• Breaking News

    Monday, October 18, 2021

    Dishonored Saw this on tiktok, uploaded by @deadonezgaming

    Dishonored Saw this on tiktok, uploaded by @deadonezgaming


    Saw this on tiktok, uploaded by @deadonezgaming

    Posted: 18 Oct 2021 06:01 AM PDT

    Best/worst non-lethal takedowns? (Spoilers)

    Posted: 18 Oct 2021 04:49 AM PDT

    I think for a non-leath takedown to work best, it needs to be:

    A) Karmic- give the target a taste of their own medicine, so to speak

    B) Involve Corvo and the target interacting directly

    Favorites:

    1) Thaddeus Campbell

    2) Bundry Rothwild

    3) Arnold Timsh

    4) Hiram Burrows

    All of these are very fittingly karmic and the first two get the player physically involved with the victim.

    Worst:

    1) The Pendleton twins- not only does the whole "Tongue ripped out" thing feel a bit gratuitous for two characters we never really see doing anything evil but there's no physical interaction between Corvo and the targets. You can go the whole game without ever seeing them. Plus, it really stretches belief that Slackjaw can openly kidnap gentry. And honestly, more people would probably die in Slackjaw's raid than if you just took them out yourself. A bad one all around. I feel like this one could have played with the whole "two targets" thing a bit more- like they each have a plot to get rid of the other and inherit the family fortune for themselves and Corvo plays them off against each other. Like, both have fabricated documents proving the other a traitor to the Lord Regent and Corvo just steals both documents and passes them to a representative of Burrows like General Tobias. Might be too similar to Timsh's, I guess.

    2) Breanna Ashworth. Never really like Ashworth, the rest of the targets all feel so distinct but Ashworth is just a lame copy of Delilah. And just taking her powers away...feels like we're letting her go with a slapped wrist.

    3) Delilah: Yeah, I never really bought the whole "sad backstory feel sorry for me :((" crap, but the game seems to buy into it wholeheartedly and views this as a just ending for Delilah.

    4) Lady Boyle: I disliked the last two for being too lenient but "selling a woman into sex slavery" is way too dark, especially considering we never really see her doing anything overtly wrong.

    5) Luca Abele: This is a borderline one, since it basically works fine, but...I don't know, there's not much karma or irony at play here. It's not like he overtly mistreated the bodydouble or had a habit of locking up dissidents in the asylum or anything.

    submitted by /u/Bennings463
    [link] [comments]

    What do i do? (100% dead serious)

    Posted: 18 Oct 2021 03:41 PM PDT

    Im laying in bed rn and its 11:40 pm but i am craving some slushy. I dont even know where the fuck to get slushies but i want one i know that. So what do i do?

    Oh also,

    (Insert guard watch joke)

    submitted by /u/bruhmoment69333
    [link] [comments]

    This is the first time I've seen the announcer dead in Dishonored

    Posted: 18 Oct 2021 01:45 AM PDT

    The Brigmore Witches best mission [Poll]

    Posted: 18 Oct 2021 07:56 AM PDT

    Let's now talk about the second dlc. What's your opinion on TBW missions?

    View Poll

    submitted by /u/NewYorkLtd
    [link] [comments]

    Very Fast Nonlethal

    Posted: 17 Oct 2021 08:11 PM PDT

    I feel dumb for asking but

    Posted: 18 Oct 2021 04:13 PM PDT

    In dishonered I only killed one person and rhat was Campbell so if I go back to that mission and do his nonlethal will I get the clean hands achievement or will I have to start over?

    submitted by /u/rossthegamer6
    [link] [comments]

    An actual critique of the Chaos system

    Posted: 17 Oct 2021 07:09 PM PDT

    Hi everyone, I've played through the game on every difficulty and earned the achievement for every method of playing. I've been reading a lot of old posts complaining about the chaos system. I like the system as a concept and accept the 'rules' of the game but it can obviously always be better. So, here's my critique.

    1: The system isn't nuanced enough

    People that like the system dislike that people that don't like the system call it a binary "killing good, not killing bad." As it stands, the current wisdom about Dishonored 1's chaos system is that you kill around 20% of the level before chaos changes. Other factors include being seen, alarm bells, some special actions. In D2, the system is a bit murkier but that seems to be the basic gist unless I've managed to completely miss something from playthroughs and looking through the Dishonored Wikia.

    Killing Weepers and Bloodfly Nest Keepers increases your chaos and counts as killing. Within the bounds of the game, you don't know that Sokolov will come up with a cure for the former, and there doesn't appear to be a cure for the latter. The Guards solution to Bloodfly infestations is to burn the buildings down, so it stands to reason having Corvo/Emily destroy the nests and keepers is a net reduction in Chaos.

