PDA

View Full Version : AC Unity DevBlog



Jexx21
06-11-2014, 06:40 PM
http://assassinscreed.ubi.com/en-US/news/news_detail.aspx?c=tcm:152-147115-16&ct=tcm:148-76770-32

Assassin’s Creed Unity DevBlog – Combat with Alex Pedneault

We dive right into the rough and tumble of ACU’s new fight system with Lead Game Designer Alex Pedneault

We grabbed Lead Game Designer, Alex Pedneault, from his desk and got him to chat with us about the new combat system in AC Unity. Alex is in a unique position to talk about the evolution of Assassin’s Creed since he has been working on the brand since ACII.
“We basically had to start from scratch,” chuckled Alex. A new engine on new consoles would require a new approach. After looking at feedback and statistics from various AC games, the core team noticed that fighting had become the main go-to for most players. If they wanted players to take full advantage of Unity, they were going to have to rethink combat.
#DevTip: If you are stuck in a fight with more NPCs than you can handle, use a berserker dart to cause confusion and give you time to flee.
“We wanted to shift combat from being a spectacle and add some real weight to it. In previous games we had mechanics where you could do a counter-kill combo and switch into a kill streak. We knew from the start that we wanted something more challenging. That way we could make the players use more of the other mechanics like navigation and stealth because in previous games combat was the easiest solution.”
So they went back to the drawing board and looked to fencing for inspiration. Whether it’s with foil, sabre or épée, fencing is a system of checks and balances and trying to out-think your opponent by being 2 steps ahead. Like fencing, the new combat system is more timing based and the counter-kill is a thing of the past.
“We still have counter moves like the parry, perfect parry and dodge but it is much harder to kill NPCs right away. And that changes the way the fight feels. Instead of simply pressing “B”, you now have to work for the kill. It shifts the dynamics from a very defensive fight to a more offensive one.” This can lead to some sticky situations for Arno. Gone are the days when you could take on an entire army!
“If you are fighting against 1 or 2 NPCs, you can probably beat them. As more and more NPCs join the fight, their attacks get faster and faster and their tactics get better. There will be ones lingering outside your range to shoot you. It becomes overwhelming and you will finally have to flee.”
Arno will also have a host of cool, new weapons to play with, the most interesting being the Phantom Blade. It uses the mechanics of a crossbow to fire a silent projectile a great distance, while still serving as a tradition Hidden Blade.
http://static9.cdn.ubi.com/resource/en-US/game/assassins-creed/ac/Combat_Concept_147118.jpg“The Phantom Blade is very cool. It has two kinds of projectiles: the ones that kill and the berserker poison projectiles. It allows for a silent ranged assassination option. It also allows for a distraction, like if you kill a guard others will walk over to check on him. The phantom blade’s main goal is to give Arno a way to have a ranged stealth kill option. The blade won’t be very useful in combat but it is highly effective in stealth situations.”
Alexandre Pedneault started working at Ubisoft in 1998. He is a loyal Habs fan and enjoys fishing on the weekends with his family. He holds a B.Sc. in Anthropology, with a specialisation in archaeology, which lead him to want to work on Assassin’s Creed.

http://assassinscreed.ubi.com/en-US/news/news_detail.aspx?c=tcm:152-147127-16&ct=tcm:148-76770-32Assassin’s Creed Unity DevBlog – Navigation with Max Spielberg

Join us as we explore the newly revamped parkour system with our Game Designer Max Spielberg.

We stole some time with Game Designer, Max Spielberg, to talk all about the navigation system in AC Unity. Max has been with Ubisoft since 2012, and has been working on Unity since the very beginning.
“In previous games, you were either running on your feet from object to object, or you were climbing.” stated Max. “What we did is basically create a transition between the climb system and the navigation system. So now, you no longer have to drop down from climbing a wall to an object to continue running. You can, from your climb, perform a transition into a direct run, or swing, or any move possible in the game.”
The goal from the start was to provide the player with more freedom, and this would mean taking the navigation to the next level with the debut of a new generation of consoles. To accomplish this, the team would have to break away from the trusted navigation system base present in the previous seven games in the series.
“It was a challenge for the entire team to wrap their heads around that kind of change in the system, so we really had to start from scratch.”
#DevTip: If you fall too far and are about to take damage, use the Roll move as you land to minimize the damage taken.
The result, is a navigation system that allows Arno to operate on different planes of motion within 3 control schemes; two on the vertical plane and one on the horizontal plane.
“There’s the standard Right Trigger control method, where we tried to emulate previous AC games as best we could. So if you’ve played any previous AC game, you should feel at home with the Right Trigger.
The A button [Parkour Up] will start trending you upwards. If you are on a façade or have a wall next to you, and there are props along the wall, holding A will use the façade itself - the actual wall - to scramble up to the next object that’s nearest to your current position.
On the other hand, the B button [Parkour Down] will start dropping you down objects until you reach the ground. This all happens very quickly. In fact, at one point we were toying with the idea of not even needing the leap of faith, because the player can get down facades so quickly with the B (down) option.”
A big change to the navigation system also meant that the team would need to clearly make the distinction between the art of free running and that of parkour. Especially when it came to the issue of Arno’s moves.
“Parkour is the fastest way to get from Point A to Point B using the environment, whereas free running is the same concept, except using flashier moves to complete that sequence, like doing tricks with your body. We have elements of free running in AC Unity, but we focused more on the parkour aspect of keeping the flow, and keeping some sense of realism. That being said, all these moves are possible since our mocap actors did all of them for us at some point.”
http://static9.cdn.ubi.com/resource/en-US/game/assassins-creed/ac/Navigation_Concept_147126.jpgArno will learn new moves as the story progresses, but players will also be able to purchase some new skills too.
“There is a skillset that you learn as you progress through the game. Arno starts out with basic moves and learns more parkour moves along the way. But there are also a few skills that you can purchase, that add some flair to the moves.”
“One of my favourite new moves, and one of the coolest ones I think you’ll see in the game is called the Base Jump. The player jumps out, arms outstretched, almost looks like he’s going into a Leap of Faith and then catches a pole right at the last second to swing off. That’s very impressive.”
Max Spielberg began his career at Ubisoft nearly three years ago on Assassin’s Creed Unity. He hates cilantro, but loves his PlayStation Vita. His Corgi, Mochi, thinks Max spends too much time playing games and not enough time feeding him socks.

Assassin’s Creed Unity DevBlog – Stealth with James Arthur

Uncover the new meaning of being a blade in the ACU crowd with Associate Level Design Director James Arthur

