If it is of any interest to you Aard
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Aardvark
Dray The Fingerless
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If it is of any interest to you Aard
http://www.escapistmagazine.com/news/view/108739-Ubisoft-Hunting-for-Assassins-Creed-Expert
Thought you might like this Aard.
Thought you might like this Aard.
Dray The Fingerless- Senate Representative
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Re: If it is of any interest to you Aard
Eh I like the series, but I only have a loose grip of the actual history of the time.
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Re: If it is of any interest to you Aard
interesting offer
Nomad- Senator - Dark Council
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Re: If it is of any interest to you Aard
AC brotherhood is pretty cool.
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Re: If it is of any interest to you Aard
It's good, but it has a lot of problems too, not the least of which is the weak storyline. AC 1 & 2 had a tendency to introduce you to your targets and make you WANT to kill them by viewing their actions and in the second accounting for Ezio's history with the conspiracy. I thoroughly enjoyed gutting every target in 1 & 2, but the entire story of ACB was odd. The attack that's supposed to make you angry has no meaning it just happens, and the people you kill who are involved don't really piss you off much. Only Cesare made me angry and that was more for the needless killing than the history the two characters had. Sadly the only other character that pissed me off was his sister and you don't get to kill her. The combat engine was a lot more sleek, but also made fighting waaaaay too easy, I took down almost 50 guards in one mission without losing any health and it was continuous combat. Of all the games I'd say AC2 was the best so far, good story, combat that was the toughest of the three(not saying much), and a broad space that made the game feel huge.
Aardvark- Prime Minister
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Re: If it is of any interest to you Aard
AC2 was huge.
Da Vinci flying machine. That's all that needs to be said.
Da Vinci flying machine. That's all that needs to be said.
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Re: If it is of any interest to you Aard
yea his sister pissed me off too hate the mission where you need to move her to prison to get keys......
Nomad- Senator - Dark Council
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Re: If it is of any interest to you Aard
That was Caterina, Lord of Forli, not his sister.
Aardvark- Prime Minister
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Re: If it is of any interest to you Aard
no you rescued caterina from angelo castle, but u captured lucrezia before - and needed to transport her to prison to get key
Nomad- Senator - Dark Council
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Re: If it is of any interest to you Aard
ah yeah...i hate that part of the mission.
Dray The Fingerless- Senate Representative
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Re: If it is of any interest to you Aard
Oh you mean Cesare's sister, yeah she's a bitch, she's the only one of Cesare's minions I actually WANTED to kill.
Aardvark- Prime Minister
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Re: If it is of any interest to you Aard
Double post because I like this series(as in video game series) more than any other released right now. Anyway, since this is a convenient topic, what do you guys think they should alter to make AC3 better?
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Re: If it is of any interest to you Aard
Charlie Sheen
Thing- Senator - Forum Enforcer
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Re: If it is of any interest to you Aard
AHAHAHAH no
They should actually make Desmond a character I care about using.
They should actually make Desmond a character I care about using.
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Re: If it is of any interest to you Aard
I like Desmond. I mean, the other games hadn't really centered around him anyway. So I understand you not caring about him. I do though, seeing as how these games are through him.
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Re: If it is of any interest to you Aard
The game makes u connect with his ancestors, not him as a person. What made me get out of the animus at all was to see what Lucy and the environment were doing. I just think they should have a little more of a "AC2 Ending" style. Where you're on the run, while in the animus. And every now and then u need to hop out and pwn some Bible humpars
Aureus- Dark Council
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Re: If it is of any interest to you Aard
That woulda been cool.
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Re: If it is of any interest to you Aard
But going by the ending of Brotherhood...
*Spoiler?*
You're probably in the Assassin HQ for AC3
*Spoiler?*
You're probably in the Assassin HQ for AC3
Aureus- Dark Council
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Re: If it is of any interest to you Aard
I agree, they kinda flopped ACB, it's good, but it's not great or epic like 1 & 2. The first half of Brotherhood is obviously tutorial, and it FEELS like a tutorial, while most of the other half seems to be gimmicked to make you use the knowledge in the first half. I guess I got spoiled with the second game because it didn't FEEL like a tutorial, it felt like they were giving you things and upgrading you, but not actively teaching you.