    Listening to the Heart Quotes, some of them are sympathetic but the overwhelming majority project the idea of 'This persons life is agony and suffering' But if you decide to kill the one which has resolved to infect others you've still contributed to chaos, and made the world a worse place? All you're doing is prolonging their suffering and your inaction is potentially making the world worse. Surely there should be a chaos 'balance' of how much harm and suffering this person has resolved to cause, versus how much is caused by their deaths. The same with nest keepers, there's no talk of a cure, their life continuing is a net detriment to the game "world" because they continue to defend bloodfly nests which continue to proliferate.

    Following the scheme of 'action and consequence' there should have also been 'Inaction and consequence' Like Spiderman's origin story, he doesn't trip the robber and Uncle Ben dies as a result.

    One example where they could've made this more interesting in Dishonored 2 was upon Breanna Ashworth being killed (Assuming you killed only her) her coven goes berserk and you later hear that they killed everyone in the district out of grief and they then try and torture any information about you from everyone, with extra bloody consequences for anyone you 'interacted' with through optional extras including the black-market dealer.

    The 'chaos' caused from you letting all those bereaved witches live far outweighs the 'chaos' of there being a graveyard for the guards to clean up. This would make the game feel different to 'killing bad, not killing good' by showing there to be consequences for staying your hand and choosing to kill.

    1.1 The matter of Heart

    Unlike other games which give you only a tiny bit, if any information about the nameless NPCs you're killing, Dishonored is distinct in that through the Heart, the player gets a unique insight into the souls of every NPC. There's nothing to say that the heart is lying to you about what it sees. From the Witches quote page, around 8 of the overall 41 responses it can give are something approaching sympathetic. The rest are at best, vengeful, and at worst, cruel, horrible, magical tormentors. This gives you, the player a bit more context into what you're doing. Are you surveiling a witch who is grateful for the sisterhood granted to her by Delilah, plagued by the thoughts of the family she left behind or a sadistic monster made worse by the unimaginable power granted to them? Are you, the player not making the world more chaotic by knowingly allowing this person to continue what they're doing unabated?

    Just looking through the quotes for the sake of this post, workers are anything from guys humming a ditty, to serial killers, boat saboteurs and psychos too dangerous for pirate crews. That's before we get into the Overseers and Guards. By your failure to stop a serial killer, aren't you making the world a worse place?

    To explore this, I went back and played a mission at complete random. I played The Royal Observatory and of the actual 'hostile' NPCs within the mission, I found four which were anything approaching sympathetic with the others being downright terrifying, cruel, or nightmarish monsters. Just killing those people, I was still high chaos.

    1.2 Who are you, who are you killing?

    You're Corvo or Emily Kaldwin, a usurped empress, or the Royal Protector. You're not killing innocent civilians in the first level, you're fighting soldiers who sided against you in a coup. From the throne room onwards, every soldier aligned with Delilah is a legitimate target. Unless you're specifically hunting civilians, the people you're killing aren't unfortunate people driven by happenstance, they picked a side and showed no qualms about killing guards on your side. There's no doubt in my mind afterward any loyalists to Delilah were rounded up and killed, because every single ally she has is an incredibly dangerous person.

    1.3 Non-lethal target assassinations and you The fates you can bestow on the targets are worse than killing them. If by killing I'm slowly taking myself down a dark path to becoming Corvo the Black or Emily the Dreaded, what can be seen from my actions of selling a woman into slavery, lobotomising the greatest mind of the generation, causing upheaval in the Abbey of the Everyman by branding the High Overseer with the Heretics' Mark – causing who knows what kind of consequences? If killing enough people is sufficient to break your mind and turn you down a vengeful path, clearly any of these non-lethal options is worthy of your conspirators calling you out and saying you're a complete psycho, or getting voice lines musing about what kind of insane ways you'll torment the living

    1.4 Void Powers

    This is a tricky one, but in terms of chaos I can't think of something which would cause more chaos than some of the void powers. If killing people can cause you to go down a dark road, then the capability and willingness to possess a person surely would too. Mesmerize should probably cause chaos because the touch of the void is on ordinary citizens now, which would be impactful for the Overseers. I believe the game when it says you don't remember what happened, but I also find it hard to believe with how traumatising some of the lines are (for the NPC) that it's completely gone. Doppelganger too, for obvious reasons. Similarly, if you failed to destroy the Bloodbriars you might contribute more chaos because less guards are willing to patrol an area where they're proliferating, or entire buildings might be abandoned out of fear.

    1.5 What could be an alternative then?

    Fundamentally, consequences and being called out for your actions and inactions. If you destroy Bloodfly nests, there's fewer on the next level, but there might be more guards in a section because they're repurposed the area into a storeroom or barracks. If you kill a guard with the Heart observation that he's going to kill a couple of people, you see them alive and well in the next section. Some allies could comment that you made the right tactical choice killing guards in the first level, others criticise you for not killing the Witches. If you went on a rampage and killed a dozen civilians then you're warned that if you continue then you'll have allies leaving you, then they do it. Then you must do the mission completely blind without a mission briefing. Depending on your non-lethal solutions, you could have all the women on your side leave since they're so disgusted with you selling a woman into slavery. Perhaps even observations that leave you doubting whether you made the right choice.

