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Black_Widow9
11-23-2011, 06:45 PM
Hello Assassin's,
Please provide Feedback to the Developers for the following Question only.
There are separate Topics to provide other Feedback so please keep this specific to the Question. If you choose to abuse this Topic further action will be taken.

We need your Feedback before December 13th so please make sure your voice is heard!
Thanks, http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif
AC Team


Question
<UL TYPE=SQUARE>
<LI>What do you think of the gameplay changes in AC Revelations Multiplayer?[/list]

FKNLunatick
11-23-2011, 07:24 PM
This a repost from a thread I started but I believe it would have been better posted here and if the Devs are going to read these I'd like to voice my opinion.

I've played this game for just about a full day's worth of time now. And I've decided that I really do rather enjoy it. Well, most of it. It seems to me that many of our favorite game modes from ACB just aren't the same now. You can read throughout this forum posts about Manhunt not being the same anymore and Assassinate players having to just stop playing because of a score cap. You can read plenty of posts regarding the RDM and Contested Kills harming the game play that we came to love in ACB. I agree with many of those sentiments but there's no reason to repost the same thing that you can read elsewhere on the forums.

Now, as I said I really do enjoy this game but, there's some things I just don't understand why they were changed or added or not done.

While this game is not quite the twitch gaming that FPSs are it's still a game of fast reaction times and quick thinking. So, why have you increased the amount of time that it takes for SB to deploy? SB was bad enough in ACB because of lag. Now you have to drop it even earlier.

Why was my ability to Quick Lock taken out?
Part of the fun in team games was playing Pass the Lock. You lock, your teammate grabs it and passes it to another teammate all while trying to track a target who's running and trying not to start a chase. Not to mention getting co-op kills, or Assists as they're called.

Why was the lock made smaller? I never heard anyone complain about the size of the locks.

And speaking of locks why? why? why? can I stun/kill an NPC that's next to my lock? My lock is on the screen, it's right there in front of me. So why did I kill the target that wasn't my lock?

Why do I get a punishment if I kill the wrong person but my target can go on a stunning spree around him taking out everything that moves without so much as a sadface popping up on his screen? If I can't kill for a little while he shouldn't be able to stun for a little while. And why is it that when I'm in a FFA match the B prompt only pops up over my pursuer's head. That kind of takes some of the guess work out of figuring out who he is. Shouldn't every target on the screen have X/B over their heads? Then you can stun OR kill anything on the screen.

Why was Simple Deathmatch given it's own seperate category? Is it not a FFA game?

Why was I given two "Default" Ability Sets that I can't do anything with? Do you really think that I'm going to use them once I unlock my own abilities and Sets?

And speaking of Ability sets, why did you only give me five? We begged you as a community during ACB to give us more because of all of the game modes. And now we're still stuck at five and now there's even more game modes! Some game modes with two different sets needed. And if people vote to switch game modes then you need to try to hurry up and change things around.

And speaking of the voting, why can people vote to change the game mode? If I wanted to play Escort I would have went into an Escort game not Artifact Assault.

And speaking of team games, why can't I play with my friends on the same team, from the very beginning? Thanks for starting the games sooner with less players now but, if I wanted to play against my friends I would have went into a private match. And then, if we decide that we want to take a break from playing (and getting separated from each other constantly) then we need to start the process all over again.

And on last thing, why are the whispers STILL part of the music sound track? The music is way too loud some times and quite frankly I could do without it during my game play. But I'm stuck with it because of the importance of the whispers.

There are things I love about this game though!

I think Simple Deathmatch and Deathmatch are Fantastic. While I'm not a fan of the RDM, I'm getting used to it. Crafting Abilities is simply awesome (although, I wish that you could have multiples of different abilities but, I can live with it a it is). The customization of the characters is a lot of fun. Prestiging is pretty neat and the fact that you can't unlock some things until you do so is fun. I like how when people lock a target the locks stack. I love how we can look at a previous session's results. Make taking screen shots of those great games easier! The Challenges are well thought out, Accolades are a lot of fun to try to get and I think the templar profile with the Emblems is pretty cool.

protesticle
11-23-2011, 07:31 PM
Originally posted by GSLunatick:
This a repost from a thread I started but I believe it would have been better posted here and if the Devs are going to read these I'd like to voice my opinion.

I've played this game for just about a full day's worth of time now. And I've decided that I really do rather enjoy it. Well, most of it. It seems to me that many of our favorite game modes from ACB just aren't the same now. You can read throughout this forum posts about Manhunt not being the same anymore and Assassinate players having to just stop playing because of a score cap. You can read plenty of posts regarding the RDM and Contested Kills harming the game play that we came to love in ACB. I agree with many of those sentiments but there's no reason to repost the same thing that you can read elsewhere on the forums.

Now, as I said I really do enjoy this game but, there's some things I just don't understand why they were changed or added or not done.

While this game is not quite the twitch gaming that FPSs are it's still a game of fast reaction times and quick thinking. So, why have you increased the amount of time that it takes for SB to deploy? SB was bad enough in ACB because of lag. Now you have to drop it even earlier.

Why was my ability to Quick Lock taken out?
Part of the fun in team games was playing Pass the Lock. You lock, your teammate grabs it and passes it to another teammate all while trying to track a target who's running and trying not to start a chase. Not to mention getting co-op kills, or Assists as they're called.

Why was the lock made smaller? I never heard anyone complain about the size of the locks.

And speaking of locks why? why? why? can I stun/kill an NPC that's next to my lock? My lock is on the screen, it's right there in front of me. So why did I kill the target that wasn't my lock?

Why do I get a punishment if I kill the wrong person but my target can go on a stunning spree around him taking out everything that moves without so much as a sadface popping up on his screen? If I can't kill for a little while he shouldn't be able to stun for a little while. And why is it that when I'm in a FFA match the B prompt only pops up over my pursuer's head. That kind of takes some of the guess work out of figuring out who he is. Shouldn't every target on the screen have X/B over their heads? Then you can stun OR kill anything on the screen.

Why was Simple Deathmatch given it's own seperate category? Is it not a FFA game?

Why was I given two "Default" Ability Sets that I can't do anything with? Do you really think that I'm going to use them once I unlock my own abilities and Sets?

And speaking of Ability sets, why did you only give me five? We begged you as a community during ACB to give us more because of all of the game modes. And now we're still stuck at five and now there's even more game modes! Some game modes with two different sets needed. And if people vote to switch game modes then you need to try to hurry up and change things around.

And speaking of the voting, why can people vote to change the game mode? If I wanted to play Escort I would have went into an Escort game not Artifact Assault.

And speaking of team games, why can't I play with my friends on the same team, from the very beginning? Thanks for starting the games sooner with less players now but, if I wanted to play against my friends I would have went into a private match. And then, if we decide that we want to take a break from playing (and getting separated from each other constantly) then we need to start the process all over again.

And on last thing, why are the whispers STILL part of the music sound track? The music is way too loud some times and quite frankly I could do without it during my game play. But I'm stuck with it because of the importance of the whispers.

There are things I love about this game though!

I think Simple Deathmatch and Deathmatch are Fantastic. While I'm not a fan of the RDM, I'm getting used to it. Crafting Abilities is simply awesome (although, I wish that you could have multiples of different abilities but, I can live with it a it is). The customization of the characters is a lot of fun. Prestiging is pretty neat and the fact that you can't unlock some things until you do so is fun. I like how when people lock a target the locks stack. I love how we can look at a previous session's results. Make taking screen shots of those great games easier! The Challenges are well thought out, Accolades are a lot of fun to try to get and I think the templar profile with the Emblems is pretty cool.

This

JTS_812
11-23-2011, 07:35 PM
Originally posted by protesticle:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by GSLunatick:

This </div></BLOCKQUOTE>
agreed

MystiqueReaper
11-23-2011, 08:02 PM
Ok, first off I may be slightly bitter and jaded when it comes to feedback towards the dev team. As a community, we provided abundant feedback for Brotherhood and rarely, if ever, saw any recognition of our concerns and issues. Nothing changed. Will things be different this go around? I am going to hope so, and will try to remain optimistic.
I have put around 20 hours of gameplay into the MP, prestiged and have tried all the game modes. While, I, along with all of the other "top tiered" players from brotherhood had a massive knee jerk reaction to how different the game was when I first picked it up, I have given it plenty of opportunity to grow on me. And it has. I enjoy playing this game, the modes are fun and it's fun to play with friends.
I understand that the dev team has attempted to make this game more friendly to the masses, and to prevent those of us who manipulated game mechanics from Brotherhood that the dev team never intended to be used in the way that we did. I don't like it, but I get it.
What I DO NOT UNDERSTAND is that they changed mechanics that worked legitimately. The locking system is so much worse in this game. If I have a lock on a persona on my screen and they are in my line of sight, WHY can I kill or stun an npc next to me or, even worse, next to my intended target?? Why is the lock so small? Why can't I auto-lock someone that isn't smart enough to not be running around in high profile in my LOS?
What is the logic behind the delay in throwing smoke? Why if I have spent time letting my meter build all the way up to incog on a target, if they move out of sight for more than 5 seconds it drops back down to discreet again? While I'm not at all a fan of the reverse meter, why couple it with contested kills? The combination of the two is extremely frustrating. Why put a score cap and punish excellent, legitimate players for doing what they do best? Boosters will always boost, and if that was intended to cap the boosters, the logic is just flawed.
Basically I want to know the logic of why the developers made the changes that they did. I, as well as many of the top players from Brotherhood, want to know why this game was changed to such an extreme when there were so many things that worked just fine in Brotherhood. We are essentially having to approach this as a completely separate, new game in order to be successful. Not a bad thing, but frustrating when we love the franchise so much and were wanting a continuation of what we love. Why do we feel punished for being the most dedicated of the fan base? Even after Brotherhood got to the point of being extremely buggy/glitchy to the point of gameplay being massively affected and abilities not working like they should, we continued to put days worth of time in to the game. Why alienate/frustrate your most loyal fan base?
I'm not speaking for anyone else, I just want to be able to voice this to the dev team, which this is apparently the place to do this. If I come across as frustrated it's because I am. But I enjoy this game. It's fun. It's just not a continuation of the MP franchise that I loved for a year, the mechanics are so completely different that this is essentially a new game. Makes me wonder if I will even want to bother with AC3 since the dev team is so willing to flip things on its head to cater to the masses.
I just want to hear the logic. Please explain to me because I don't understand at all.

Zoidberg747
11-23-2011, 08:20 PM
The locking system is poor sadly. If you are locked on to someone, YOU SHOULD NOT BE ABLE TO KILL OR STUN ANYONE ELSE. This makes no sense to me.

I think this applies to gameplay, but PLEASE TAKE OUT THE 15k LIMIT. Numerous players have broken this already. I myself could probably break it with the right lobby in assassinate. I respect the anti-boosting measure, but frankly it doesn't work and needs to be removed to stop hurting other players scores.

Those are my only complaints. RDM makes no sense for assassinate, manhunt, or Artifact Assault, or Escort. However, I have learned to ignore it, but I still dont necessarily agree with it.

EnglishPhoenix
11-23-2011, 08:21 PM
I have a couple of main issues.

First, the match making REALLY needs to be fixed. I do not understand at all why you have to launch with 4 players if you want to play with friends. I want to be able to launch with 2. Also, when I do launch with 4, I want to play on the same team as my friends. I hate constantly being split up. It's not nearly as much fun for me. If it continues to be this way, I honestly don't see myself continuing to play. It also ruins clan scrims and tournaments since you can't play with your own team.

Also, I think the RDM needs to be reevaluated for certain modes. While I think it's a FANTASTIC addition to Deathmatch, it makes absolutely no sense in modes like Artifact Assault. It's meant to be a fast paced game, and it's stupid to slow it down. If someone's racing back to their base with your flag, you're not going to sit around waiting to build up to silent. Forget about incog. I think it could become a really competitive game if the RDM was taken off. For now, it's mostly played for fun because it's hard to get good scores when you have to chase your target when they have the flag.

Also, while it doesn't affect me as much, that 15,000 score cap needs to go. There are far more legitimate players that can get that score than boosters. If you insist on keeping it, raise it to something more reasonable, like, 20 or 25,000.

Also, make the lock sign bigger. It's really hard to tell if I'm locked onto a person if my teammate is. I have to look super hard to see if the lock is blue or gray.

Drakuaza
11-23-2011, 08:45 PM
Why the hell does my pursuer dodges my stun after I use smoke? They do that not only once, but I have seen em dodging up to 3 times.

Point limit is stupid at 15k.

RDM was lame, but I am getting used to it so I don't mind it that much, but it would be nice if it started at silent.

sp33dd34m0n
11-23-2011, 09:05 PM
I agree with pretty much everything what GSLunatick posted. Well said.

Daidarapochi
11-23-2011, 09:37 PM
Locking system. On occasion the killing/stunning things out of lock is nice, but it is more often a nuisance. Often times I will have someone locked, and they pull decoy a little late, but I think I'm okay because I'm locked. NOPE. It targets the persona in high profile.

Often when chasing someone in steal the artifact, I try to lock them while running so I can knife them. But nope, I lock the NPC standing in a blend group I'm running past, and end up knifing the NPC.

