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View Full Version : AC3 - Stealth Needed in the Main Campaign statistic



Farlander1991
08-24-2013, 04:26 PM
So, I got curious, how much of the main AC3 campaign (not counting Desmond's sections) requires stealth, or makes stealth a valid method of approach. So I decided to make a quick points/ratio statistic. It's not perfect and it's not really exact, but... I think it shows the general picture.

So, how it works. Each mission gets 2 points. If stealth is fully valid in this mission - it goes to the left (stealth needed/possible) column. If it's fully invalid in this mission - it goes to the right (stealth not needed possible) column. And if both approaches apply (let's say, a stealth section that is followed by a combat section) then both columns get 1 point.

For the purposes of this statistic, stealth is considered to be a method of approach that doesn't require you to enter open conflict or get noticed, even if the situation we're in may be quite... loud (like Battle of Bunker Hill situation). Also, I decided not to decrease points from this for stuff like escape after a fully stealthy assassination or some other kind of fully stealthy action that would lead to an escape that would lead to mission ending. Hope this sentence makes sense.

The second column corresponds to where stealth is not required, so, either the game forces you to enter an open conflict situation, or there's just no need to deal with anything that would require a stealth approach (like, let's say, the mission is just about walking around the city or talking, or a purely parkour kind of thing, or, well, pure combat or chase scenario). Now, let's get to it:


Name
Stealth Possible/Needed
Stealth Not Possible/Needed
Comments


A Deadly Performance
2
0
While it's not possible to enter an open-conflict situation, it's a tutorial that gives a very 'assassiny' ilussion, so gave poitns for that.


Journey to the New World
0
2



Welcome to Boston
0
2



Johnson's Errand
0
2



The Surgeon
2
0



The Soldier
1
1



Infiltrating Southgate
1
1



Unconvinced
0
2



Execution is Everything
2
0



The Braddock Expedition
1
1



Hide and Seek
0
2



Feathers and Trees
0
2



Hunting Lessons
2
0
Points given for a skillful possibility to not get noticed by animals


Something to Remember
0
2



A Boorish Man
0
2



A Trip to Boston
2
0
Ends with an escape situation, but points not removed


Boston's Most Wanted
2
0



Lying Low
0
2



Stop the Presses
2
0



River Rescue
0
2



Training Begins
0
2



The Hard Way
0
2



On Johnson's Trail
2
0
Possible to help Stephane without entering open conflict


The Angry Chef
2
0
Once again, possible to help Stephane without entering open conflict


The Tea Party
1
1



Hostile Negotiations
2
0
Ends with an escape situation


The Midnight Ride
0
2



Lexington and Concord
0
2



Conflict Looms
2
0



Battle of Bunker Hill
2
0



Something on the Side
1
1



Bridwell Prison
1
1



Public Execution
0
2



Missing Supplies
1
1



Father and Son
2
0



The Foam and the Flames
0
2



A Bitter End
0
2



Alternate Methods
1
1
Possible to aid Haytham without entering open conflict


Broken Trust
2
0
While it's kinda 'chasy', you're not really chasing anybody who knows of your presence, and it's possible to get rid of messengers without entering open conflict


Battle of Monmouth
0
2



Battle of the Chesapeake
0
2



Lee's Last Stand
1
1



Laid to Rest
1
1



Chasing Lee
0
2




Total Haytham missions stealth valid to stealth not valid points/ratio: 9/11 (45% of Haytham's section stealth is valid)
Connor's ratio: 29/39 (42% of Connor's section stealth is valid)
Total ratio: 38/50 (43% of the game stealth is valid)

Jexx21
08-24-2013, 04:32 PM
I think it should always be 1/1

SixKeys
08-24-2013, 04:34 PM
I think it should always be 1/1

It wasn't 1/1 even in AC1.

Farlander1991
08-24-2013, 04:34 PM
I think it should always be 1/1

Why? This statistic is not about 'oh, this can be completed both stealhily and non-stealthily', this statistic is about how much of the game can be completed stealthily or requires stealth. In an ideal situation it would be always 2/0 (which would NOT negate the possiblity of full-on guns-blazing approach), but, even AC1 doesn't have that.

Jexx21
08-24-2013, 04:37 PM
Requiring stealth is not ideal..

Farlander1991
08-24-2013, 04:38 PM
Requiring stealth is not ideal..