    "Do you really want zealots and street gangs working together with the Duke in the future? There's no telling how that'll turn out…"

    "Letting those bastards at the Abbey kill each other in pursuit of Heretics will surely make infiltrating the area easier. But who knows how many innocents will die in their search…"

    1.6 Conclusion

    I acknowledge that there are coding limitations to implementing some of this and that's fine. I just think this would be a far more nuanced and considered version of a Chaos system so you couldn't say "Well I killed nobody and it turned out alright." Or "I killed a bunch of people and now the world is even worse." It would mean you couldn't just take a pacifist run as a big win, you need to actually consider if you want to stay true to your ideals, or if you'll compromise your morals to kill a monster. Similarly, if you wanted to kill everyone, you'd have to pause and think "Do I want to kill this absolute hero? Is it worth killing multiple people by killing this one person?"

    Thanks everyone, hope you enjoyed.

    submitted by /u/FaustianNegotiator
    [link] [comments]

    what do you guys think about this theory I made about deathloop?

    Posted: 18 Oct 2021 01:51 AM PDT

    since dishonored is connected to deathloop I decided to make a theory on the (spoilers) ending I decided to connect it to DOTO ending and I think it is pretty solid but I havent finished DOTO yet and I might have missed some plot points https://www.reddit.com/r/Deathloop/comments/qaink4/theory_on_what_is_happening_in_the_outside_world/

    submitted by /u/Dominatroy
    [link] [comments]

    Hardened Crossbow bug

    Posted: 18 Oct 2021 11:59 AM PDT

    Hi hoping someone has encountered this but it might be hard to answer since I'm playing on default version of the game. I have no internet right now since I'm moving. Anyway I'm on mission 4 trying a no detection no kill run on very hard. My problem is that I've seen that you can one shot the clockwork soldiers head with hardened bolts. I have all the upgrades for the bow and I have the hardened bolts but it still takes 2 shots for me to take out the armor then the sensor. Is it possible since I haven't updated through internet I have some sort of crossbow bug? Internet right now isn't an option and I'm a bit of a completionist. Any one know about this? I also have exact aim perk that makes my arrows do more damage on top of the hardened arrows so I'm not sure why I can't one shot them unless its another patch I need.

    submitted by /u/SuccessGaming
    [link] [comments]

    High Chaos Threshold?

    Posted: 18 Oct 2021 09:45 AM PDT

    How much killing creates high chaos?

    I am curious because, as a Thief 1/2 fan, I tried playing Dishonored 1 as sneakily as I could at my skill level. But this past weekend, for a change of pace, I decided to try the DLCs with more violence but *still* got low chaos for the Knife of Dunwall.

    I spared the lives of the main targets, because that provided more interesting gameplay and I wanted to see the dialogue reactions. But I killed 20+ enemies in each level, so I was surprised to have low chaos.

    Is low/high chaos biased heavily about how you treat the main targets?

    Do I need to change my choke/backstab ratio much more to get to high chaos?

    Thanks!

    submitted by /u/BLHero
    [link] [comments]

    [Witches of Brigmore Spoilers] How the heck did I stay Low Chaos after...

    Posted: 18 Oct 2021 09:08 AM PDT

    ...granting Geezer's request to gas all of his people to death? Come on, it was a massacre.

    Any ideas?

    submitted by /u/TrollHumper
    [link] [comments]

    Still finding new things in Dishonored 2

    Posted: 17 Oct 2021 08:35 PM PDT

    I've played through Dishonored 2 a few dozen times but I still occasionally find new things. This playthrough, there was a glitch in the first mission where after skipping the opening cutscenes, Ramsey was standing directly in front of me in the room where you're locked up, facing away from me. This let me go right to the safe room with him after knocking him out and talking to Mayhew.

    Also, during the Grand Palace level, the real Duke was in a location where I have never encountered him or his body double before. Previously, they were always in one of four locations: the suite at the top of the palace, the throne room, the Duke's office, or near the painting on the lower outside area above where you exit the mission. This time, the real Duke was on the same floor as his office (3rd floor, I think), but was in a separate room being guarded by several other guards. Finally, one of the people in the outside areas of the palace called me a dog fucker, which is something that I've never heard any of the NPCs say.