Map voting system is nice, but leave it at one mode. Also, for matchmaking, if I'm looking for a game of escort, I don't want to search for 10 seconds and then be put into a game of manhunt that is halfway over. I am willing to wait, and I can leave at any time if I wanted to play something else.

Crafting system is nice, but let us buy multiple variations. This game is very situational, so we should have multiple ability types like we did in ACB, just now we can make them ourselves.

Now to steal something from Sarrachio. After you prestige a couple of times (and by a couple I mean like halfway done) I fell you should get an extra point to put into abilities. Just so you're not going through them for small things like emblems.

Escort defense (protecting the VIP) needs to have target selection removed, and have just a static picture of your targets. This was one of the reasons I loved escort, you had to check every nook and cranny of every part of your VIP's path in order to defend them well. Now it's just "Are they in my LOS or not?" I also don't think contested kills have much of a place in escort, as you're getting killed for 100 points no matter what.

marq08
11-23-2011, 10:11 PM
GS Lunatic said everything I was thinking. The only difference is I like the RDM, but I don't play assassinate much and when I do it's the only mode in which I don't like it.

EnglishPhoenix
11-23-2011, 11:10 PM
While playing tonight, I wanted to add how much I LOOOOVE Ground Finish. It's not about the points to me, but in a team mode, it's absolutely hilarious. I get a huge kick out of it.

buckman111
11-23-2011, 11:18 PM
We NEED TO PLAY WITH FRIENDS ON THE SAME TEAM, EVERY GAME!!
2-4

This is a deal breaker. Im about to sell this game.

Please fix this ASAP!!
It is unplayable as is!!
Will not be buying AC3 either!
UNPLAYABLE

AVanguardLeads
11-23-2011, 11:57 PM
I don't like being unable to play with 2 or 3 friends in Team Mode. Also being unable to choose which team I'm on. Also, I don't understand how the team leader (player who determines character choice) is determined.

Not being able to leave a session until I spawn.

The premade Ability sets are useless past level 22 and only take up space. They should be customizable once you unlock everything.

The lock system. It is most frustrating in Assassinate, when you have to wait 1.5 seconds for the lock to register. Also, if you lock onto a target you should be able to stun your pursuer.

The RDM simply does not fit in the AC:B modes.

There should be absolutely no delay with Smoke Bomb. It should do what it was intended to do, stop pursuers. Especially if those pursuers are trying to run you down.

Throwing SmokeBombs/Firecrakers/TripWires- These abilities are overpowered enough, there is no need to be able to throw them. It's almost unfair, I think. You should be able to defend yourself in some way, not get trapped from a distance by someone you didn't even know was there. Especially if you're playing the game right and not running around like a maniac.

For roofers: The second you are on a roof your detection meter should drop to at least Discreet. You are in plain view of everyone, you should not be getting 700 plus Incognito kills. This will discourage camping out on roofs the entire match.

Put the whispers on a separate track or turn down those damn merchants. It's hard to hear over them.

AwkwardlyBruta
11-24-2011, 12:14 AM
Originally posted by EnglishPhoenix:
While playing tonight, I wanted to add how much I LOOOOVE Ground Finish. It's not about the points to me, but in a team mode, it's absolutely hilarious. I get a huge kick out of it.

lol.

Also I dislike the corner portrait in escort, it seems to cheapen the mode for me, in the past I LOVED not having anything to tell me "Hey your target, you know, the guy after your VIP is 10 meters away/in line of sight." but for some reason we have one.

Also the RDM is fairly ignored in AA, what was the point of putting it in?
And it seems clunky in Assassinate. (RDM)
Also climbing seems to go SO SLOWLY after your first leap, I learned to avoid climbing because it gets you killed more then anything, while in brotherhood, it could save you from a chasing purser.

That's about it.

XxKillaChaosxX
11-24-2011, 03:45 AM
Changes I loved:
•The Contested Kill/Honorable death system. I love being able to reduce people's points for being blatantly obvious.
•The quicker stuns.
•The increased stun range.
•The ability to use, ahem, abilities mid animation.
•The option to throw abilities.
•The rdm.
•The taunt system.
•The way it allows you to choose your stuff after you are loaded into the map.

Changes I didn't love:
•He increased range of he stun prompt. Poison is hard enough to get off, sometimes requiring the mashing of the ability button to get it off, but now it's even harder. Same goes for blended kills. I always enjoyed getting into people's blend group and focusing them for a sneaky kill. That's impossible to do now.
•Custom match throwing you into other modes when it can't find one you are looking for. If I wanted to play those modes I would have picked them instead.
•Voting allowing the changing of modes. Each mode should be seperate. At least Simple Deathmatch is like this.
•Party play with fewer than 4 people not working. Who thought that was a good idea?
•Locking still letting you stun/kill others. This has hindered me far more than it has helped.
•The Contested Kill/Honorable death system. I know I said I loved it up above, but I also hate it at times. It encourages roof play, because you can easily spot your pursuer and contest them on the roof, and paranoia, because you can run around mashing the stun button all day. I personally think contested kills should only occur if you've given yourself away to you target, such as running in front of them or stunning someone in their view.
•The rdm. Again I know I said I love it but it has some problems. In the mode it's seemingly made for. People should get free incogs for wandering around aimlessly in view of their target when the the only way they find them is when the target does something that forces a prompt. I think you should have to lock them in this mode to get the bar to fill.

BoZ v2 HD
11-24-2011, 05:28 AM
Everything seems pretty solid so far, all of the abilities seem very well balanced. Love the changes to smoke bomb (especially since you can throw it) having a slight delay making it less of a crutch ability. The RDM rewards patience and makes some defensive abilities worth using on offence (disguise, even decoy). Only changes I can think of is;

:The RDM for AA should go and instead give us bonus points for playing defensively/offensively.

:Bodyguard A.I could use a tweak, sometimes it'll stand around walking in circles and sometimes it'll hump the person it's going to stun.

:The 'virtual' hookblade thing that shows when you're climbing walls should go, it looks like i'm shooting a giant white ***** out of my arm.

I'll edit if I can think of anything else.

Thanks for the MP though Ubi, appreciate the hard work!

sirturmund
11-24-2011, 07:21 AM
I personally love almost every change introduced in ACR MP. From the new contested kills to the RDM (NOT in Assassinate though), all are great additions.

I think the longer stun range is amazing, allows for more defensive play and thus a more variety of play style. I used to be a defensive player in ACB, but once I started playing against good players, that did not work and I was forced to go to a more offensive way (Disguise/Poison). In ACR I don't have to worry about that, I can play both styles and do just as well against anyone.

The RDM works wonders in my opinion, or it just might be because I have seen far less roofters in ACR. It makes the game much more stealthy and slower paced like its meant to be (in modes like Wanted).

All in all, I think Ubisoft did a great job with the new gameplay changes. It is not meant to be the same MP experience as Brotherhood, and I like that is not. I like this MP better than ACB's.

deadly_thought
11-24-2011, 08:13 AM
the only game mode that hasnt been turned into a great big merry go round of runners and roofers is deathmatch (unless youre playing antioch) i wont even begin to start talking about everything i dont like in this game because ive been saying it for 9 days now along with everyone else

so all ill say is that Deathmatch is the only game worth playing its the only place the RDM is suited MH and WANTED are unplayable as is and im sick to death of all this waiting waiting waiting to put into a game mode that i never had any intention of playing

the new game is promoting the opposite of stealth infact it just promotes bad game play why make us choose between three game modes instead of three maps the new matchmaking lobby looks weird and the star in the corner of my avatar is campy ill leave it at that ive said more than i intended too already

BigBalledEagle
11-24-2011, 10:45 AM
I would actually like to contrast all others before me and comment on how much I enjoy the lock system overall. Precision locking is much improved from Brotherhood. I also love how you can lock a high profile target as they round a corner or even if they are on the opposite side of a building. There are some small issues with the lock system, however. My main problem is that I can be locked on the real target, then he sends off a decoy or a bodyguard, and I hit X, only for me to kill the decoy with the big LT on his head... If I truly wanted to kill the decoy, I would have locked onto him before hitting X.

I think that one of the biggest problems with Manhunt is that you are forced to go for the Ground Finish, even if you are locked onto the only remaining living target. There is no reason why I should be obligated to kick a dead target in the face and then get stunned. I should be able to kill the one guy that is still alive. I don't want to kick the dead guy in the face for 50 points; I would rather stab the living guy for 450.

Overall, I love the RDM. I love the addition of Reckless to the meter, and I do enjoy how it takes longer to start a chase since the meter starts at Discreet. There are certain game modes such as Artifact Assault in which it is very difficult to get silent or incognito kills; however, since the primary objective of this mode is not to score points but rather to capture the artifact, I have no complaints. I am willing to take the Discreet or Reckless kill if it means that I will be protecting my artifact.

I like the addition of Contested Kills, but I think that certain bonuses such as Hidden should still apply. If I am in a blend group when I go to kill my target, I should get credit for my hidden, regardless of the fact that my target was mashing the B button. Also, I don't think that Contested kills should cripple the killer for as long of a duration; I think this crippled time should be reduced by 1.5 seconds. Lastly, if my target is sitting inside of a haybale and is mashing the B button, this should NOT give me a Contested Kill.

I noticed that the discretion meter depleted rapidly while you climb a wall in the line of sight of your target. While this may have been an intended roofing penalty, I think the meter depletes too quickly while climbing. If I have built up to Silent, it is difficult to perform a quick wall-run Acrobatic kill without dropping to Discreet. By no means am I trying to advocate roofing. Rather, I am vehemently against aerial kills. However, I think that quick wall-run Acrobatic kills should not be punished as severely as they currently are.

In Steal the Artifact, I believe there is a 1:30 time limit on your artifact possession at a time. I think you should be able to hold the artifact for 2:00 at a time. I understand that this measure was probably implemented to prevent runners from getting the best streak, but often times I can be blended in a group the whole time with Smoke and Mute equipped, and I get my artifact reset because I have been holding it too long. I think this is somewhat unfair; players should not be punished for tactically using abilities to maintain the artifact, even while in close proximity to several pursuers for an extended period of time.

TheBullWillWin
11-24-2011, 10:55 AM
The RDM PROMOTES RUNNERS!! Honestly. Whole heartedly ruined manhunt. I was a top tier player in manhunt and it took me right out of it. The defense is fun cuz I just go full blown running and stunning cuz ACR MAKES DEFENSE MORE AGGRESIVE!! At least in brotherhood if people played aggressive defense you could throw a smoke bomb and get a good kill. Now offense is out the window. The game play is too fast for you to slow down and get good scores! Only in death match does that work cuz you wanna surprise people.

Basically you can't slow down a train with walls(RDM) cuz it'll blow thru them. But if you penalize speeding maybe I'll slow down.

For example we all hated people who would run up and kill us for crap points. Make those points even worse. Like 50pts. And building up your meter makes no sense. Why should I build up my meter just so he can contest it or I get 250 for him running and me catching him. So I guess I get it.

Play defense and try and play offense.

I play artifact assault all the time. I don't even play manhunt cuz I don't get good scores or isn't that much fun. Basically the RDM isn't even there for me. I kill and I get some points for it. At least in ACB you could win on offense or defense.

Now it's just defense.

Taekwonthis
11-24-2011, 11:01 AM
I love the new meter system (RDM) I think it is great. I love that it starts at the bottom and players are forced to be more patient if they want more points per kill. Thankfully something was done to this affect it was too easy to get higher point kills in the past games in my opinion.

I would like to see the stun prompt distance reduced so they don't see you coming from so far away as the prompt shows up you could still be trying to sneak up in the same blend group etc.

Other then that on gameplay good job guys I love the contested kill idea, and I love the quicker animations and ability to use abilities during kill and stun animations.

TheBullWillWin
11-24-2011, 11:06 AM
What if you face a bunch of people who are AGGRESIVE on defense?

Taekwonthis
11-24-2011, 11:15 AM
Originally posted by TheBullWillWin:
What if you face a bunch of people who are AGGRESIVE on defense?

You mean like myself. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif I stand by my opinion. Cheers.

TheBullWillWin
11-24-2011, 12:24 PM
You get no points on offense cuz of the RDM.

Chernzobog
11-24-2011, 12:27 PM
Anyone who knows me from Brotherhood would agree that I'm a heavily defensive player- so you know there's got to be an imbalance when I say that the new changes in ACR favor defense entirely too much.

So, Devs:
1) Why is there no penalty for stunning NPCS?
2) Why does the B button only pop up above a pursuer's head? (And not NPCs?)
3) Why (and how) can a kill be contested when my target isn't even looking at me?
4) Why has the stun range been increased so disproportionately? I mean, let's face it, it's not like stuns were hard to get or anything in ABC.

And then to echo Luna on a few relevant points:
1) Why is my soft lock gone?
2) Why do I have to change targets with the up/down directions on the dpad? (Seriously, did any of you developers actually play a game with this change?)
3) Why can't I launch a game with my friends? Part of the allure of ACB was friendly clan competition- if players can't even pick teams in a PRIVATE match, that's a big problem.
4)Why do I have to vote on the mode after each match, especially if I launched a CUSTOM match to play a very specific mode?
5) Why does the personalized symbol not show up in 3/4s of all the matches I've played?