As I said, it's not about REQUIRING stealth (but, since some missions have a desynch on detection, well... we work with what we've got, so I mention that too). It's about the possibility of stealth being a valid approach.

Jexx21
08-24-2013, 04:40 PM
then why is it

"possible/needed"?

Farlander1991
08-24-2013, 04:42 PM
then why is it

"possible/needed"?

Because some missions have a desynch on detection, so stealth is needed there.

Jexx21
08-24-2013, 04:45 PM
hmm.. okay then.

Zeusel111
08-24-2013, 05:08 PM
Nice statistic! We need a new one for AC4 to check if the 85% are true.

Coltillion
08-24-2013, 05:11 PM
Assassin's Creed was never a true 'stealth' series. Stop acting like it is.

Zeusel111
08-24-2013, 05:13 PM
Assassin's Creed was never a true 'stealth' series. Stop acting like it is.

But it doesn't hurt to look if stealth becomes a serious option.

Assassin_M
08-24-2013, 05:17 PM
But it doesn't hurt to look if stealth becomes a serious option.
Indeed, at least someone is willing to compile serious statistics to discuss where certain places need work. It allows analyzation that we, as fans, would greatly benefit from. It may hold some surprising results and erase previous wrong assumptions.

Great work, OP. true, a 1:1 ratio was never a template. Not even in AC I, but the current doesn't seem bad at all, just badly executed.

Farlander1991
08-24-2013, 05:25 PM
I'm not saying AC is a stealth series. But people consider stealth to be super-important, and I'm just wondering how much time on the game there are situations where we can use it (or, well, in case of desycnch situations, have to use it). Which is what it's about, how much of the game we can be in 'stealth mode'. Though, a more serious statistic would require in looking into how long each mission is, and all that stuff, but... I'm kinda simplifying it, since I don't think there is actually point in going into THAT much detail.

Ironic thing is, it doesn't seem like AC2 is going to be much better than AC3 percentage wise (in the sense, how much of the game presents stealth as an option)... like... let's say, Sequence 4 where we kill Francesco. By this system it's 12 points (it's got 6 missions). One of them is a practice mission. Another one is a chase mission. Third one is a follow me mission. (that's 0/6, people!) Fourth one is Novella's Secret, which is 1/1 (mandatory chase). Wolves In Sheep's Clothing is 1/1, since the initial defense of Lorenzo we can avoid open conflict situation (which counts in this statistic as a stealth possibility). Maybe 2/0, since I don't remember how the escort after that works. And Farewell Francesco is 1/1 (can't avoid having to chase Francesco, just as we can't avoid having to chase Hickey, for example). So it's 3/9 or 4/9, depending on the Sheep's Clothing mission.

Though, of course, I need to make the same thing for AC2 and compare it properly, maybe as a whole it adds up to a nice number. And AC2 has lots of 'cutscene' memories (which is, like, without any gameplay at all), have to remove them (I removed the one cutscene memory mission that AC3 had, The Lost Son's Return, from this list)

Farlander1991
08-24-2013, 06:12 PM
AC1 by this same principle gets 73/49 points (I've counted investigations as part of the main campaign too, with the exception of eavesdropping because that's essentially like AC2's and AC3's cutscene memories which don't have any gameplay at all).

So, 60% of AC1 main campaign has got stealth as a valid (or sensible, because, let's say, in race missions there's no point in stealth so it's not really valid) option. Also, I used the PC version as the referemce.

Of course, if you take investigation missions out and only count the assassinations, and the first and last missions, it's 17/9, which makes it.... 65%. Lol. :D So, AC4 main campaign needs to try really hard to beat AC1's stealth viability percentage :D

EDIT: Basically, since I'm too lazy to write a full table...
Every Templar Assassination is 2/0 with the exception of Talal and Decoy Robert (which are 1/1).
Solomon's Temple counts as 1/1.
Masyaf village attack, Arsuf, and the final mission in Masyaf all are 0/2.
In terms of investigations:
Pickpocket - 2/0
Interrogation - 1/1 (forced to enter open conflict to interrogate)
Escort - 0/2
Rooftop race - 0/2
Target Assassination - 2/0
Archer Assassination - 2/0
Merchant Stands - 0/2 (you have to shove guards in it... or normal people... which can lead to desynch, so guards, which is getting in open conflict)
Flag Race - 0/2

Assassin_M
08-24-2013, 06:23 PM
AC1 by this same principle gets 73/49 points (I've counted investigations as part of the main campaign too, with the exception of eavesdropping because that's essentially like AC2's and AC3's cutscene memories which don't have any gameplay at all).