In the flurry of preparing for E3, we were able to wrestle James Arthur, Associate Level Design Director on Assassin’s Creed Unity, into a corner long enough to pry free some details on how we’re handling stealth.
James is quick to point out that the new toggle for Stealth Mode is, “NOT A CROUCH BUTTON!” But once he’d finished glaring at us, he continued, “Well, it does make you crouch. But if you think back to AC1, where you’d hold the blend button and Altaïr would put his hands together in a sort of praying motion, it’s a hybrid between that concept and a crouch. You’re less conspicuous when you’re in Stealth Mode. So, in Guard Posts, for example, if you want to move silently behind the guards, in Stealth Mode that’s possible because they won’t be aware of your presence, but if you walk or run past them, then they’ll turn around and detect you.”
“There’s a light cover system as well, so if you’re by a low wall or pillar, you’ll automatically snap to that and you can move along it. It’s a light snapping, though, so you can move away from it as well when you’re ready.” reassured James. And that’s a detail worth pointing out, since it’s derived directly from feedback received through player behavior, as James explains, “we discovered in Black Flag that people wanted to run between cover spots, so you’d have two bushes with a path between and they’d sprint across… we’re trying to encourage less of that type of behavior because the whole stealth gameplay loop is about looking at the situation, analyzing it and then making your move using whatever methods you have at your disposal.”
#DevTip: If you want to go in and fight everyone, sure, in most cases you can do that… that’s a perfectly valid approach, but you’ll want to rank up your character first.
Of course, those methods include a host of tools both familiar and pleasantly surprising to seasoned Assassins. “We’ve got the Phantom Blade, which enables you to snipe people from a distance and do headshots, but ammo is really limited. Smoke Bombs work differently, in that the bomb doesn’t make people cough and sputter, it doesn’t stop them in their tracks as it did previously. It’s a line-of-sight breaker.”
http://static9.cdn.ubi.com/resource/en-US/game/assassins-creed/ac/Stealth_Concept_147128.jpgAnd breaking line-of-sight is of crucial importance, as James outlined further, “We have introduced a Last Known Position system, so when you run around a corner you’ll see an outline or a ghost of Arno’s Last Known Position and that’s your moment to hide, whether it’s by blending in a crowd, jumping into a haystack or getting onto a roof as fast as possible. So, it’s really about that loop of: if you’re detected, break line-of-sight.”
That gameplay loop is of pivotal importance, because it’s at the core of removing player frustration we’ve observed over the run of the Assassin’s Creed series. James explains, “We took the feedback from missions and missions where you fail for doing something wrong have the lowest score. And it’s easy to see why: they’re frustrating, they’re super hardcore and they’re unforgiving… and that’s something we’re really trying to remove in ACU.” When pressed for an example, James added, “What happens if you kill a person you’re supposed to tail? We need to provide other ways of reaching that location, so maybe the guy’s got a map in his back pocket, you can kill that guy and loot that map or you could pickpocket him, and you can look at that map and it will tell you where to go. We’re trying to remove that hard fail that puts people off.”
James Arthur has worked on nearly every Assassin’s Creed game since AC2 (he skipped Revelations to go straight onto AC3). He holds an Msci in Astrophysics, but doesn’t like to tell anyone at the risk of sounding pompous… we happen to think it’s awesome though.

http://assassinscreed.ubi.com/en-US/...m:148-76770-32 (http://assassinscreed.ubi.com/en-US/news/news_detail.aspx?c=tcm:152-147131-16&ct=tcm:148-76770-32)

Assassin’s Creed Unity DevBlog – Arno with Travis StoutLearn more about our newest Assassin with Travis StoutWe managed pry our Single-Player Scriptwriter, Travis Stout, away from his keyboard and got him to tell us all about Arno Victor Dorian. Travis is in charge of the over-arching story of the main single-player experience of Unity. He writes all the dialogue for the single-player missions, develops the characters and the story arcs.
We started the interview with a question that fans have been asking since we released our teaser trailer in March: Have we misspelled our Assassin’s name?
“The spelling of Arno, A-R-N-O, is an older French/Germanic, I believe Frankish variation, of the name. It’s not as common as Arnaud but you still see it occasionally. It comes back to Arno’s family history. His family is a very old one and they’ve been Assassins for a very long time so we wanted to give him a slightly more antiquated name. Also, the phonetic spelling makes it easier to pronounce.”
There is nothing wrong with difficult names, right Altaïr Ibn-La'Ahad and Ratonhnhaké:ton? But I digress, back to Arno!


#ArnoFacts: He is known to cheat at cards.“He is a very driven young man. He is haunted by mistakes in his past or perceived mistakes, that he feels he must atone for. He is very devoted to the Assassin Order as an ideal but, at the same time, he is not as impressed with the weight of the long mystical tradition and ancient rhetoric as some of the other Assassins. He likes to think for himself and make his own decisions. He isn’t the type of person who will believe something just because someone tells it to him.”
http://static9.cdn.ubi.com/resource/en-US/game/assassins-creed/ac/arno-concept-art_160684.jpg
“He is a very well educated young man. He was raised in a noble household and had access to tutors and books so he is very well-read. He has a habit of quoting the classics and tends to use humour to deflect when he is emotionally vulnerable, like a lot of people do I think. We very much wanted him to not be the sort of grizzled bad-*** spouting one-liners that you see in a lot of action movies. We wanted him to feel like an actual person.”
Travis Stout has been at Ubisoft for only a year but he has been working in the video game industry for the last decade. Before that he was working on table-top games like Dungeons and Dragons and the World of Darkness games.

http://assassinscreed.ubi.com/en-US/news/news_detail.aspx?c=tcm:152-160683-16&ct=tcm:148-76770-32

JustPlainQuirky
06-11-2014, 06:43 PM
R.I.P. Press X to win.

Shahkulu101
06-11-2014, 06:46 PM
Everything I hear from the developers pleases me. I mean, I'm going to keep my feet on the ground but this sounds like the AC the core audience has always wanted...

Mr_Shade
06-11-2014, 06:50 PM
Everything I hear from the developers pleases me. I mean, I'm going to keep my feet on the ground but this sounds like the AC the core audience has always wanted...

Same here :)

It's great to see community wishes coming to life - and also on a personal level, validates all my hard work over the past few years ;)

Jexx21
06-11-2014, 06:51 PM
if only this was AC3

Sushiglutton
06-11-2014, 06:59 PM
Sounds interesting, very curious to learn more! It's obv super hard to describe a combat system in a short interview like this. Only when I can get my greasy fingers on it will I know for sure if they have succeeded or not :). Love the way they talk about it though!

Subject J80
06-11-2014, 08:29 PM
Same here :)

It's great to see community wishes coming to life - and also on a personal level, validates all my hard work over the past few years ;)

I feel like I did when I was waiting on the first AC to release after seeing it in motion during e3 2006.
Everything I have read on the Ubi blogs and heard from the devs has me super excited...this is the Creed I has all the features I have been waiting for.

Pure awesome. Game of E3 for me....not biased :rolleyes:

king-hailz
06-11-2014, 08:38 PM
Im so happy about the skill tree and upgrade system... i actually made a thread about it a couple of weeks ago... a lot of people disagreed with me... but now that the developers have said it... they seem to like it... im just happy its there...

shobhit7777777
06-11-2014, 08:42 PM
They actually might satisfy every AC fan with Unity.

Rugterwyper32
06-11-2014, 08:44 PM
Do you hear that, in the distance?
I hear AssassinHMS screeching "I was right!" and laughing hysterically, while suffering an existential crisis because he still has doubts until he actually experiences it.

Farlander1991
06-11-2014, 08:44 PM
So, essentially, what they want to say, is that they've made for the most part AC1 combat system without counter-attack (which is something I've always been saying should've been cut out back in AC2)? Finally!

Jexx21
06-11-2014, 08:45 PM
They actually might satisfy every AC fan with Unity.
except the ones who want to play as a female character

I understand the want for it though..

SixKeys
06-11-2014, 09:10 PM
except the ones who want to play as a female character

I understand the want for it though..

I'm still holding out hope for the co-op. Maybe they'll allow us to select our gender. If not, that would be lame.

The combat sounds good so far. I'll believe it when I see it, though. They've been saying the combat will be harder in the next game ever since ACB and so far AC3 is the only one that even came close.

Jexx21
06-11-2014, 09:11 PM
Uh, for co-op you always play as Arno. So, yea.. no selecting gender...

