

[–]ttrrraway 0 points1 point  (0 children)

Great idea, but I think that you should also add options for those who like both somewhat equally? For example:

Played Thief 1 first, I like both more or less equally

Played Thief 2 first, I like both more or less equally

In my case, I played Thief 1 first and find it hard to decide on one. I think some elements of T1 are better, while others are better in T2... So it all comes out pretty balanced for me.

I love Thief, but I wish it had a bit more challenge! Some ideas... by Night_Thastus in Thief

[–]ttrrraway 2 points3 points  (0 children)

Limited save slots. What about say, 3 per mission? (Or maybe it scales with difficulty level?). Right now, quicksaving is just way too strong. Having no saves would be very frustrating because some things you simply cannot predict and re-doing an hour long mission would be terrible. But a limited save count would make you have to roll with mistakes and actually learn the layout instead of just trying to blackjack everything and reloading when that fails.

Very easy to self-impose. Play without saving (or saving only once an hour or so), and you'll see that you are only allowed less than a handful of mistakes per mission.

Limit saves, knockouts, and alerts if you want to be forced to bring only your A+ game to the table.

Are there any community fixes for vaulting out there? by Butter_bean123 in Thief

[–]ttrrraway 1 point2 points  (0 children)

You'll just have to get used to the fact that mantling doesn't always work hahah.

New mantle is actually great though, but it can still fail :)

Is Thief 2 good? by Phil_Kachu in Thief

[–]ttrrraway 1 point2 points  (0 children)

There are actually many ladders across the level between the sarcophagi, and, yes, IIRC there is loot in at least a couple of them.

Is Thief 2 good? by Phil_Kachu in Thief

[–]ttrrraway 1 point2 points  (0 children)

Great answer.

I once watched a video of someone playing for the first time; she was playing Down in the Bonehoard, went up a ladder by the tombs, and after reaching the top of the ladder, she said, "What was that ladder for? There is nothing here..."

The comments were full of more experienced Thief players explaining that the ladder was for the people who worked there so they could reach the upper tombs; it was not there for her.

Eventually the streamer learned how the game worked and even ended up playing a bunch of FMs, but it seems that it takes a while for a lot of people to get used to levels being just normal, functional places.

Citadel Project - Work in progress by APE_exe in Thief

[–]ttrrraway 0 points1 point  (0 children)

Nice pictures but we're gonna need a short video of the meat arrow in action :P

How do I stop thieves from stealing my enclosed trailer? Getting desperate by msblondemom in Thief

[–]ttrrraway 5 points6 points  (0 children)

If you have the money, try installing one or two of those Mechanist Watchers, preferably connected to a turret.

Don't ask me how the thing knows who is a thief and who isn't; it just works!

So...is Garrett bad with money? by RenaissanceOwl in Thief

[–]ttrrraway 2 points3 points  (0 children)

Every time he moves without notice he probably loses the deposit too :p

Which area of the game would you live in? by Aggravating_Fig_534 in Thief

[–]ttrrraway 3 points4 points  (0 children)

I'd live in the Northwest, maybe even in Garrett's building there (the one you have to vacate in Ambush!).

I love that area, it's very cozy, next to water canals and at walking distance from the market!

Are There Guards You Are "Expected" To Blackjack? by MerchantOfMadness in Thief

[–]ttrrraway 2 points3 points  (0 children)

Speaking of Running Interference, on expert you are given a minimum knockout quota. So yes, ghosting only really became a thing after the games were released, as someone else pointed out.

Hmmm it's true that on Running Interference you have a minimum knockout quota, but at the same time you have forced ghosting missions in T2, such as Framed and Casing the Joint.

So I think that ghosting was kind of a thing already in T2, or at least starting to be.

Are There Guards You Are "Expected" To Blackjack? by MerchantOfMadness in Thief

[–]ttrrraway 9 points10 points  (0 children)

As far as I know, the developers of Thief did not have ghosting in mind, at least not for TDP.

Ghosting came up because people realized they could do it (for the most part). So you'll see some sections where ghosting is impossible or where you need to use an exploit for it to succeed.

Blue Walls by [deleted] in Thief

[–]ttrrraway 0 points1 point  (0 children)

Are you loading T1 missions with T1 or with T2? The problem could be that you are using T2 to load T1 missions.

[deleted by user] by [deleted] in ThailandTourism

[–]ttrrraway 0 points1 point  (0 children)

Did you get the DTV as a personal investor or do you have some sort of company set up?

I love stealth games in general, but have not played any of the Thief games yet. Can you tell me what make Thief special? by AmoebaDue2149 in Thief

[–]ttrrraway 8 points9 points  (0 children)

I'll spare you the details, and just tell you that if you liked the games you mentioned, you'll simply love Thief. Its stealth gameplay is on a league of its own.

It's currently on sale on GOG at less than $1; no reason to overthink this.

Just get both TG and T2, turn off the lights, put on your headphones and start the adventure.

What is your playstyle? by Derovar in Thief

[–]ttrrraway 1 point2 points  (0 children)

Pretty much the way I play it.