The Desmond plot device also had a bit of tension to it, the first felt like you were a prisoner, the second made it feel like you were on the run and racing against the clock, Brotherhood tried to keep that concept, but failed miserably by not rushing you to do anything, the characters keep telling you they don't have much time then ask what you want for lunch this time and complain that they've been in the basement forever. It could have been solved by making you move base once of twice, have Monterrigoni attacked by the Templars, you have to flee and set up base somewhere else for the rest of the game.
I also had some problems with the combat and stealth systems. Combat felt more like combat this time around, but didn't feel like a challenge. Once you got an Execution kill you just kept selecting new enemies and getting one hit kills. Not a bad system to showcase an assassin style of fighting, but it was too easy to perform another and practically no punishment for fucking up. This could have easily been solved by making you either: A. Do more then select and enemy and hit attack, maybe make it so you had to quickstep around the defenses or dodge their counter before you performed the execution. B. Just add a punishment for fucking up during an execution, if you get attacked in the middle it should be a heavy damage penalty like triple or quadruple damage if an enemy lands a hit, this would make seekers dangerous to leave alive and Brutes an instant kill enemy should you get caught blindsided.
Stealth I didn't so much have a problem with as I thought it should have been added to. Specifically I think your clothes and armor should have bonus or hindrance stats depending on the scheme. So each piece of clothing would have four stats to conform to: 1. Line-of-sight, which would essentially be how easily guards could spot you at a distance and how much darkness helps you stay out of sight. 2. Blend, which would be how much you stand out in a crowd of normal people in a restricted area or when ditching guards. 3. High Society Blend, which would be how well you'd fit in with a party or how much you'd stand out in the Rich district. 4. Distraction, how much attention you draw to yourself(and subsequently away from your allies or escorts) in a fight or notoriety situation.
Then you'd make armor have different stats based on how much of it you have and how good it is. Good armor would stand out and decrease your overall blend and line-of-sight stats because it's metal and shiny while increasing your distraction stats, maybe even add a fifth stat called Infiltration for how close you look to a city guard. While minimal leathery armor would increase your blend and line-of-sight stats since it tends to be brown and unremarkable.
Finally each dye job would have different stats, a couple examples:
Black:
Stealth - 3 of 3
Blend - 2 of 3
High Society Blend - 1 of 3
Distraction - Negative
White:
Stealth - Negative
Blend - 1 of 3
High Society Blend - 2 of 3
Distraction - 3 of 3
Blue:
Stealth - 2 of 3
Blend - 2 of 3
High Society Blend - 0 of 3
Distraction - 0 of 3
Red:
Stealth - 0 of 3
Blend - 1 of 3
High Society Blend - 3 of 3
Distraction - 2 of 3
Dull Green:
Stealth - 2 of 3
Blend - 3 of 3
High Society Blend - Negative
Distraction - 0 of 3
And each armor would add another bonus or negation:
Weak Leather:
Stealth - Positive
Blend - Positive
High Society Blend - No effect
Distraction - Negative
Infiltration - Negative
Strong Leather:
Stealth - Positive
Blend - No effect
High Society Blend - No effect
Distraction - Negative
Infiltration - No effect
Weak Metal:
Stealth - No effect
Blend - Negative
High Society Blend - No effect
Distraction - Positive
Infiltration - No effect
Strong Metal:
Stealth - Negative
Blend - Negative
High Society Blend - No effect
Distraction - Positive
Infiltration - Positive
Unique:
Stealth - Negative
Blend - Negative
High Society Blend - Positive
Distraction - Positive
Infiltration - Negative
The Desmond plot device also had a bit of tension to it, the first felt like you were a prisoner, the second made it feel like you were on the run and racing against the clock, Brotherhood tried to keep that concept, but failed miserably by not rushing you to do anything, the characters keep telling you they don't have much time then ask what you want for lunch this time and complain that they've been in the basement forever. It could have been solved by making you move base once of twice, have Monterrigoni attacked by the Templars, you have to flee and set up base somewhere else for the rest of the game.
