BananasWithGuns
Member
Well I like the protagonist's name for whatever that's worth. Hopefully the reveal will give us some background on him.
This series needs a shake up with some bold new design elements. I won't hold my breathe, but I'll be paying attention.
Incidentally, AC Victory sounds WAY better than "Syndicate". Syndicate is a lame word.
Incidentally, AC Victory sounds WAY better than "Syndicate". Syndicate is a lame word.
Nothing odd about it, and I'm not the only one felt this way.
I can't recall ever having a problem with parkour in the past AC games, but it seemed like I was getting stuck on the environment at least once or twice during every mission I did in Unity.
Like I said, that frustration comes from a lack of practice and an inability to take time practicing what each button will do in a situation. The video posted in that thread is stupid, all he had to do was press the trigger and he would have entered the window. I had absolutely no problems with the controls and always accomplished what I wanted to. I even went back and played the past AC games and traversal was far slower without the mechanics added in Unity.
Lol I'm not going to argue with you about this. Everyone has different experiences with games, and clearly yours is different than mine. I've played every single AC game and I found Unity's parkour to be awful. That's all I'm going to say.
Like I said, that frustration comes from a lack of practice and an inability to take time practicing what each button will do in a situation. The video posted in that thread is stupid, all he had to do was press the trigger and he would have entered the window. I had absolutely no problems with the controls and always accomplished what I wanted to. I even went back and played the past AC games and traversal was far slower without the mechanics added in Unity.
This seems to be the most overlooked part. This is what it looks like when I traverse the environment.Like I said, that frustration comes from a lack of practice and an inability to take time practicing what each button will do in a situation.
The real problem is: does the game stress this?This seems to be the most overlooked part. This is what it looks like when I traverse the environment.
http://a.pomf.se/eiufvo.mp4
http://a.pomf.se/ftlkru.mp4
Because I know exactly what input will do what and get the desired result. Just holding the buttons will not make the traversal easy. Tapping is key. As in tapping for jumps or for just one downward move. This needs to be stressed when Victory comes out.
The real problem is: does the game stress this?
If only, it teaches you vital mechanics like vaulting, backjumps etc during faster paced moments, the former during Arno's first chase sequence and the latter inside a burning building. Both are really good for platforming and can be easily forgotten if taught to a player quickly instead of thoroughly. Syndicate should be back the animus parkour challenges. Or something just incase players wanna get better at traversal instead of letting the game try to determine what they want when they hold the inputs.The real problem is: does the game stress this?
I agree. Unity did a lot right to improve the parkour, but they didn't have enough in the way of a tutorial. You can watch a video on YouTube and instantly tell that the person isn't controlling the game correctly. Too many people mistake not understanding the core controls for the traversal system being broken. It isn't the players fault, it is the fault of the developer for not communicating the systems properly. For Syndicate I hope they make a new version of their animus tutorial program for the beginning of the game.This seems to be the most overlooked part. This is what it looks like when I traverse the environment.
http://a.pomf.se/eiufvo.mp4
http://a.pomf.se/ftlkru.mp4
Because I know exactly what input will do what and get the desired result. Just holding the buttons will not make the traversal easy. Tapping is key. As in tapping for jumps or for just one downward move. This needs to be stressed when Victory comes out.
I don't think anyone knows yet. It probably unlocks bonus gear in the game. They did this with Unity through that spin to win game.probably been asked before...but, what is the fan pack you get for RSVPing to the reveal?
I'm still trying to figure how to do the move at 0:08 in this video lol
I'm still trying to figure how to do the move at 0:08 in this video lol
I really want the Animus Virtual Training Program back in Syndicate. I don't understand why Ubisoft cut off that feature in recent Assassin's Creed games.
Unity had a massive amount of changes to the core gameplay, so I'm not sure what you are looking for. If you are wanting them to completely change what kind of game it is, then of course they aren't going to do that.I have started playing Unity to get hyped for Victory, because when it came out I avoided it on purpose. I was already kind of burned out on AC, and Unity feels more of the same. Love the lighting and global illumination, though. Hopefully AC S/V will do something fresh for gameplay, doubtful, though.
It's just downward navigation with RT + holding down Circle. It just depends on the objects you are coming into contact with on your way down. But yes, they did an abysmal job of explaining the new gameplay mechanics and that needs to be fixed in Syndicate. Bringing back the Animus training is a must.I'm still trying to figure how to do the move at 0:08 in this video lol
I really want the Animus Virtual Training Program back in Syndicate. I don't understand why Ubisoft cut off that feature in recent Assassin's Creed games.
