Psychological Intellect
Banned
I hope they brush up the character models by release. They look really rough.
Strange that nobody from GAF played it.
Watched a Centerstrain video and learned you can't assassinate people above your level. Kinda dampened my whole desire to try this now.
October 27th.
new setting...basically same old AC...gameplay needs a total overhaul to get this series back on track...
Souls game made by platinum exclusive to switch....what were you expecting? How much else should they change?
gameplay needs a total overhaul
new setting...basically same old AC...gameplay needs a total overhaul to get this series back on track...
They always nail the settings, so I'd like to see them double down on the stealth, parkour and assassinations, and make them less automated and linear. Unity was a step in the right direction, but it didn't get the time for iteration and polish. Double down on the polish on the core tenets of the game rather than adding all new systems that undermine those cores with each iteration (like bombs, tower defense, carriage combat, RPG levels and loot, etc).new setting...basically same old AC...gameplay needs a total overhaul to get this series back on track...
How do RPG levels and loot undermine the core tenants of the game?
Its extraneous mostly. Unnecessary to those ends. But it also has bad side effects, like setting up a sweet assassination only to have your target shrug it off and go into melee because the player is the wrong level.How do RPG levels and loot undermine the core tenants of the game?
Depends how it is explained in the narrative. Making combat meaningful or something you need to plan out will be a huge step in the right direction. Combat has been brain dead in this series kind of since the beginning and I say that as a big fan of the series. I'd love a AC game where fighting actually had stakes to it and I actually felt in peril.Not be able to assassinate enemies that are higher level than you is a legit concern, imho.
Wouldn't levels also mean that even more of the game's challenges become trivial once you're a level or more above them? As it is you become a demigod quickly enough in AC games.Depends how it is explained in the narrative. Making combat meaningful or something you need to plan out will be a huge step in the right direction. Combat has been brain dead in this series kind of since the beginning and I say that as a big fan of the series. I'd love a AC game where fighting actually had stakes to it and I actually felt in peril.
If it takes character level to do so, so be if.
Hypothetically but I'm looking at it from the POV that the combat in these games has always been trivial so anything being done to alleviate that, be it levels or stamina, is such a good thing to me I only see these changes as a positive for this game and the series.Wouldn't levels also mean that even more of the game's challenges become trivial once you're a level or more above them?
I know you aren't serious, but oh well, I am. AssCreed sits just fine in the corner of games that I consume for mindless fun with a gorgeous world to explore.I sure will miss the holding down one button and counter killing a horde of enemies as they take their turns to hit me.
They have old school combat option, and watch dogs had a difficulty setting so maybe you'll be in luckI do think this looks good, but I wish they would finally add a difficulty setting. I have no interest in the combat, I just want to be a virtual tourist, and as such want a fail-less path through the fighting.
...what were you expecting? How much else should they change?
Watched a Centerstrain video and learned you can't assassinate people above your level. Kinda dampened my whole desire to try this now.
That is pretty much where I'm coming from. As easy as the combat was in some of the previous entries it also felt fluent and effortlessly and the animation transitions worked fairly well (when it comes to the combat my favorites are Bortherhood, Revelations and 3, everything after that was worse).
I'm not at all against the idea of making it more challenging, but I don't feel like this system fits what they're going for. On top of that the weird hitstop, or whatever that effect is supposed to be, is incredibly awkward and makes it look even stiffer than the janky animations already do.
I hope they can figure that out before the final release because the setting is dope and I want those changes to work out but I'm not seeing it yet. I thought I was all in already after reading the gameinformer details but the E3 footage only cooled my initial excitement unfortunately.
Free run is on he A button?
I don't like that, you can't control the camera and run at the same time.
Watched a Centerstrain video and learned you can't assassinate people above your level. Kinda dampened my whole desire to try this now.
I want an open world Hitman with an Assassins Creed skin.
I want enemies to be able to kill me with one sword stab just like I kill them with one hidden blade stab.
I want to HAVE to run from guards because I'll die if I don't. Make me use blending, hiding, smoke bombs etc.
Too much focus on stealth is not viable for a AAA game with this size.Yes, I would like more focus on stealth. They can use SC Blacklist stealth system (gadgets, cover to cover, etc) or the Hitman stealth system (social stealth) but stealth has always been underwhelming in AC series.