Most of these are just annoyances but the really, almost offensive change, is the 15k cap limit- a limit that seems designed to punish top-tier, dedicated players. Boosters are gonna boost, Ubi. Now they'll just be boosting to 14,999 instead. :P

TheBullWillWin
11-24-2011, 12:34 PM
UBISOFT.............GIVE THE PEOPLE WHAT THEY WANT!!

stingray10
11-24-2011, 02:30 PM
I love all the changes except for when the rdm meter lowers when out of sight and in assassinate the rdm should increase when in line of sight except you have to then lock onto the target instead of just locking on as the target runs because he is notified.

lynx_1985
11-24-2011, 04:46 PM
I agree with most things on here, stunning NPC's not getting punished is a big one for me and I won't go into that as I've said my thing on that, but anyway I would like to add about the prompt that appears over pursuers. Why does it appear above your head to your target when you stun YOUR OWN pursuer? It really annoys me that I am not making myself obvious and then defend myself only to reveal my identity to my target, either getting stunned or all my points drained by a contested kill. Take this scenario for example, this has happened to me so I assume the same happens to other players when I am their pursuer. My pursuer is in my line of sight BUT NOT on my screen as my camera is panned away from them, I hear a noise and see an L1 prompt with red underneath it, low and behold I spin my camera around, a person who has just recently stunned a player has been identified as my pursuer therefore I run over to him, mute and then stun.

If people do not get on to the really loud whispers and see another person stun somebody revealing that they are a player and most likely their pursuer then it is their fault. I feel that this game reveals pursuers identities far too easily, I know Revelations is a different game and I like it so don't say 'He's one of them! He doesn't like it because it isn't Brotherhood!' I do like ACR, however, in ACB you did all the work to reveal who your pursuer was and it felt rewarding, in ACR not so....

E-Zekiel
11-24-2011, 04:54 PM
I'm loving the multiplayer and most of the changes. Let me be clear on one thing: Between changing things to be exactly like Brotherhood, and keeping them 100% as they are now, I will completely support keeping absolutely everything as it is now.

With that said, I love that stun and kill range are equal. This provides more challenging gameplay for everybody all around.

I like the approach meter giving you increased points for increased risk.

I like the speed of stunning.

I like that you can use abilities while in a stun/kill animation.

I prefer that the lack of punishment for NPC stunning stays as it is. I really do. This allows us, if we wish, to strategically cancel NPCs. If I want to sit on a bench but it's taken? Punch somebody in the face. Making a punishment for this will have more downsides to the detriment of gameplay than not.

I love the mode variety.

I love contested kills. This gives the game a pseudo-combative feel, and I think it's really cool.

I do not like the ability to contest kills from haystacks.

Locking/killing/stunning weighing system could use some tweaks. There are a few times when I would have the wrong target targeted, and the game auto-corrected me. There have been other times where, say, I used an NPC to lure someone, with the intention to stun the person that I did NOT lure (since they can still kill me, while the lured fellow cannot for a few seconds), and yet it weighs toward the guy I've already dealt with, thus leaving me open for being killed and totally undermining my defense.

I am ok with the changes to friends playing on teams. This can provide an overall more balanced experience. I am also ok with changing it so they can play on the same team. I'm honestly ok with it either way.

I feel that more credits should be awarded on matches where you don't level up. Currently the base, if you don't place well, is 5. I think this should be increased to 7-8.

We still need an actual MANUAL CAMERA. When I say manual, I mean we have to manually move it and IT DOES NOT MOVE AT ALL EVER PERIOD END OF STORY UNLESS I TELL IT TO.


That's all I can think of for now.



Originally posted by TheBullWillWin:
You get no points on offense cuz of the RDM.

12k manhunt yesterday. 8 of which was from offense.


Granted, I was getting really, really lucky...fact remaining, this quoted statement is false and/or user error.

Also, stop posting every other post.

<span class="ev_code_RED">Language Please</span>

FKNLunatick
11-24-2011, 05:48 PM
I prefer that the lack of punishment for NPC stunning stays as it is. I really do. This allows us, if we wish, to strategically cancel NPCs. If I want to sit on a bench but it's taken? Punch somebody in the face. Making a punishment for this will have more downsides to the detriment of gameplay than not.

By this logic, then I should be able to go on a killing spree with no repercussions either. You know, just in case I want to sit on a bench if it's taken or if I want to "strategically cancel NPCs".

Mc Dudes
11-24-2011, 06:15 PM
I agree with what the other have said! So no need for me to repeat everything again!

Pillsy74
11-24-2011, 06:28 PM
Personally, the one thing that gets me is the voting system giving two other modes. When it was first discussed, it was pointed out that it would be used for map selection. No mention of mode selection. In the beta, they'd give you two maps in your mode, and then another mode... but FFA games would stay FFA, and team games would stay team. As has been said, if I want to play Wanted in a custom match, why is there an option for Assassinate? If I wanted to play that, I would've chosen it.

Luckily, it's only happened once that people voted on a different game mode in a lobby I was in. However, it was just after joining a game halfway through. This becomes really annoying, as I now have to search for another lobby.

FFLight
11-24-2011, 07:21 PM
Originally posted by GSLunatick:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content"> I prefer that the lack of punishment for NPC stunning stays as it is. I really do. This allows us, if we wish, to strategically cancel NPCs. If I want to sit on a bench but it's taken? Punch somebody in the face. Making a punishment for this will have more downsides to the detriment of gameplay than not.

By this logic, then I should be able to go on a killing spree with no repercussions either. You know, just in case I want to sit on a bench if it's taken or if I want to "strategically cancel NPCs". </div></BLOCKQUOTE>

I'm also going to add to this. If you manage to fool your pursuer and they kill an NPC, it's not right that they can then go on a free stunning-spree, maliciously stunning all your lookalikes in a blend group. Especially when you have 2 other pursuers to take care of.

Avonhegel
11-24-2011, 11:11 PM
There are only a couple changes I disagree with so far, but the rest I was happy to welcome with open arms.

1. When you poison a player they are able to stun you - In brotherhood they were only able to do this if they timed it perfectly. If not they sadly followed you around until they came to their timely deaths. In Revelations they can stun you at any point during the duration which sort of spoils the whole point of using poison in the first place. It is used when they are completely unaware of your presence and awards an extra 200-300 points for doing so. By allowing them to stun after they see the B button appear above your head after applying the poison, defeats the purpose of using it in the first place. The 200 point gain for either side fails to influence the outcome of the game and questions the usefulness of using poison. If you have to use an ability to gain an extra 200 while in turn giving the other team 200 then you might as well not use it at all. I'd really like to see this change and feel a sense of reward for using such a tough ability to land, rather than feel regret for having used it in the first place.

2. The delay on smoke bomb - This seems like such a silly thing to complain about but it really does need to be said. Basically by adding a delay to smoke bomb, it makes kills that shouldn't ever have worked, work. Countless times I've been killed simply because the smoke bomb activated a half-second too late. With the delay you can argue it adds a requirement of skill to the game by timing it correctly. However in what I've seen this is not the case. In max level play if you throw it down too early, your pursuer simply backs away and is unaffected by it. If you throw it down too late they simply kill you before it activate. In brotherhood you had to time it correctly of course, but it exploded on impact which was only one thing you had to time, the press of the button. In revelations you now have to time two things. The press of the button and also the half-second delay before it explodes. While it may seem like such a small change it really is for the better. It doesn't feel like it is working properly and is much more trouble then it should be.

I hope this post will be influential to the person reading it and I am anxious to see what changes are made.

E-Zekiel
11-24-2011, 11:13 PM
Originally posted by GSLunatick:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content"> I prefer that the lack of punishment for NPC stunning stays as it is. I really do. This allows us, if we wish, to strategically cancel NPCs. If I want to sit on a bench but it's taken? Punch somebody in the face. Making a punishment for this will have more downsides to the detriment of gameplay than not.

By this logic, then I should be able to go on a killing spree with no repercussions either. You know, just in case I want to sit on a bench if it's taken or if I want to "strategically cancel NPCs". </div></BLOCKQUOTE>

It's not the same. You have a contract you can fail on for your kills. With stuns, you are just defending yourself.


Originally posted by FFLight:


I'm also going to add to this. If you manage to fool your pursuer and they kill an NPC, it's not right that they can then go on a free stunning-spree, maliciously stunning all your lookalikes in a blend group. Especially when you have 2 other pursuers to take care of.

So? To me, that's a strategy, honestly. I don't employ it often unless the player is being a general ******bag, but regardless, you take my point.

indulgence82
11-25-2011, 11:08 AM
Things I like:

-Removal of sprint boost (and the addition of teleport. The delay makes people able to respond before you use it and there is much less running around.)

-crafting

-deathmatch and steal the artifact(which the RDM works on)

-ability to use O on swinging chase breakers to do a long jump like the story mode

-ability to vote to different modes (I originally hated this but I've come around on it. I'm hoping this will keep from some modes that I like from being killed off when people keep getting their butts kicked in it. If I don't like what the lobby voted for I simply drop out of the lobby and relaunch. If I'm with friends we'll probably not lose the vote anyway.)

Dislikes:

-Acrobatic being worth 200 points (promotes aerials)

-Contested kills ruining scores (Gives targets the ability to be lazy and run to their death instead of coming up with a strategy, retreating to by time for their abilities to return, or finding an ambush spot. I don't mind rewarding honorable deaths it rewards you for the skill of recognizing your pursuer)

-Leaps of faith and benches not having a separate action button to decide if you jump near the hay or into the hay. Or if the bench decides to magnetize you. Stun and ledge drop being the same button.

-Grounded kills when you have your other target(s) nearby (Why not have it on circle(stun) or triangle(taunt) button instead so it does not interfere with killing living opponents?)

-Locking does not ensure you kill/stun the right person

-When your target gets killed/stunned in front of you and the game decides to kill/stun a random civilian nearby instead. (How about a smart system that only will kill/stun actual players in those situations)

-When jumping off low boxes or w/e the game tends to decide at random to either jump as far as possible horizontally or just drop down. If I wanted to just drop down I would not have been holding X to free run.

-Only 1 slot for crafting (why not 2 or 3 similar to ACB? There are way too many game modes to limit to 1)

-Disguise not giving some sort of bonus for being hidden. Why not have the crafting subtlety section include giving points for it. It helps reward stealth.

-Only 5 customizable profile slots (It's been said earlier on this post but it bares saying again. It should be 10. Most players want at least 1 profile slot per game and most of the game types are very different in what you would use. The extra slots wouldn't give an advantage to anyone. It would just be very convenient to not have to change 2 profiles for different games.)

BigBalledEagle
11-25-2011, 11:18 AM
@indulgence82

When you get an Acrobatic Kill, it does give you 200 points. However, this is not any different from Brotherhood. In Brotherhood, it would say Kill +100 and then Acrobatic +100. In Revelations, it combines the two and just says Acrobatic Kill +200.

The same applies for Hidden Kills. No longer does the game give you Kill +100 and then Hidden +200; now the two bonuses are combined to simply say Hidden Kill +300.

Black_Widow9
11-25-2011, 02:44 PM
Please ensure you are only answering the Question. If you decide to use this Topic for Spamming rants you will be banned. http://forums.ubi.com/images/smilies/51.gif

stringychris
11-25-2011, 04:50 PM
Sorry to repeat what others have said but...

Good things
- Despite doubts before playing, I now really like the changes to the approach meter.
-Customisation of characters
-Artifact assault and deathmatch are good fun.

Things to improve?
- Big flashing B button above Your head makes subtle approaches really difficult, perhaps this should only happen when pursuers metre is on discreet or below not all the time.
-more uniqueness to character kill animations (jury is still out on this but there seems to be a lot of reused animations instead of unique traits of each character)

Good job though, really like ACR as a whole!

Joshua Morrison
11-25-2011, 09:53 PM
Good things
Character options being able to change different clothing parts separably.
Contested kills give the pursuer a discreet.

Bad things
Approach meter aids runners and not stealth players.
Nothing was done about roofing or runners.
Prestige Mode. It should only unlock titles not new gear.
Lack of characters.
Re-used maps. Lazy asses.. if you don't have time then don't release this just proves that you don't care about the game or the fans but about the money.
Voting. Players should be able to pick a mode and vote just on maps.
New modes. It seems all the focus was placed on these modes, that have nothing to do with being stealthy.

The game doesn't reward stealth nearly as much as it does running around recklessly killing. The social stealth has been completely smothered out. Some really small changes have completely ruined the game, honestly I feel you (ubisoft) either didn't play test enough or you are completely incompetent.

ultra riku
11-26-2011, 01:04 AM
I like everything about the game..except the credits. Crafting is a nice touch but 80 everytime is too high consider the credits you get for each match. It should be reduced to like 10 or 20 credits per change

Matteo90Fi
11-26-2011, 06:36 AM
Originally posted by Black_Widow9:
Question
<UL TYPE=SQUARE>
<LI>What do you think of the gameplay changes in AC Revelations Multiplayer?[/list]

Please, Change the lock/unlock system like it was on AC Brotherhood...

Fix all Lag Problems: il collegamento all'Host č stato interrotto. "The Connection to the Host falls."

please, make "available sooner" the killing to the prey laying-down... we lose "important seconds"...

please, change the auto-lock system, because we often kill the wrong target even if it's near, but there's a NPC nearer...

[to be continued...]

