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TheIronLotus420
07-08-2014, 01:22 AM
Will the skills progression tree be like in Watch_Dogs where we can eventually fully upgrade all branches and have the ultimate assassin?

Or will it be something like there are 50 skills but we only get a max of 25 and we have to choose the path to specialize in? (More of an RPG-like feel to it)

This would be very game changing either way. It it is like W_D, this will make co-op MUCH less interesting and much easier to do on your own (which may be better suited for some people who don't have friends online to game w/, such as myself :p). But if you had to decide to specialize in certain areas, it would lend itself greatly to COOPERATIVE gameplay. You would really have to go out of your way to find the best team of 4 adeptly skilled assassins to complete the hardest Brotherhood mission. This route would also GREATLY add to the overall games replay-ability. I would love to make a stealth boss one play through, and maybe a jack-of-all-trades Arno in another.

So do we have any confirmation on this one way or the other? I'm assuming we don't, so in that case, do you guys have a preference in which you would rather prefer?

Calvarok
07-08-2014, 03:13 AM
I voted specialist, but only to a certain extent: you should be able to max out all the normal skills, and then have an upper tier co-op level for each tree that you have to choose to specialize in. (I'm reasonably sure that's how it does work, but i don't remember where I heard that)

the idea of "builds" is a cool idea, but I'd prefer for most of that to go to equipment differentiation, in weapons, gear, ect, wheras your actual assassin skills are mostly forever learned.

LoyalACFan
07-08-2014, 04:01 AM
I'd rather be able to eventually get every upgrade, but the way they've been talking about "complementary skills" for co-op makes me think it'll be the specialist route. Which is OK, I guess, as long as you don't SUCK at everything you don't specialize in. I'll make a stealth specialist character, but I expect to be at least mediocre at combat and free-running too.

Shahkulu101
07-08-2014, 04:04 AM
I hope we don't need to specialise...I don't want to miss out on awesome parkour moves if I chose the stealth route.

On the other hand, it might hold some replay value. Provided the skills actually do greatly impact your experience.

SixKeys
07-08-2014, 04:06 AM
Specialist would be nice. In Tomb Raider (2012) you could eventually get all upgrades and it made the final tiers fairly pointless. For co-op it would be more meaningful if you could have each player specialize in certain areas.

Calvarok
07-08-2014, 04:13 AM
Well Tomb Raider didn't have an additional specialization mechanic through gear.

king-hailz
07-08-2014, 03:14 PM
I chose the watch dogs one... which is also like far cry 3... i dont want to be restricted when I play the game... i want to be able to upgrade some stealth and some combat... to my liking... i dont want to be forced to play through the whole game just to try a different skill... i dont want it to be like an rpg... i want my ARNO to be a low ranked assassin at the beginning to being a master assassin at the end being able to do everything...

SHADOWGARVIN
07-08-2014, 03:40 PM
Will the skills progression tree be like in Watch_Dogs where we can eventually fully upgrade all branches and have the ultimate assassin?

I hope so. I want to be able to make the ultimate assassin and fully upgrade every skill. I don't want to make a special build, if i wanted that i would play a real rpg.

Farlander1991
07-08-2014, 03:45 PM
I'm also fine with a specialized tree with ability to 'respec' the skills. I.e. you can get every skill in the skill tree, but you can't have everything active at the same time (so each player is different in co-op, but at the same time you potentially can open access to everything).

Jexx21
07-08-2014, 03:56 PM
I voted for other.

What I want is a skill tree for combat, stealth, navigation, etc. that you can max out entirely, but that there's special co-op skill trees that has abilities you can activate and such in co-op gameplay, but you can only choose one of those skill trees to "specialize" in at any one time. Like, you can use each one, but not at the same time, and you can't switch specializations once you're in a co-op mission. You'd be free to level up each one as well.

Calvarok
07-08-2014, 06:41 PM
I voted for other.

What I want is a skill tree for combat, stealth, navigation, etc. that you can max out entirely, but that there's special co-op skill trees that has abilities you can activate and such in co-op gameplay, but you can only choose one of those skill trees to "specialize" in at any one time. Like, you can use each one, but not at the same time, and you can't switch specializations once you're in a co-op mission. You'd be free to level up each one as well.
from their description of co-op abilities, I'd not be surprised if that's what happens. "Communal Sense", for example, has no benefit in single-player, so no-one will mind having to trade it off along with similar skills only usable in co-op.

