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Thread: Assassin's Creed Revelations: Multiplayer feedback! [No spoilers please!] | Forums

  1. #21
    I've been pretty disappointed with the tweaks so far. Wanted has devolved from tense hunting to simple chasing and roofing. If the point of the game is to be stealthy, why have you given so much power to the sprinters?

    Lets start off:
    1) Zero defense against sprinters in Wanted - I can see my hunter sprinting at me across the plaza or wherever and yet have no defense against them at low levels. Where we previously would have had smokebombs, now we have the trip wire bomb (which doesn't arm fast enough to deal with sprinters) or fireworks (which are useless as the target just starts spamming the kill button). Knifes work occasionally, but the effect takes too long to take effect, doesn't last long enough, and they're impossible to target (i.e., I have a lock on my stalker and yet the knives are thrown at a hay bale or I can't get a lock at all) In a game about stealth, this is insane! Contested kills are nice, but when a player is being that obvious, it should be them that get punished. An attempt that reckless is a joke, and in those situations, stun should override the kill. I'm sick of having level 5 players sprinting around the map stabbing everyone while people actually working on a good kill never have the time to build it up because some tool sprinted across the map for a 100 point kill.

    2) Roofing is way too powerful - I mean seriously? This is a game about stealth. If your target is on the roof you have no hope. You can't catch up with them as they're sprinting around and it makes you obvious. Grab kills are nice, but horizontal building transversal is so bloody slow (seriously, bring back the climbing mechanics of AC1) that you don't ever stand a chance of catching up for the grab kill. Plus half the time, the climbing is too sensitive and you jump up on the roof with them rather than grab them. Add on top and you don't get the "one level down" forgiveness that brotherhood had in SP, and grab kills aren't effective enough.

    3) Getting incognito kills - I liked the idea of building up the meter at first, but the way it is implemented kills the fun. How are we supposed to build it up by acting stealthy when our target is sprinting around the map and there's no way to catch up without loosing your profile? I would suggest either starting at silent as others have suggested or make it so it builds up by stealthy action in general rather than just line of sight. If the idea of quality kills is to punish the sprinters, why is it now impossible to use it against them? At this point I'm ready to just push for removing sprint from Wanted entirely.

    4) Playing with friends/backend issues - Like the others, it is way too difficult to play with friends. My buddies and I create a group and search for a game and nothing happens. This game is so much better with actual friends, so what gives? I forgave the joke of a backend that Brotherhood had due to inexperience, but what's your excuse this time? It's a year later and we still can't join games with friends. I still have constant kill/stun dodge circuses because of lag. I see people teleporting across the map (note not the ability) and through the map. I get killed from the other side of hay bales and trees. If you want AC to be a MP powerhouse (which it certainly has the potential to do) then you need to get this working. There's no reason that the backend and basic functionality can't be at the level of Halo or Gears.

    5) Target assignment - This could use some work. Taking an early lead is almost fatal in wanted. You immediately get 3 pursuers (fine) and drop to 5th or 6th because you're getting killed all the time (fine). Why then do I have two or three pursers at this level? I get one lucky kill at the start of the game and I don't have the time to get a second kill until 5 minutes in because people keep sprinting up to me (did I mention yet how I have no defense against those people?). We seriously need to reconsider how targets are assigned. If you've been killed 4 times in a row within 45 seconds of spawning, maybe we could get a break from the sprinters?

    In Brotherhood, sprinters and players who didn't understand the mechanics weren't that bad. They'd get maybe 2000 points with 12 odd kills and a skilled player could easily defeat them with 4 poison kills. Now the methodical players are last because they never have time to build up for the kills because they keep getting killed by rushers. We have no time to work for a kill, and when we do it isn't worth anything half the time because it's against a sprinter/roofer. People who play with the spirit of the game lose to people who sprint yet get 400 point kills. What is this, Halo? If I wanted to play that, I'd play it.

    Here's how you fix it. Nerf the sprinters (either make stun override kill while sprinting or remove sprinting or limit it), make building transversal faster and give us a basic defensive ability to deal with sprinters/people who are being obvious before level 15!
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  2. #22
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    That's a very good idea, KingBoar. Limiting running time, unless you go into chase mode, then you're free to keep running. Only when youre on defense, of course, since offense is already punished for running with horrible points for kills. Makes perfect sense. And have at least 30 seconds before you can run again, because with the proposed running limit allowed you should be back in hiding again, how it's supposed to be played. Damn that would work beautifully. Or even better would be if instead of a running limit, if you keep running on defense, after a certain point (like past 10 seconds 'cause that's really all you need to run away, that's fair) your points start draining at a fairly fast rate. That would be a nice balance to offense, whose only way to get good points is by being forced to be stealthy, so why isnt defense forced as well? I doubt ubisoft will go that far, but the running limit in general for defense is a very good idea. And I have a feeling ubisoft is never even gonna change anything in multiplayer, which really sucks, and would make this the last game I buy from them for sure. But I'm still holding hope that they're actually listening to us and will do something about it so we can enjoy their game......come on guys, look at naughty dog! If you want to keep your fanbase happy and loving you, and keep your fanbase at all, you gotta listen and make changes accordingly. And NOT in the next game. That doesn't cut it. Look at what happened here, you fixed most problems from the first but there are new ones, so it doesn't work that way. It has to be an in game update. Keep on it, in fast time. Please ubi, we all WANT to love you and your game.
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  3. #23
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    Just like offense has their stealth meter, defense can have a running meter. Which would work the opposite way, rather than filling up, it runs out, and takes a GOOD long fair amount of time to start refilling. I'd personally like to have the points drained if they continue to run with an empty meter, since I'm sure you want to allow people to keep running if they want, and this way they could while still being fair, but if you only make it so they can't run with an empty meter that would be cool too. And this idea should be properly implemented into free for all too, of course.
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  4. #24
    Senior Member Lethalla's Avatar
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    Steal the Artifact - the points should be nerfed to 10 for people who do nothing but sprint across the roof while holding the Artifact, and the Artifact should then reset quicker as well, in order to discourage that kind of play.