Tatterz
11-26-2011, 09:40 AM
The RDM backfired and, while good in theory, doesn't quite work the way it was intended. I really think that all the modes except deathmatch should start at Silent at least. Deathmatch is amazing and was magnificently put together. DM feels like how this game should be played, it feels like what Wanted tried to feel like.

Roofers are a big problem still. Going up to the roofs to kill a roofer will hinder your score. Roofers are after the relative safety of the roof, the non contested kills, and other bonuses achievable from the roof. They'll also be up there building up their incog. I think the roofers meter shouldn't go passed discrete or something along those lines. Also if it was much easier jump up from ledges to kill them or pull them off the ledge.

Deathmatch is very fun. The maps are small, so there really isn't any running to your target. There are like one or two roofs per map, which means relatively little roofing and roofers stand out a lot.

bomb3005
11-26-2011, 10:32 AM
Deathmatch is, for me, a near perfect Assassin's Creed multiplayer experience. Rewards stealth play more than running around like a maniac - the risk/reward balance created by RDM increases the tension, as does the size of the maps.

I've only played a minimal amount of Wanted, but that mode does seem to have become a roofers' paradise.

I'm not keen on the climbing animations, they look artificial.

The selection system has not been an issue for me, I've so far only been in two lobbies where the mode has been changed.

Tatterz
11-26-2011, 11:37 AM
I agree with all that's been said about the approach meter. I try to play stealthy and build up my incog and all that in Wanted, but I'll still be pretty low on the scoreboard..nonstealthy players will end up taking your contract before you do. Deathmatch rewards stealth..The Other modes seem to reward stealth less than in ACB. The Approach Meter helps the runners/roofers more than it helps stealthy players.

Boffsta
11-26-2011, 01:16 PM
I agree with much that has been said so far.

Assassination should be about stealth and cunning. The old points system rewarded those that were patient and suptle in their approach. Now it benefits those that run around like a headless chicken. In ACB I could hide in a crowd and score maximum points for killing the guy that runs past me, or watch someone running like a headless chicken towards a target and amble into a nice intercepting location to surprise them. Now I cannot get decent scores because everyone runs around like idiots and the only way to score big is to walk while they are in sight - it just wont happen!

Also, just because I couldnt afford to buy the limited edition or preorder the game, I cannot complete all of the challnges - I have completed a session with every persona available to me - including the one unlocked though Uplay and still dont have the play with all persona's challenge - this challenge should exclude the extra persona's or you are punishing a huge number of players!

I love the crafting abilities, but I would much prefer it if a crafted ability was stored as a new ability - allowing the user to make several variants of an ability - it costs 80 coins each time you change an ability and you may want different efffects for diffeent games - eg Wanted I would want max points for poison, but deathmatch I want the quicker kill.

I also belive that you should include additional ways for players to aquire the bonus content, especially the extra persona's - like unlocking them after getting to a certain prestige level or something, just because a person cannot afford the limited editions or preorders shouldn't inhibit their ability to access the extra's

Joshua Morrison
11-26-2011, 01:18 PM
Originally posted by crossfadeXX:
I agree with all that's been said about the approach meter. I try to play stealthy and build up my incog and all that in Wanted, but I'll still be pretty low on the scoreboard..nonstealthy players will end up taking your contract before you do. Deathmatch rewards stealth..The Other modes seem to reward stealth less than in ACB. The Approach Meter helps the runners/roofers more than it helps stealthy players.

Agreed also his sig is legit.

DannyStrong
11-26-2011, 10:23 PM
... i disagree with almost everything GSLunatick said.. Devs please realize that not everyone agrees with the most vocal posters. Smoke bomb deployment time makes sense to me. Being able to freely stun but not freely kkill also makes a lot of sense.. Yeah you don't lose anything for stunning an NPC, but you do give away your position, which can be a 100 times worse than simply losing a contract. As for locking..

I also like that you can change the game mode and the map after each map using the voting system. It helps keep the game feeling fresh.. it also helps matchmaking because I can just join the team based objective lobby and hop into a game, if there was a seperate lobby for each game mode than we might end up with the problem we had in ac:b where you spent dozens of minutes searching for games, and the after each game eveyrone clears out causing you to wait again... Thanks to the new matchmaking system there is no more waiting between games, that is a good thing. I'd much rather play a round of manhunt then play my intended game mode (artifact assault) than sit around for 10-20 minutes waiting for an artifact assault game.

arkadye
11-27-2011, 05:04 PM
Much of this well echo my comments on the beta gameplay. I would love to see Ubisoft's views on whether the following mechanics worked:

- Approach meter has made runners more annoying
- If a player decides to split and run at any point, you can either a) Sacrifice your quality kill and run after them or b) sacrifice your approach meter, and move to cut them off. Both options suck for the player trying to build a quality kill. In Brotherhood, we had the option of cutting the player off and keeping our incognito bonus if we worked out where they were going.
I understand that the approach meter's drop off was altered take longer to reflect this, but runners are just running MORE to escape.
- Even if my target is just running, and doesn't know I'm there, and running into me, I still have trouble getting up to silent(!) even though they have no idea I'm there. I shouldn't be stalling kills - especially when that increases the chances of someone else stealing it.
- Couldn't we just keep what we build up?
- Better yet, keep the approach me as is, but fill it much faster when locked on (so we can prove to the game we know who we're approaching).

- The stun icon above players heads
- This really punishes players keen on social stealth. No matter how skillful our approach we are guaranteed to have our cover blown by big red O or B popping up over our head to distinguish friend from foe. In a few deathmatch games I've played, I've been stunned before receiving control of my character because that icon gave me away.
- Didn't everyone complain about this in the beta

- Poisoned players can still stun their poisoners
- Didn't everyone complain about this in the beta? It is really, really lame.

- No penalty for stunning NPCs.
- I realise it makes you obvious, but that's small comfort when contested kills hurt. Stunning an NPC is an error of judgement, and shouldn't be abusable.

- Lock-on doesn't "lock" my target
- Previously if I was locked on, I could mash stun and kill as much as I liked and would only affect my target if they were in range. Now, if I find my target in a group and lock-on I still sometimes kill someone random from the group. Not cool.

And for balance - stuff I like:
- Deathmatch.
- Tripwire bombs
- The ability to stun NPCs.
- Contested kills

persiateddy95
11-27-2011, 08:44 PM
15k limit. I don't care about it but my 20k wasn't recorded and it's kind of a bummer.

The King Boar
11-28-2011, 01:26 PM
Originally posted by Chernzobog:

3) Why (and how) can a kill be contested when my target isn't even looking at me?



I think a person who is walking discreetly and is looking behind them has every right to get a contested kill. If I see my hunter sprinting up behind me, there's no reason I shouldn't get at least a contested kill since I'm watching him and know he's there, but just don't reveal it.

I would disagree with others about the no punishment for stunning NPCs. The punishment is that now you're really obvious. Personally, I love these people, they make it incredibly easy to target them. I just wait a sec til they're done and then bam, easy kill. I would agree though on the malicious stunning of blend groups though. That's just childish, and if your fake out your pursuer and they go to blow your cover, they should be automatically assigned as your target.

Here's my personal thoughts though, which are rather long (but hey, at least I took the time to properly format it, assuming the forum doesn't mess it up).

<UL TYPE=SQUARE>
<LI> Poison range - I really hate how poison's range is now less than stun. Coupled with the massive stun range (which I'm not opposed to in and of itself) and the game screaming out that I'm there, it makes it almost impossible to get a good poison kill because the game is just telling my target I'm there before I'm even close enough to poison. I realize it isn't the same since I don't jump out into an animation, but it really does need to be bigger.

<LI> The whispers - I like the idea, but I like more the idea that has been mentioned previously where whispers are tied to the RDM state of my pursuer. I shouldn't hear them if they have stealthily infiltrated my group, but they should be more obvious when my pursuer is sprinting around or roofing. Let's reward good kills/approaches and punish the bad ones.

<LI> RDM - I get the feeling that everyone who likes this so far is either a sprinter or has never played with one. All this does is encourage sprinting, since no one will ever be able to approach you for a good kill. How can I ever build it up if my target is sprinting on the roof? I'll never catch up without triggering a chase, and setting up a roof trap is far too obvious. Please either get rid of this, or give massive bonuses for killing people who are sprinting. Killing a sprinter/roofer should be an automatic 200 point bonus because they're killing the spirit of the game. I really really liked this idea at first, but it would only work in a mode that disables roofing. Alternatively, RDM shouldn't decrease simply because your target is out of sight and should only decrease if you enter high profile in LOS. As is, it discourages a good flanking kill. Possible tweaks: 1) start it higher. 2) Eliminate the degradation to simple out of LOS. 3) Tie other abilities such as stun to it in a logical way that encourages careful play.

<LI> Climbing - please make it faster so we can get more hanging kills to deal with the roofers. The roofers are already there so this won't encourage them too much, but it will give those of us who refuse to roof a chance to grab kill them. If I'm tracking my target who is sprinting around the roofs, it should be possible to quickly get up the building for a grab kill. But no, it either takes so long to climb that they're half way across the map again or the game overshoots the climb and you jump up on the roof in front of them rather than hanging for the grab kill. Right now, esp. with grab kill's horrible range, it is a nice, but poorly implemented idea.

<LI> Lock - Like everyone else, it's really annoying for this to kill another target. What's the point then? The only thing I can think of is locking my pursuer since they're being obvious but still being able to kill my target. However, that kind of use is far more rare than the constant accidental kills. If it's too keep track of your targets then the lock time is too short since now you can't flank them (takes far more than 3 seconds to walk around the building) So I can't flank and it doesn't assure me the kill which means it is mildly useful at tracking certain types of players and useless on the ones it should be most useful on (the sprinters)

<LI> Contested Kills - I actually really like this. I think it would be better with some tweaks, such as tying its use to the approach (i.e., no contested kills when your pursuer is incognito unless you have them locked and identified due to previous actions), but it's great to have at least something to deal with people who are totally obvious in their approach. With that said, if I see my pursuer sprinting at me from across the map, why can I get at best a contested kill (stuns on people like this don't work since they're just hammering the kill button anyways)? Contested kill points should be inversely tied to the pursuers approach, where you get fewer points if they did a great approach and you got lucky and more if they're sprinting up to you. This leads to my next point:

<LI> Stuns - can we please tie the override ability to the pursuer's approach meter? If they're sprinting at me, my stun should override their kill, or I should at least have a defensive ability that is only effective against high profile people (maybe make body guards only target high profile people, but target them more aggressively than it does now, for example). As it is, most abilities are ineffective against sprinters. Smoke/mute are too easy to avoid, bodyguard takes its sweet time and throwing knives aren't effective enough. It's time to seriously punish the roofers/sprinters, and I think one of the best ways is to take away some of their obvious kills. Conversely, stun range should decrease if my pursuer is incognito.

<LI> Poison Stuns - As mentioned above, if I poison someone, they should not be able to run up to me from 50 feet away and still get the stun. Stun on poison should only be valid for the first second after the target is poisoned, after that, then too bad, you didn't notice in time.

<LI> Smoke bomb delay - I agree with others, while this is meant to encourage skillful use, the delay makes smoke bombs useless for sprinters (where it should be ultra powerful) because by the time they're in the point of no return range (will be affected by the bomb) they can either stop sprinting and wait for it to dissipate or their kill will override it anyways and ignore the bomb. If it was meant to discourage offensive smoke bombing, then why did you add the delay but allow it to be thrown? Better no delay/no throw than huge delay.

<LI> High profile trigger - I'd really like the ability to disable certain high profile actions for myself. Too often I'm just trying to dart through a chase breaker real quick when I'm suddenly on the roof. Or, I'm trying to drop down a ledge quietly when I leap 100 feet off the building. You have to use high profile to do these things (without high profile you just sit on the ledge or don't trigger the chase breaker), but that doesn't mean I actually want to be in full high profile, it just means that I want to use what is essentially a medium profile action. But I don't want to end up on the roofs myself.

<LI> Chase breakers - why do these trigger sometimes if I'm in low profile? There's no consistency to it either, so I risk triggering the breaker and identifying myself when all I'm doing is slowly walking through it. It's probably a bug, but still, some consistency would be nice.

<LI> Profiles - As others have said, please give us more. Or at least let us customize/disable the useless default profiles.

<LI> Crafting - I really love this, but please either lower the cost or allow us to test the ability out before we blow that many credits on it. I also like the idea of getting more points to use in crafting once you're reached a certain level, although this may be broken. The key here will be user testing for once. Being able to have multiple versions to choose from would also be nice, I don't know why this was removed considering it was in Brotherhood.

<LI> Roofers - I know I've covered this before in several topics, but to add one more, please give us a more effective way to deal with them. Grab kills are nice, but impossible to get. What about making hidden gun actually useful? I agree, 100 points normally *unless* your target is high profile roofing. Then it should be 400. Please give us a way to deal with these people, or give them a mode to themselves.

<LI> Voting - I'm torn on this. I do like the ability to change modes, but usually I just want to change maps. Maybe have an item to vote for a different mode or one of 3 different maps in the same mode. If different mode wins, then the group can vote on a different mode that does not include the one that was just played. And different map votes should be counted together (i.e., say there are 3 votes for different mode, but 5 total for same map spread 2, 2, and 1 across the 3 choices. Clearly most people want the same mode so even though each individual item lost, one of the two maps should be chosen) There's really no reason we can't have a nice middle ground though.