Shahkulu101
06-11-2014, 09:13 PM
I'm still holding out hope for the co-op. Maybe they'll allow us to select our gender. If not, that would be lame.

The combat sounds good so far. I'll believe it when I see it, though. They've been saying the combat will be harder in the next game ever since ACB and so far AC3 is the only one that even came close.

You can't play as female. You're always Arno - so in co-op the gear and customizations you have made will appear to other players. Only your face changes.

Apparently adding in female animations and clothing was too much work... :rolleyes:

Jexx21
06-11-2014, 09:16 PM
to be fair, I get the impression that there a TON of clothing options in this game. So.. yes.. maybe it is too much work.

Ureh
06-11-2014, 09:31 PM
Oh man sounds like it will be the best combat yet.

frodrigues55
06-11-2014, 10:42 PM
I am worried for myself, I think I'm reaching obsession levels with Unity. I seriously didn't know I could be so excited for it. Every single piece of information and videos so far have me going CRAZY for it. Like others have said, everything I read pleases me to the point where I wonder if it's possible to have so many great ideias combined in a single AC, I never thought I would see the day. It's amazing to have so little faith for it before and so much expectations now.

The more I read, the more I want to read, it's amazing. I think they will really outdo themselves with this. Even the CGI trailer - I keep that on repeat, I think I'm in love with it? Every frame is perfection. And Arno looks great, I hope he doesn't change much.

UBI NAILED everything so far regardin Unity. I hope they focus now on making the game work, it's really important that this thing doesn't ship on the state Whatch Dogs and Black Flag were in. Prove everyone wrong, UBI. Make people get impressed with your game for the game alone, not just the promo material which so far has been top notch in my book.

The only thing I am currently not impressed is combat, they keep saying it changed but from the gameplay bits, I really see nothing different? Is it built from the ground? Even the animations look choppy like they were in Black Flag.... but I honestly cannot wait to see more.

Kirokill
06-11-2014, 10:56 PM
All what's left to fix is the detection HUD now. The detection dots we seen were so standing out and so bad. Plus the AC3 sounds, some of them are still there.

Jexx21
06-12-2014, 01:35 AM
Assassin’s Creed Unity DevBlog – Navigation with Max SpielbergJoin us as we explore the newly revamped parkour system with our Game Designer Max Spielberg.We stole some time with Game Designer, Max Spielberg, to talk all about the navigation system in AC Unity. Max has been with Ubisoft since 2012, and has been working on Unity since the very beginning.
“In previous games, you were either running on your feet from object to object, or you were climbing.” stated Max. “What we did is basically create a transition between the climb system and the navigation system. So now, you no longer have to drop down from climbing a wall to an object to continue running. You can, from your climb, perform a transition into a direct run, or swing, or any move possible in the game.”
The goal from the start was to provide the player with more freedom, and this would mean taking the navigation to the next level with the debut of a new generation of consoles. To accomplish this, the team would have to break away from the trusted navigation system base present in the previous seven games in the series.
“It was a challenge for the entire team to wrap their heads around that kind of change in the system, so we really had to start from scratch.”

#DevTip: If you fall too far and are about to take damage, use the Roll move as you land to minimize the damage taken.The result, is a navigation system that allows Arno to operate on different planes of motion within 3 control schemes; two on the vertical plane and one on the horizontal plane.
“There’s the standard Right Trigger control method, where we tried to emulate previous AC games as best we could. So if you’ve played any previous AC game, you should feel at home with the Right Trigger.
The A button [Parkour Up] will start trending you upwards. If you are on a façade or have a wall next to you, and there are props along the wall, holding A will use the façade itself - the actual wall - to scramble up to the next object that’s nearest to your current position.
On the other hand, the B button [Parkour Down] will start dropping you down objects until you reach the ground. This all happens very quickly. In fact, at one point we were toying with the idea of not even needing the leap of faith, because the player can get down facades so quickly with the B (down) option.”
A big change to the navigation system also meant that the team would need to clearly make the distinction between the art of free running and that of parkour. Especially when it came to the issue of Arno’s moves.
“Parkour is the fastest way to get from Point A to Point B using the environment, whereas free running is the same concept, except using flashier moves to complete that sequence, like doing tricks with your body. We have elements of free running in AC Unity, but we focused more on the parkour aspect of keeping the flow, and keeping some sense of realism. That being said, all these moves are possible since our mocap actors did all of them for us at some point.”
http://static9.cdn.ubi.com/resource/en-US/game/assassins-creed/ac/Navigation_Concept_147126.jpgArno will learn new moves as the story progresses, but players will also be able to purchase some new skills too.
“There is a skillset that you learn as you progress through the game. Arno starts out with basic moves and learns more parkour moves along the way. But there are also a few skills that you can purchase, that add some flair to the moves.”
“One of my favourite new moves, and one of the coolest ones I think you’ll see in the game is called the Base Jump. The player jumps out, arms outstretched, almost looks like he’s going into a Leap of Faith and then catches a pole right at the last second to swing off. That’s very impressive.”
Max Spielberg began his career at Ubisoft nearly three years ago on Assassin’s Creed Unity. He hates cilantro, but loves his PlayStation Vita. His Corgi, Mochi, thinks Max spends too much time playing games and not enough time feeding him socks.

AherasSTRG
06-12-2014, 12:34 PM
http://assassinscreed.ubi.com/en-US/news/news_detail.aspx?c=tcm:152-147127-16&ct=tcm:148-76770-32

Assassin’s Creed Unity DevBlog – Navigation with Max Spielberg

Join us as we explore the newly revamped parkour system with our Game Designer Max Spielberg.

We stole some time with Game Designer, Max Spielberg, to talk all about the navigation system in AC Unity. Max has been with Ubisoft since 2012, and has been working on Unity since the very beginning.

“In previous games, you were either running on your feet from object to object, or you were climbing.” stated Max. “What we did is basically create a transition between the climb system and the navigation system. So now, you no longer have to drop down from climbing a wall to an object to continue running. You can, from your climb, perform a transition into a direct run, or swing, or any move possible in the game.”

The goal from the start was to provide the player with more freedom, and this would mean taking the navigation to the next level with the debut of a new generation of consoles. To accomplish this, the team would have to break away from the trusted navigation system base present in the previous seven games in the series.

“It was a challenge for the entire team to wrap their heads around that kind of change in the system, so we really had to start from scratch.”

#DevTip: If you fall too far and are about to take damage, use the Roll move as you land to minimize the damage taken.
The result, is a navigation system that allows Arno to operate on different planes of motion within 3 control schemes; two on the vertical plane and one on the horizontal plane.

“There’s the standard Right Trigger control method, where we tried to emulate previous AC games as best we could. So if you’ve played any previous AC game, you should feel at home with the Right Trigger.

The A button [Parkour Up] will start trending you upwards. If you are on a façade or have a wall next to you, and there are props along the wall, holding A will use the façade itself - the actual wall - to scramble up to the next object that’s nearest to your current position.

On the other hand, the B button [Parkour Down] will start dropping you down objects until you reach the ground. This all happens very quickly. In fact, at one point we were toying with the idea of not even needing the leap of faith, because the player can get down facades so quickly with the B (down) option.”

A big change to the navigation system also meant that the team would need to clearly make the distinction between the art of free running and that of parkour. Especially when it came to the issue of Arno’s moves.

“Parkour is the fastest way to get from Point A to Point B using the environment, whereas free running is the same concept, except using flashier moves to complete that sequence, like doing tricks with your body. We have elements of free running in AC Unity, but we focused more on the parkour aspect of keeping the flow, and keeping some sense of realism. That being said, all these moves are possible since our mocap actors did all of them for us at some point.”