It is genuinely fascinating how much all of the impressions, videos, and get ignored. Like, even people ITT have played it yet they're ignored. Are people even watching or reading anything about this game...they've made a ton of changes, at the end of the day it's STILL gonna be an AC game. They're not changing it to Hitman, or Metal Gear, or Splinter Cell... ಠ_ಠnew setting...basically same old AC...gameplay needs a total overhaul to get this series back on track...
They have old school combat option, and watch dogs had a difficulty setting so maybe you'll be in luck
Button configuration only, folks. They're not including the older, much more enjoyable combat system itself.Remember you can swap to the old system in Origins if you want
I played the shit out of this game. Easily my most played game by far at E3.
Watched a Centerstrain video and learned you can't assassinate people above your level. Kinda dampened my whole desire to try this now.
The entire game's quest system is basically that but less linear. They've straight up removed the 100% synchronization system to focus on player expression first and foremost, they did say that if you want to pursue stealth you have to be dedicated towards that by upgrading the hidden blade, skill tree, etc., they even have stuff like advancing the TOD on the fly by holding a button as enemies have less visibility and sleep during the night. I suspect that there'll be less stuff like this tho.Any news about the black box assassination missions for Unity and Syndicate being back and more refined?
Just seems weird to me when people say AC need some to be totally revamped. If you want something totally different gameplay-wise play a different game? It seemed to me it wasn't necessarily the formula that a majority of people had issues with (though it was up there), but more so the bugs that plagued the newer games because of limited development time. Unity for example could have been an amazing game had they maybe waited an extra year to polish it.
AC to me from the beginning was a world to explore (both throughout the world and "over it" via climbing buildings and traveling via roof tops while being a badass assassin and trying to take out my target without being noticed; while still enjoying a set piece or two mixed in throughout the game. Just seems it's slowly turning into any other action RPG now that the only difference is the exotic lands you get to explore each game.
The entire game's quest system is basically that but less linear. They've straight up removed the 100% synchronization system to focus on player expression first and foremost, they did say that if you want to pursue stealth you have to be dedicated towards that by upgrading the hidden blade, skill tree, etc., they even have stuff like advancing the TOD on the fly by holding a button as enemies have less visibility and sleep during the night.
Gah. I loved that about Syndicate's assassination missions.
I was going off of what they showed at e3 and info from interviews. I think they wanna emphasize a 360 approach to missions as much as possible so minimal linearity outside of key story beats.That is a huge bummer. I was hoping to see some hand crafted options for assassinating a target (Hitman Style) along with experimenting with the game mechanics yourself. I have a feeling watching a lot of the gameplay videos that it will be, kill the target undetected with the hidden blade, or fight through everyone to take out the target.
I'll have to wait and see. They haven't shown a full assassination mission yet.
Yea they added a lot.Gah. I loved that about Syndicate's assassination missions.
Gah. I loved that about Syndicate's assassination missions.
I was going off of what they showed at e3 and info from interviews. I think they wanna emphasize a 360 approach to missions as much as possible so minimal linearity outside of key story beats.
It's less about level and more about how much you've invested in your hidden blade. As it has a seperate stat. Stealh AI at its core is incredibly susceptible to player manipulation. You still do damage when you try to assassinate enemies above your level it's just not an OHKO if you're not invested in a stealth build and getting stronger blades and such.Except for the fact that you can't stealth kill enemies if they are a higher level than your character. This is a big no no. In a majority of RPGs you can overcome tougher enemies if you have the skills and a good game plan. For a game that also has stealth mechanics, you should be able to overcome higher level enemies if you are skilled enough with stealth.
Hopefully this gets addressed. For them wanting the game to feel more open, why gate the players off from completing areas because they aren't a high enough level?
It's less about level and more about how much you've invested in your hidden blade. As it has a seperate stat. Stealh AI at its core is incredibly susceptible to player manipulation. You still do damage when you try to assassinate enemies above your level it's just not an OHKO if you're not invested in a stealth build and getting stronger blades and such.
Does it not make sense contextually tho? Remember we're just starting off as a regular guard instead of an assassin. So the more he invests in getting better at the stealth assassination the more he can overpower guards with that tool. Like if they say, didn't have accompanying animations for it and just blocked the action off completely I'd agree. But I like the idea of having to work for it.I realize that. And as I stated...it's dumb and goes against their "open approach" to everything.