<LI> Assassinate - Being able to stun your pursuer and then get a focus kill on them immediately afterwards seems broken. It discourages hunting since it's better to let people come to you, stun them and then get the focus bonus too. Not my chosen game mode, but that's the reason why.
[/list]

All in all, what I really want is a mode that encourages ultra stealth game play. When multiplayer first came out, we were promised something different, something that rewarded careful and cautious game play rather than the ultra aggressive multiplayer that every other game has. But all these small little changes have combined to take our careful gameplay away and encourage gameplay that is out of place with the spirit of the game.

TonberryFeye
11-29-2011, 12:48 AM
I am getting sick to my back teeth of happy-slapping! I have watched both allies and enemies summarily *****slap every NPC in line of sight, irrespective of whether they even look like the attackers, and there's no penalty to this.

I would suggest you REMOVE 100pts from a player's total if they stun too many NPCs in a row. The reason I say remove THEIR points, not add to the opposition, is that if you remove points off them, they suffer. If you give a +100 lure to the whole team, we ALL suffer.

Hell, I'd even be happy to see you just put an auto-kick in place, ideally with the message "you were kicked for being a *******."

najzere
11-29-2011, 03:28 AM
Well this could potentially be a huge post, so I may have to edit in chunks.

Overall, I find the gameplay to be a little bit smoother and a little bit slower than ACB. I am a fan of Assassin's Creed as a stealth series—it's how I play the single player and it's how I would like to play the multiplayer. That being said, I feel like stealth is only a viable strategy in Deathmatch. I haven't spent a lot of time on the other modes, because I was immediately turned off by the running and roofing, but posts on these forums and gameplay videos haven't changed my opinion. Deathmatch however is very enjoyable, and with the small maps a roofer or two won't totally ruin a session, although they do generally lower the point-scoring potential for everyone.

Here are some specifics:

1. Reverse Detection Meter: I think this gives the target too much power in the session. If you want a decent-scoring kill, you have to spend way too much time out around your target, which doesn't let you take advantage of your target's sloppy play. You can't score well by flanking your target by cutting them off around a corner, and you can't score well by climbing up to a rooftop where they're being extremely obvious. Instead you have to settle for lower scores or drastically increase the chance of a stun or contested kill by staying in your target's sight. In Deathmatch it's not as much of a handicap, since the maps are small and staying in a high-traffic area in a blend is a viable strategy. Other modes, however, don't afford you the luxury of waiting for your target to come to you and slowly walk around in front of you.

2. Stun prompt: Like RDM, this mechanic gives too much power to the pursuer. I don't have a problem with the increased stun range, an I can even abide the contested kills. What I don't like is an external prompt that automatically outs a pursuer without regard to the player's actual awareness. For instance, if I'm disguised and my target comes around a corner and hears whispers so joins my blend group to hide, there's no gameplay-motivated reason that my target would know who I am. More often than not, this prompt forces the pursuer to take an early, low-scoring kill to avoid being stunned.

3. Stunning after being poisoned: This wouldn't be so bad, except for the stun prompt. This mechanic forces pursuers to run from their targets, which is the opposite feeling an assassin should have. I would very much like to see this done away with, as it's already very risky to get close enough to land poison. At the very least, treat it more as a contested kill—give the target 100 points and give the pursuer that toned-down version of the stun.

4. Multiple pursuers: This is something I hated in Brotherhood as well. 90% of my multiplayer enjoyment comes from pulling off great kills. While this does net me greater points, I am also punished for playing well by attracting multiple pursuers. This makes it harder for me to get a good kill off (which can take time), thereby lowering my enjoyment of the session. On the other side of the coin, it's not a lot of fun going after a contract with one or two other players. This means a higher chance of my poison being intercepted or losing the contract to someone else. I think Assassinate has proven that this mechanic is unnecessary, and while its abolition may lead to larger gaps between the top and bottom of the session leaderboard, everyone still has a chance to be that top player at the start of each session. As it is, the top of the session scores in Deathmatch are commonly 6,000+ points above the bottom anyway.


In general, I feel like the balance is weighted too much in favor of the target. This is a franchise built around being an assassin, not a face-punching survivalist, so I think it's okay to allow targets to be fearful of their pursuers and we should feel dominant when we stalk and take down our prey. I feel like some of the mechanics were meant to improve the stealth experience from Brotherhood, but ended up having the reverse effect. Now players can play extremely unstealthy, with a "come-and-get-me" attitude, knowing they're wasting stealthy players' time and forcing low-scoring kills on anyone who approaches via the honorable death option.

I should also note that three out of four of the above gripes can be solved by using offensive smoke bomb, which indicates a problem with game balance that one ability has so much utility compares to the rest.

TonberryFeye
11-29-2011, 09:06 AM
I have just finished a bout of Wanted, and I have been left asking "why did I bother bringing Poison?" Stun has such a ludicrous range now, and is so far in favour of the defender, that it's borderline impossible to use the damn skill! Just about the only way you CAN use it is to rush up and poison someone who is either stunned, or in the process of killing another player.

I seriously doubt that is how Poison is meant to be used...

WHU Lock em up
11-29-2011, 03:23 PM
Gamertag: Lock em up12

Okay so I already commented on some of the forums before, but I along with a lot of the top tier players from ACB do not understand some of the changes to this game.

Bad
First off the fact that your meter drops back to discreet right after getting an incognito kill. that makes no sense. In brotherhood I would poison one target and get an incognito on the second one all of the time and this one you can't get two quality kills in a row.

While I honestly didn't mind the meter changing to where it has to build up it makes no sense to make it around 8 seconds to wait for it to fill up 5 should be plenty.

Also you being able to stun after a someone has poisoned you is utterly ridiculous. Because if you are playing with friends and they know not to kill that person. The poison target can still run around and stun everyone.

Next fix the spawn problems. Too many times have I spawned on my teammates when they are being killed or in the enemy's line of sight. This was not a problem in brotherhood generally.

Now I understand trying to balance out the teams. But making where you can't even choose teams in private matches. What in the hell is the point of the private match then?

Fix the locking system! Why when I target someone is it killing or stunning the person next to them? (And it is not happening because my teammate killed them first it is happening when no one on my team is around.) This should not happen! You might as well take the locking system out if this is the case.

The worst thing though a 15k cap? THIS IS ABSOLUTELY ******ED. Boosters will boost no matter what like everyone has said. This is no reason to punish the better players who enjoy the competition in this game.
Good
Now I do like the voting option, but I don't see the point of it if it is not just for voting on the next map. People pick there mode in the main menu because that is what they want to play. If they want to change then they can go do so.

I like the new perks and abilities and customization available. And I especially like the fact that you can access your menu while waiting for a game. That change was needed

ACB was a fantastic multiplayer game. Don't fix something that isn't broken. Of course you had to add some things but if the mechanics of the game work well there is not a lot of sense in changing them. I personally don't see the logic in nearly any of these changes and would like some feedback from the developers.

Thank you,

Lock em up12

ArCaNe TeMp3sT
11-29-2011, 03:49 PM
Originally posted by EnglishPhoenix:
While playing tonight, I wanted to add how much I LOOOOVE Ground Finish. It's not about the points to me, but in a team mode, it's absolutely hilarious. I get a huge kick out of it.

i think everyone does http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif lol http://forums.ubi.com/images/smilies/88.gif

lIkameleonIl
11-29-2011, 10:23 PM
1. Teach us how to play. The tutorial is too limited: I only somewhat understand how to play.

2. I quit playing Brotherhood MP as a. I couldn't really understand the game & b. being put in with clearly superior players with big scores. Revelations is the same, I am being put up against players WAY higher in level & skill than me. It is seriously demotivating.

3. What whispers? I see people mention them everywhere: I do NOT hear them. If it is a problem with my hearing, then you are handicapping us by having such a feature.

As it is, like Brotherhood MP, the game looks exciting, but is limited to those who truly understand the mechanics only. In other games you merely have to pull the trigger to score. You HAVE to give a much more in depth tutorial, hands on - I am bored of watching YouTube tutorials that I cannot emulate.

TonberryFeye
11-30-2011, 02:53 AM
People who are poisoned have FAR too much time to fight back! I managed to (somehow) poison someone last night. He stunned an NPC and I fled. The guy had time to chase me down and stun me before the poison kicked in!

Put it back to how it was in Brotherhood; you get 1-2 seconds MAX to retaliate before the Poison renders you helpless.

bomb3005
11-30-2011, 05:16 AM
Originally posted by lIkameleonIl:
1. Teach us how to play. The tutorial is too limited: I only somewhat understand how to play.

2. I quit playing Brotherhood MP as a. I couldn't really understand the game & b. being put in with clearly superior players with big scores. Revelations is the same, I am being put up against players WAY higher in level & skill than me. It is seriously demotivating.

3. What whispers? I see people mention them everywhere: I do NOT hear them. If it is a problem with my hearing, then you are handicapping us by having such a feature.

As it is, like Brotherhood MP, the game looks exciting, but is limited to those who truly understand the mechanics only. In other games you merely have to pull the trigger to score. You HAVE to give a much more in depth tutorial, hands on - I am bored of watching YouTube tutorials that I cannot emulate.

The main draw, to me, for Assassin's Creed Multiplayer is that you can't just bang on the fire button and be succesful. I enjoy that you need to put some time into learning the mechanics of the game.

The likes of COD and Battlefield just seem to be a battle of who can hit the trigger fastest. Full disclosure - I'm not very good at those kind of games.

lukaszep
11-30-2011, 05:45 AM
Just like in the SP, nearly all the changes and additions in AC:R are in favor of anything but stealth.
The Wanted game mode was my favorite in AC:B, but has been ruined for me because of the large maps, forcing you to run if you want kills, and making it harder to get higher point kills.

jstachj
12-01-2011, 10:40 AM
OK, I can't comment on everything simply because I haven't explored every part of ACR multiplayer yet, and honestly, until the matchmaking with friends situation is resolved I probably won't touch team modes at all. For now, I'm going to speak on Assassinate, my favorite mode in ACB and still my favorite mode in ACR, which has been all but broken with the changes. I'm going to be honest here, I'm not convinced you're going to make any radical (but necessary) changes in ACR, that takes time, money, and manpower and I'm sure your team is rather busy with AC3 by now. I do hope you take what I say here and use it for any future games.

Let's talk about the RDM shall we? I understand why it was put it, honestly I do, however it has an unexpected side effect. The new standard for an Assassinate kill is 250 points, Silent bonuses are very difficult to get, often your target will run like hell, or, less often, throw a smoke bomb or use a different ability to grab a stun. That standard kill of 250 points is only 150 point higher than the basic kill. This lowers the standards of timing and stealth. This makes it easier for people to just start running, why do they need to worry about stealth? They'll just get 150 points less, worse case scenario. This is the new mentality many players have, and it was created by the RDM. The RDM also served another purpose in Assassinate that I've actually come to appreciate, which is lowering the overall score. ACR is a lot smoother and quicker in terms of gameplay. People die more often, and, for the more skilled players, you can kill much more often. With the RDM however, the scores players get has been lowered drastically. (20 kills can easily result in maybe 9-11k) Similar matches in ACB would've easily pulled 13k-15k. Here's where the problem of the RDM get's a little tricky, if you replace it with the ACB meter you'll quickly have 30k matches (Ted had a 20k in ACR, I myself had a 19.4k). Now if you fine with that, by all means, if not, meet us in the middle. Start the RDM at Silent in Assassinate making it not too high, and forcing people to really work for the Incog, but also punishing runners.

On the note of punishing people that run, it's something that was in ACB that was taken out. Why? I have no idea honestly, taking out the chase punishment was a horrible idea. In ACB when you chased someone in Assassinate, if you killed them, they dropped off your radar for the remainder of the match (unless you chase them again :|). This was such a logical system for stopping runners. If you chased the wrong person, they could score free incognito kills on you for the remainder of the match, now, there is no more punishments, which make running an even more palpable playstyle. Assassinate is not about stealth, it has never been about stealth, it will never be about stealth. Assassinate, it primarily about timing, and creating and seizing opportunities for points. The way Assassinate is set up, there is no way to make it stealthy. So stop trying, refine the mode that has been created, and nurture it. Don't give in to the people who are whining about ACB, listen to the people who make (or should I say made) up your core Assassinate fanbase.

A few more things, the lock system. You nearly broke it. It's much more difficult to aim now, and it auto-locks on anyone who is in high profile. It isn't your job to notice high profile players, it's ours, and it should stay that way. It's completely ridiculous when there is a person in front of me and I can't lock on to him because I keep auto locking on some idiot running a distance away. The only problem with the lock system in ACB was it's accuracy, nothing else needed to be changed. Which reminds me, you shouldn't be able to kill someone right next to your target (or stun someone next to your pursuer) when you're locked on to them. A lot of Assassinate player use blend groups, and you've made it even more difficult to kill within a crowd. I don't think anyone wants to go through the trouble of identifying a target within a huge crowd and then struggle to make sure you kill the right person while a bright O is flashing above your head.

