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

  1. #231
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    Quote Originally Posted by Demon.King. View Post
    Agreed on nearly everything. The only exclusion are about teleport and line of sight.

    I use the line of sight to tell apart obvious targets from the crowd. If i didn't have it, I'd be forced to use Templar vision, which would break my gameplay style.

    Teleport should not be banned from AA. True, it's annoying (I know well since I mostly play in defense), but it can be countered quite easily. The only issue I have is with lock-ons. anyone with the artifact sign on his head should automatically have a lock-on prompt on him like a high profile target. It's stupid that if a crowd is passing in front of my target i simply cannot lock onto the target because of the crappy lock system not being accurate unless you zoom in, which takes time and they obviously manage to get away...
    Ok, I can agree with Teleport. But the Line of Sight is still iffy due to exploitable reasons.
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  2. #232
    I didn't read all of the previous posts so I'll just list what needs to be fixed in my opinion.


    -Smokebombs also affects players vertically which wasn't the case before the patch.
    e.g. Smoke even affects you if you hang/stand above it.

    -Players sometimes dodge out of my OWN smokebomb and are able to stun/kill me after that, even though the effect was still active, and no they didn't throw their own SB meanwhile.

    -In Artifact Assault, if you kill an enemy at the same time he got the artifact, he will respawn with your artifact unless a teammate does a ground-finish on him.
    Very frustrating because it happens very often and can cause your team to lose the match.

    -In Escort, the VIPs are very buggy sometimes, so they don't respawn for example, which makes this mode very unbalanced.
    My team lost many times because we weren't able to score points since there were no VIPs to kill.

    -If there is a lag while you attempt to kill/stun someone and even are in the animation already, it may happen that the lag will cancle the animation and the enemy will able to kill/stun you instead.

    -The hidden gun can shoot you through walls.
    This ability really pisses me off, especially if I see that the person shot me through a wall...

    -Kills should have a higher priority than ground-finishes, it often happens to me that I perform a ground finish instead of killing my target that is standing next to me, this makes him able to stun me.

    -I'm not sure about this one, but it seems to me that the smokebomb does cancle kill/stun animations, which wasn't the case before the patch.
    This makes mute even more useless than it already is since the smokebomb can cancle kill/stun animations, which mute doesn't.

    -If your target activates a decoy/bodyguard right before you attempt to kill him, you will kill the decoy/bodyguard instead, even though you have locked on the right person.

    -If your target jumps off a building and lands next to you, his smokebomb will have higher priority than your kill attempt, so it will cancle your kill and the target will be able to stun you.
    This shouldn't be the case in my opinion because it's really annoying that you have to waste your own mute/smokebomb just to kill a target that jumps to your direction.

    -Players shouldn't be able to stun or kill other players right after they performed a shot with the hidden gun.
    e.g. An enemy targets my mate, I try to stun him before he shoots him, I was too late but right after he took the shot he was still able to kill me and I end up with a honorable death.
    The animation was also really bugged while he performed the kill.

    -In a smokebomb duel where the smokebombs have the exact same duration, the kill attempt should have priority over the stun attempt after the smoke effect is over.
    e.g. I run to my target and we both throw our smokebombs at the same time, after the smoke disappears he dodges my attack and stuns me right away, even though the smoke effect was over already.

    -There is a bug that makes a player invincible for a certain time.
    With invincible I mean, that you can't lock on them, which makes it impossible to kill or stun them.
    Noticed this bug only in Artifact Assault so far, but it's really ****ing annoying when an enemy just can pass all your defence and walk out with the artifact while everyone is spamming the left mouseb_tton...



    That's all I think.
    I'm not a native english speaker, so please excuse my poor english.
    I hope it's still understandable.
    Last edited by Alcatraz1337; 04-15-2012 at 03:15 AM.
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  3. #233
    i also think that brotherhood is much more enjoyable than revelations i was disapionted in revelations
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  4. #234
    I'm not impressed. Even for the introductions, you have to memorize the ****ons to use and then pray you don't forget one while you play? I couldn't remember the controls after I walked back in the room from the bathroom. We appreciate the addition of contracts into the series, this game mode just seems like they are trying too hard. EDIT: And I can't say but tons? Absolutely ridiciulous, tone down the stupid censor.
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  5. #235
    Quote Originally Posted by Alcatraz1337 View Post
    I didn't read all of the previous posts so I'll just list what needs to be fixed in my opinion.


    -Smokebombs also affects players vertically which wasn't the case before the patch.
    e.g. Smoke even affects you if you hang/stand above it.