Sushiglutton
07-08-2014, 06:59 PM
I expect that you'll be able to completely max out the skill tree. The co-op differentiation will be handled through gear (clothing + weapons). This is my guess anyhow. I think it would be pretty silly if you couldn't max out, say, parkour and eagle sense in one playthrough. I hate that kind of "replay-value" crap.

I also hope they let you remove skill points if you feel like you have upgraded too far which has made the game too easy.

Dome500
07-08-2014, 07:11 PM
Definitely specialist.

It allows for multiple playthroughs (increases replayability), gives you a REAL choice (not like "what do I pick first?" but rather "what kind of player am I?") and is more fun IMO.
It also underlines coop teamwork and surely allows for some awesome skill combinations.

Just to clear that up - for me "specialist" means:

=> We will NOT be able to get all skills at the end of the game
=> We will still be able to choose talents from different skill trees, allowing us to be either a specialist or hybrid in specific points
=> I imagine a kind of "skill web" as opposed to the usual "tree". The web allows for more individual customization and choices in a way that you do not have to choose a skill you do not like in order to get to a skill you like that often

That's how I'd like it to be.

TheIronLotus420
07-08-2014, 07:16 PM
I really like Farlander and Jexx's idea of maxing out all skills for SP, but choosing certain things to specialize in for co-op. Whether that be simply through choosing outfits, or skills, or whatever.

Calvarok, nice point with communal sense, too. There might even be a separate co-op skills tree. Who knows!

JustPlainQuirky
07-08-2014, 07:18 PM
I want to be able to get all the skills.

I don't want multiple save files just to have all the experience.

I want to feel fully powered up after honing all my skills :o

travilanche
07-08-2014, 07:50 PM
Would definitely rather have to pick and choose carefully. I want this to be as RPG as possible. It adds much replay value.

Not sure what the point of having skill trees is in the first place if you're just going to be able to max them all out anyway. Sort of defeats the purpose.

rickprog
07-08-2014, 08:15 PM
I'm inclined towards the specialist option, it holds the best relationship with having you play the game the way you want. At the same time, I think there's stuff players shouldn't miss because of not choosing a certain route, but it's not that much. After all, having it be that way also adds to the replay value of the game.

Sushiglutton
07-08-2014, 08:27 PM
I'm inclined towards the specialist option, it holds the best relationship with having you play the game the way you want.

If you unlock all skills then you can truly play how you want ;)! Otherwise you'll need to put in another 20h when you are tired of stealth and feel like going a bit berserk down town.

Jexx21
07-08-2014, 10:00 PM
yea, honestly, not being able to unlock all skills in some form in a game like Assassin's Creed, especially since it wouldn't make sense because we are still supposed to be playing the memories of a person and not being able to unlock all of his skills would be sort of stupid.

So, yea, specialized co-op trees would be best I would think, but you should still be able to switch between these trees. Like classes in multiplayer games.

Calvarok
07-08-2014, 10:03 PM
given the context, where it's a guy actually learning specific gameplay mechanics, and not as abstract as upping stats in an RPG... I just don't feel that full skill specialization would fit as well.

Why did arno just forget how to base jump and suddenly remember how to swing his sword faster?

Jexx21
07-08-2014, 10:11 PM
it's a PoE of course :rolleyes:

Calvarok
07-08-2014, 10:17 PM
it's a PoE of course :rolleyes:
hey Arno here's this magic crystal called The Macguffin of Eden and every time you do something it will give you a skill point that you can allocate to this magic wheel in your HUD. oh and you have a HUD.

Synchrossassin
07-11-2014, 06:42 AM
^That is how I hope it will be, like I hope everybody can eventually learn most of the same stuff but there will be a few skills at the very ends of the trees where you must choose to specialize..

Synchrossassin
07-11-2014, 06:59 AM
I voted for other.

What I want is a skill tree for combat, stealth, navigation, etc. that you can max out entirely, but that there's special co-op skill trees that has abilities you can activate and such in co-op gameplay, but you can only choose one of those skill trees to "specialize" in at any one time. Like, you can use each one, but not at the same time, and you can't switch specializations once you're in a co-op mission. You'd be free to level up each one as well.