Stunlocking, I know why you too it out, I really do. However, the main mode where it was a problem was Alliance, which was removed, the other modes where it could be utilized is Manhunt (which I won't comment on as I haven't played it) and Assassinate (which I will). The problem with taking out the stun-lock is that now it doesn't make any sense. Think about it in context for a second, you're an abstergo agent, you just saw someone stun their pursuer. You kill them and their stunned pursuer locks on to you. You stand over your new pursuer, yet you can't do anything. He stands up and kills you, you don't even try to fight back. In context, stun locking makes sense, the mode where it was a problem has been removed, so it shouldn't be a problem anymore. This is more of a peeve for me, I've found a way around it, so have the other great players. I'd like it brought back, but I won't cry about it if you don't.

Now off of Assassinate a few more things I want to say.

The customization system is much improved, a very nice addition, I actually like to play with a good variety of characters now, well done.

Abstergo Credits, no complaints.

Matchmaking, Ah, here we go. I'm actually not going to complain about finding matches for me it's rather easy. However, not being able to play matches with my friends (being on the same team, playing with less than 4) has completely ruined team modes for me. The fun in team modes is playing with a solid team, when you can't play with that team, well, it sucks. This is a thing that everyone is complaining about and, let's be honest, it was a bit of a flub. This is something you NEED to fix.

The score cap. My God this was a bad idea. If anything this only encourages boosters. This is why you divided Ranked and Player matches in ACB for leaderboards. That made sense, this, where your rank is solely based on your highest score makes no sense and leaves the entire system open to boosters. In a few months, all you'll see is 15k from boosters. The cap is far from unbreakable, CarnivalBox Beat it by 3k, I beat it by 4k, Ted by 5k, if anything all it does is shut your great players down.

Abilities. My only peeve is with charge, you have to lock and be facing your pursuer, and hit your pursuer head on. If you don't you're saddled with a motion penalty. ACB charge was fine, now it's underpowerd. I can still use it fine, but I would still like to see it restored.

Ability sets. We need more, one for each mode, two or each team mode (offense and Defense).

I think that's all for now, If I think of more I'll write more. You asked or feedback, and here it is. This thread is your opportunity to prove you actually do listen to your fans, don't waste it.

The_Tabeeb
12-02-2011, 01:25 AM
Originally posted by JTS_812:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by protesticle:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by GSLunatick:

This </div></BLOCKQUOTE>
agreed </div></BLOCKQUOTE>

I third this sentiment.

SleezeRocker
12-02-2011, 03:07 PM
I really love Simple deathmatch...hell it's basically the only mode I play since the Reverse Detection kills it for all other modes (minu regular Deathmatch).

Sadly what I really don't like about ACRO is...I actually see ALOT more Runners and roof Campers (S/DM/AsAs)and makes BrO. look better in terms of "noobs".

Also I can't seem to join any game when I invite friends. Matchmaking I believe does seems faster to BrO. but saddens me I still can't really play with friends.

The ACR charcaters.....honestly don't like them all THAT much. Yeah they cool as you customize em but it seems facia-wise the male and female charcaters all have the same faces. Oh so do by weapons. I bought some of those "gold" icon wepaons for the charcaters but rarely see a diffrence animations.

BrO. charcaters were more uniqe in kill animations and weapons.

Oh as to customization...I will waive a bit on the dissastisfaction on the count that it's first AC(online) game to inlcude individual customization, but personally, some of the customization items seem fairly similiar.

For example the Renegade Head options 1 and 3. The nearly look alike. Maybei t's because im curretnly playing on an SDTV but still, the customization item (for osme charcaters) hardly make them look as unique as one would've like to.

Also color options seem very small. I honestly belived that when I play ACRO i'd be able to dye my charcaters in various colors (cough courtesan,Jester, Dr, Knight). i was eager to color the Sentinels robes in Red/Black and dye his cape in Red/Black..but that just did happen..

*hopefully the Character pack due to release in about 2 weeks are customizable*

Also the color options for the Profile symbols? how come you can "purchase" Red and green colors when we already have them by default? and once again, unless it's because im playing on an SDTV atm, I don't see a real diffrence.

Stunning....it works for simple deathmatch, but for other modes...it is way too dependant. the moment player hears whispers the automatically lock on to closest player and BAM! there go his (possibly any of ours) incognito (and Poison) kill.

Oh which by the way! Why the heck can target still stun you after they are poisned! In BrO. sure it was barely possible only if they knew who you were and spammed Stun button moment you poison them, but in ACRO....About 98% of the time I poison someone I get B-slapped. Sure I suppose maybe you experts will say "be stealthier" etc, believe you me, I try to play AC online accordingly as stealthy as possible but eh..it happens.

but I will say most time I achived Poison in BrO. I hardly ever got socked afterwards. In ACRO you can poison someone and the target will actually run at me (us) and go for an easy 200 points before death. which now after I poison I have to resort to running up a building like a Jack-Ace to avoid getting socked and making myself obvious to a pursuer just to deny them the pleasure :/


PRestige, no complaints since at least you awesome expereinces get put into some use.

Overall, compared to Brotherood online, I will give ACRO probalby a 7 as to BrO like an 8.5

I do love playing AC online more than any shooter game but I feel ACRO took a step down. It had potential but Reverse detection and enhanced stunning kind of make ACRO a little TOO new player friendly

Oh well, personally I would not care if AC3 will have online/multiplayer or not, but I would vote for no. it's perfectly fine to leave em in Br/ACRO if it means making a more kickace AC3 game. http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

WegaZAC
12-02-2011, 08:06 PM
Starting with discreet and dancing around the target to get silent or incognito, and then contested kill makes all that pointless (and your pursuer won't usually wait). People who play would have to be afk or new/distracted to get this bonus normally. Whispers makes them run like wild rabbits...

Did it have to stop runners? I run much more now than in Brotherhood. And so the others. After some session I feel... exhausted.

Starting session with only 4 players is great!

brashtralas
12-02-2011, 08:18 PM
Ok, I rarely complain, but after extensive testing I have come to the conclusion that the base gameplay for most game typs in AC:R is broken. Honestly, it makes me wonder if they even did beta testing into higher levels or with large groups of people.

Honestly, there are so many issues that apply to individual gametypes that I don't even feel like typing them out, however, they were present in the last game as well. Yet I completely enjoyed the last games multiplayer, and still do. So instead I will do general issues that are actually detracting from the fun factor of the game.

1.RDM.

This meter is a serious issue in just about every game type. However, if I had to choose one game type that NEEDS it to change, it would be assassinate. The RDM coupled with the victims knowledge that someone is hunting them guarantees either a chase, low score kill, or no kill at all.

I know the rdm is there to make sure people run less, but honestly it just makes them run more.

2.Exposing your target in assassinate.

Seriously. I can click the left trigger on everyone in the area without consequence and expose my pursuer, guaranteeing that they get the minimal score, or stunned. This is a HUGE oversight on Ubisofts part. The only way to fix it is get rid of it or make another button be the expose button, on a cooldown.

3. People killing everyone in a group in steal the artifact/artifact assault.

This is more of an issue in StA than AA due to the fact AA has teams. When I morph a crowd, then blend in people will just randomly kill the crowd members. With just one person doing it, it isn't so bad. You stun them and be on your way. When multiple people do it, there is no escape unless you have smoke, which still isn't a guarantee. There needs to be more of a punishment for killing/stunning the wrong person.. Right now it is only a slight hinderance which does.t seem right to me.

3. Other issues that are annoying or in direct competition with the games overall theme.

Animus hack goes against all the skill put into the game. YOu should never have to fear an instant kill ability that doesnt even require stealth.. Just my opinion but it should go. Flashbangs dont make your character react like everyone else does.. So you stand out like a sore thumb. I dont believe this was the purpose of the flashbang, but I could be wrong.

Well, that seems like a wall of text, but after prestiging and playing with more and more level 50s, I have seen more and more people abusing these things. So there you have it.

TonberryFeye
12-03-2011, 08:54 AM
Flashbangs dont make your character react like everyone else does.. So you stand out like a sore thumb. I dont believe this was the purpose of the flashbang, but I could be wrong.
You are wrong. The whole point of Flashbangs is that only NPCs react, meaning that you can flashbang a Morphed group and "oh look, there's the player who thought he was safe from me!

Parkerpopp
12-03-2011, 11:52 AM
Well story was pretty awesome. Multiplayer is a complete disaster. Everything about it, in my opinion, is horrible. Ubisoft managed to put together the worst matchmaking system ever in the gaming universe. There's certain issues inside the game too like stunning and killing.
No matter which side you're on it's always cheap. Say for instatnce I'm in disguise and I go up BEHIND someone and stun them they somehow pull off a honorable death. It works vice versa too. In all honesty Ubisoft, this online multiplayer could have been amazing, but you've managed to make it one of the worst multiplayer experiences out there - and still you do nothing about it- nor will you.

Wilku15
12-04-2011, 12:54 PM
Multiplayer have couple problems for me. First of all,sometimes after my dead i dont have time to hide because my opponents are right behind me.. Secondly, incognito bonus system is not so good.. because i have to stand close to mine opponent and wait for really long time untill i will finally get the bonus.

XanderXVI
12-04-2011, 04:28 PM
One change that has consistently allowed session after session of MP MANHUNT to be ruined is the ability for defensive or hiding players to achieve a ridiculous number of multiple stuns. The pursuers, even after making a stealthy kill, are subjected to the ridiculous time delay of waiting for a new contract. The defensive team now scores more points than the pursuers in almost every session, because of the ability to immediately change to new targets for multiple stuns. The delay in reaction time for a pursuer to defend himself against a stun from additional defensive teammates is ridiculous. The Manhunt Mode is now nothing more than an idiotic stun session of four defensive player grouping together to exploit the delay in assignments. My group of friends is rapidly losing interest in the moronic style of play we are forced to employ in order to compete.

hamanjoe
12-04-2011, 04:49 PM
Originally posted by GSLunatick:
This a repost from a thread I started but I believe it would have been better posted here and if the Devs are going to read these I'd like to voice my opinion.

I've played this game for just about a full day's worth of time now. And I've decided that I really do rather enjoy it. Well, most of it. It seems to me that many of our favorite game modes from ACB just aren't the same now. You can read throughout this forum posts about Manhunt not being the same anymore and Assassinate players having to just stop playing because of a score cap. You can read plenty of posts regarding the RDM and Contested Kills harming the game play that we came to love in ACB. I agree with many of those sentiments but there's no reason to repost the same thing that you can read elsewhere on the forums.

Now, as I said I really do enjoy this game but, there's some things I just don't understand why they were changed or added or not done.

While this game is not quite the twitch gaming that FPSs are it's still a game of fast reaction times and quick thinking. So, why have you increased the amount of time that it takes for SB to deploy? SB was bad enough in ACB because of lag. Now you have to drop it even earlier.

Why was my ability to Quick Lock taken out?
Part of the fun in team games was playing Pass the Lock. You lock, your teammate grabs it and passes it to another teammate all while trying to track a target who's running and trying not to start a chase. Not to mention getting co-op kills, or Assists as they're called.

Why was the lock made smaller? I never heard anyone complain about the size of the locks.

And speaking of locks why? why? why? can I stun/kill an NPC that's next to my lock? My lock is on the screen, it's right there in front of me. So why did I kill the target that wasn't my lock?

Why do I get a punishment if I kill the wrong person but my target can go on a stunning spree around him taking out everything that moves without so much as a sadface popping up on his screen? If I can't kill for a little while he shouldn't be able to stun for a little while. And why is it that when I'm in a FFA match the B prompt only pops up over my pursuer's head. That kind of takes some of the guess work out of figuring out who he is. Shouldn't every target on the screen have X/B over their heads? Then you can stun OR kill anything on the screen.

Why was Simple Deathmatch given it's own seperate category? Is it not a FFA game?

Why was I given two "Default" Ability Sets that I can't do anything with? Do you really think that I'm going to use them once I unlock my own abilities and Sets?

And speaking of Ability sets, why did you only give me five? We begged you as a community during ACB to give us more because of all of the game modes. And now we're still stuck at five and now there's even more game modes! Some game modes with two different sets needed. And if people vote to switch game modes then you need to try to hurry up and change things around.

And speaking of the voting, why can people vote to change the game mode? If I wanted to play Escort I would have went into an Escort game not Artifact Assault.

And speaking of team games, why can't I play with my friends on the same team, from the very beginning? Thanks for starting the games sooner with less players now but, if I wanted to play against my friends I would have went into a private match. And then, if we decide that we want to take a break from playing (and getting separated from each other constantly) then we need to start the process all over again.

And on last thing, why are the whispers STILL part of the music sound track? The music is way too loud some times and quite frankly I could do without it during my game play. But I'm stuck with it because of the importance of the whispers.

There are things I love about this game though!

I think Simple Deathmatch and Deathmatch are Fantastic. While I'm not a fan of the RDM, I'm getting used to it. Crafting Abilities is simply awesome (although, I wish that you could have multiples of different abilities but, I can live with it a it is). The customization of the characters is a lot of fun. Prestiging is pretty neat and the fact that you can't unlock some things until you do so is fun. I like how when people lock a target the locks stack. I love how we can look at a previous session's results. Make taking screen shots of those great games easier! The Challenges are well thought out, Accolades are a lot of fun to try to get and I think the templar profile with the Emblems is pretty cool. I agree

bomb3005
12-05-2011, 12:39 AM
With regards to the smoke lag - maybe the devs thought it was too powerful without it. It strikes me as a pretty powerful ability already, if they were to improve its usability, they'd have to find another way to balance it with other abilities.