    -Players sometimes dodge out of my OWN smokebomb and are able to stun/kill me after that, even though the effect was still active, and no they didn't throw their own SB meanwhile.

    -In Artifact Assault, if you kill an enemy at the same time he got the artifact, he will respawn with your artifact unless a teammate does a ground-finish on him.
    Very frustrating because it happens very often and can cause your team to lose the match.

    -In Escort, the VIPs are very buggy sometimes, so they don't respawn for example, which makes this mode very unbalanced.
    My team lost many times because we weren't able to score points since there were no VIPs to kill.

    -If there is a lag while you attempt to kill/stun someone and even are in the animation already, it may happen that the lag will cancel the animation and the enemy will able to kill/stun you instead.

    -The hidden gun can shoot you through walls.
    This ability really pisses me off, especially if I see that the person shot me through a wall...

    -Kills should have a higher priority than ground-finishes, it often happens to me that I perform a ground finish instead of killing my target that is standing next to me, this makes him able to stun me.

    -I'm not sure about this one, but it seems to me that the smokebomb does cancle kill/stun animations, which wasn't the case before the patch.
    This makes mute even more useless than it already is since the smokebomb can cancle kill/stun animations, which mute doesn't.

    -If your target activates a decoy/bodyguard right before you attempt to kill him, you will kill the decoy/bodyguard instead, even though you have locked on the right person.

    -If your target jumps off a building and lands next to you, his smokebomb will have higher priority than your kill attempt, so it will cancle your kill and the target will be able to stun you.
    This shouldn't be the case in my opinion because it's really annoying that you have to waste your own mute/smokebomb just to kill a target that jumps to your direction.

    -Players shouldn't be able to stun or kill other players right after they performed a shot with the hidden gun.
    e.g. An enemy targets my mate, I try to stun him before he shoots him, I was too late but right after he took the shot he was still able to kill me and I end up with a honorable death.
    The animation was also really bugged while he performed the kill.

    -In a smokebomb duel where the smokebombs have the exact same duration, the kill attempt should have priority over the stun attempt after the smoke effect is over.
    e.g. I run to my target and we both throw our smokebombs at the same time, after the smoke disappears he dodges my attack and stuns me right away, even though the smoke effect was over already.

    -There is a bug that makes a player invincible for a certain time.
    With invincible I mean, that you can't lock on them, which makes it impossible to kill or stun them.
    Noticed this bug only in Artifact Assault so far, but it's really ****ing annoying when an enemy just can pass all your defence and walk out with the artifact while everyone is spamming the left mouseb_tton...



    That's all I think.
    I'm not a native english speaker, so please excuse my poor english.
    I hope it's still understandable.
    1 - agreed. The stupid part is that if my feet are caught in the smoke, I still fall under the effect of the smoke...totally stupid and ridiculous.

    2 - that is a bug with smoke bomb. for some reason, SBs mess around with contracts...it's totally ridiculous that Ubisoft weren't even able to get SBs right, considering how long they've been in AC...

    3 - that i totally hate. I'll never get the reason why they didn't add a check during death to clear the AA from dead players, rather than using a crappy system which checks on death and not during death...which due to lag totally doesn't work as it should...

    4 - never had big issues in escort. sometimes they take a while to spawn

    5 - i totally hate this. I was once able to finish the whole kill animation with him falling dead...just to be then stunned by the dead player, after seeing him resurrect, throw a smoke bomb, stun me and run away...

    6 - another issue caused by lag...currently the real issue with hidden gun is missing with 100% focus without being given a reason...

    7 - another idiocy by Ubisoft. I lost count of how many times i've been stunned because the character ignored the lock on and went for ground finish instead. All they need to do is switch the ground finish to another b_tton like taunt the dead body instead...problem solved...

    8 - i find this stupid too. If i have somebody by the neck i expect to break his neck, not act like a sissy because he threw a smoke bomb...

    9 - another issue i have. i mean, decoys are TOO obvious in most cases. It's not the first time that i try to lock on to my target and they activate a decoy to bug up my lock on. I find the current lock on system stupid. Too many delays and inaccurate like hell. I can't waste time zooming in if my target is about to teleport away. teleporting targets carrying the artifact should be highlighted as high profile...I'm sick of the inaccurate lock on locking on obvious AI while i am looking totally NOT at that AI...

    10 - i find this ridiculous to say the least...all I'd do in RL is grab him by the leg and slam him into the ground...lets see him throw a smoke bomb then...