YESSS I hope that it's EXACTLY like ^that^ as well..I'd like to be able to perform all these cool advanced parkour moves but also be super stealthy..but then once in co-op I want to be able to have my special thing and my friend to have his/her special thing and we must work together to accomplish the mission..and for an example of those 'special things' would be like seen and talked about in the E3 co-op demo, there were/are those key symbols that can, presumably, only someone with the required skill/ability will be able to unlock the door or chest, etc. like I would assume this type of speial ability would not be one that Everybody would have, and I don't see how this skill would fit under either combat, stealth or navigation, so...I would think there's more than those 3 trees or maybe there are Special Skill trees that are for Co-op only..Except in that single player demo with Arno that started with that freaking awesome badass 'base jump' type of thing (which I swear I heard in one of those commented vids is a parkour trick/skill you must learn/buy) and ended with the very ironic and badass assassination from atop the Guillotine..god that was beautiful ; ) Anyway about that video, if you paid attention as the player was walking around, maybe going into a building I think, I saw one of those Key icons like a chest or door that could be opened But Only if one possessed the skill for it..and that was during single-player free-roam I believe so that Unlocking or Lockpicking ability must not be Co-op only right..? See anybody else that has made any observations, revelations or ideas on what type of abilities would be accessible and How they relate to each other, please let me, Us know, this is all very interesting. On the main official AC website that talks fairly in-depth about the co-op it shows a few abilities, including one that was a healing or reviving thing like for an injured team mate, and there was one for refilling your team mate's ammunition/supplies or something? see I could see how those would be special co-op skills because I don't see how you would need a healing skill when on your own in single player..unless..no maybe that makes perfect sense..? I dunno ppl let me know what you think, maybe we can come up with a very rough draft sketch of what the skill trees will look like, how the skills during single-player are brought into co-op, I believe they said that your skills would continue into co-op, like the same ones you have during single player..hmm...

Synchrossassin
07-11-2014, 07:05 AM
Also I voted Other because I would like a mixture of eventually learning all the main skills but also there should be a few that you must choose to specialize in..like imagine Skyrim (or even W_D) where you can choose Any skill in any Order you wish (except for the ones you must work up to of course) you are not restricted..now imagine once upon reaching a certain level, you are forced to choose either stealth, combat or navigation to get those special abilities..I dunno if that makes any sense difficult for me to explain,, : p

shobhit7777777
07-11-2014, 07:41 AM
Be nice to have two progression trees. One for your assassin and the other for the "Brotherhood'

The Assassin skill tree is for SP and you should be able to max it
The Brotherhood is Coop specific. You unlock skills based on Coop performance....maybe get points you can spend on particular abilities and specialize your Assassin.

Also...another cool way of letting a player specialize without really hobbling him with a fixed set of skills is letting him/her boost particular skills.

Example: You're a brute and like direct combat. A particular skill lets you take 30% more damage in combat. Now the player should be able to spend more skill points on THAT particular skill to make that 60% more. This allows specialization without completely eliminating options

So in a Coop game...you have the 30% buff...but your friend has that skill boosted and can take double the damage you can....effectively making your friend the team's tank and go to guy for direct attacks and combat. Its a more flexible and elegant system which provides the best of both worlds.

Assassin_M
07-11-2014, 07:46 AM
I don't mind progression when it actually matters. One of the things about Watch Dogs that irked me is that I did not WANT to upgrade my combat and endurance abilities and skills because i felt like i can pass the game with ease without them. I don't want an impossible task of "upgrade or you're stuck" it should just be harder for you when you meet a brute (W_D example) if you don't have the brute take down ability.

Why isn't their an option for both? A skill tree for, well skills/abilities and an RPG-like system for stats like firing frequency, speed, projectile capacity...etc

shobhit7777777
07-11-2014, 07:56 AM
I don't mind progression when it actually matters. One of the things about Watch Dogs that irked me is that I did not WANT to upgrade my combat and endurance abilities and skills because i felt like i can pass the game with ease without them. I don't want an impossible task of "upgrade or you're stuck" it should just be harder for you when you meet a brute (W_D example) if you don't have the brute take down ability.


Agreed

Some of the upgrades either took away from the gameplay or didn't add much to it.

