Hi, guys. I'm new to this forum, but I've been playing UT: Thievery for months. I took some time off from it, but I'm glad my return has yielded some new releases and bug fixes. However, I still find some of the old gripes have still gone unrepaired.
Don't get me wrong, I love Thievery. But after a couple games the past few nights, I can't help but feel that the guards are at a significant disadvantage. "NO, THEY'RE NOT!" you may say, but you really need to look at what it takes to even detect a thief.
For starters, why is it we can't hear a thief unless he's on soft terrain? Do you know how hard it is to hear a thief on hardwood floors? With available rugs to run on, it's that much more difficult. The perpetual run mode not only makes it hard to chase and track a thief, but there is no penalty for running as a thief. In most other FPS games, espcially the original Thief, running is the benefit of increased speed at the cost of louder footsteps. This is absent in Thievery.
Thieves' footsteps should be more audible.
Second, what's with the total cloaking effect for thieves? They wear dark colors as it is, which is hard to distinguish with the naked eye, but TOTAL CLOAKING?!?! This was cool when Thievery first came out, but you'd think that with more and more players getting on that having one team be naturally invisible would be a severe imbalance. Games like Counter Strike have dark attire that is hard as hell to see in shadows. Why didn't they do that with Thivery? Plus, have you ever seen a thief run in and out of lights? I haven't either because the spin up of the cloak changeover takes too long to register the thief's invisibilty/visibility to the guards. A thief can run in and out of light for about a second and he can still remain cloaked. I think this suggestion can fix that.
Remove total cloaking; replace it with darker thief attire
These are my only gripes with Thievery. If the devs could even consider these changes, I'm sure a great deal of the Thievery community wouldn't mind the changes. Thieves would still be able to skulk about in the shadows with only the true thieves being invisible
; noobs would reveal themselves in reckless and sloppy form. Guards could maintain their status as slow beasts, but at least they'd have a fighting chance now. No more completely invisible thieves. Cloaking isn't part of the Metal Age. I mean, c'mon, they just now started making rudimentary robots...

Don't get me wrong, I love Thievery. But after a couple games the past few nights, I can't help but feel that the guards are at a significant disadvantage. "NO, THEY'RE NOT!" you may say, but you really need to look at what it takes to even detect a thief.
For starters, why is it we can't hear a thief unless he's on soft terrain? Do you know how hard it is to hear a thief on hardwood floors? With available rugs to run on, it's that much more difficult. The perpetual run mode not only makes it hard to chase and track a thief, but there is no penalty for running as a thief. In most other FPS games, espcially the original Thief, running is the benefit of increased speed at the cost of louder footsteps. This is absent in Thievery.

Thieves' footsteps should be more audible.
Second, what's with the total cloaking effect for thieves? They wear dark colors as it is, which is hard to distinguish with the naked eye, but TOTAL CLOAKING?!?! This was cool when Thievery first came out, but you'd think that with more and more players getting on that having one team be naturally invisible would be a severe imbalance. Games like Counter Strike have dark attire that is hard as hell to see in shadows. Why didn't they do that with Thivery? Plus, have you ever seen a thief run in and out of lights? I haven't either because the spin up of the cloak changeover takes too long to register the thief's invisibilty/visibility to the guards. A thief can run in and out of light for about a second and he can still remain cloaked. I think this suggestion can fix that.

Remove total cloaking; replace it with darker thief attire
These are my only gripes with Thievery. If the devs could even consider these changes, I'm sure a great deal of the Thievery community wouldn't mind the changes. Thieves would still be able to skulk about in the shadows with only the true thieves being invisible

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