    11 - I disagree...I find that not being able to kill someone trying to stun you after shooting is stupid...because basically you're saying that the character would prefer to reload his gun uselessly (yes, uselessly since the cool-down is very long so you're reloading a ghost bullet) rather then defend himself?

    12 - totally agreed. the problem is, even with the effect time reduction perk and my target without the perk, he is still able to dodge me and stun me...WTH? If i went out of effect before him and he's still affected, HOW THE HELL CAN HE DODGE ME??

    13 - This bug is stupid and a result of Ubisofts incompetence...the thing is simple...if the player is in a certain area, he is pursuer (if not with artifact). If he is in the other area, he is a target...What's so difficult with that?
    I was in a match where an enemy player was invincible ALL THE TIME. We were only able to kill him twice, then he was invincible for the rest of the match....
    However, while chasing him, I also discovered I was invincible...so as a result it ended up with me scoring every time the idiot came in and stole it...kept things fair and square...


    As another note...

    Fix the jumping while locked on...I DO NOT WANT TO JUMP IN THE DIRECTION OF MY TARGET OR PURSUER...was I clear enough? I'm sick of lock-ons changing my normal jump trajectory and basically punishes me for locking onto my target or pursuer, because it causes me to jump straight into them and get killed/stunned instantly...totally STUPID!!!...remove this totally useless and dumb feature...it's only there to help the person you locked and not you...
    If AC3 has this feature, I WON'T BUY ANY OTHER UBISOFT PRODUCT.
    Last edited by Demon.King.; 04-28-2012 at 01:13 PM.
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  6. #236
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    I've been playing Assassin Creed Revelations on Xbox Live and I've reached the point where I am at “level 50.” Well, that's not my problem it's the “prestige” levels I am having problems with. I'm at “level 50; prestige level 33” and the prestige stages say that I am at “level 1.” Can you PLEASE fix this problem? I would really be appreciative.
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  7. #237
    That works as designed, clank. After you reach 50 for the first time, you will never have any number other than 50 and your current prestige level displayed.
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  8. #238
    Quote Originally Posted by Demon.King. View Post
    As another note...

    Fix the jumping while locked on...I DO NOT WANT TO JUMP IN THE DIRECTION OF MY TARGET OR PURSUER...was I clear enough? I'm sick of lock-ons changing my normal jump trajectory and basically punishes me for locking onto my target or pursuer, because it causes me to jump straight into them and get killed/stunned instantly...totally STUPID!!!...remove this totally useless and dumb feature...it's only there to help the person you locked and not you...
    If AC3 has this feature, I WON'T BUY ANY OTHER UBISOFT PRODUCT.
    Oh yeah you're right, forgot about that one.
    I always thought that this was caused by the inaccurate controls in this game.
    I really hate it when my character jumps right into the smoke of my enemy instead of the roof edge of the nearby building that I actually targeted so I could perform an arial kill.
    Results in me being stunned, 95% of the time.

    Quote Originally Posted by Demon.King. View Post
    11 - I disagree...I find that not being able to kill someone trying to stun you after shooting is stupid...because basically you're saying that the character would prefer to reload his gun uselessly (yes, uselessly since the cool-down is very long so you're reloading a ghost bullet) rather then defend himself?

    I actually meant something else, normally no one can perform kills or stuns right after a shot, and I was going to use this to my advantage.
    But instead of getting my 200 stun points I ended up with a honorable death and a buggy animation.


    Btw. it looks like the PC version still didn't get the last patch, is that true?
    Last edited by Alcatraz1337; 05-05-2012 at 10:18 AM.
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  9. #239
    Quote Originally Posted by Alcatraz1337 View Post
    I actually meant something else, normally no one can perform kills or stuns right after a shot, and I was going to use this to my advantage.
    But instead of getting my 200 stun points I ended up with a honorable death and a buggy animation.
    Now I know what you mean. He was stuck in the shooting animation while killing you right?
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  10. #240
    Quote Originally Posted by Demon.King. View Post
    Now I know what you mean. He was stuck in the shooting animation while killing you right?
    Yeah this^.

    Is ubisoft ever going to fix all these bugs or is the whole team working on AC3 already?

    And another thing that is pissing me off about this game:

    Why does this game put me into a manhunt lobby even though I was searching for artifact assault? I'm always confused til I notice that this is a whole different mode...
    Same with the vote-system, why do we have to vote for other modes instead of other maps?

    What the **** were they thinking?! I don't get it.
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