Why do you build your game around having a stealth focus but then put a gigantic B over a pursuer's head when he gets anywhere near you? The B appears whether or not you are even FACING the pursuer! (Video evidence: http://www.youtube.com/watch?v=4zNSL...ure=plpp_video at 1:25. I have my camera spun around completely the other way and the B still pops up)
I really want to know this one. The B prompt absolutely undermines the stealth aspects of the game, and promotes tactics like OSB and O Mute because its virtually impossible to get around this stupid mechanic. Even Disguised or in a Morph or blend group, the B of Justice will rat you out.
IMO: You should just have a white circle over the head of whoever is highlighted if they are close enough. Not and X, not a B, just a circle. And the Focus meter can build around the edge of that. The circle indicates you are close enough to take action, its up to you to figure out if you should kill or stun.
Question: I was wondering why the stun range is so long? its possible to stand at the edge of a smoke bomb and stun the person who dropped it. i would say that it is almost as long as the kill range.
Hello, I would prefer if any of the following questions would be answered.
Q1. In revelations you have added the ability to stun NPC's, this is obviously a mirror of killing NPC's... But why are players not punished for doing so? Adding the ability to not use the stun function similar to losing your contract would be a good addition. Any person can now go around spamming Circle and are not punished for doing so, it only rewards them by presenting a pursuer with fewer points and a contested kill. Either remove the ability of stunning NPC's or punish the players who do.
Q2. In Brotherhood players argued that the lock system was inaccurate, but it worked. In revelations however improvements to the accuracy of the lock system had been made but it was a change for the worse. I would expect that if I was to lock a target to focus onto them completely for the Assassination. But in Revelations you can kill NPC's regardless if you are even locked onto the right target which is frustrating, annoying and the point of locking a target has been completely removed! Lock should act as a focus tool, you shouldn't be able to kill NPC's if you are using it correctly. Do you plan to fix these problems?
Q3. This Question is in regards to boosting, we have all seen a huge increase of boosting activity between ACB and ACR, do you ever plan on changing the matchmaking system similar to how it was in ACB? 8 players can now max out with friends in ranked Manhunt and FFA modes, please restrict it back to reasonable amounts of friends in a lobby. I know this will not stop people from doing it but It would give us legit players a chance.
Last edited by Pattington_Bear; 02-17-2012 at 09:22 PM.
"Honour virtutis praemium" - "Honour is the reward for virtue"
Not really a bug or glitch question but I was wondering if they could bring back Templar grade leaderboard for every game mode. ACR won't last long without some sort of competitive leaderboard that rewards great players.
Comparing AC:B manhunt to AC:3 manhunt is like comparing Michael Jordan to Detlef Schrempf.
How do you feel about getting constant slams by the community? With all the work you do, all the effort you put in. When you know people don't understand what you need to do to keep a multiplayer system alive and working well & yet you'd scream to want them to know what goes in to it - how does that make you feel when you see people wanting to 'boycott' because let's say "Mute" didn't work for them that day...? (I wasn't one of them btw - I'm a big Ubi Supporter regardless)
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That is a radical understatement of the problems people have had.... in fact, if that was just the problem, then most people would not be complaining.
1. Has ACB MP been abandoned or will some of its issues be fixed in a future patch?
2. Is anything being done to decrease the lag prevalent in both ACB MP and ACR MP?
3. Is anything being done to make a locked target the priority? As it stands, the lock is next to useless when it comes to team modes(ground finish over locked live targets) or when someone uses a decoy or bodyguard.
4. What can we do, as players, to decrease the lag that is so prevalent in ACB MP and ACR MP, beside moving closer to your servers? lol
5. Is anything being done to fix matchmaking, whether for people wanting to play together as a team or whether unprestiged and prestiged players will be separated?
All questions would start off with "Thank you for taking the time to read and answer our questions and I was wondering..."
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I am the #1 AC player across all platforms. Don't believe me? 1v1 AA newb
Well, I asked some questions here. http://forums.ubi.com/showthread.php...=1#post8145112
Here are more.
Question 6: In Deathmatch, while the animus lady keeps talking, why do you take out whispers? Aso when you prestige of any kind of sound effects, the whispers are off.. That is disadvantageous.. What is your thoughts about this?
Question 7: Why is the contract system so bad? Ex. http://www.youtube.com/watch?v=FmIw9QMc5Dk There are instances where three guys spawn at the same place when they are in a contract triangle. Why is this? The contract system to select the spawn points is not truly random. Is there any effort on makign the spawn point generation truly random?
Question 8: In Deathmatch, when you spawn, the targets don't know who their pursuers are.but yet, they can stun you. They can stun you without the stun prompt. They can stun you even before they know they are after you. Why this design? This is CLEARLY broken. For ex. http://www.youtube.com/watch?v=FmIw9QMc5Dk The guy who I stunned probably wasn't even aware that he was after me.
Question 9: Why does lock have no prominence on who you kill or who you stun? What is the purpose of the lock anymore?
Question 10: Why is the music so loud? I can guess you are trying now to give too much control to players over whispers. But still, the heralds and the game music is too loud. its more like a noise. Whispers are more important to ANY player. Any plans to let player chose how much whispers he wants to hear?
Question 11: Why is that in match making, friends who launch the game together are put in different teams? There are two disadvantages of this design 1- Friends who WANT to play together are denied of that. 2- say 4 boosters are put in different teams, 2 in each, they obviously can go to some corner of map and stun spam and boost. So question is, what this possibility thought of while designing? If yes, then what was the rationale behind going forward with this design?
Question 12: The information section in the game HUD (By this I mean the area which gives info like "Player has joined the game", "You have a new pursuer" etc) which appears in the lower middle part of HUD, it blocks the compass arrow in Assassinate when the compass is about 1/4 of full circle. It is very disadvantageous at times. What are your thoughts on this? Can this be fixed in AC3?
Last edited by ZorboidOrbb; 02-18-2012 at 07:10 AM. Reason: Added Question 11 and QUestion 12.