In-Article Image-Large
Arno will learn new moves as the story progresses, but players will also be able to purchase some new skills too.

“There is a skillset that you learn as you progress through the game. Arno starts out with basic moves and learns more parkour moves along the way. But there are also a few skills that you can purchase, that add some flair to the moves.”

“One of my favourite new moves, and one of the coolest ones I think you’ll see in the game is called the Base Jump. The player jumps out, arms outstretched, almost looks like he’s going into a Leap of Faith and then catches a pole right at the last second to swing off. That’s very impressive.”

Max Spielberg began his career at Ubisoft nearly three years ago on Assassin’s Creed Unity. He hates cilantro, but loves his PlayStation Vita. His Corgi, Mochi, thinks Max spends too much time playing games and not enough time feeding him socks.

LoyalACFan
06-12-2014, 01:02 PM
Cool. I knew that Marty Sliva doofus from IGN was wrong when he said X was the new Parkour Down button :nonchalance:

AherasSTRG
06-12-2014, 01:50 PM
:nonchalance:

GreySkellig
06-12-2014, 03:25 PM
A little bit leery about "purchasing skills". I'm assuming--and hoping--that he refers to purchasing with in-game currency (livre?) rather than micro-transactions.

In general though, very excited about the changes to parkour, and especially excited for skill trees. Something I've been wanting in AC for several games now.

JustPlainQuirky
06-12-2014, 03:28 PM
Hardcore Parkour.

ShadowFiend1993
06-12-2014, 03:43 PM
A little bit leery about "purchasing skills". I'm assuming--and hoping--that he refers to purchasing with in-game currency (livre?) rather than micro-transactions.

In general though, very excited about the changes to parkour, and especially excited for skill trees. Something I've been wanting in AC for several games now.

I believe they mentioned somewhere that you earn skill points throughout the game which you use to purchase and upgrade different skills.

SixKeys
06-12-2014, 03:56 PM
I believe they mentioned somewhere that you earn skill points throughout the game which you use to purchase and upgrade different skills.

Like Tomb Raider then. I like it.

VoXngola
06-12-2014, 04:06 PM
Wait a second, wasn't Unity said to be in development for over 3 years? This article says that Max has been with Unity since the very beginning and also mentions that he started working on it 2012, which would make 2 years of development time.

And you know what, if this is true, I'd be happy. 2 - 2 and a half years are perfect for developing a game, even Ashraf said that. Too much development time would mean a lot of rethinking which would damage the game. You have to find the golden spot.

SixKeys
06-12-2014, 04:10 PM
And you know what, if this is true, I'd be happy. 2 - 2 and a half years are perfect for developing a game, even Ashraf said that. Too much development time would mean a lot of rethinking which would damage the game. You have to find the golden spot.

Not necessarily, depends on the company. Rockstar took 10 years with Red Dead Redemption and it turned out fantastic. GTA V was in development for over 5 years and the reception was overwhelmingly positive.

GreySkellig
06-12-2014, 04:22 PM
I believe they mentioned somewhere that you earn skill points throughout the game which you use to purchase and upgrade different skills.

Sounds good to me. I wonder whether it will be the sort skill tree where you eventually unlock everything, or have to make choices to define your playstyle?

SixKeys
06-12-2014, 04:33 PM
Sounds good to me. I wonder whether it will be the sort skill tree where you eventually unlock everything, or have to make choices to define your playstyle?

So far everything they've said points to the latter, however we'll have to wait and see. In any case you'll have to make choices along the way that will help you become stronger in the areas you need most. In TR you could eventually unlock every upgrade, but the last ones were mainly cool finisher moves or bullet upgrades, stuff that wasn't strictly necessary.

Sushiglutton
06-12-2014, 04:57 PM
Interesting, can't wait to test drive it :D! It sounds fairly automatic, which is fine to a certain degree, still a little worried about that. But, just as for combat, there's no way to know how it will feel than to try it. It looked spectacular when Arno descended Notre Dame!

Jexx21
06-12-2014, 05:01 PM
I already posted this in the AC Unity Dev Blog topic..

I didn't name it further because I knew there would be more :/

YazX_
06-12-2014, 05:12 PM
Wait a second, wasn't Unity said to be in development for over 3 years? This article says that Max has been with Unity since the very beginning and also mentions that he started working on it 2012, which would make 2 years of development time.

And you know what, if this is true, I'd be happy. 2 - 2 and a half years are perfect for developing a game, even Ashraf said that. Too much development time would mean a lot of rethinking which would damage the game. You have to find the golden spot.

All AC Games has 2 years life cycle except for ACR and ACB, when ACB was released two projects were kicked off (ACR and AC3), when ACR was released AC4 project kicked off, when AC3 was released, AC Unity was kicked off, and when AC4 was released a new AC in the works now and will be announced next year, so this is how it goes. maybe there is more than one AC in the works after AC4 got released, so who knows. but one fact to remain is to create a huge game like AC2, AC3, AC4 and AC Unity require alot of time, but Ubisoft is engaging more studios with every game and has the resources to complete the work in 2 years, otherwise, it would take 4-5 years to finish it.

Ureh
06-12-2014, 05:53 PM
Oh, that's cool! Weapon stats will actually matter. Dream come true.

Jexx21
06-12-2014, 05:59 PM
Thanks for the merger Yaz :)

Locopells
06-12-2014, 06:03 PM
That was me actually, but whatever!

YazX_
06-12-2014, 09:08 PM
That was me actually, but whatever!

hey, it doesnt matter as we are both AC Mods, so one for all and all for one hahahahahhahaha

LoyalACFan
06-12-2014, 10:26 PM
So far everything they've said points to the latter, however we'll have to wait and see. In any case you'll have to make choices along the way that will help you become stronger in the areas you need most. In TR you could eventually unlock every upgrade, but the last ones were mainly cool finisher moves or bullet upgrades, stuff that wasn't strictly necessary.

You'd better be able to unlock everything. Especially if they're going with the W_D-style BS of only giving you one save slot. My first playthrough is going to be straight up stealth, but I would eventually like to test out a combat-specific character.

Jexx21
06-12-2014, 10:36 PM
Assassin’s Creed Unity DevBlog – Stealth with James ArthurUncover the new meaning of being a blade in the ACU crowd with Associate Level Design Director James ArthurIn the flurry of preparing for E3, we were able to wrestle James Arthur, Associate Level Design Director on Assassin’s Creed Unity, into a corner long enough to pry free some details on how we’re handling stealth.
James is quick to point out that the new toggle for Stealth Mode is, “NOT A CROUCH BUTTON!” But once he’d finished glaring at us, he continued, “Well, it does make you crouch. But if you think back to AC1, where you’d hold the blend button and Altaïr would put his hands together in a sort of praying motion, it’s a hybrid between that concept and a crouch. You’re less conspicuous when you’re in Stealth Mode. So, in Guard Posts, for example, if you want to move silently behind the guards, in Stealth Mode that’s possible because they won’t be aware of your presence, but if you walk or run past them, then they’ll turn around and detect you.”
“There’s a light cover system as well, so if you’re by a low wall or pillar, you’ll automatically snap to that and you can move along it. It’s a light snapping, though, so you can move away from it as well when you’re ready.” reassured James. And that’s a detail worth pointing out, since it’s derived directly from feedback received through player behavior, as James explains, “we discovered in Black Flag that people wanted to run between cover spots, so you’d have two bushes with a path between and they’d sprint across… we’re trying to encourage less of that type of behavior because the whole stealth gameplay loop is about looking at the situation, analyzing it and then making your move using whatever methods you have at your disposal.”