I also had some problems with the combat and stealth systems. Combat felt more like combat this time around, but didn't feel like a challenge. Once you got an Execution kill you just kept selecting new enemies and getting one hit kills. Not a bad system to showcase an assassin style of fighting, but it was too easy to perform another and practically no punishment for fucking up. This could have easily been solved by making you either: A. Do more then select and enemy and hit attack, maybe make it so you had to quickstep around the defenses or dodge their counter before you performed the execution. B. Just add a punishment for fucking up during an execution, if you get attacked in the middle it should be a heavy damage penalty like triple or quadruple damage if an enemy lands a hit, this would make seekers dangerous to leave alive and Brutes an instant kill enemy should you get caught blindsided.
Stealth I didn't so much have a problem with as I thought it should have been added to. Specifically I think your clothes and armor should have bonus or hindrance stats depending on the scheme. So each piece of clothing would have four stats to conform to: 1. Line-of-sight, which would essentially be how easily guards could spot you at a distance and how much darkness helps you stay out of sight. 2. Blend, which would be how much you stand out in a crowd of normal people in a restricted area or when ditching guards. 3. High Society Blend, which would be how well you'd fit in with a party or how much you'd stand out in the Rich district. 4. Distraction, how much attention you draw to yourself(and subsequently away from your allies or escorts) in a fight or notoriety situation.
Then you'd make armor have different stats based on how much of it you have and how good it is. Good armor would stand out and decrease your overall blend and line-of-sight stats because it's metal and shiny while increasing your distraction stats, maybe even add a fifth stat called Infiltration for how close you look to a city guard. While minimal leathery armor would increase your blend and line-of-sight stats since it tends to be brown and unremarkable.
Finally each dye job would have different stats, a couple examples:
Black:
Stealth - 3 of 3
Blend - 2 of 3
High Society Blend - 1 of 3
Distraction - Negative
White:
Stealth - Negative
Blend - 1 of 3
High Society Blend - 2 of 3
Distraction - 3 of 3
Blue:
Stealth - 2 of 3
Blend - 2 of 3
High Society Blend - 0 of 3
Distraction - 0 of 3
Red:
Stealth - 0 of 3
Blend - 1 of 3
High Society Blend - 3 of 3
Distraction - 2 of 3
Dull Green:
Stealth - 2 of 3
Blend - 3 of 3
High Society Blend - Negative
Distraction - 0 of 3
And each armor would add another bonus or negation:
Weak Leather:
Stealth - Positive
Blend - Positive
High Society Blend - No effect
Distraction - Negative
Infiltration - Negative
Strong Leather:
Stealth - Positive
Blend - No effect
High Society Blend - No effect
Distraction - Negative
Infiltration - No effect
Weak Metal:
Stealth - No effect
Blend - Negative
High Society Blend - No effect
Distraction - Positive
Infiltration - No effect
Strong Metal:
Stealth - Negative
Blend - Negative
High Society Blend - No effect
Distraction - Positive
Infiltration - Positive
Unique:
Stealth - Negative
Blend - Negative
High Society Blend - Positive
Distraction - Positive
Infiltration - Negative
Aardvark- Prime Minister
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Re: If it is of any interest to you Aard
Yeah I'm one of those guys who added to the realism myself by dying my clothes after every memory, equipping different sets of armor depending on the time of day of the attack, and didn't consider my mission a success in the stealth category unless I never got noticed by the guards. Actually extended gameplay.
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Re: If it is of any interest to you Aard
I dyed my clothes after every Session. bought the new armors when they were available. And made sure the first death was my targets, or an unsuspecting guard that no1 noticed die.
I think u and I could get along in the AC world
I think u and I could get along in the AC world
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Re: If it is of any interest to you Aard
AC1:
First target, in-and-out, not detected, no side casualties.
Second target, in-and-out, not detected, no side casualties(Took me 3 tries to be undetected).
Third target, impossible to do undetected and impossible to only kill him. Once out of the building only killed target.
Fourth target, in-and-out, not detected, one side casualty stealth killed.
Fifth target, in-and-out, not detected, three side casualties stealth killed.
Sixth target, in-and-out, not detected, one side casualty stealth killed(Took me 4 tries to remain undetected on-stage).
Seventh target, in-and-out, not detected, two casualties stealth killed before the boat.
Eighth target, in-and-out, not detected, two side casualties stealth killed on roof.
Ninth target, impossible to stealth kill, impossible to just kill.
