
Originally Posted by
IceOnFire223
I looked to see if there was already a thread with this and couldn't find one, and I would assume this is the right subforum. So, post some of your suggestions for improvement to the multiplayer in ACIII -- these should be stated with a prospective view, not based on what's wrong with ACR. That's for patch suggestions. I'll start with mine:
Bring back Alliance.
Remove the hidden gun entirely -- at the very least replace it with a tomahawk that has travel time.
Increase the cooldown for smoke bomb, and shorten it for mute.
Do not create night/dusk variants of maps, all that does is make me play Assassinate on Souk twice in a row (by the way, without mid kill locking, Souk is egregiously bad for Assassinate now).
Change it so the match choices after each game are the same mode on three new maps, instead of basically leaving it like it was in ACB and just going from map to map in the same mode. If you want to play a different mode you can leave the lobby.
If the matchmaking still results in being thrown into modes we don't want to play, allow us to back out immediately.
Create multiple servers in the same playlist so that DLC maps are thrown in with regular maps. The DLC-servers are only joinable by those who have downloaded the DLC.
Combine the RDM with the original -- start it at silent, have it build to Incognito (in the same amount of time it takes in ACR, so 10 seconds) or drop to Discreet and Reckless.
Create matchmaking so that teams of 4 can search for games that already contain four people and just join when the match ends -- this will eliminate any problems with playing as a team and could probably be easily done using the mechanics of the 4-player Co-op servers.
Streamline the game a little -- less abilities, which are more balanced. For instance, abilities like charge, firecrackers, smoke bomb, mute, and poison always win over abilities such as closure and decoy. Remove the ones that never get used and try to adjust the remaining ones so that each has its own strengths. For instance, there is no reason to use tripwire bomb over smoke bomb because it has a longer activation time, smaller range, smaller duration and a larger cooldown, plus it can be seen and reacted to. Also, it would be a lot more interesting if the Overall Cooldowns perk was removed, since it basically is always picked and just leaves you one perk, which is usually Kill Buffer.
Make it a finite number of contract losses for loss streaks to be activated. Boost Cooldowns, for instance, sometimes activates after two deaths and sometimes after five.
Add more killstreak choices, including some that improve your in-game performance instead of giving you raw points, such as Animus Hack -- but do NOT simply make them more kill-everything-from-a-distance-for-thirty-seconds streaks.
Add an Introductory Session to help newer players learn abilities -- make sure smoke bomb is one of the abilities since it's a fair bet it will be used the most again.