So, 60% of AC1 main campaign has got stealth as a valid (or sensible, because, let's say, in race missions there's no point in stealth so it's not really valid) option. Also, I used the PC version as the referemce.

Of course, if you take investigation missions out and only count the assassinations, and the first and last missions, it's 17/9, which makes it.... 65%. Lol. :D So, AC4 main campaign needs to try really hard to beat AC1's stealth viability percentage :D

EDIT: Basically, since I'm too lazy to write a full table...
Every Templar Assassination is 2/0 with the exception of Talal and Decoy Robert (which are 1/1).
Solomon's Temple counts as 1/1.
Masyaf village attack, Arsuf, and the final mission in Masyaf all are 0/2.
In terms of investigations:
Pickpocket - 2/0
Interrogation - 1/1 (forced to enter open conflict to interrogate)
Escort - 0/2
Rooftop race - 0/2
Target Assassination - 2/0
Archer Assassination - 2/0
Merchant Stands - 0/2 (you have to shove guards in it... or normal people... which can lead to desynch, so guards, which is getting in open conflict)
Flag Race - 0/2
they're saying it's 85%, though I doubt they're using the same concept as you are

Farlander1991
08-24-2013, 06:32 PM
they're saying it's 85%, though I doubt they're using the same concept as you are

Their concept may be looking at the missions where you can/have to enter open conflict, and then in how many of those missions you can be stealthy. Mine takes the whole main campaign, which includes races and follow me missions and stuff like that, where you're not really presented with either open conflict or stealth option. Maybe you can say that it's a flaw in my system, but, as I said, I'm looking at how much time can be sensibly spent stealthily in the whole game (well, main game), and where it's an option. Which is why I decided to start calling it 'Stealth Viability' :D

ArabianFrost
08-24-2013, 06:32 PM
they're saying it's 85%, though I doubt they're using the same concept as you are

But they are also going back to simpler objectives. 85% of the game CAN be played stealthily and the rest is forced, so maybe it's not fair to use Farlander's rating system.



BTW great work with the quality post. Quality posts are the best type of posts.

Farlander1991
08-24-2013, 07:11 PM
BTW great work with the quality post. Quality posts are the best type of posts.

Why, thank you. That's the only type of posts I try to make :D

LoyalACFan
08-24-2013, 11:47 PM
The problem was never the quantity of stealth opportunities, but rather the quality of the ones we had. Just following a linear path and refraining from using guns (i.e. the mission where you follow the convoy and meet up with Haytham) is not exactly my idea of good stealth gameplay. Not to mention the buggered, unpredictable AI that was sometimes moronic, and sometimes psychic.

Farlander1991
08-24-2013, 11:53 PM
Just following a linear path and refraining from using guns (i.e. the mission where you follow the convoy and meet up with Haytham) is not exactly my idea of good stealth gameplay.

Well, to be frank, following a linear path while tracking somebody is half of stealth gameplay in the whole AC series. Not saying you should like it any more, just saying that it's kinda weird to me that AC3 gets complaints for that while other AC games do not (and, to be honest, I enjoyed AC3 tracking stuff more than a lot of Ezio trilogy tracking, even though they're the same concept, though I will admit that Ezio's trilogy has got some really cool tracking missions too).

Assassin_M
08-24-2013, 11:54 PM
Well, to be frank, following a linear path while tracking somebody is half of stealth gameplay in the whole AC series.
Indeed..I don`t think there was ever a track mission that wasn't linear...that`s the whole idea behind it

SixKeys
08-25-2013, 12:19 AM
Oddly enough, the best stealth missions in AC3 came from the ToKW DLC. I loved the mission where we had to infiltrate Washington's camp and follow Putnam while using the wolf cloak and avoiding guard dogs. That was really reminiscent of the old stealth that I found fun in the Ezio games.

ladyleonhart
08-25-2013, 12:24 AM
Oddly enough, the best stealth missions in AC3 came from the ToKW DLC. I loved the mission where we had to infiltrate Washington's camp and follow Putnam while using the wolf cloak and avoiding guard dogs. That was really reminiscent of the old stealth that I found fun in the Ezio games.