The separate Simple Deathmatch playlist and default ability sets are there to improve the experience for those new to the game.

Whispers on the FX track would make them too easy to use. They're supposed to be a subtle warning.

The negative of spam stunning is giving away your position.

DarkVictory23
12-05-2011, 03:46 AM
Honestly, I only have three complaints and for the most part think everything added to the multiplayer so far has been great.

1) The Stun Icon Shouldn't Appear Overhead at Such a Distance

You can actually be stunned from further away then it is possible to kill with a lock, which is just wrong.

I'm a defensive minded/slow approach style player, and I usually get the most stuns in a round (much as I did in Brotherhood's multiplayer), so I appreciate the increased strength of stun and love the contested kill dynamic, but I think the distance at which the icon acutally appears should be scaled back to Brotherhood levels and only increase back to current Revelations levels if you either have locked onto your pursuer or if they are Notorious. I'm all for the stun actually working from a distance, but the (B) icon actually gives away a perfectly stealthy pursuer to a target not paying attention.

Also, yeah, you should still get a hidden kill bonus even if the kill was contested. Drop all the approach points, sure, but if you were hidden you were hidden.


2) Why Does Everyone Have a Hidden Blade?

This is another thing that I should love but I actually hate. See, my favorite persona in Revelations is the Sentinel and my favorite in Brotherhood was the Prowler.

I like playing the Assassin wannabes. I like Assassin's Creed (crazily enough) because of the Assassins, so those are the guys I want to play as. But it doesn't make sense (to me) for everyone to be using a hidden blade. These are Templars, not Assassins. The Sentinel and Prowler have a reason for using them. Even the Smuggler, but it kill the uniqueness for the other characters to all be using the same gimmick. My favorites might be Assassin knock-offs, but I enjoy playing the other characters to because they aren't.


3) Lock System

As others have said, I go to a lot of trouble with this game trying to get the lock on just the right person. Why should I go through that trouble if you'll let me still kill the wrong guy on accident?

I appreciate the improved insta-lock for notorious targets and pursuers, but once I'm locked, I'm locked for a reason.


Other than those things, I have no real complaints. I like that games can launch with 4 now, I like the reverse approach meter (though I think once it's built-up, being out of sight should drop it much more slowly, but that's a minor quibble), I like all the new modes (Corruption and the two artifact games are both loads of fun, even if steal the artifact typically just promotes a sprint fest), I like the advanced character customization and how you have to spend points to do it... overall, I think huge strides were made with the Revelations multiplayer and it is way more fun to be than any FPS I've played since Counter Strike first came out.

PluralAces
12-06-2011, 10:20 PM
Some of the gameplay changes are acceptable but I am sure some of the questions I have regarding other changes have already been addressed but I am hoping that if enough people voice their opinion about the same thing, maybe changes will be made.

I understand taking out the co-operative stun because of the abuse that was done in brotherhood regarding that.

I dont like the idea of not being able to play with my friends in team modes. Taking out the co-op stun is fine but now I cant even play team modes with any kind of consistency and the multiplayer experience is not as fun as brotherhood as a result, especially since i am not very good at FFA.

Why did you change the lock system? Now when I am trying to earn a focus bonus or build the RDM to incognito, I am allowed to kill a NPC when I am locked on to another target.

Speaking of the RDM, changing this was not necessary at all. If you actually analyze the gameplay in this game, people still run up and get kills and get 100 points or 150 points or whatever it is now. Now you punish the good players by making them have to work for incognito only to have a "runner" just come up and take the kill from you because all that runner cares about is kills not style points.

I dont like the ability to switch game modes during the voting screen. If I wanted to play a different game mode I would go back to the custom match screen and choose a different game type.

I noticed that some of the abilities were changed. Why was disguise changed so that it no longer counts as a hidden kill when you kill someone with disguise on? I dont get that.

Why change the haybale trick? I mean why cause the lock to chime at every haybale now whether someone is in it or not, when before it would only chime if someone is in it. You added abilities like trip mine to protect yourself from attacks, why make it harder to find enemies. When I figured that out it was very helpful in brotherhood, but now you have made it more difficult to find people, not to mention that now people can stun out of haybales!!!??? That is not even humanly possible how is it possible to do this in the game.

Now, there are some things that I like too, I like the taunts, I like the quicker stuns (even though stunning people I am not locked on to can be very annoying as that often cause me to die), I like the range of the stuns too but the honorable death thing needs to go, you gave players increased time to press x to make the kill and that should not be.

I am sure I have more stuff to say, maybe in another post http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

fearadhach
12-06-2011, 11:06 PM
RDM works for me, would work better if getting a lock didn't give you away.

Found what I was thinking was old deathmatch: it is called wanted.

Ditto on the maps too big on wanted. It now is painful to play. Wanted in AC:B was poetry, motion of stealth and shadows. AC:R it is more like a monkey with a harpsicord.

Improvement: Roof guards. Unarmed, do minimum chasing, but can stun you and/or tackle/hold you, especially if you stay on a roof too long. Attacking them would, of course, count as killing a civilian. If they can be implemented properly, I think it could really help with the roof runner problem.

Run fatigue. If you aren't in chase mode (chaser or chased), running causes fatigue. Hit the end of your fatigue bar and for a little bit you:
1. can't blend.
2. move slowly
3. possibly even have a delay to drop counters/stun
4. Can't run (obviously)
5. maybe even slowed to a short walk.

Basically, stealth has practically been removed from the game, for all practical purposes. So, you could implement changes to bring it back, and bring the multiplayer back to its former glory, or even greater glory.

*OR*

you could, say, give everyone machine guns, rocket launchers, bombs etc, etc, and finish turning it the rest of the way into another twitch FPS.

TB_Jaybird
12-07-2011, 07:24 AM
Here is some more crap i noticed just now in the last session of manhunt in ACR.

Shooting through walls from the other side of the map for a ridiculous 600 points. Same for another ridiculous 500 when getting close to my target will result in nothing more than 250 or less for me.

Respawning took so long for some reason i was not allowed to choose next ability set and was given the last one by your choice and not mine.

Did you people play this game live at all? Seriously! Did you? IF you had you must have seen all these weird things.

I am telling you this in hopes of this getting fixed. Its no good to moan and not say anything about it

Shaderow
12-07-2011, 02:26 PM
I add my voice ..so
this is my opinion..
I've played AC series from the beginning. I love it, and it is my favourite game in all time..
The multiplayer on ACB blew me off. It was amazing and something that i never seen before. I loved it.
Now i pre-ordered Revelations as i did for Brotherhood... The multiplayer itself in Revelations ..well it's OK experience to me.

Since im ACB "expert", the changes are massinve and sometimes i don't get;Why. Yes yes, new players could get into this easier i suppose, but the stun range (Stun after you poison your target even thought u try to run away) is large! I HAVE to admit though; I can stun a lot faster and finally multiple pursuers (2 or 3) in ACB, i could only ONE, even i had long lasting smoke bomb. (in good luck: two) (Stunning civilians is fifty fifty: i can stun civilian out of the bench if i wanna sit down... or i hit civilian instead of a pursuer; So...i just need to stop spamming Stun button)

The lock system is weird, i lock my target and i kill civilian,and lock is smaller indeed... Soon i need to get bigger glasses to see where is the lock.

* Pre-ordered characters aren't customizable, this was huge disappointment; Since i pre-ordered these characters i expected they could be customized! (Only the Crusader but i dont even play with that character much)

I also expected more customize tools/hairs/shoes/etc colours to the characters. I have to stick 3 things and 3 colours, these characters are kinda same and not so memoriable as in ACB. In Deathmatch i have hard time to pick the right person since they look a lot same to me. (Im not used on these characters yet.. 100% well,perhaps in time)
At the right beginning for hearding this "two weapons" : (main and secondary) i doubted it. All uses swords, kataras, spear etc, the killing animation is same depends what weapon chooses. Choosing weapon is cool but the spirit of it...
The way characters walking style is pretty same (in ACB almost every person walked differently; ive kinda noticed that... of course there were exceptions in different characters.. ) Face animations are nice but i think Ubi focused too much on it...

Templar profile is nice addition , i actually do not care much about it.

I hope in some future DLC features new customization items.

The new detection meter... it is OK but new players (what i have been thought/seen) does not care that much. Gun/run/hit/run for 150/100 points are still here, oh yes and wonderful roofing! The new maps are for the roofers. Souk is good map, no roofs and i love it. Different players play differently, i agree. Some poeple likes to roof people and run a lot, its fine by me, then i just kill civilian (Raging here) . In deathmatch however i think this detection meter works time to time. But then i get honorable death or stunned/etc. Actually being fight back now by honorable death is ok, but abilities are for the defence, if you don't have them survive or die. I think too much power has given to the pray. (Even it is sometimes rly cool but..)

Match making is better and quite faster indeed,but playing with friends in manhunt, we cannot choose our team; Team 2 or Team 1, and cant see which one friend chooses. Trying to find a match with a group is slow, slower than ACB.
*Starting match with 4 people is nice, respond time is much much faster and i love that! Good job on that.

Im neutral about the new abilities, they are usefull in some situations but it depends.

I can manage these changes but i expected better from Revelations (MP). Some issues has been fixed yes, and that is really great!(match making ((alone,without group)) Stunning faster etc ) But the things that shouldnt change, is kinda stepping backwards.

To me, Revelations is great game, but multiplayer.. OK.
With upcoming DLC 1; i won't buy it for only 4 characters and few maps that are in ACB; if i want to play in these old maps (Siena,etc ) I just change game into ACB.

I'm sure i forgotted to mention something but i let it be for now http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Generalnio
12-08-2011, 02:24 AM
This game is supposed to be about stealth, but sometimes it feels more like call of duty with knives.
BTW: why only listening till december 13th?
After that no more good critics or ideas in the community?
You guys need a mentality change to listen to your community and take them serious.
Ok, you have a great game concept, which many people like. That gives you a responsability to interact and improve it.
Modern game devs can't afford any longer to ignore their public and do nothing with their complaints.
Hopefully you guys understand that from now on.

Kratier
12-08-2011, 04:02 AM
i think you didnt change enough of this game

i think the multiplayer is garbage, yet again.

People running across rooftops, jumping into hay, then B-lining across the area towards you, you press the B button, and they still kill you, no matter if you pressed it the exact second it popped up. And they are rewarded 450 points for that


But you go and stealthily follow someone, witness him kill someone , follow him as he disguises and tries to blend, finally get the kill like a master assassin, 400 points.


Great job with your **** there, this is atrociously bad.

Also, why the hell does it seem like there are no duplicates of my own skin in multiplayer? why do i see everyone else's having like 30 different npc's exactly like them, but out of the 8+ hours ive played, ive seen only possibly 3 or 4 duplicates of my own active character i am using in npc form.

Don't try to "compromise" so the kill button STILL priority stays, and give table scraps to appease those who play the game the way it was meant to be played.


AC:B was better than this, it was more broken, but it was still better than this.

Moi-dix-Mois43
12-08-2011, 10:18 AM
Locks. I would say that is my number one reason for raging. They don't do ANYTHING. If I'm running after a target in a chase, and I'm so close and mashing the kill button, then I'll just turn sideways and kill a ****ing civilian! Bye bye flag in Artifact Assault. When someone runs straight at you in Deathmatch and you've got a lock, then hit the O button the second they're in range, and bam, you stun the civilian next to you. There's a whole bunch of complaints I've got but I complain about most of them here honestly.
http://www.youtube.com/watch?v=95JKSHPqC5s

Much easier than to write it all out.

Moi-dix-Mois43
12-08-2011, 10:23 AM
Originally posted by Kratier:
i think you didnt change enough of this game

i think the multiplayer is garbage, yet again.

People running across rooftops, jumping into hay, then B-lining across the area towards you, you press the B button, and they still kill you, no matter if you pressed it the exact second it popped up. And they are rewarded 450 points for that


But you go and stealthily follow someone, witness him kill someone , follow him as he disguises and tries to blend, finally get the kill like a master assassin, 400 points.


Great job with your **** there, this is atrociously bad.

Also, why the hell does it seem like there are no duplicates of my own skin in multiplayer? why do i see everyone else's having like 30 different npc's exactly like them, but out of the 8+ hours ive played, ive seen only possibly 3 or 4 duplicates of my own active character i am using in npc form.

Don't try to "compromise" so the kill button STILL priority stays, and give table scraps to appease those who play the game the way it was meant to be played.


AC:B was better than this, it was more broken, but it was still better than this.

Amen. Especially on that last part. And on the kill. I HATE spending 30 seconds working up a nice incognito, then in a millisecond they turn around and start smacking the O button NOT because they saw me, but because they heard whispers, so they start mashing the stun button just to give everybody contested kills. Un-freaking-believable. And they wonder why everyone plays like a noob! In Brotherhood, I could get 4 kills for 4k. In Revelations, it's honestly easier to get 23 kills and 4k than get actually manage to get ONE good kill in Revelations. Everybody's going super pro and I'm not surprised.