#DevTip: If you want to go in and fight everyone, sure, in most cases you can do that… that’s a perfectly valid approach, but you’ll want to rank up your character first.Of course, those methods include a host of tools both familiar and pleasantly surprising to seasoned Assassins. “We’ve got the Phantom Blade, which enables you to snipe people from a distance and do headshots, but ammo is really limited. Smoke Bombs work differently, in that the bomb doesn’t make people cough and sputter, it doesn’t stop them in their tracks as it did previously. It’s a line-of-sight breaker.”
http://static9.cdn.ubi.com/resource/en-US/game/assassins-creed/ac/Stealth_Concept_147128.jpgAnd breaking line-of-sight is of crucial importance, as James outlined further, “We have introduced a Last Known Position system, so when you run around a corner you’ll see an outline or a ghost of Arno’s Last Known Position and that’s your moment to hide, whether it’s by blending in a crowd, jumping into a haystack or getting onto a roof as fast as possible. So, it’s really about that loop of: if you’re detected, break line-of-sight.”
That gameplay loop is of pivotal importance, because it’s at the core of removing player frustration we’ve observed over the run of the Assassin’s Creed series. James explains, “We took the feedback from missions and missions where you fail for doing something wrong have the lowest score. And it’s easy to see why: they’re frustrating, they’re super hardcore and they’re unforgiving… and that’s something we’re really trying to remove in ACU.” When pressed for an example, James added, “What happens if you kill a person you’re supposed to tail? We need to provide other ways of reaching that location, so maybe the guy’s got a map in his back pocket, you can kill that guy and loot that map or you could pickpocket him, and you can look at that map and it will tell you where to go. We’re trying to remove that hard fail that puts people off.”
James Arthur has worked on nearly every Assassin’s Creed game since AC2 (he skipped Revelations to go straight onto AC3). He holds an Msci in Astrophysics, but doesn’t like to tell anyone at the risk of sounding pompous… we happen to think it’s awesome though.

http://assassinscreed.ubi.com/en-US/news/news_detail.aspx?c=tcm:152-147131-16&ct=tcm:148-76770-32

JustPlainQuirky
06-12-2014, 10:41 PM
NO CROUCH BUTTON!?!?!?

2/10 will not buy.


edit;

read the whole thing.

Still is basically a crouch button. Only it actually helps you in stealth all the time instead of crouching for nothing like an idiot. Good.

Jexx21
06-12-2014, 10:42 PM
http://blog.ubi.com/assassins-creed-unity-redefining-familiar/


Each new Assassin’s Creed brings certain key changes fans have come to expect. A new hero, for example. A new time period or setting, certainly. Maybe even a few notable gameplay additions, like hunting, henchmen, or open-world sailing. Assassin’s Creed Unity, however, looks poised to introduce some of the biggest and most striking changes ever to hit the history-spanning franchise. Just like Parisian society during the French Revolution, Assassin’s Creed is about to get a major overhaul, and some of its most familiar institutions will be replaced with bigger and better things.http://blog.ubi.com/wp-content/uploads/2014/06/ACU_SC_16_AssassinsUnited_ONLINE1.jpg
Paris itself is an important part of that; not only does it look beautiful, but it’s designed to be the series’ most realistic setting to date. The crowds are bigger and thicker than ever (with up to 5,000 characters displayable on screen at once), making them an excellent hiding spot, particularly for four players. Famous buildings are 1:1 re-creations of the real thing, and they’re now modeled with seamless interiors, meaning you can enter through any open door or window and explore. You can also do the same in hundreds of less-important buildings throughout Paris, and this can lead you to useful items, helpful people, and new missions and side stories. You may even uncover a Social Club, which sounds like a multiplayer-related feature but is actually a den of sinister Templars, who you’ll be rewarded for clearing out.
As big an addition as the new interiors are, climbing around on the outsides of buildings is still a key component of Unity, and while it isn’t going away — how could it? — it’s changing in ways designed to give you more control over where you’re going. Where simply holding down the right trigger in previous games would prime your Assassin to run up walls and start climbing, you’ll now go back to holding down A (on an Xbox One controller) along with RT when you want to ascend. If you want a controlled, stylish descent like the one seen when Arno climbs down the face of Notre Dame — and you will, because Leaps of Faith into strategically placed haystacks are now more limited — you’ll hold B with RT. And if you just want to vault across, say, the outcroppings along the side of a building without rising or descending, you can just hold RT. The end result should be more control over how we get around.
http://blog.ubi.com/wp-content/uploads/2014/06/ACU_SC_21_Ballroom_Stealth_ONLINE1.jpg
Speaking of chases, it seems you’ll now actually have a reason to run from fights, because AC’s signature overpowered combat move — the counter-kill — is also going the way of the French monarchy. And without that particular trump card, escaping, hiding, and stealth in general now play a much bigger role. As in certain other open-world games, escaping pursuers is a matter of breaking their line of sight (which you can also do by ducking into buildings) — and you’ll know you’ve succeeded when you see a ghostly image of Arno pop up in his wake, indicating his last known position (yes, exactly like Splinter Cell). Your pursuers, whether blue-clad “protectors” (cops) or red-clad “aggressors” (enemies), will then hunt around that position, meaning if you can leave the scene or stay hidden while they do, you’re in the clear. We recommend sticking to the rooftops as the dev team has deemed them the Assassin’s hunting grounds, and cleared them of all patrolling guards.
Alternately, you could lay an ambush, which brings us to the other part of stealth. Sneaking in Unity isn’t just reactive; holding LB puts Arno in stealth mode, letting him crouch behind, and duck between, cover points. So if you’re looking to avoid fights entirely — or just get closer to unsuspecting enemies for a quick kill — it’s a useful tool. It’s also easy to see how it could come in handy while tailing a target, even if (thanks to Adaptive Mission Mechanic) getting spotted during those segments isn’t a deal-breaker anymore.
Then, of course, there’s co-op. Unity’s four-player action won’t supplant or replace its single-player story, but bolster it with new kinds of play. Wandering into a tavern, for example, you might meet an Assassin Brotherhood operative who offers co-op missions, and he’ll even tell you which of your friends are online and potentially ready to join. But while co-op can open up new side stories and missions (or just present a fun way to explore the open world of Paris), it’s not necessary to finishing the campaign, if you really just want to play solo.
http://blog.ubi.com/wp-content/uploads/2014/06/ACU_HR_COOP_E3_140609_11amPST_14021434321.jpg
Not all Unity’s changes are quite so sweeping. There’s still a mini-map, for example, but ascending to a high rooftop and calmly looking out over the city will now bring floating mission markers and other point-of-interest icons into view over their actual locations. Random fights, murders, and other events now unfold randomly in the street, inviting you to get involved — or just sprint past. Hey, the French Revolution was a chaotic period of societal madness; you can’t fix everything.
These might seem like big changes for longtime fans of the series. Those dramatic swan dives and insta-kill counters that left streets littered with bodies were some of the most satisfying parts of earlier games. But AC Unity offers a new approach that should more than satisfy franchise fans and newcomers alike. Without change, games can’t evolve. Without change, we’d still be governed by dainty bluebloods in foppish wigs. And who wants that? Not Arno, and certainly not us. Vive la revolucion!

LoyalACFan
06-12-2014, 10:49 PM
"We recommend sticking to the rooftops as the dev team has deemed them the Assassin’s hunting grounds, and cleared them of all patrolling guards."

