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Thread: ACIII Multiplayer Suggestions? | Forums

  1. #361
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    Make it like AC:B's smoke bomb + longer cooldown.
    The chances of interrupting a kill animation in BH were MUCH less than that of Rev.
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  2. #362
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    Re:

    dear ubisoft,
    I really enjoyed playing your game ac revelations; the originality of this game is awesome, as i find much enjoyment from playing artifact assult.
    However the game mechanic's for combat were sacrificed for a more fast paced gameplay. Here's a few things that I would love to see change if you ever decide to make another multiplayer for the assassins creed series.

    Likes : Acrobatic's, Feeling of being a ninja, chase breaker's.

    Dislikes:

    {
    Mechanic's of combat...
    I don't enjoy that you kill or stun simply by pressing x or b. I think you should integrate the combat mechanic's from the game into the multiplayer. Stun's and abilities would leave your opponent vulnerable to being assassinated. Weapon's and Armour would also have varying effect's and perks, pros and cons. Would add much diversity, creativity, and strategy into the game.


    }
    Other thing's...
    - the animus hack; ...
    - the wrist firearm: please make the opponent aim with this weapon, but at the same time don't turn this game into a first person shooter. Locking on and shooting someone from half way across the map is lame and upsetting.
    - Getting killed in your own spawn on artifact assault..
    - stun animation; currently the animations for being stunned are much too long, especially when your opponent can assassinate you from 10 feet away.
    - the compass: I feel like it can ruin trying to blend in with the cloud. It's hard to blend in or stay hidden when someone has a map to your direction...
    - chase breaker perk's + hot pursuit:
    - Hardcore mode: Please add a hardcore mode! expecially for artifact assult. Would be nice to truly be able to blend in. And Disable any perk's that can reveal your pursuit / target in hardcore mode.
    - time it take's for perk's to recharge: ...
    - playing with your friends: I want to be able to have a custom team. Especially when teamwork is so important in this game I want to be able to select who I play with, who my teammates are.
    - hot pursuit: This perk is extremely overpowered. There are no perk's to defend against this, and the fact that you can be killed by a press of x is frustrating.
    - honorable death and spamming x/b: ... When you can sneak up on someone and stun, and they happen to be spamming x at the time. You get honorable death. Very frustrating. Honorable death in general is very frustrating.
    - Not being able to kill: Not being able to kill on enemy's side in artifact assult, along with overpowered perk's to defense is frustrating.
    - Haybales: Maybe you shouldn't be able to kill someone while in a hay bale, they could act as safe area's. It's the least you could do for someone that has to hide in a mold infested play pin. Also when I jump in a hay bale I intend to stay in a hay bale. On xbox the game auto jump's you out, not shure if it's a bug but it's more than annoying.
    - Set Character: It's very hard to blend when people can see you with there perk's compass. Therefore you should be able to not have a single character. Ex: Everyone must play as Ezio, Female Char, Trickster. Ect.

    Summary: This game is great, But it can be Soooooo much better, especially if you redo the combat system.

    Copy and paste from my suggestion thread on acr / aciii
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  3. #363
    Ranked matches.

    An absolute MUST.

    Some of us have played AC multiplayer for a really long time, while others have just started. Its f annoying playing against new players, theres absolutely no challange in it, and it takes a lot of time to find hard matches. I also imagen the new players find it really irritating playing against old players.

    If this game is going to evolve we need a ranked system where you play against equal players. (like wow arena).



    -If ranked matches are already planned for AC 3 then my bad. (plz lemme know if it is:P )
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  4. #364
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    Level does not mean skill. Those systems were they team you up against players of the same level never worked, IMO. If they really want to do one, make it based on wins, loses and score. But even that can be eh.
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  5. #365
    Quote Originally Posted by HaSoOoN-MHD View Post
    Level does not mean skill. Those systems were they team you up against players of the same level never worked, IMO. If they really want to do one, make it based on wins, loses and score. But even that can be eh.
    Id take level based over random 10 times out of 10
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  6. #366
    I dont know if this has already been posted here, I cba to scroll trough every page of responses.

    I would love if they completely overhauled the chase sequence system. At the moment, the way that chase sequences work almost always makes it bad for the pursuer. The pursuer either chases his target and gets the kill for a whooping 100 points or just lets it be and moves on in the game. Of course you can get an acrobatic-, hidden- or a grab kill for 200, 300 and 450 points respectively, but let's be honest here, this only only happens agaisnt noobs or over-eager score hores (400 point stuns). There's really no reason to chase the target. The time would be better spent killing an NPC and aquiring a new target. The target on the other hand has a lot more going for him to motivate him to win the sequence. Escaping means staying alive and the multiple types of escapes gives a reliable source of points and bonuses towards varietys. This combined with the huge amount of chase breakers that are in every map makes the chases massively favoured towards the target.