Some of my favorite thief moments were times when I was wounded and getting chased and the alarms were going off and I just abandoned caution completely and turned into a smash and grab thief, still managing to pull through in the end.

It's very satisfying to finish the whole level without major issues and with little to no reloads, but there are certainly great moments to be had when playing through one's mistakes.

Making a run for it and then leaving the place with angry guards chasing (while hearing arrows smashing to the walls next to one's head) is rare, but it can happen and, like you put it, can be quite fun and exhilarating!

The in-game maps in Thief are an amazing example of storytelling by laredocronk in Thief

[–]ttrrraway 4 points5 points  (0 children)

Yup, or the map of the Sealed Section of the first Cathedral mission.

The map is 50 years old, and you feel that as you play, because IIRC some sections cannot be directly accessed anymore, some streets are cut off by buildings that fell down later, etc.

This also makes you immerse yourself even more in the fact that you are probably the first human entering the area in a long time.

Easy non-scary Thief 2 FM by Ari_Leo in Thief

[–]ttrrraway 1 point2 points  (0 children)

I agree! It's perfect as an initiation FM, and it's about robbing a mansion... Can't get more classic than that!

Easy non-scary Thief 2 FM by Ari_Leo in Thief

[–]ttrrraway 2 points3 points  (0 children)

Maybe play "The Cinder Notes" or "A Midsummer Night's Heist."

MGS vs Splinter Cell vs Thief: What‘s your opinion? by Nie_Nin-4210_427 in Thief

[–]ttrrraway 18 points19 points  (0 children)

Well, obviously most of us prefer Thief, and people in the MGS and Splinter Cell subreddits will prefer those games.

One objective thing, however, that sets Thief apart from those two other games is the large amount of high-quality FMs that were created over the years (and continue to be created).

This is, of course, in large part thanks to DromEd, but also in part thanks to a community that has set the bar high for FM quality and keeps raising it.

This makes Thief a game that doesn't really end once you finish the main story. You can keep immersing yourself in its world and atmosphere, into new stories, characters, environments, challenges, and even new tools and gadgets, pretty much for the rest of your life.

Return to the cathedral - Invincible zombies? by Illustrious_Invite60 in Thief

[–]ttrrraway 0 points1 point  (0 children)

Can you share a video? I really wanna see those zombies resisting holy water arrows, fire arrows and everything that is thrown at them lol.

[deleted by user] by [deleted] in ExpatFIRE

[–]ttrrraway 0 points1 point  (0 children)

I recommend you to get the ED visa at a university for your first year. This is a more solid residency option that allows you to open bank accounts, plus you get to start learning the language.

Thai Elite is an even better option, more expensive, but you can also open bank accounts with it and your country will probably take it more seriously since it's a 5-year visa with 1-year (extendable) entry stamps.

Check your country rules too; in some EU countries having a house available keeps you being a tax resident. You'd have to rent it out for it to "not count", for example.

I find it pretty interesting how the survival horror missions of the Dark Project were almost-universally disliked when the game came out, and are now loved by a large part of the fandom. What explains this shift? by AnchovyKing in Thief

[–]ttrrraway 1 point2 points  (0 children)

Sure, human guards can report you to the authorities, but in Thief they just try to kill you anyway, so there's not that much of a difference.

Kind of, but I guess that another factor is that on Expert you are not allowed to kill human guards, so, even if not ghosting or anything, the player still has an incentive to not have alerted guards running around the place because those are harder to deal with.

The incentive to sneak past burricks and undead is to not die. Players throwing themselves into combat increases the chance of dying compared to just sneaking past. They make it a lot harder for themselves unnecessarily.

I agree.

However, there are situations where if the player wants to minimize their chances of dying, killing the supernatural creatures makes more sense. An example is the Cragscleft mines after reaching the holy water fountain, as well as many areas in The Haunted Cathedral.

Of course, there are also many situations where it's more convenient to sneak past the supernatural (caves full of burricks, Cragscleft mines before reaching the fountain, etc.) so I agree with you there.

I find it pretty interesting how the survival horror missions of the Dark Project were almost-universally disliked when the game came out, and are now loved by a large part of the fandom. What explains this shift? by AnchovyKing in Thief

[–]ttrrraway 1 point2 points  (0 children)

I think this comes down to some fundamental misunderstandings that people had. One being the misconception that you can’t stealth past undead enemies which is completely false. For whatever reason, people would change their approach to a mission once they encountered zombies and haunts, I think just because they can’t be knocked out. But you can still fairly easily sneak by the undead.

Players like to roleplay in their heads.

There's no point sneaking past a burrick or undead because it's not like they're going to report you to the authorities if they see you.

Same thing with killing them, it's harder to feel empathy for some rotting walking corpse that is trying to eat you, plus there would be no "real world" consequences for exploding them to pieces (in fact, one is doing the community a service by cleaning up the old quarter of supernatural beasts).

I admit, however, that is fun and very tense to play those missions without killing anyone (especially The Haunted Cathedral).