Interesting. Certainly more immersive that way (hated how guards seemed to patrol the rooftops for no good reason in the older games) but I fear it'll make it too easy to escape chases my simply darting up a wall.

Megas_Doux
06-12-2014, 10:52 PM
It certainly looks promising...............


"We recommend sticking to the rooftops as the dev team has deemed them the Assassin’s hunting grounds, and cleared them of all patrolling guards."

Interesting. Certainly more immersive that way (hated how guards seemed to patrol the rooftops for no good reason in the older games) but I fear it'll make it too easy to escape chases my simply darting up a wall.

If only the guards could aim properly.....

JustPlainQuirky
06-12-2014, 10:53 PM
Woah no more rooftop guards?

Hallelujah!

Sesheenku
06-12-2014, 10:59 PM
My hype levels are through the roof...

It seems they've fixed every single issue everyone's had over the course of the series at last!

I really hope the combat is as challenging and enjoyable as they say, the combat in AC3 and especially AC4 was really getting terrible. AC3 because it was too easy and 4 because it was glitchy, the animations were terrible, and it just felt like more of the same from 3.

Ubisoft if you implement all this and do it well you may have the next "AC2" on your hands.

Especially since Alex has been here since AC2.

LoyalACFan
06-12-2014, 11:00 PM
It certainly looks promising...............



If only the guards could aim properly.....

Bad guys can never shoot straight, everyone knows that. It's part of the job.

http://static.tvtropes.org/pmwiki/pub/images/bgthq2_8924.jpg

Wolfmeister1010
06-12-2014, 11:02 PM
Anyone notice the first comment? "Me and my many friends decided to do not buy it. (we all have all 4 AC). We understand the changes in a game, but no way you decided to end the multiplayer.... so we are going to call of duty...maybe next year ubisoft uh."

[Removed]

pirate1802
06-12-2014, 11:04 PM
trollbait I say

Kirokill
06-12-2014, 11:05 PM
L1 or LB is the crouch button.

No more patrolling guards, interesting.

ze_topazio
06-12-2014, 11:11 PM
Anyone notice the first comment? "Me and my many friends decided to do not buy it. (we all have all 4 AC). We understand the changes in a game, but no way you decided to end the multiplayer.... so we are going to call of duty...maybe next year ubisoft uh."

****ing fools.

Good, the less idiots the better.

Sesheenku
06-12-2014, 11:11 PM
No more rooftop guards... No more easy kills.. More stealth, better parkour.

I need this AC now.

Reptilis91
06-12-2014, 11:11 PM
Vive la revolucion!

You mean revolución ? Well that's spanish, jeez Ubisoft...


Vive la révolution!

Shahkulu101
06-12-2014, 11:11 PM
I don't think that rooftop guards ever existed in real history, and they certainly weren't in every second rooftop anyway. Always thought that was stupid.

Yay! I can free run...free.

Megas_Doux
06-12-2014, 11:15 PM
You mean revolución ? Well that's spanish, jeez Ubisoft...


Vive la révolution!

But in that sentence reads "Vive la revolucion"

I-Like-Pie45
06-12-2014, 11:31 PM
THIS IS ALL A BUNCH OF WORTHLESS PR SHILLING

YOU HEARD THE TRUTH FROM rc

pacmanate
06-12-2014, 11:50 PM
What was LB before it was crouch?

Edit - Reload and Spyglass.

Wonder how we reload now...

AlexCleysson
06-12-2014, 11:59 PM
Man, this looks so impressive... the hype is real! Here's the hope for this game to deliver...
The devs always promise so much things...

Dome500
06-13-2014, 12:53 AM
No more rooftop guards?

Well, I hope they have at least guards on a semi-high-level like on balconies or stuff like that, that would be good.
I also hope the guards can non-the-less follow you to the rooftops if they see you going there.

If that is provided then it is a good change, because rooftop guards were a little unrealistic.
That being said I hope enemies can shoot your from the street when they see you on a rooftop.
I also hope that the enemies now look up every once in a while so they can detect you on rooftops if you peek down from them or run full speed close to the ledges.
And I hope that the Air Assassination range was slightly reduced.

rob.davies2014
06-13-2014, 01:10 AM
I'm so glad there are no more rooftop guards; it will truly feel like the Assassin's hunting ground.

I loved early AC2 when young Ezio could traverse the rooftops of Florence unhindered!

Sesheenku
06-13-2014, 02:07 AM
What was LB before it was crouch?

Edit - Reload and Spyglass.

Wonder how we reload now...

By simply pressing the gun button again. Simple.

Wolfmeister1010
06-13-2014, 02:11 AM
Welcome change for me, as long as they really make sure the streets are as dangerous and chaotic as they say. I am really digging the whole seamless change of atmosphere they are talking about. Like the sudden transfer from a chaotic street to a quiet and moody interior, or from the chaos of the bloodstained alleys to the serene and smoke filled rooftops. I wouldn't even mind if the ambient music changed based on what level of elevation you are.

Legendz54
06-13-2014, 02:22 AM
Renting places and upgrading them is back,

dxsxhxcx
06-16-2014, 03:45 PM
this information isn't from the DevBlog but I'll post it here because sooner or later this thread will probably be updated with new info from there:


News about #ACUnity (https://www.facebook.com/hashtag/acunity) coming from Polygon!

- The moments after the assassinations with the targets that deepened their past and their motivations have changed. Just before the moment of the assassination time is slowed down just before the blade hits and the target sees his life in front of his/her very eyes and the player can see flashes of the target's memories. These memories will also cover parts of the plot that are not explained in the main story. These memories also show the target's perspective on what is shown, deepening his/her character.
For example, if the player is searching for the culprit of something and the target knows who it is, this culprit could be seen in his/her memories. This mechanic (being able to see the flash of the target's memories) will also be explained in terms of plot and it will be an offshoot of the Eagle Sense.

- Not all interiors contain a mission but all the interiors tell a story.

- The villa of the main character is a "Revolutionary Café", a place people share ideas, act for a theater and sing.

- Each district of Paris has hubs that the protagonist will be able to take back from the Templars and then renovate. These Cafés will connect to one of the, so the more hubs will be freed, the more shows will be represented in the theater of the protagonist's Café. For some districts it may be some songs, for others it might be poetry, readings, political speeches, plays and so on.

- In the early stages of research, the team has a full time person in charge of carrying out the research about historical elements that may appear in the game. In addition to this, the team relies on specialists. For Unity, for example, two French historians examined the script to check if there were any historical errors regarding the Revolution. Even for the construction of the city the team called architects, urban designers and archaeologists and the team also traveled to Paris and got old maps of the city. In addition to that, for every part of this research, the team had a person responsible for it, for example for six months a person dealt with all the letters.

- To demonstrate the historical research behind the game an anecdote was told. Towards the end of the game the team wanted to add a part in which a very dramatic event takes place and a character of the game must make a very difficult decision, and the team wanted something to symbolize the importance of that situation. For this reason the team wanted to create a scene outside of the city with large army, a situation that had to do with Napoleon. While this scene might seem credible if it had happened six years later, those six years were crucial, so the team had to find another solution.

- The co-op will be online only while the single player can normally be played off-line


SOURCE: Access The Animus Facebook page.