Generalnio
12-08-2011, 05:01 PM
I feel quit disappointed. Gameplay not focused on stealth like it was more in Brotherhood. Quicklock, lock gone.
Worrying more for cheaters then focusing on gameplay.
Why do PC players not get the aiding features of "stun" appearing above characters, like consoles do?
Blending in should easier steer players character to a place in the group it is part of.
Need more people in the blend in groups.
Meter is crap.
Contested kill is crap.
Knives almost don't do a thing. You almost always get killed yourself using them.
Stealthy kills should be enormously rewarded.
No possibility to play in group with friends in all gametypes. Especially in assassinate mode.
Why not create assassinate mode with two teams with 8 players involved (4 vs 4)? Or 4 times team of 2 players? Could be all the fun in the world.
Although the system to find sessions sucked alot in brotherhood, gameplay was more fun.
Why not give session info in MP on activity per gametype? What is so secret about having that info as a player? Why deny that to us?
Why not create a pool where one can see players willing to play one sort of gametype, to verify who ans how many players available?
With next to that pool all sessions playing to see what's going on, who's in it, etc...

I want a feature to block well known cheaters, so that I don't end up in their sessions all the time. (If you guys do nothing about it, let the community take care of it itself).
Can't tell how many sessions I left on purpose because of well those @"#&-rs.
There are guys in top ten leaderboards having played 10 sessions or so. Right!
(If a guy gets several kills and 2400 points within 15 seconds of gameplay after a session has started, I simply quit you know; because to me that doesn't feel so quite normal...)

I want stealth gameplay; NOT COD with knives style rush and run, hack and slash with no subtility. And I want a real reward when I play the game stealthy as to me I think the game is intended to play. Or am I mistaken on this one?

Killing a guy tearing him from a roof pays of way more than a stealthy poison one?
To me the rushers should only get 50 point max per kill, to force them into stealth gameplay. Now it is completely the other way round.

I want to see some feedback channel about what to expect from the dev team. What they intend to change or not in future patches. I want announcements and a more open policy from the dev team. The thing one usually calls 'communication'.

Sometimes I really wonder who those smart a's are who are able to mess up a wonderful gametype/concept in the way you guys do.
Honestly! Aren't you players yourself?
Are you thinking to technically?
Or commercially, in attempting to attract the wrong players?
Or what is it?

I like the game type as such very much. And I would love to pay for all DLC you release.
(BTW: Why didn't you guys give us ALL maps used in brotherhood? Not 'the milking cow' tactics to offer them in DLC, not?)

I will only buy DLC if things get corrected through patches.
Else I won't. Cause now things are very frustrating at times. Believe me!

Still having brotherhood to return to if necessary. even though it was so frustrating to find those sessions.

Generalnio
12-08-2011, 05:04 PM
BTW: how can I get the courtisane in revelations?
Looking at this...
http://www.youtube.com/watch?v=95JKSHPqC5s

Moi-dix-Mois43
12-08-2011, 05:40 PM
Originally posted by Generalnio:
BTW: how can I get the courtisane in revelations?
Looking at this...
http://www.youtube.com/watch?v=95JKSHPqC5s

I think you had to have pre-ordered the game from gamestop? At least that's what I did and I had her...that's strange. Nooooo, I remember! You should have her. If, that is, you're in America. US got the Courtesan, EU got the Doctor, I believe.

TB_Jaybird
12-08-2011, 05:46 PM
Switching abilities, after a death, in PC game moves my character around from left to right along with the ability changes in the box.

Is this intended? If so then this is a problem when we are spawning next to so many of out pursuers. Or is it me just being paranoid?

I use morph in a group of 4 today and it only morphed 2. Maybe this is intended since i may not have it unlocked yet but normally in ACB it morphed 4 to start with.

I am getting dropped out of the morphed group ALL THE TIME and have to fast-walk back into it. This could be fixed.

Generalnio
12-09-2011, 02:44 AM
Yes, and in the morphing there should be a system to guide your own character to a sudden position and let it stay there. Now, I struggle to let it not always end up at the same, for enemies predictable spot.

Generalnio
12-09-2011, 03:50 AM
I just read that spoiler warning. Wished UBI was as firm towards cheaters as to those giving away spoilers...

sjbrophy
12-09-2011, 08:19 AM
Assassination - there's a problem in that the best approach seems to be to let people see you, then smoke & stun them, before killing them yourself. That's surely not the gameplay that you were looking for in that mode?

PluralAces
12-09-2011, 11:28 AM
Oh here is one more thing, maybe not a big deal but....Why was going into Prestige the most uneventful event in the history of gaming?? I mean no type of recognition, just a star!!?? You should have at least asked us if we wanted to go into prestige, and I personally think all of the abilites and perks should have been locked again so we have to level up to unlock them again, not rebuy them, just unlock them again. At least that would have maintained competitive balance in the game, Oh wait...when have the developers of AC multiplayer ever compared about competitive balance?? lol http://forums.ubi.com/images/smilies/88.gif

braiselafemme
12-10-2011, 08:51 PM
I would love to be able to play on the same team with people in my party...I don't get on to be teamed up with idiots! love the Game FYI just wish I could play with my people

WTW26
12-11-2011, 08:37 AM
People running across rooftops, jumping into hay, then B-lining across the area towards you, you press the B button, and they still kill you, no matter if you pressed it the exact second it popped up

Yeah, I don't know how many honorable deaths I've lost that should have been rightfully mine.

Also, in ACB Multiplayer there were special icons for kill and stun when you played with a mouse and keyboard, but now it's just the button names, which is a lot less aesthetic. Bring back the old icons, please!

When your exposed target is in killing range, clicking the kill button should automatically target them, and not some random ******* NPC.

WegaZAC
12-11-2011, 12:53 PM
Why on Earth a player kills the boudyguard or decoy, even if he/she knows who is the target? Even when the target is locked, a player automaticly turns around to kill the stupid boodyguard. RAGE MODE ON.

Assassination - there's a problem in that the best approach seems to be to let people see you, then smoke & stun them, before killing them yourself. That's surely not the gameplay that you were looking for in that mode? I use it against the others... And the others use it as well.
What if there was "Assassination" without abilities, perks and so on? Worth trying...

Mr_Shade
12-11-2011, 04:26 PM
Originally posted by Generalnio:

BTW: why only listening till december 13th?
After that no more good critics or ideas in the community?
You guys need a mentality change to listen to your community and take them serious.

Modern game devs can't afford any longer to ignore their public and do nothing with their complaints.
Just a quick post to address this..

The reason for the 'cut off point' - is due to the feedback being needed for an important meeting - so we need to make sure we are able to compile it ready for them - they need your views for this meeting so they can decide on the way forward for this and future titles.

Feedback is constantly sent to the Dev Team by the forum team, however the subjects for these threads, came directly from the team and are very specific, hence the need to have a close date!


Hope this answers that question?

SixKeys
12-11-2011, 04:27 PM
Some of these are copy-pasted from the "Favorite new feature" feedback thread.

First, the good:

-Contested Kill/Honorable Death. It's nice that the player now gets rewarded for spotting their pursuer from a mile away and encourages the pursuers to be more stealthy.

-Throwable explosives/smoke bombs. http://forums.ubi.com/images/smilies/icon_twisted.gif

-Body Guard. Fantastic concept. It feels like what Decoy should have been from the start. I haven't had too many opportunities to use it yet, but I love how it works.

-The new stun moves and taunts.

-Faster abilities (being able to drop a smoke bomb to stop a pursuer right after killing your target).

-Chase breakers opening up when you go through with a teammate.

-The wealth of customization options. I only wish there were more color choices.

-Stun streaks.

-Faster respawn times and being able to change your ability set without being thrown into a menu screen.

-The backstory videos and files about Abstergo.


The bad:

-On the PC the button for bashing people out of the way and Stun is the same. It's very annoying when I'm trying to escape and bashing NPCs out of the way, only to have my character stop and stun one of them.

-The new lock system is slow and clunky. The Brotherhood one wasn't perfect, but it was much better than this one.

-I'm not sure how to feel about the RDM. While I don't really have a problem with it, it hasn't changed the gameplay in any significant (positive) way, at least in the modes I like to play. Assassinate and Wanted are still plagued with roofers and runners scoring high not by being stealthy but by killing a dozen players in quick succession for 100 points each. While I appreciate the idea behind RDM, it may work better for some modes than for others and it hasn't done anything to punish the runners and roofers. The only proper solution to introducing more stealth into the game is to award hastiness with low scores. 150 points for a Discreet approach is too much, it should be lowered to 50.

-I hate that instead of 3 contract losses, your abilities now reset after 5 contract losses.

-The fact that the pre-order characters (Ottoman Doctor, Ottoman Jester, the Knight) aren't customizable. The pre-order characters in Brotherhood were customizable, why not this time?

-The 15k score cap. I'm not good enough to score that high, but it's perfectly possible to achieve that kind of score through legitimate means. If there is a score cap, it should be placed much higher, like 30k.

-The characters in the Brotherhood multiplayer were much more unique. They all had their own special weapons and kill styles and their designs were more memorable. None of the characters in Revelations really stand out to me in terms of "yeah, that's the character I really want to play as!".
It would already help if each character had their own specialty. It would encourage leveling up and prestiging if you could unlock a unique weapon available only to that character by achieving a certain level or buying it with Abstergo credits.

-Abilities: the Firecrackers are fairly useless now. You can still see shadows moving so it's easy to lock on to a running target and the effect has a shorter time span. Charge requires a little more precision than in Brotherhood and even then it doesn't always work which is annoying. I also hate that after I charge at my pursuer and miss, my character starts slowly walking for a few moments instead of running. In Brotherhood, even if you missed hitting your pursuer you could use Charge as a desperate escape measure and sometimes it'd work. In Revelations, your character charges ahead and then stops running for a few moments. It's infuriating.

-As for maps: if the developers' goal this time was to strengthen the stealth aspect of the game, why bring back Mont St. Michel, the runner/roofer paradise instead of something like Siena or San Donato? The larger maps in Revelations are nice to look at but don't really work for multiplayer action.


Overall, I like the new MP a lot. The clunky lock system and the fact that RDM still doesn't punish indiscreet players enough are my biggest problems.

Serrachio
12-11-2011, 05:31 PM
Please, PLEASE, give me the option to clear and use default sets as regular ability sets on either my first or second prestige!

It's annoying that I have to fiddle around with the 5 sets I have, and yet I am stuck with two default sets that I can't change, despite it being very, very, useful for me to be able to use them to create some mode-specific sets.

Having them as a prestige reward would mean that I should have bought myself some abilities, perks and streaks for my sets by then, so I can fill some sets in, and they will allow me to experiment without altering a formula I know works for one mode.

On a minor side note, it would be nice if I could be awarded one extra point for my crafting abilities later on in my prestiges, to actually have some functionality in prestiging, aside from acquiring hollow customizations for my characters in the form of titles, emblems and weapons that just recycle animations.

One extra point wouldn't give me too much of an advantage, considering that the most advantageous chunk of a crafted ability comes from placing two points in one slot, and it would allow me to be a little more coy as I assassinate my targets.

Also, considering that it would essentially be a level up reward, players could get it just like I could through playing and getting good scores to prestige multiple times.

Generalnio
12-11-2011, 05:35 PM
Originally posted by Mr_Shade:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Generalnio:

BTW: why only listening till december 13th?
After that no more good critics or ideas in the community?
You guys need a mentality change to listen to your community and take them serious.

Modern game devs can't afford any longer to ignore their public and do nothing with their complaints.
Just a quick post to address this..

The reason for the 'cut off point' - is due to the feedback being needed for an important meeting - so we need to make sure we are able to compile it ready for them - they need your views for this meeting so they can decide on the way forward for this and future titles.

Feedback is constantly sent to the Dev Team by the forum team, however the subjects for these threads, came directly from the team and are very specific, hence the need to have a close date!


Hope this answers that question? </div></BLOCKQUOTE>

Happy with every improvement.
The above answer indeed offers us a better idea why.
BTW: Not that we like it or anything, but with the experience of ACB, not all too much being listened to us, forgive us being somewhat frustrated and sarcastic at times.

Although, looking at this evolution now, UBI indeed may want to communicate and listen to our feedback after all...
We'll do our best to remain positive.
Congrats to that!

WTW26
12-12-2011, 09:04 AM
The characters in the Brotherhood multiplayer were much more unique. They all had their own special weapons and kill styles and their designs were more memorable. None of the characters in Revelations really stand out to me in terms of "yeah, that's the character I really want to play as!".
It would already help if each character had their own specialty. It would encourage leveling up and prestiging if you could unlock a unique weapon available only to that character by achieving a certain level or buying it with Abstergo credits.

Seconded.

Something has to be done about locking in Assassinate, it's glitchy.

GariStz
12-12-2011, 02:47 PM
The "Stun" mechanic is fixed/better.

The "Lock" system is still not working, in fact, its even WORSE now!

The Hookblade climbing is horrible + it gives advantage to the non-stealthy players, which is NOT FAIR!

The Reversed Detection Meter is great! Makes you stalk your prey more, be more stealthy, and also to work for/deserve the points you are going to get (kind of).

Everything else is pretty much the same...

Mr_Shade
12-13-2011, 05:04 AM
Thank you all for you feedback and for taking the time to post!

Your feedback will be sent directly to the team!