For example - the Car alarm defeating hack. Previously....you jack a car and the alarm goes off - this is important because in WD you're a vigilante and the citizens can recognize you and then react according to your reputation. So if you're a reckless maniac....911 calls.....but if you're not a complete D....they may let it pass.

The car alarm neatly tied into the reputation element, having a direct affect on gameplay - presence of cops

Oh and it gets better.....keeping the above in mind...you had to be careful as to which car you jacked...and how you did it. It added a cool layer of observation and decision making before stealing a car. You could use distractions to draw away attention from you and then stealth the vehicle...or pick a lonely little car all by itself.

I regret upgrading that skill.

Assassin_M
07-11-2014, 08:00 AM
Agreed

Some of the upgrades either took away from the gameplay or didn't add much to it.

For example - the Car alarm defeating hack. Previously....you jack a car and the alarm goes off - this is important because in WD you're a vigilante and the citizens can recognize you and then react according to your reputation. So if you're a reckless maniac....911 calls.....but if you're not a complete D....they may let it pass.

The car alarm neatly tied into the reputation element, having a direct affect on gameplay - presence of cops

Oh and it gets better.....keeping the above in mind...you had to be careful as to which car you jacked...and how you did it. It added a cool layer of observation and decision making before stealing a car. You could use distractions to draw away attention from you and then stealth the vehicle...or pick a lonely little car all by itself.

I regret upgrading that skill.
Very true, I noticed that some parking lines had at least one car to trigger an alarm for and thus distract people but it became nothing more than a fun little distract AI then point and laugh mechanic after the upgrade.

Hopefully that wont be the case in Unity.

poptartz20
07-11-2014, 08:37 AM
umm... this is interesting. because you have some people that want the replay value while others want to be super assassin and go in "Balls" deep. I agree with the idea that you should be able to max out a "normal" set of skills like being able to do a controlled descent but then should go into a specialization of "stealth" , "attack type", "defense type" and or "balance" each one makes your character "unique" and I could see how that would work its way into the multiplayer considering you are suppose to be able to play with friends and if one specializes in Attacking maybe your Stealth can come in handy later, or for something else. It gives each player their own unique way of playing the game. Like if you suck at stealth maybe a balance type of approach might be better for you. etc.

Jexx21
07-11-2014, 08:46 AM
haha, balls deep

Calvarok
07-11-2014, 04:45 PM
Ahem: http://assassinscreed.ubi.com/en-CA/games/assassins-creed-unity/new-multiplayer/

"The skills and unique gear you acquire in solo missions will be accessible in co-op and define your unique Assassinís style, whether you emphasize brute force, agility or stealth. You will also select one of four unique co-op skills that will help your team survive, evade or kill more effectively. Specialize your Assassin and choose your skill to bring deadly efficiency to your Brotherhood."

This could be a case of inaccurate wording, but it seems to imply that specialization is required in terms of skill point distribution.

I'm kinda sad since it's going to feel a little immersion-breaking that I can forget moves, but I suppose it does make gameplay sense.

Also one of the infographics depicts the disguise ability. looks like it literally just is like the multiplayer version, where your temporarily morph into a guard when hidden in a crowd and then turn back to normal when you kill someone. Also a little immersion-breaking but better as a mechanic, I suppose.

Jexx21
07-11-2014, 04:49 PM
hmmmm

I still think that you can probably max all skills in singleplayer and that those 4 co-op skills will define your role in co-op.

Calvarok
07-11-2014, 05:02 PM
maybe, maybe not. the next developer blog is supposed to be on customization I think so we'll see.

Jexx21
07-11-2014, 05:06 PM
I actually meant by the end of the game.

In Watch_Dogs and Far Cry 3 you can specialize your skills, but you can do enough stuff to get everything else. I feel that's how Unity should be because you're dealing with an ancestor who had his own skill set, and it feels weird that you could only actually use some of the skills he had and not others.

Calvarok
07-11-2014, 05:14 PM
I actually meant by the end of the game.

In Watch_Dogs and Far Cry 3 you can specialize your skills, but you can do enough stuff to get everything else. I feel that's how Unity should be because you're dealing with an ancestor who had his own skill set, and it feels weird that you could only actually use some of the skills he had and not others.
sure but maybe it's less taxing on the animus to only simulate part of what their skills were and thus improves synchronicity?