Boss, no damage taken.
AC2:
Memory Block 1: No targets.
Memory Block 2: One target, in-and-out, not detected until after assassination, no side casualties.
Memory Block 3: One target, in-and-out, impossible to remain undetected, no side casualties after located.
Memory Block 4: One target, in-and-out, undetected once target found, no side casualties after escort mission.
Memory Block 5: Five targets, three of them in-and-out, completely undetected even after kill, no side casualties. One target, in-and-out, not detected until kill, no side casualties. One target, in-and-out, not detected until fight, Impossible to have no side casualties.
Memory Block 6: No targets.
Memory Block 7: One target, in-and-out, not detected, no side casualties.
Memory Block 8: One target, in-and-out, not detected until kill, three side casualties on roof.
Memory Block 9: One target, in-and-out, not detected until kill, no side casualties.
Memory Block 10: One target, in-and-out, impossible to remain undetected, no side casualties after target location.
Memory Block 11: No targets.
Memory Block 14: One target in-and-out, not detected except on horse section, ton of side casualties.
ACB:
Sequence 1: No targets.
Sequence 2: One target, detected, no side casualties, 100% sync.
Sequence 3: One target, not detected, no side casualties, 100% sync.
Sequence 4: Two targets. One target, undetected, no side casualties, 100% sync. One target, detected, no side casualties, 100% sync.
Sequence 5: One target, undetected until kill, no side casualties, 100% sync.
Sequence 6: One target, detected, one side casualty other than those mandated, 100% sync.
Sequence 7: One target, undetected, no side casualties except those mandated, 100% sync.
Sequence 8: No target.
Sequence 9: One target, impossible to remain undetected, tons of side casualties, 100% sync.
First target, in-and-out, not detected, no side casualties.
Second target, in-and-out, not detected, no side casualties(Took me 3 tries to be undetected).
Third target, impossible to do undetected and impossible to only kill him. Once out of the building only killed target.
Fourth target, in-and-out, not detected, one side casualty stealth killed.
Fifth target, in-and-out, not detected, three side casualties stealth killed.
Sixth target, in-and-out, not detected, one side casualty stealth killed(Took me 4 tries to remain undetected on-stage).
Seventh target, in-and-out, not detected, two casualties stealth killed before the boat.
Eighth target, in-and-out, not detected, two side casualties stealth killed on roof.
Ninth target, impossible to stealth kill, impossible to just kill.
Boss, no damage taken.
AC2:
Memory Block 1: No targets.
Memory Block 2: One target, in-and-out, not detected until after assassination, no side casualties.
Memory Block 3: One target, in-and-out, impossible to remain undetected, no side casualties after located.
Memory Block 4: One target, in-and-out, undetected once target found, no side casualties after escort mission.
Memory Block 5: Five targets, three of them in-and-out, completely undetected even after kill, no side casualties. One target, in-and-out, not detected until kill, no side casualties. One target, in-and-out, not detected until fight, Impossible to have no side casualties.
Memory Block 6: No targets.
Memory Block 7: One target, in-and-out, not detected, no side casualties.
Memory Block 8: One target, in-and-out, not detected until kill, three side casualties on roof.
Memory Block 9: One target, in-and-out, not detected until kill, no side casualties.
Memory Block 10: One target, in-and-out, impossible to remain undetected, no side casualties after target location.
Memory Block 11: No targets.
Memory Block 14: One target in-and-out, not detected except on horse section, ton of side casualties.
ACB:
Sequence 1: No targets.
Sequence 2: One target, detected, no side casualties, 100% sync.
Sequence 3: One target, not detected, no side casualties, 100% sync.
Sequence 4: Two targets. One target, undetected, no side casualties, 100% sync. One target, detected, no side casualties, 100% sync.
Sequence 5: One target, undetected until kill, no side casualties, 100% sync.
Sequence 6: One target, detected, one side casualty other than those mandated, 100% sync.
Sequence 7: One target, undetected, no side casualties except those mandated, 100% sync.
Sequence 8: No target.
Sequence 9: One target, impossible to remain undetected, tons of side casualties, 100% sync.
Aardvark- Prime Minister
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Re: If it is of any interest to you Aard
Wut... lawl
Aureus- Dark Council
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