At that point they might as well bring back prince of persia
Black Flag is a fantastic change of pace. Try it if you haven't.Got tired of AC at part 3 already (actually, AC2 was the only one I've ever enjoyed). So, unless they change the game in a revolutionary manner, I won't even consider playing it.
Ships are the problem. I don't enjoy playing games in which you sail a ship, had to force myself not to quit AC3 (I should have anyway, a horrible game). Cannot really play a game which revolves around ships and pirates, it's a very annoying combination.Black Flag is a fantastic change of pace. Try it if you haven't.
I still desperately want an AC in ancient Japan. Ninjas vs shoguns and samurai is such a perfect set-up for Assassins vs Templar.
No real ninja games. Only Mark of the Ninja and Tenchu. Most other games, ninja is code word for a flashy combat with a katana and shuriken.Ubi has said they're likely never going to asia because then it would be "just another ninja game".
Ignoring the fact that there are NO ninja games being made.
Oh sure, I'd love a Hitman-style historically accurate stealthy ninja game. That would be amazing. But then again Ubisoft is second to none when it comes to crafting incredibly well-realized historical erasTo be honest, I'd rather have an open sandbox like Ninja game by a different studio. With multiple ways to do assassinations, like Hitman I guess.
probably been asked before...but, what is the fan pack you get for RSVPing to the reveal?
Boy do I hope they change the combat back to what it was.
It was essentially M-rated Batman, but I really liked AC3's combat. At least visually. The combat itself was effortless, but you felt like an unstoppable highly trained assassin pulling off counters and double killsI hope that they tweaked ACU combat. Old combat was cool but it was too easy.
This is how I transverse too, I would say it would have been as good as the reveal trailer if they didn't remove stuff from the finished game to allow that kind of transverse you see in the trailer.This seems to be the most overlooked part. This is what it looks like when I traverse the environment.
http://a.pomf.se/eiufvo.mp4
http://a.pomf.se/ftlkru.mp4
Because I know exactly what input will do what and get the desired result. Just holding the buttons will not make the traversal easy. Tapping is key. As in tapping for jumps or for just one downward move. This needs to be stressed when Victory comes out.
I hope that they tweaked ACU combat. Old combat was cool but it was too easy.
The combat itself was effortless, but you felt like an unstoppable highly trained assassin pulling off counters and double kills
I really hated ACU combat, they tried to make it harder but all they succeeded in doing was make battles slow and boring.
I'd much rather have the older combat back.
Not much IMO. I found an area where there were endless guards and I got into a rhymthm and killed guys without getting hurt for like 15 minutes. There really is no challenge, but damn do you look cool pulling off moves.This is how I transverse too, I would say it would have been as good as the reveal trailer if they didn't remove stuff from the finished game to allow that kind of transverse you see in the trailer.
But a lot of problems are usually with the player not the game.
But I suggest Ubisoft carefully place stuff in the new AC like they did in the reveal trailer so people can do those nice cool fluid transverses.
I think that's key to the gameplay.
I don't know why they changed it in the finish version of Unity.
@More_Badass
ACIII has fantastic combat, the sense of badass you feel was perfect and it looked fantastic.
And there was a bit of still involved in getting it seamless and fast.
Yeah, that was the biggest problem with it. The combat in III and IV was super flashy and looked awesome but it was far too easy to murder entire towns worth of guards and not get touched. They can't have that kind of combat and also have stealth in the game because it makes stealth completely irrelevant. I actually thought the combat in Unity was really good, probably the best balance in the whole series, but just like with the new traversal system they left out a decent tutorial for advanced moves and locked many of them behind skill points that were hard to come by if you didn't do the co-op. The other big issue is that they didn't bother fixing the smoke bomb to win problem. What they needed to do was make it so that you can only perform stealth kills when inside the smoke bomb area. Doing that would ensure that you can still use smoke bombs for the stealth strategy, but it could only be used as it's intended escape tool when in full combat.Not much IMO. I found an area where there were endless guards and I got into a rhymthm and killed guys without getting hurt for like 15 minutes. There really is no challenge, but damn do you look cool pulling off moves.