And at the end of the day, the animus can't be a ball and chain. if there's literally no reason to avoid a system besides it not jiving with the concept of reliving something that already happened, that's not a good enough excuse. The entire fact that AC is an open-world game implies a lot of wiggle room.

the idea of specialization, if it were in, would be to give the player the ability to make meaningful choices that affect how they play the game, rather than eventually turning into the same powerhouse of an assassin that everyone else does. It's would to be interesting to see how combat-focused people might adapt to their more limited movement and stealth abilities.

Jexx21
07-11-2014, 05:32 PM
Nah, I don't like it.

I can deal with only being able to have one co-op skill at a time, that's fine, but not being able to fully max out the other skills is just a bad decision in my opinion.

SHADOWGARVIN
07-11-2014, 06:13 PM
I actually meant by the end of the game.

In Watch_Dogs and Far Cry 3 you can specialize your skills, but you can do enough stuff to get everything else. I feel that's how Unity should be because you're dealing with an ancestor who had his own skill set, and it feels weird that you could only actually use some of the skills he had and not others.

I agree. I hope that you have to do all the side content and explore everything to find hidden treasures and get all the skills.

Dome500
07-11-2014, 06:17 PM
I would prefer only having 55 - 60 % of all skills at the end. It just makes the game more replayable. The ancestor still ahve roughly the same moves no matter what you do, but he will probably have some slightly different ways of doing it. Like 1 or 2 additional parkour moves, better parkour speed, more silent running, lockpicking, combat advantages, being able to carry more weapons and/or tools, being able to carry heavy weapons, etc, etc.

I think it would be cool to play through with different skill sets 2 or 3 times.
I mean, come on, it's not like every Assassin just can do EVERYTHING and is a master in EVERY category.
It's not immersion breaking from a story POV IMO.

SHADOWGARVIN
07-11-2014, 06:22 PM
If that's the way their going I hope you're not stuck with your skill set for the entire game. If you by accident choose something you didn't want you will be stuck with it. That would be terrible.

Calvarok
07-11-2014, 06:35 PM
If that's the way their going I hope you're not stuck with your skill set for the entire game. If you by accident choose something you didn't want you will be stuck with it. That would be terrible.
A good re-spec system is a must, yes.

Which I like because it encourages more experimentation and allows you to start planning your approach before a mission, which really ties into the whole assassin fantasy thing.

Jexx21
07-11-2014, 06:38 PM
i just whined a lot on twitter

Hans684
07-11-2014, 06:47 PM
Or a skill set based on experice for a future AC.

TheIronLotus420
07-11-2014, 07:15 PM
Anyone know when Ubi's next dev. blog is going to be posted on their website?

Calvarok
07-11-2014, 08:49 PM
I'd expect the next blog post will come soon, probably around comic con or gamescom.

SHADOWGARVIN
07-11-2014, 09:09 PM
A good re-spec system is a must, yes.

Which I like because it encourages more experimentation and allows you to start planning your approach before a mission, which really ties into the whole assassin fantasy thing.

I agree. I think that would be great. That way you can adapt your playstyle and choose the best skill set for a specific mission.

rickprog
07-12-2014, 04:13 AM
I interpret the blog's text as the gear you have being very involved, and it makes sense, after all. It does say that you'll select one unique skill for co-op, not that you'll also be limited on the other skills. So perhaps it could mean that the gear is what will make you more stealthy, agile or capable in combat, maybe mixed with how far you've got with upgrading your Assassin's skills, and then you have to choose which of the four unique skills you want.

If I went along with what we know so far, one of these unique co-op skills is related to lockpicking, I assume one is the Disguise ability and the other one has to do with Eagle Sense (which they mentioned to be for scouting specialists, perhaps it's Communal Sense but I don't know it for a fact).

Jexx21
07-12-2014, 04:39 AM
the four co-op skills are morph (disguise), revive, heal, and refill

Calvarok
07-12-2014, 04:56 AM
Eh. I could go either way. I like the idea of skill choice and setting up builds being more meaningful, but I suppose they wouldn't be doing the whole equipment bonus thing if not to make that the layer you use to strategize?