I haven't played the ToKW DLC yet. Would you say it is worth playing...? Also, does it add anything to the story, or is it just an alternative look at what may have happened...?

Edit: Sorry for going off-topic Farlander. I just realised.

Farlander1991
08-25-2013, 12:29 AM
Btw. I know that AC3 stealth system is not perfect. It's flawed. That set of videos about fort stealth approaches shows them. But it seems to me that a lot of people who complain about lack of choices in AC3 haven't actually tried it in missions beyond that force it with desynch (and I'm not pointing to anybody in particular, just saying).

Like, for example, have people here tried to clear the harbor at the Tea Party mission without entering open conflict? I have, and it's a blast (though, I haven't figured it out fully). On one side, I throw at two guards poison darts from the roof, then run around the investigating guards, throw a smoke bomb, and hidden blade kill all four of them. The other side has 9 guards, so it's problematic. So far, I managed to get only 3. I've put a trip mine behind a stack of boxes, whistled to one guard. As he was approaching, I went through a shortcut door nearby to get on the other side of the building, then via the quick rope access to the roof, and killed with the bow the farthest two guards who went to investigate the explosion (since, yes, the detection on the bow IS strange, I am not denying that, but like with any game try to play the system). Need to figure out how to get rid of the rest of the six... probably poison darts would be a good idea to use.

And, you know what? I want to do it. Because it's actually fun, flawed system and all.


Edit: Sorry for going off-topic Farlander. I just realised.

Don't worry, I don't mind little derailings in threads :)

ladyleonhart
08-25-2013, 12:36 AM
Like, for example, have people here tried to clear the harbor at the Tea Party mission without entering open conflict? I have, and it's a blast (though, I haven't figured it out fully). On one side, I throw at two guards poison darts from the roof, then run around the investigating guards, throw a smoke bomb, and hidden blade kill all four of them. The other side has 9 guards, so it's problematic. So far, I managed to get only 3. I've put a trip mine behind a stack of boxes, whistled to one guard. As he was approaching, I went through a shortcut door nearby to get on the other side of the building, then via the quick rope access to the roof, and killed with the bow the farthest two guards who went to investigate the explosion (since, yes, the detection on the bow IS strange, I am not denying that, but like with any game try to play the system). Need to figure out how to get rid of the rest of the six... probably poison darts would be a good idea to use.

And, you know what? I want to do it. Because it's actually fun, flawed system and all.

I love the Boston Tea Party! xD One of my favourite missions. :D I've tried to clear the harbour without initiating open conflict. I actually try to play most of the game like that when I can. It was really interesting for me to try and use stealth to infiltrate the forts too. Then, it forced me to try various approaches for each one. Then I've tried to complete every fort objective like that. It was very fun. :)

SixKeys
08-25-2013, 12:37 AM
I haven't played the ToKW DLC yet. Would you say it is worth playing...? Also, does it add anything to the story, or is it just an alternative look at what may have happened...?

The first episode is the best IMO, I actually enjoyed it more as a whole than the main game. The wolf cloak is a lot of fun and allows for much more stealth than the main game. The second episode was meh and the third one I never finished because it was so annoying. It's completely its own story, alternate universe kind of thing, so you're not missing anything. If you're really curious, you can always download the first episode separately and then decide whether to get the rest.

Assassin_M
08-25-2013, 12:38 AM
The first episode is the best IMO, I actually enjoyed it more as a whole than the main game. The wolf cloak is a lot of fun and allows for much more stealth than the main game. The second episode was meh and the third one I never finished because it was so annoying. It's completely its own story, alternate universe kind of thing, so you're not missing anything. If you're really curious, you can always download the first episode separately and then decide whether to get the rest.
I second this...although I liked the third episode for the POTENTIALLY awesome final boss battle...

Farlander1991
08-25-2013, 12:41 AM
I second this...although I liked the third episode for the POTENTIALLY awesome final boss battle...

Still the best final boss battle in the whole series. Though, I suppose that's not saying much about a series with really problematic boss battles...

ladyleonhart
08-25-2013, 12:44 AM
@ SixKeys: Thank you. :) I appreciate it.

@ Assassin_M: Thanks, M. xD

@ Farlander: Thanks for not minding. ;)

Assassin_M
08-25-2013, 12:44 AM
Still the best final boss battle in the whole series. Though, I suppose that's not saying much about a series with really problematic boss battles...
I`d say Al-mualim`s battle comes close...it took most of the simple elements and threw them in one place, but yeah other boss battles? hand to hand? carriage chase? Chase? and Cesare?? yeah...pretty problematic..