Indeed. Enemies are cheating ass crack shots. The devs also gave everyone a gun, from the lowly street thug to the highest imperial guard.Yeah, that was the biggest problem with it. The combat in III and IV was super flashy and looked awesome but it was far too easy to murder entire towns worth of guards and not get touched. They can't have that kind of combat and also have stealth in the game because it makes stealth completely irrelevant. I actually thought the combat in Unity was really good, probably the best balance in the whole series, but just like with the new traversal system they left out a decent tutorial for advanced moves and locked many of them behind skill points that were hard to come by if you didn't do the co-op. The other big issue is that they didn't bother fixing the smoke bomb to win problem. What they needed to do was make it so that you can only perform stealth kills when inside the smoke bomb area. Doing that would ensure that you can still use smoke bombs for the stealth strategy, but it could only be used as it's intended escape tool when in full combat.
The other main issues with the combat were mostly due to the broken AI. It was too easy to suddenly have twenty guards after you due to a slight mistake, and the aim of riflemen was far too good. There was a dodge roll to counter being shot at, but the window for success was incredibly short. I'd like to see them implement some kind of system that adds diminishing values to the enemy AI's aim depending on your movement. They shouldn't have full accuracy when you are climbing a building or running down a street. Even the best marksmen in the world would have had some kind of margin for error with those weapons.
Yeah, that was the biggest problem with it. The combat in III and IV was super flashy and looked awesome but it was far too easy to murder entire towns worth of guards and not get touched. They can't have that kind of combat and also have stealth in the game because it makes stealth completely irrelevant. I actually thought the combat in Unity was really good, probably the best balance in the whole series, but just like with the new traversal system they left out a decent tutorial for advanced moves and locked many of them behind skill points that were hard to come by if you didn't do the co-op. The other big issue is that they didn't bother fixing the smoke bomb to win problem. What they needed to do was make it so that you can only perform stealth kills when inside the smoke bomb area. Doing that would ensure that you can still use smoke bombs for the stealth strategy, but it could only be used as it's intended escape tool when in full combat.
The other main issues with the combat were mostly due to the broken AI. It was too easy to suddenly have twenty guards after you due to a slight mistake, and the aim of riflemen was far too good. There was a dodge roll to counter being shot at, but the window for success was incredibly short. I'd like to see them implement some kind of system that adds diminishing values to the enemy AI's aim depending on your movement. They shouldn't have full accuracy when you are climbing a building or running down a street. Even the best marksmen in the world would have had some kind of margin for error with those weapons.
Indeed. Enemies are cheating ass crack shots. The devs also gave everyone a gun, from the lowly street thug to the highest imperial guard.
I like that you can't murder half a towns' worth of baddies anymore, at least for most of the game. Higher difficulty enemies have more health, are more difficult to parry, use more tactics (bombs etc). It makes the player hesitate before deciding whether to take on a swath of well armed foes. A lot of people boiled this down to frustration... I don't agree.
Some of the difficulty increases are artificial and cheap, like enemies having auto-aim. All guns cause a huge amount of damage in Unity - which I'd prefer they keep because you're frigging getting shot, but the AI's accuracy needs to be toned down.
Still they need that to return, just make it harder.Not much IMO. I found an area where there were endless guards and I got into a rhymthm and killed guys without getting hurt for like 15 minutes. There really is no challenge, but damn do you look cool pulling off moves.
I rarely play online in any game but AC multiplayer was so good. There was nothing else like it. Fooling your opponents or getting into tense rooftop chases was so much funI can't wait to see this new AC. I love the setting and please, bring back the MP.
The name isn't familiar to me. This sure seems like it is going to be a pretty big event. I don't recall any AC game being revealed like this before. I wonder if it is part of a plan to try and win back people burned by the launch of Unity. The fact that there is a live stream going out to multiple places would suggest that there will be a lot of info, a fair amount if gameplay, and maybe some direct to fans messaging. I am really looking forward to seeing what this whole thing is tomorrow.Well now we know who is Creative Director
http://quebec.ubisoft.com/en/ubisoft-our-news/media-invitation
The name isn't familiar to me. This sure seems like it is going to be a pretty big event. I don't recall any AC game being revealed like this before. I wonder if it is part of a plan to try and win back people burned by the launch of Unity. The fact that there is a live stream going out to multiple places would suggest that there will be a lot of info, a fair amount if gameplay, and maybe some direct to fans messaging. I am really looking forward to seeing what this whole thing is tomorrow.
Just like the final game will be.Cool.
The website is very glitchy for me.
Well now we know who is Creative Director
http://quebec.ubisoft.com/en/ubisoft-our-news/media-invitation
Tonight, from 9 p.m., some hints will be projected on several locations in Quebec City, including the Ubisoft building, the Théâtre Le Capitole and le Château Frontenac.