JustPlainQuirky
06-16-2014, 03:47 PM
There better be a dancing/singing minigame in that theatre. :rolleyes:

SpiritOfNevaeh
06-16-2014, 03:58 PM
Thanks for the info. Sounds very innovative. But let them keep us in suspense until we play the game ourselves and not reveal too much info. Don't want to spoil anything either :)

Megas_Doux
06-16-2014, 04:09 PM
- To demonstrate the historical research behind the game an anecdote was told. Towards the end of the game the team wanted to add a part in which a very dramatic event takes place and a character of the game must make a very difficult decision, and the team wanted something to symbolize the importance of that situation. For this reason the team wanted to create a scene outside of the city with large army, a situation that had to do with Napoleon. While this scene might seem credible if it had happened six years later, those six years were crucial, so the team had to find another solution.

- The co-op will be online only while the single player can normally be played off-line


SOURCE: Access The Animus Facebook page.

Cough, cough sequel coming, cough cough.*

JustPlainQuirky
06-16-2014, 04:11 PM
Yeah that's why I thought there was a sequel too.

Connor better get his sequel beforehand or the connor fans will rage. :rolleyes:

SpiritOfNevaeh
06-16-2014, 04:15 PM
yeah that's why i thought there was a sequel too.

Connor better get his sequel beforehand or the connor fans will rage. :rolleyes:

My thoughts E.X.A.C.T.L.Y.

But now I do smell a sequel coming afoot... I got my eyes on you, Ubi

dxsxhxcx
06-16-2014, 04:16 PM
Cough, cough sequel coming, cough cough.*

the 6 years gap will be covered by Comet... http://forums.ubi.com/image.php?u=568211&dateline=1402876822

JustPlainQuirky
06-16-2014, 04:25 PM
@humble

How old would connor be?

You think that he'll be

*gasp*

uglier?!?!?!


the 6 years gap will be covered by Comet... http://forums.ubi.com/image.php?u=568211&dateline=1402876822

Quoted for the man who knows.

SpiritOfNevaeh
06-16-2014, 04:26 PM
the 6 years gap will be covered by Comet... http://forums.ubi.com/image.php?u=568211&dateline=1402876822

What a twist!

@ Mayirce

Hahah, maybe from certain angles, but around the start of the French Rev (1789), he would be 33.

JustPlainQuirky
06-16-2014, 04:35 PM
As long as he doesn't have facial hair I'm fine.

SpiritOfNevaeh
06-16-2014, 04:38 PM
As long as he doesn't have facial hair I'm fine.

What is up with you and facial hair? lol Don't think men are sexy with it?

I'm not saying I like/hate facial hair, but you've bought this point up before.

JustPlainQuirky
06-16-2014, 04:46 PM
Darker toned dudes + facial hair usually doesn't look good to me.

Call me judgemental and superficial. :rolleyes:

SpiritOfNevaeh
06-16-2014, 04:49 PM
Darker toned dudes + facial hair usually doesn't look good to me.

Call me judgemental and superficial. :rolleyes:

Ah.. I'm not judging you Just asked for your explanation.

... And for the record, I prefer that Connor does not have facial hair either. His current shadow is perfect :p

Sesheenku
06-16-2014, 05:03 PM
Darker toned dudes + facial hair usually doesn't look good to me.

Call me judgemental and superficial. :rolleyes:

It doesn't work with most Native Americans, just looks off, they already have very strong facial structures they don't need it lol.

I remember originally despising it in AC2, I can't tell you why I got over it though, I don't even remember why I didn't like it.

shobhit7777777
06-16-2014, 05:12 PM
No rooftop guards...interesting

This speaks volumes about their stealth gameplay

A lack of rooftop guards would mean clearly defined "escape" routes and zones. Verticality would be key in breaking LOS and losing chasers. No more ****ing up a chase because a random roof guard spotted you and telepathically pinged his mates regarding your location.

Very clever design - they want to encourage the player to use escape and evasion....using verticality...it all ties together so beautifully.

Sushiglutton
06-16-2014, 05:18 PM
http://assassinscreed.ubi.com/en-SE/games/assassins-creed-unity/new-gameplay/index.aspx


The new Parkour system doesn’t just apply to how you scale buildings. It lets you choose exactly how to approach your targets and navigate the city. For instance, if you’re running through an alleyway, you can choose to leap over debris and rush your enemies, or slide underneath obstacles to stay out of sight. No matter where you are or where you’re headed, you’ll have more options than ever before.

In Assassin’s Creed Unity, you can truly choose your own path, making Paris the ultimate urban playground.

It seems to me like we will have more control wether to go high or low when overcomingobstacles this time (we had some of that in AC3). RT+B will probably be low and RT+A high.

dxsxhxcx
06-16-2014, 05:19 PM
No rooftop guards...interesting

This speaks volumes about their stealth gameplay

A lack of rooftop guards would mean clearly defined "escape" routes and zones. Verticality would be key in breaking LOS and losing chasers. No more ****ing up a chase because a random roof guard spotted you and telepathically pinged his mates regarding your location.

Very clever design - they want to encourage the player to use escape and evasion....using verticality...it all ties together so beautifully.

assuming combat will really be improved of course, none of this will matter if we still are able to cut through enemies like butter.

and if the rooftops will be our safe haven I really hope that when we flee a battle and try to reach the rooftops the guards do something other than just watch while we climb a building to escape.

deskp
06-16-2014, 05:25 PM
assuming combat will really be improved of course, none of this will matter if we still are able to cut through enemies like butter.

and if the rooftops will be our safe haven I really hope that when we flee a battle and try to reach the rooftops the guards do something other than just watch while we climb a building to escape.

Want people throwing rocks back?

dxsxhxcx
06-16-2014, 05:52 PM
Want people throwing rocks back?

yes, if the buildings are as tall as they seem to be I wouldn't mind people (guards only, not common people) trying to stop me from fleeing a battle throwing rocks or shooting me until I reach a certain (safe) height.

Shahkulu101
06-16-2014, 06:06 PM
They could shoot you...

Although getting shot and still being able to run perfectly is immersion breaking. We should become slow and limp, and die after 3 shots at maximum.

deskp
06-16-2014, 08:02 PM
Games should start having people ALMOST hit you when they shoot, wich would startle the character a bit from some shock. insetad of actually getting hit wich would kill you in real life.

Ureh
06-16-2014, 08:38 PM
assuming combat will really be improved of course, none of this will matter if we still are able to cut through enemies like butter.

and if the rooftops will be our safe haven I really hope that when we flee a battle and try to reach the rooftops the guards do something other than just watch while we climb a building to escape.

Wouldn't be surprised if that were the case, Amancio did say that despite the new difficulty it should still be fun and not frustrating. So all of will be able to master it and become a tank after some practice right? :p

Shahkulu101
06-16-2014, 08:48 PM
As long as it's not mindless like the countering system and it IS actually hard to master then I'll be fine with it. If the combat poses a threat and will always require me to exert some effort no matter how good I get I'll be entirely satisfied.

I really hope we can't just use the same button combos to defeat each archetype. For example with every brute in AC3/4 all you had to do was break defence and mash the attack button and you'd be golden. I shouldn't know exactly how to defeat an enemy based on their outfit, their moves should vary which in turn would make us use different tactics.

SpiritOfNevaeh
06-16-2014, 08:54 PM
As long as the combat is not like AC1, I'm good :) That was painfulllllll

Ureh
06-16-2014, 08:58 PM
@Shahkulu101 Yeah that would be cool if each enemy had different tactics. :D

Like grunt with sword vs grunt with axe will be very different.
And captain with spear vs a captain with a hammer.
Or, another example would be: brute with a spear would act different and required to be dispatched differently than a grunt with a spear.

And maybe also make different variants of a class. Like one brute is faster and deals more damage but also takes more damage. And one is slower, takes less damage, etc.