All King GW`s fight needed was health and it would`v been perfect

ArabianFrost
08-25-2013, 12:44 AM
How is tracking linear?

You can follow them on ground using the crowd as your cover, but you risk having a greater chance of exposure to the target.

Tracking through roofs significantly cuts the line of sight from the target, but you risk getting spotted by a guards.

The third option is to do a mix of both but it's very difficult to do that without climbing seeming peculiar.
Maybe the path is linear (obviously), but how you execute the mission is up to you (optional objectives don't count). It's balanced and it offers advantages and disadvantages for each choice. Of course it could use some more polish to it, but overall, it's some challenging stealth.

Assassin_M
08-25-2013, 12:46 AM
How is tracking linear?

You can follow them on ground using the crowd as your cover, but you risk having a greater chance of exposure to the target.

Tracking through roofs significantly cuts the line of sight from the target, but you risk getting spotted by a guards.

The third option is to do a mix of both but it's very difficult to do that without climbing seeming peculiar.
Maybe the path is linear (obviously), but how you execute the mission is up to you (optional objectives don't count). It's balanced and it offers advantages and disadvantages for each choice. Of course it could use some more polish to it, but overall, it's some challenging stealth.
I think he`s talking about the path itself..

ArabianFrost
08-25-2013, 12:46 AM
Still the best final boss battle in the whole series. Though, I suppose that's not saying much about a series with really problematic boss battles...

It was not AC at all. The silly bouncing should never have been an alternative to normal jumping. Looks so weird. Imagine stealth-oriented boss battles? Man, the possibilities.

Farlander1991
08-25-2013, 12:47 AM
I`d say Al-mualim`s battle comes close...it took most of the simple elements and threw them in one place, but yeah other boss battles? hand to hand? carriage chase? Chase? and Cesare?? yeah...pretty problematic..

All King GW`s fight needed was health and it would`v been perfect

I suppose the second Chase concerns Lee? Though I consider AC3's final boss to be Haytham not lee, but that's equally as problematic >_< I had fun with King GW. But yeah, health would be nice.

SixKeys
08-25-2013, 12:48 AM
Each episode does have its moments. Climbing the bear spirit in the third episode was cool, if only for the visual aspect, and the boss battle was definitely the most epic since Al Mualim. I'm sure the second episode had some good things too, but I only played it once so I'm struggling to remember any. There were some good ideas and some well-designed missions, but the same weaknesses plaguing the main game were also present in the DLC. (Weak side content, enemy AI, etc.) For the content it offered, the whole thing was definitely overpriced.

Assassin_M
08-25-2013, 12:50 AM
I suppose the second Chase concerns Lee? Though I consider AC3's final boss to be Haytham not lee, but that's equally as problematic >_< I had fun with King GW. But yeah, health would be nice.
Well, I sometimes forget Haytham, because Lee`s sequence is actually pretty lengthy..especially because of the mission where you infiltrate the HMS Jersey. I took my time with that one since I thought it was actually a great sample of an isolated infiltration field, but Yeah Haytham`s was just wrong...the whole concept behind it was problematic.

ladyleonhart
08-25-2013, 12:51 AM
For the content it offered, the whole thing was definitely overpriced.

Lol, that's why I was a bit reluctant. :p So thanks again for your insight.

I actually made the mistake of buying the other DLC separately. Well... it was for the trophies at least. ;)

Assassin_M
08-25-2013, 12:52 AM
Each episode does have its moments. Climbing the bear spirit in the third episode was cool, if only for the visual aspect, and the boss battle was definitely the most epic since Al Mualim. I'm sure the second episode had some good things too, but I only played it once so I'm struggling to remember any. There were some good ideas and some well-designed missions, but the same weaknesses plaguing the main game were also present in the DLC. (Weak side content, enemy AI, etc.) For the content it offered, the whole thing was definitely overpriced.
the AI was especially ugly in the second and third, because of the cities...AC III`s AI just crumbles when in closed areas..

Farlander1991
08-25-2013, 12:54 AM
I'm sure the second episode had some good things too, but I only played it once so I'm struggling to remember any.

The board game rage quit! Rage quit!