    The replay value in Dishonored 2 (and 1 and DOTO) is great. I never get tired of playing these games, and am surprised that I can still find new things after having played them so much. What are some cool things you've discovered?

    submitted by /u/Gundam_Asstronaut
    [link] [comments]

    Semblance (DOTO) is underutilized in level design compared to the other two

    Posted: 17 Oct 2021 07:55 PM PDT

    Been playing DOTO and I found Semblance to be Billie underutilized and kind of useless on most occasions with one exception: this ability could useful in completing a contract during the bank heist that needs you to steal something without getting detected. This power favors a non-lethal approach, but there are hardly any consequences for executing every guard in the area besides the aforementioned use case. Additionally, this ability drains a lot of mana without the proper upgrades.

    Edit: The title was meant to read "...compared to the other two powers"

    submitted by /u/HeroWithAQuestion
    [link] [comments]

    Dishonored 2 Carraige bug

    Posted: 18 Oct 2021 12:08 AM PDT

    Mission 4 after killing Kirin Jindosh, i am supposted to meet with Meagan at Lower district. but every time im trying to do that, im getting stuck in carriage. cant do it in normal way and can not skip whole ride. i've tried to reinstal game, steam veryfication and drivers update.

    is there any chance to fix/avoid that witohut replay whole mission?

    https://www.youtube.com/watch?v=eXCMYz9U2UQ

    submitted by /u/Bobsonnnnnnnn
    [link] [comments]

    Tips for DH2, for a struggling gamer who loved DH1?

    Posted: 17 Oct 2021 08:32 PM PDT

    I enjoyed DH1 a lot, even going so far as to complete it 100% Clean Hands - twice. (For those of you familiar with the Slackjaw/Granny Rags showdown, this is a rather difficult feat, as you have to resolve that using a bit of a glitch.)

    In any case, I played through DH1 main quest twice on hardest, and then all DLCs. Daud's story was some heavy poetry in the game design area.

    Then I got DH2 and hit a brick wall - in about 16 months of on-and-off play, I've completed two missions of the game and I'm rapidly losing interest in the third. I'm finding my progress slowing down to a crawl. I got up as far as Addermire Station before I decided I'm really not engaging properly with the game's intended design.

    I'm playing as Corvo again, and most of his powers are similar to before. However, the Dark Vision power has been somewhat nerfed, making it fairly slow going to detect enemies around corners and through walls.

    (Note: I am again trying a nonlethal run. I understand and accept if this is a more difficult way to play the game. But if the difficulty curve of a nonlethal runthrough is much higher for DH2 than it was for DH1, then I am not interested enough in the game to adopt a lethal playstyle. This is a personal preference and I am not likely to engage in debate over this.)

    Notes from my memory of the levels:

    1. Long Day In Dunwall (around April 2020) - I attempted to sneak and take out the guards on the left side of the main road (heading towards the docks), but in the end I found their numbers were consistently too high for me to peel one guard off by himself. I ended up just running and evading, and staying largely on the left side of the road (later on I found there is a big trove of loot on the right side of the road, but I was never able to get past the guards to claim it). I did help the newspaper editor and eventually got to the ship.

    2. Edge of the World (earlier this year) - I believe I fully upgraded both the Dark Vision and the Blink powers by this level. I got stuck for the longest time at the Market territory where Corvo emerges from a balcony to overlook a canal bridge scenario. Eventually I was able to blink up to the rooftops and infiltrate the Overseer Station, luring each nearby patrolman upstairs and choking them out. I completed the recovery mission of the corpse for the friendly secondary-mission woman, and she turned off the power to the train, allowing me to blink up there. The actual station was crawling with guards and despite several weeks of on-and-off attempts to peel them off one by one, I eventually just gave up and blinked up to the train car from the balcony and took off, in full view of the guards.

    3. Addermire Institute (unlocked just last week): I'm pretty much still at the entrance of this level - I collected the mystic goodie underneath the grate, and have made several abortive attempts to enter past the front doors guardhouse. This area seems to suffer from having lots of patrolling AI, so although I tried to choke and store the unconscious guards at the initial gatehouse, I'm inevitably spotted. Even though I'm not trying for a Ghost runthrough, being spotted is usually enough to jeopardize the rest of the level so I invariably have to reload. This is pretty much where I'm stuck at the moment - not so much "I can't figure out how to do this" but more "the entire game feels like a load of abortive quickloads from unworkable tactics until I just happen to luck into the one right way of doing it".

    I'm seeing a lot of folks enjoying DH2, but I'm bouncing pretty hard off this game and I'm not entirely sure why. I did check with my friend (who recommended DH1 to me - and who was impressed that I finished it Clean Hands) and he also admitted that he tried DH2 but found it much more difficult than the first game.

    What am I doing wrong and what should I try differently, to enjoy a clean hands runthrough? Is it even possible to do a clean hands runthrough without getting 100% of some convoluted luck-based (or very high skill-based) pattern down pat?

    submitted by /u/ShopliftingBabushka
    [link] [comments]

    No comments:

    Post a Comment