    Also there needs to be a way to cancel thrown abilities like Smoke & Firecrackers, just as you can cancel the Hidden Gun with the left stick (or at least that was possible in ACB; don't know about ACR).

    EDIT: Pressing circle will cancel thrown abilities... is there a tip for this?

    Then there's the accidental building climb. If I misjudge an opening or chasebreaker lift or run around a corner and don't turn in time and go up the wall - quite a way, I might add - then I want to press circle and drop straight to the ground just as what happens in SP. I don't want to grab every single ledge on the way down, unless I press circle again to catch-back. This is unbelievably annoying, when you're trying to get somewhere fast and you can't because you've got to keep pressing circle three, four or even five times to get back to the ground.

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  5. #25
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    Originally posted by TheKingBoar:
    5) Target assignment - This could use some work. Taking an early lead is almost fatal in wanted. You immediately get 3 pursuers (fine) and drop to 5th or 6th because you're getting killed all the time (fine). Why then do I have two or three pursers at this level? I get one lucky kill at the start of the game and I don't have the time to get a second kill until 5 minutes in because people keep sprinting up to me (did I mention yet how I have no defense against those people?). We seriously need to reconsider how targets are assigned. If you've been killed 4 times in a row within 45 seconds of spawning, maybe we could get a break from the sprinters?
    This was my second biggest gripe about Wanted in ACB, behind the inept locking mechanics. And now seeing that they really never addressed the major issues from brotherhood, I doubt I will buy this game and just wait until they make AC3 next year.
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  6. #26
    As mentioned earlier, the fact that you're just randomly put in another mode when the mode of your choice is unavailable, annoys me. You should be able to chose whether or not you want to be put in another mode or if you want to select a new mode yourself. And the way it is now, you can't quit at character selection after you're put in a random mode - you'll have to wait till you're on the map before quitting.

    I don't understand why you've changed the switching targets buttons (on the 360) I find it a lot harder switching targets the way it is now, as I have to stop walking in order to reach the buttons. The way it was in Brotherhood, I could reach it much easier. You make it so that all directions on the pad will switch target, that way everyone will be happy

    Another small thing; It would be nice if the timer was still visible during respawn like in Brotherhood. It's really no biggie, but I'd be nice nonetheless.
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  7. #27
    Senior Member Blind2Society's Avatar
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    Why are the patron pictures such terrible quality?
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  8. #28
    Senior Member Lethalla's Avatar
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    Originally posted by Kavulus:
    As mentioned earlier, the fact that you're just randomly put in another mode when the mode of your choice is unavailable, annoys me. You should be able to chose whether or not you want to be put in another mode or if you want to select a new mode yourself. And the way it is now, you can't quit at character selection after you're put in a random mode - you'll have to wait till you're on the map before quitting.
    Not only this, but it's not searching hard enough for a mode. It says, for example, "Searching for Sessions (1/39)", then literally two seconds later it tells me there AREN'T any available sessions and it's going to put me into another mode no matter what I want. Really, it needs to be the same as if it creates a session just for me (which seems to happen rarely) and can't find one, ie giving me the choice to start a new search or return to the menu.

    Please can this be fixed with the next patch.

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  9. #29
    Senior Member ted95on's Avatar
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    Not being able to go over 15k. This is a crappy bad idea and won't stop boosting, and it just ****es off the legit and good players.

    You should take it off.

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  10. #30
    Senior Member rocketxsurgeon's Avatar
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    I have one main complaint about the multiplayer- the party system. The way the new party system works is very hit and miss. Due to the fact a new lobby is created for a party means that it takes longer to find players. I’ve joined a party because I want to play WITH that party NOT against. At the moment it’s almost impossible to be put on the same team as your teammates if you have more than two people in a party, this is unacceptable. Now I wouldn’t mind if I was split from my party now and again, but this happens 90% of the time. What is the point of a party system if you’re going to be split up anyway?

    Let me put this into perspective. You have 10 sets of pairs that are in their own individual parties. This means that players that aren’t in a party will be put into the gaps to fill the games. So in this scenario, you may get 10 four player games, instead of 5 full players games (which is always preferable).
    Since this has been happening I have greatly been put off playing- because I can’t play with my friends. A multiplayer game such as this should have a good supporting ground for parties and I feel ubisoft have taken a step back since brotherhood in this respect. The party system was fine in brotherhood, at least my party stayed together. Don’t fix what isn’t broken.

    Now the counter argument may be that ‘it gets the game going faster and the rematch game will put you back with your friends’ NO this is not the case. Normally someone leaves and the player count in the match doesn’t extend beyond 5 or 6. This means the party is split yet again. I brought the game for both me and my boyfriend to play together, as we played Brotherhood together, but It’s almost impossible to find a match or stay on the same team.

    At the end of the day, I would rather wait longer for a full game than to be thrown in a match with 3 other players. You can work out who is after you too easily and it is not fun. Ubisoft you really need to fix this, it’s beyond a joke. People won’t continue to play if you separate them from friends.

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