ArabianFrost
08-25-2013, 12:55 AM
I think he`s talking about the path itself..

It's the only way to make mechanic believable. You can't really realistically take a second route from the target's and expect you'll still find the target. Even if, it still has some non-linearity. As I said, there are different versions of the path, be it vertical or on the ground. It's as sensible as it gets (unless we get to know the movements of the target for ambushes).

SixKeys
08-25-2013, 12:59 AM
It also bugged me that only some of the voice actors from the main game returned for the DLC. At first I thought it was cool having Ratonhnhaké:ton interact with Warren from the Homestead, but what was the point when Warren sounded like a completely different character? They didn't even try to get a voice actor that sounded similar. Same with Terry and Godfrey. I don't think they were even Irish.

Farlander1991
08-25-2013, 01:00 AM
It's the only way to make mechanic believable. You can't really realistically take a second route from the target's and expect you'll still find the target. Even if, it still has some non-linearity. As I said, there are different versions of the path, be it vertical or on the ground. It's as sensible as it gets (unless we get to know the movements of the target for ambushes).

I also would like to add that ACIII's optional eavesdropping thing with its eavesdropping mechanic makes following the target much more fun to me. Even though it does mean you have to spend to choose more time on the ground rather than rooftops (though in Something on the Side mission you can still freely rooftop track on the first part of the mission), it's much better than being three floors higher than your target and perfectly hearing what they're talking about.

SixKeys
08-25-2013, 01:05 AM
I also would like to add that ACIII's optional eavesdropping thing with its eavesdropping mechanic makes following the target much more fun to me. Even though it does mean you have to spend to choose more time on the ground rather than rooftops (though in Something on the Side mission you can still freely rooftop track on the first part of the mission), it's much better than being three floors higher than your target and perfectly hearing what they're talking about.

IMO it was another mechanic that had potential, but could have been executed better. I always keep subtitles off while I'm playing for a more cinematic feel, and trying to stay within the circle made it almost impossible to follow the discussion. In the other games you also have to be stealthy while tailing someone, but the mechanics are simple enough that you can easily focus on both tasks at the same time.

roostersrule2
08-25-2013, 01:08 AM
It also bugged me that only some of the voice actors from the main game returned for the DLC. At first I thought it was cool having Ratonhnhaké:ton interact with Warren from the Homestead, but what was the point when Warren sounded like a completely different character? They didn't even try to get a voice actor that sounded similar. Same with Terry and Godfrey. I don't think they were even Irish.Indeed and Kanen'tó:kon sounded nothing like he did in the game.

Oleg l Kirrlov
08-25-2013, 04:51 AM
I for one would like to thank you for showing this and taking the time out of your day for doing it. It gives us a good image of stealth, lets just hope you can use stealth 85% through AC4.

mutantboycrowe
08-25-2013, 06:32 AM
I think there should be more possibility of stealth, without having to be a super duper good player, but the required and bonus stealth objectives were very well balanced.

Farlander1991
08-25-2013, 09:09 AM
Okay, I did not have enough time to make the table for Ezio's trilogy properly (maybe later), but here is the final percentage of Stealth Viability in his games' main campaigns. I did it pretty quickly, so it might be slightly off, but I don't think that it's going to be off so much that it drastically changes the picture.
ACII (including Sequence 12 and 13 DLCs) - 44% - 75/95 (170 total - 85 non-cutscene missions)
ACB - 39% - 38/58 (96 total - 48 non-cutscene missions)
ACR - 40% - 42/62 (104 total - 52 non-cutscene missions)

And, in comparison:
ACI - 60% - 73/49 (122 total - 61 non-eavesdrop missions)
ACIII - 43% - 38/50 (88 total - 44 non-cutscene missions)

Also, below are the numbers that are... well... not exactly correct, since some missions have partial stealth possibility, some have full stealth possibility, so it's not representative of the exact numbers of missions that's got stealth possibility in them, but I just decided to take the stealth viability percentage out of mission number to see how many 'stealth viable' levels we would have in total. Let's call it 'stealth viability concentration' or something :D
ACI - 37
ACII - 37
ACB - 19
ACR - 21
ACIII - 19

Farlander1991
10-31-2013, 09:58 AM
Preliminary counts say that by my system AC4's stealth viability in main campaign is 56% (i.e. second biggest after AC1), but until I play it myself won't be able to say for sure.