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Was home sick yesterday. Bleah. Was just utterly exhausted, despite 12 hours of sleep. No idea why. Feeling somewhat recovered today, though still low-energy.
Strawberries are in full explosive ripeness. So, barring torrential rain tomorrow, there WILL be fresh strawberries at Kes' graduation party. Yay!
While I was home, I played some more Thief 3. Still enjoying it greatly, but I have also accumulated some more complaints.
Biggest is the possibility of insidious save corruption. See, when you're doing stuff in The City, and you move from one Zone to another, the info for the Zone you're leaving is saved, until you come back (or go on a mission that causes the "new day" code to kick in). But, in rare instances, it can get saved in an unstable state. As in, when you come back in, you crash to desktop within seconds. Every time. Which means you have to go back to a save that you made *before* leaving that area when it happened to be in an unstable state. Lost about two hours of play to that one.
Blackjacking is harder than it ought to be, due to a mix of design changes and bugs. It's more finicky than in the first two games by design. This is, in theory, balanced by the fact that, now, when you are in position to BJ someone, Garret automaically raises the BJ, signalling the player that "now would be good". Which would be perfectly fine. Except that it doesn't actually always happen. Sometimes, the BJ just doesn't auto-raise, for reasons I haven't yet been able to determine. In those cases, I just have to guess whether my target is in position or not, with about a 50% success rate. Which may be more realistic, but is No Fun.
As I predicted, the Keepers have now turned against me. Not directly from the prophecy, as I had thought, but as a secondary effect of what I did based on the prophecy (with a *really* clever visual effect!). Which I was expecting, and even looking forward to. The City is now crawling with Keeper Enforcers, spooky telepathic magic-hurling assassins. Who, for some reason, have never taken even the Intro to Stealth course from their Keeper employers... They just walk around looking for me. And panicking the citizenry, getting into fights with the City Watch, and generally causing all sorts of havoc. Which is frequently greatly amusing, but does fail the WSoD check. I wish they'd made the Enforcers be invisible to non-Keeper NPCs; that would have been cool and creepy.
Strawberries are in full explosive ripeness. So, barring torrential rain tomorrow, there WILL be fresh strawberries at Kes' graduation party. Yay!
While I was home, I played some more Thief 3. Still enjoying it greatly, but I have also accumulated some more complaints.
Biggest is the possibility of insidious save corruption. See, when you're doing stuff in The City, and you move from one Zone to another, the info for the Zone you're leaving is saved, until you come back (or go on a mission that causes the "new day" code to kick in). But, in rare instances, it can get saved in an unstable state. As in, when you come back in, you crash to desktop within seconds. Every time. Which means you have to go back to a save that you made *before* leaving that area when it happened to be in an unstable state. Lost about two hours of play to that one.
Blackjacking is harder than it ought to be, due to a mix of design changes and bugs. It's more finicky than in the first two games by design. This is, in theory, balanced by the fact that, now, when you are in position to BJ someone, Garret automaically raises the BJ, signalling the player that "now would be good". Which would be perfectly fine. Except that it doesn't actually always happen. Sometimes, the BJ just doesn't auto-raise, for reasons I haven't yet been able to determine. In those cases, I just have to guess whether my target is in position or not, with about a 50% success rate. Which may be more realistic, but is No Fun.
As I predicted, the Keepers have now turned against me. Not directly from the prophecy, as I had thought, but as a secondary effect of what I did based on the prophecy (with a *really* clever visual effect!). Which I was expecting, and even looking forward to. The City is now crawling with Keeper Enforcers, spooky telepathic magic-hurling assassins. Who, for some reason, have never taken even the Intro to Stealth course from their Keeper employers... They just walk around looking for me. And panicking the citizenry, getting into fights with the City Watch, and generally causing all sorts of havoc. Which is frequently greatly amusing, but does fail the WSoD check. I wish they'd made the Enforcers be invisible to non-Keeper NPCs; that would have been cool and creepy.
(no subject)
Date: 2004-06-03 09:23 pm (UTC)(no subject)
Date: 2004-06-03 10:42 pm (UTC)