I'm not sure that I think they'd think their audience would like keeping track of two factors of specialization, especially in a game that's introducing so much more complexity and challenge than they've ever had before (supposedly)

rickprog
07-12-2014, 05:02 AM
the four co-op skills are morph (disguise), revive, heal, and refill

Then most of what I said on my last post is quite useless.

Calvarok
07-12-2014, 05:09 AM
Then most of what I said on my last post is quite useless.
Actually, Jexx is wrong. We know that Communal sense is a co-op skill, and since it wasn't listed on that webpage we know that was an incomplete list of how many there are.

However, I'm 99% sure you're wrong about disguise being one, since it's obviously not a co-op focused skill (it only affects you), not to mention Alexandre mentions that it was an option that they could use to kill the target in the singleplayer demo commentary

Synchrossassin
07-12-2014, 05:19 AM
Ooooooooh all this speculating is exciting, yet it's building more hype which isn't a bad thing as long as people don't expect the Most Perfect Game Ever. Like, I'm not expecting too much so that when/if it's freaking awesome (which it appears so far) then I'll enjoy it that much more, you know? :D and since they're trying so many new things, I have a feeling that there will be a thing or two that I won't like that much about it..because in Every Game there is at least 1 thing that sucks or is annoying about it, even minimally..

like I Will Be SUPER FREAKING EXCITED if the buttons are separated between Picking Up/Swapping Weapons, and one for picking up bodies/looting chests etc. Because I swear in all or Most Ubisoft games I played, the same button (usually called the 'interact' or 'action' button) is used for a) picking up weapons from the ground, b) swapping weapons. c) looting chests/money, d) picking up bodies, e) anything else I'm missing xD

Like seriously that was one of the very very few (like literally 3 things) that I didn't like about Far Cry 3, like recently discovered is my favorite game Ever besides AC games lol and I feel like a whiner but seriously, every time I went to loot a dead body I would swap my freaking bow -.- very irritating..and same with AC (well they fixed it somewhat after AC2) I remember going to loot chests and nope I drop/swap my spear/heavy weapon I was carrying around..grrrrr..

Jexx21
07-12-2014, 05:21 AM
Actually, Jexx is wrong. We know that Communal sense is a co-op skill, and since it wasn't listed on that webpage we know that was an incomplete list of how many there are.

However, I'm 99% sure you're wrong about disguise being one, since it's obviously not a co-op focused skill (it only affects you), not to mention Alexandre mentions that it was an option that they could use to kill the target in the singleplayer demo commentary

actually they just said that communal sense is the eagle vision upgrade tree. Yes, it might only be usable in co-op, but we don't know if it's an active co-op skill.

Also they may be separating co-op skills into singleplayer and co-op options.

we actually don't know all that much about how the skill system works at all

Calvarok
07-12-2014, 05:51 AM
actually they just said that communal sense is the eagle vision upgrade tree. Yes, it might only be usable in co-op, but we don't know if it's an active co-op skill.

Also they may be separating co-op skills into singleplayer and co-op options.

we actually don't know all that much about how the skill system works at all
It's true that we don't have official confirmation, but based on how they've specifically talked about co-op skills as only allowing you one, and from the obvious fact that Communal sense won't have any additional effect unless you're playing with co-op partners, I think we can safely rule that it's a co-op only thing.

Kirokill
07-12-2014, 06:19 PM
Knowing Ubisoft over the past, they always had an ultimate thing, like all stats 5 swords, best pistols, Brutus and Ishak Pasha's armor. So I chose WD style.

Edit: Seen the poll requesting what I would want to be, which is my mistake for false vote, I'd like specialist.

Calvarok
07-12-2014, 09:14 PM
Knowing Ubisoft over the past, they always had an ultimate thing, like all stats 5 swords, best pistols, Brutus and Ishak Pasha's armor. So I chose WD style.

Edit: Seen the poll requesting what I would want to be, which is my mistake for false vote, I'd like specialist.
From what they've said, I really don't think the equipment/weapon stats are going to be like that this time.