    The big thing that should be changed from the current chase mechanics is the way one triggers a chase. At the moment, the chase starts when the pursuer's detection meter is drained all the way down. This results in situations where you can suddenly get killed for 100 points because some noob just ran to you like a headless chiken to get the kill. He just chase killed you, even though there was no chase! Instead, the chase should be first triggered by both of the "participants" for it to start; the target notices his pursuer and decides to run away, and now it's up to the pursuer to decide wether he want's to chase his target or go for another try, or he can even kill an NPC if he doesn't like the particular target. The chase sequence couldn't be triggered by only the pursuer. If he just runs to kill the target having drained the whole detection meter, it shouldn't be a chase kill, just a normal 100 point kill +acrobatic, hidden or drop kill bonuses.

    Then, what I would like is to give the pursuer a bigger incentive to win the chase and get the kill. Between two good free-runners, winning the chase as the pursuer requires a huge amount of effort and skill, so why not reward someone who has the skill to out-free-run his target. Make chase kills worth 400 points. Or, make it 250 points and add chase sequence specific bonuses. A third option would be something like for every 7 seconds of chasing you get 100 points more for the kill. Or, the point system could be something of all of these combined. Just make it more rewarding for the pursuer to actually make the effort to win the sequence.


    Concidering everything I suggested above, if the chase system would be overhauled like this, it would make so much good for the game. It would diversify the playstyles people use and trough that make more abilities and perks viable. You could play a free-runner style and have easy chase breaker as one of your perks, or the enhanced autobash or wall runner (hint hint). At the moment, you get the best kill scores for stealthy kills and theres really no other way to score really high, with maybe the exeption of going for the kill streaks that don't require silent kills. This makes the playstyles and ability useage really one-sided.

    I dont want to write more but just tell me what you think about these suggestions. I would gladly asnwer any questions and hear any downsides of the stuff I suggested.
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  7. #367
    - Contested kills do not reduce the score a pursuer gets for their kill, nor does it have the 'knife effect' after the kill animation.

    - No throwable abilities, except for things like throwing knives.

    - No using abilities mid-animation.

    - Make it so whoever you have a lock on has the utmost priority.

    - Balance out playstyles.

    - Balance out abilities.

    - If the kill button and stun button are the same, get rid of Bodyguard.

    - Improve team matchmaking.

    - Improve the Training Ground mode to actually simulate what it'd be like in a real match.

    - Add in an introductory session for team-based game modes.

    These are the things that I can think of off the top of my head, I might come back to it later but you never know. :|

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  8. #368
    Haven't read the entire thread so my apologies if the following suggestions have all been said before.

    - Keep the target/pursuer prompts (red/blue arrows) but get rid of lock-on suggestions. If the prompt is in my sight, I'll lock on to them myself, and if it isn't, don't make it easy on me and give them away.
    - Allow me to select my profile set before the beginning of the match. I'm eager for first blood and have to spend precious seconds on selecting my profile.
    - Keep honorable death but get rid of contested kills.
    - I do not like taunts.
    - Stuns shouldn't count for streaks.
    - If you're going to keep RDM, start at silent, not discreet.
    - Add another variety bonus, EV is hardly impressive in ACR.
    - Add some of the ACB's soundtrack to the next game. ACR's soundtrack was too fast-phased, I felt like I'm being chased all the time. ACB's soundtrack had much more atmosphere.

    And I agree with suggestions above: ranked matches for every game mode + remove the score limit, no throwable abilities, no bodyguard.
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  9. #369
    Senior Member ABXantos's Avatar
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    Quote Originally Posted by Chachi McSwaqq View Post

    - This one is probably wishful thinking, but smoke bomb, being throwable, ought to be in the ranged slot. The cooldown increase is excellent.
    This needs to be done. It would be unfair to possess two ranged abilities, one of them already being notoriously overpowered. Although I would also believe having two smoke bombs is ridiculous so it has to be either one or the other or just not make smoke throwable period (which would be the best solution imo).

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  10. #370
    Junior Member Eelanos's Avatar
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    Quote Originally Posted by HeJurm View Post
    At the moment, the way that chase sequences work almost always makes it bad for the pursuer. The pursuer either chases his target and gets the kill for a whooping 100 points or just lets it be and moves on in the game. Of course you can get an acrobatic-, hidden- or a grab kill for 200, 300 and 450 points respectively, but let's be honest here, this only only happens agaisnt noobs or over-eager score hores (400 point stuns). There's really no reason to chase the target. The time would be better spent killing an NPC and aquiring a new target. The target on the other hand has a lot more going for him to motivate him to win the sequence. Escaping means staying alive and the multiple types of escapes gives a reliable source of points and bonuses towards varietys. This combined with the huge amount of chase breakers that are in every map makes the chases massively favoured towards the target.
    Hidden gun, throwing knives, closure... or simply, don't run when your target is on your LOS. A chase is your punishment for being so reckless. However...
    SUGGESTION: Make targets be unable to stun pursuers when they get into a chase. Since the Contested Kill sistem came, chases are POINTLESS. People just turns around and tries to stun you, leading to Contested Kills.

    Quote Originally Posted by xCr0wnedNorris View Post
    - Contested kills do not reduce the score a pursuer gets for their kill, nor does it have the 'knife effect' after the kill animation.
    Either this, or just eliminate the entire contested kill system.
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