Lonnie_Jackson
06-16-2014, 09:28 PM
As long as the combat is not like AC1, I'm good :) That was painfulllllll
My girlfriend started the series yesterday and let me tell you there is nothing more hilarious to see what we went through during our first time from an outside perspective.

SpiritOfNevaeh
06-16-2014, 09:31 PM
My girlfriend started the series yesterday and let me tell you there is nothing more hilarious to see what we went through during our first time from an outside perspective.

Hahah I can imagine!

dxsxhxcx
06-16-2014, 09:38 PM
As long as the combat is not like AC1, I'm good :) That was painfulllllll

the only problem with AC1's combat was its flow and this is a problem that persist until now (with enemies that take ages to attack us), only with the implementation of killstreaks the flow got a little better but still far from perfect. a good combat system IMO should be one where the enemy barely gives you time to think about what to do next.

Ureh
06-16-2014, 09:40 PM
As long as the combat is not like AC1, I'm good :) That was painfulllllll

Yeah I think it'll be fairly different too. Some of the basic moves return, like heavy attack and dodging (maybe strafing) and emphasis on blocking. But with the tools, no counters, various weapons, different ai, and it being more fast paced... I hope it'll feel pretty fresh.

And finally no, kill streaks I hope.

dxsxhxcx
06-16-2014, 09:55 PM
Yeah I think it'll be fairly different too. Some of the basic moves return, like heavy attack and dodging (maybe strafing) and emphasis on blocking. But with the tools, no counters, various weapons, different ai, and it being more fast paced... I hope it'll feel pretty fresh.

And finally no, kill streaks I hope.

killstreaks wouldn't be a problem if the guards had the ability to parry attacks like we do and if it wasn't a 1HKO movement, IMO during a killstreak a guard should only die when his health is below a certain percentage (let's say 15%~20%), before this all a killstreak should do is hit the enemy (or not depending of his amount of health) making him retreat to give you more space.

Ureh
06-16-2014, 10:53 PM
Wouldn't that end up being somewhat similar to kill streaking Janissaries? Cause when Janissaries have a third of their health left, they can be instantly killed in a regular streak right? Will the streak automatically be interrupted if the next guard doesn't die? :O

If I'm understanding you correctly, it'll be something like this (disregarding any tools or other abilities that can be incorporated in a fight):
1. Kill first guard. Streak starts.
2. Next guard has more than ~20% health so he only gets stunned or knocked back. Is any damage dealt? If no damage is inflicted on the health bar that means the streak should be halted right?
3. But if streaks do damage the guards, then we just keep hopping from one guard to the other like the Janissaries till they die. While parrying/dodging any guards that try to flank us so we can maintain the streak.

I'm not sure what to think of streaks being combined with the new combat. It could work... argh, I don't know. I'll just wait and see. Hopefully they put out a new demo centered on combat. :p

Jexx21
07-29-2014, 07:42 PM
Assassin’s Creed Unity DevBlog – Arno with Travis StoutLearn more about our newest Assassin with Travis StoutWe managed pry our Single-Player Scriptwriter, Travis Stout, away from his keyboard and got him to tell us all about Arno Victor Dorian. Travis is in charge of the over-arching story of the main single-player experience of Unity. He writes all the dialogue for the single-player missions, develops the characters and the story arcs.
We started the interview with a question that fans have been asking since we released our teaser trailer in March: Have we misspelled our Assassin’s name?
“The spelling of Arno, A-R-N-O, is an older French/Germanic, I believe Frankish variation, of the name. It’s not as common as Arnaud but you still see it occasionally. It comes back to Arno’s family history. His family is a very old one and they’ve been Assassins for a very long time so we wanted to give him a slightly more antiquated name. Also, the phonetic spelling makes it easier to pronounce.”
There is nothing wrong with difficult names, right Altaïr Ibn-La'Ahad and Ratonhnhaké:ton? But I digress, back to Arno!


#ArnoFacts: He is known to cheat at cards.“He is a very driven young man. He is haunted by mistakes in his past or perceived mistakes, that he feels he must atone for. He is very devoted to the Assassin Order as an ideal but, at the same time, he is not as impressed with the weight of the long mystical tradition and ancient rhetoric as some of the other Assassins. He likes to think for himself and make his own decisions. He isn’t the type of person who will believe something just because someone tells it to him.”
http://static9.cdn.ubi.com/resource/en-US/game/assassins-creed/ac/arno-concept-art_160684.jpg
“He is a very well educated young man. He was raised in a noble household and had access to tutors and books so he is very well-read. He has a habit of quoting the classics and tends to use humour to deflect when he is emotionally vulnerable, like a lot of people do I think. We very much wanted him to not be the sort of grizzled bad-*** spouting one-liners that you see in a lot of action movies. We wanted him to feel like an actual person.”
Travis Stout has been at Ubisoft for only a year but he has been working in the video game industry for the last decade. Before that he was working on table-top games like Dungeons and Dragons and the World of Darkness games.

m4r-k7
07-29-2014, 07:49 PM
He has a leather outfit in that pic I swear

GoldenBoy9999
07-29-2014, 08:06 PM
Sounds like a cool character. I liked the part about him quoting classic books.

JustPlainQuirky
07-29-2014, 08:10 PM
For some reason Arno sounds really smart and classy but he doesn't look like that in the trailers :p

m4r-k7
07-29-2014, 08:11 PM
That is the pic of him before Unity was announced and people thought it was set in Victorian England lol

LoyalACFan
07-29-2014, 08:14 PM
For some reason Arno sounds really smart and classy but he doesn't look like that in the trailers :p

Wot you talking bout, Arno looks classy as fudge in the CGI trailers.


That is the pic of him before Unity was announced and people thought it was set in Victorian England lol

A fair guess, based on the outfit alone. If I recall correctly it wasn't clear in the leaked image what type of weapon he was holding.

m4r-k7
07-29-2014, 08:16 PM
A fair guess, based on the outfit alone. If I recall correctly it wasn't clear in the leaked image what type of weapon he was holding.

Yea, this was the picture. I really thought it was Victorian England

http://thecreedfans.files.wordpress.com/2014/03/xl_assassins-creed-v-poster-leak-624.jpg

I thought he was holding an Apache Revolver which would have made for the most awesome signature weapon ever. It was French aswell. But I think it was invented after the French Revolution

http://upload.wikimedia.org/wikipedia/commons/2/28/Apache_revolver.jpg

Xstantin
07-29-2014, 08:16 PM
Yeah, some thought it was a gun/revolver.
Dunno, Arno looks classy to me.

jeordievera
07-29-2014, 08:38 PM
For some reason Arno sounds really smart and classy but he doesn't look like that in the trailers :p

Waat? Arno looks very classy and noble and very 'French'

I also like that:
#ArnoFacts: He is known to cheat at cards.
Cheeky bastard :)

Ureh
07-30-2014, 05:13 AM
Arno sounds like the best of all his predecessors combined! Yippee! :D

Xstantin
07-30-2014, 05:15 AM
Arno sounds like the best of all his predecessors combined! Yippee! :D

You just summed up my reactions.

Locopells
07-31-2014, 11:22 AM
Apparently, Arno cheats at cards...

http://assassinscreed.ubi.com/en-GB/news/news_detail.aspx?c=tcm:154-160683-16&ct=tcm:148-76770-32

joelsantos24
07-31-2014, 11:45 AM
Arno sounds like the best of all his predecessors combined! Yippee! :D
To me, Altaïr will always be the greatest. :cool: