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Thread: Kill Animations Get Annoying -__- | Forums

  1. #1
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    Lightbulb Kill Animations Get Annoying -__-

    This happened to me today. I'm sure it's happened to many of you as well.
    Once in a blue moon you will get a kill animation where you stay in the third person, and it does not go in for a close up view of the kill. I don't know about you guys but I love when this happens. First of all we have all seen every single kill animation for every character a hundred fold. They aren't really exciting anymore (excluding the harlequins ariels). Plus, when it stays in the third person, the killer has a better chance at putting his next lock on to get the next kill. I think this would be a good addition to AC3.

    There are some people who might say "no, I like seeing the kill animations, keep them".
    My solution to this is to keep the DEATH animations only, that way you get the best of both worlds. You get to switch your lock easier while you hunt, and you still get to experience the epicness of slicing open ones jugular when you die...

    This would be especially beneficial to manhunt and Assassinate players.

    I like this idea.
    Last edited by OnlineSettings; 08-08-2012 at 01:16 AM. Reason: Stupid autocorrect
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  2. #2
    Senior Member SixKeys's Avatar
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    The good thing about the third-person view currently is that 9 times out of 10 it only shows up when you accidentally kill an NPC. That gives you a split second to think about your next move, like should I drop a smoke bomb or run away. In team modes it would get especially confusing when you're attacking a morphed group and you're not sure if the person you just attacked will turn out to be a real player or an NPC.
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  3. #3
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    I suppose I could see that happening... But you can still look at the notification in the middle of your screen or look at the compass to see if you killed the correct one. Or maybe have some sort of bold notification pop up when you kill a civilian. I still think the pros of this idea outweigh the cons.
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  4. #4
    Do AC III multiplayer have kill animation concept like in brotherhood and revelations or it will be like you said?
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  5. #5
    Member Dralight's Avatar
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    Maybe it could work the same way as single player, have the option to adjust "action camera frequency" to change how often you get the close up kills, or have the option to disable them altogether. This could lead to some people having a bit of an advantage though, if they have a better field of view while performing a kill than someone who likes seeing the close up kills.
    Last edited by Dralight; 08-08-2012 at 01:15 PM.
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  6. #6
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    I'm with you 100%, and even made a thread about this. But, i would also like to ditch the animations when getting killed, since often (especially Assassinate and team modes) there are a lot of action and I'd rather see what happens next than the same old slow motion thing. Trying to figure out if your pursuer managed to poach you and your target or made a fool of himself, by checking how many points get rewarded, is stupid. They should make it optional, for both kills and deaths, and they need to make it possible to turn camera too. You KNOW there's one more guy there, you know where he is, but the animation will disorient you even I'd you played everything right.

    If they're serious about wanting this to be an e-sport, this is the first thing they need to implement. As of now, it's luck based if you happen to see your next pursuer coming running while in animation, and eliminating dumb luck for smart play is essential.
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  7. #7
    Quote Originally Posted by OnlineSettings View Post
    I suppose I could see that happening... But you can still look at the notification in the middle of your screen or look at the compass to see if you killed the correct one. Or maybe have some sort of bold notification pop up when you kill a civilian. I still think the pros of this idea outweigh the cons.
    You can't trust the compass for anything. Let's not even start on its inaccuracy, I can't tell you how many times I've come out of a kill animation to see a full compass and drop smoke to avoid getting stunned, only to find out a couple seconds later it was because of the player I already killed.
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  8. #8
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    @pioneer: or the other way around, returning from animation and find there's no one on the compass only to get acquired and killed the next second.
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  9. #9
    If Im not mistaken dont u get quicker kills by making silent and incogs?
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  10. #10
    I don't mind the animations themselves, but I have a problem with the fact that after a kill animation you may end up facing a completely different direction than you were at the beginning, which leaves you totally disoriented for a moment (and that moment may be all your pursuer needs).
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