Synchrossassin
07-14-2014, 07:22 AM
However, I'm 99% sure you're wrong about disguise being one, since it's obviously not a co-op focused skill (it only affects you), not to mention Alexandre mentions that it was an option that they could use to kill the target in the singleplayer demo commentary

I'm not trying to prove you wrong or look smarter or anything dumb like that, but just wondering why it says this on the AC Unity page:
http://assassinscreed.ubi.com/en-US/games/assassins-creed-unity/new-multiplayer/index.aspx
the Morph ability says "Disguise Yourself and your Allies" and also there's a "Heal" "Revive" and "Refill" Ability of some kind..that's cool how you can apparently Disguise even your allies as well?! So either the webpage director is misinformed/has miscommunication with Ubisoft or it's a legit thing! Also since one of the abilities/specializations are 'Heal' AND 'Revive" then that means once our Assassin's Health is depleted, we aren't completely dead, only 'Downed" basically until a medic comes and revives us with his 'revive' ability..however not sure if you can be completely killed as in once you're already 'Downed' but still barely alive, can you still receive damage from enemies and become Un-revivable? It'l be interesting to see how that works out. But basically, if you and you friends are doing a complete Stealth approach then you shouldn't necessarily need a 'reviver' if everybody knows how to at least fight..but then again sounds like we're gonna need to keep the medic alive haha because everybody can take damage, and I'm assuming it's not regenerating this time around..? Either that or it regens very slowly..but I am very excited for sure! Actually I just thought of something, I think there are the skill trees like for combat, stealth, navigation prob and apparently some are saying one for Eagle Vision..but I think the Abilities part might be separate from the Skills trees..Or, their are Abilities unlocked at certain skill levels in the trees..hmm..very interesting..!! Very interesting to ponder about............

Also reading through some of this stuff kinda makes it easier to visualize the possibilities, and how the skill trees might work..

"In co-op, collaboration is essential. Youíll find the odds against you if you work independently, but by coordinating your maneuvers, you can open up new gameplay opportunities, take on tougher challenges and share in greater rewards. If a player has developed a strong Eagle Sense in solo play, they can act as a scout, detecting enemies from afar and sharing the targetís location with their teammates. Another Assassin can use their Disguise ability to approach and take down armed sentries undetected. This allows the other Assassins to swoop in for a clean synchronized kill. When their mission is complete, they can make their escape into the massive crowd." quoted from http://assassinscreed.ubi.com/en-US/games/assassins-creed-unity/new-multiplayer/index.aspx

This makes me think that in the 'Eagle Sense' skill tree, it has a range that you can increase, because it says "If a player has developed a strong Eagle Sense in solo play, they can act as a scout, detecting enemies from afar and sharing the targetís location with their teammates." so if they have Developed it, During Solo Play..meaning it can become stronger and more useful, it can be progressed..hmm very cool..I wonder if the skill is super basic like only Range is upgrade-able or if maybe in the lower levels it can only detect a few enemies in a room at a time and so you don't always know how many are in a room..? hmm dunno but this should def be discussed!! :D

rrebe
07-14-2014, 08:40 AM
I'm a bit undecided which I like more, ultimate assassin or specialist, I'm totally fine with either though a specialist could probably be more fun and you'd have to take your time choosing where to put your skill points.

m4r-k7
07-14-2014, 11:05 AM
I would love for it to be like Watch Dogs. I want every skill to be attainable so you don't miss out on anything. But, I want skill points to be hard to get, so that it feels like you are working hard to progress from an assassin recruit to an assassin master. I would hate to miss out on some skills in the specialist route. Assassins Creed is not an RPG. Whilst some RPG elements would be cool, it would be horrible to miss out on some cool combat skills if you upgrade your stealth fully, or perhaps miss out on better parkour.

P.S I hope the disguise skill isn't like the multiplayer one in previous games where you just magically transform into a different person. That would ruin the immersion. Hopefully the disguise skill is more of a blend where you blend in more with the environment.

shobhit7777777
07-15-2014, 08:15 AM
P.S I hope the disguise skill isn't like the multiplayer one in previous games where you just magically transform into a different person. That would ruin the immersion. Hopefully the disguise skill is more of a blend where you blend in more with the environment.

Agreed

It would be detrimental to immersive playthroughs....but IDK how else they would do it without sacrificing flexibility and accessibility.

Dome500
07-15-2014, 06:25 PM
If that's the way their going I hope you're not stuck with your skill set for the entire game. If you by accident choose something you didn't want you will be stuck with it. That would be terrible.

Yeah agreed, we need a system to reset skills in case something like that happens.