the burden of proof is on the person calling for action to prove such . Oh , absolutely , acting on the information is a totally different thing from developing scientific consensus on whether AGW is proven enough , and that ' s where moral considerations begin . I must have misunderstood your comment , sorry ' bout that . I don ' t have any idea what a good , moral solution to the problem of AGW is , that ' s a completely different discussion . <| sep |> They are soo Cuteee ! !!!!!!<| sep |> agreed , find a new reseller <| sep |> this guy gets it <| sep |> The thief 13 stealth system ad the dishonored system use the same indicators , just in different ways . I thief 13 , what matters most is knowing how much noise you can make , especially based off of the surfaces you walk on . Then what matters is the light indicator , if you are in fully the dark , you are not visible as log as you have no bow drawn and are not making noise . finally if you are too visible , you will be detected by the guards line of sight . Searching guards can see you easier in shadow and fully alert guards spot you purely by line of sight . The dishonored system takes the same thing into account but separately . Line of sight matters the most , you cannot hide in the shadows if you are directly in close line of sight . Noise matters the second most , but there is not as much variety in how much noise the player makes . Like in thief , walking over metal makes more noise , but unlike thief , crouching solves all your noise problems , besides knocking things over . Shadows matter a little at a distance , though its hard to tell how much without a light gem like thief has , or if your equipment affects how visible you are in shadow . Dishonored 2 amps everything up a little from 1 , with larger enemy viewcones , noisier surfaces and shadows seeming to have a more usable effect . The nutshell is the default movement controls of thief play are obnoxious and its down to the player to control their speed and movement to become sneaky , Avoiding marble tiles and metal grating , always assessing how loud they are . Eventually you get an idea of when you can and can ' t take risks by going faster . Meanwhile Dishonored this is simplified to knowing when you should crouch .