Why would the brotherhood not being formed yet be an excuse for the lack of social stealth?
Because social stealth and blending in with civilizations was a tactic developed centuries later. Why would Bayek, a medjay, be blending in?
Why should I have to turn off important information so that I can avoid one annoying mechanic they included?
Because it's annoyance is overblown by your vitriol.
So I was right, thanks for that. They dropped important aspects of Assassin's Creed in pursuit of the Witcher. End of story.
Literally the only aspect that was dropped altogether was social stealth, navigation, combat, and exploration are also core pillars of the franchise, and they were greatly expanded on and reworked.
So you read what I said and said something nonsensical in response? Your response to the statement "The verticality of AC:Origins is something that's unique to AC." was "Unique to Origins?! Play Unity." You either misread the post and responded in kind, or are being disingenuous, have some humility & take the L.
No, they fucking don't, lmfao
Yes they absolutely do, in past AC games regardless of the passage of time guards were completely static with their patrol routes and visibility. On top of that, despite there being very explicit times where we were in the wilderness, the interaction between guards and the wild was pretty much minimal let alone systemic. Now guards have schedules, roles, and objectives that make much more sense and make them feel much more organic as a result. Guards go to sleep, switch patrols, work, train, use the bathroom, etc., this makes the approaches dynamic as these things are even affected by the TOD, even the visibility of guards during the day compared to when it's night. On top of this, because of the world, animals and civilians function similarly, none of these things exist as completely separate entities who don't know what to do if they encounter one another, these elements are now capable of and often do intertwine regardless of the player's presence. So bandits, for instance, set up ambushes, regardless of whether or not the player is gonna come through there. To say these elements don't fit a game franchise who's entire premise is that you're playing through a simulation is an exercise is intellectual dishonesty.
But what is the reward for being able to climb every surface, if that's such a big thing for you, what do I get out of going to the highest peak of a mountain? Why is that such a rewarding thing? QoL improvements aren't rewarding.
I already explained how it benefits the design of the game itself on a micro and micro sense so I'll just repost it:
Besides being much more mobile than your enemies? Besides being an explicit way to encourage exploration and emphasizing the scale of the world they built? Besides basically be the ultimate QoL feature when it comes to navigating the geometry of the world compared to other games like Skyrim where you explicitly have to glitch your way around mountains let alone navigate with the finess of an AC game:
Why are you pretending to take the high road by continuously going after me for being immature and vitriolic when you're being so condescending despite me obviously reading the trite mess you're selling me here?
A trite mess would be more along the lines of "this shit sucks, o'm not gonna actually articulate why shit sucks, shit, fuck, shit, fuck."
You're not actually articulating how the game's design doesn't succeed and that's where the failing in your argumentation come from, i've done more than enough to articulate and back up my statements.
It feels bad and you have to 'get used to it' because the combat system does not feel built for you to be taking that many enemies on at the same time. That's the end of it.
It doesn't feel bad, input response is great as is the response to experimentation. Crowd control is something you learn by playing the game and investing in combat. The player isn't expected to start the game and be able to raid a base and kill twenty guards, that's not the mission statement of the game as such a thing is even difficult by the end game. That doesn't mean the combat isn't built for fighting groups of enemies, it means that the beginning of the game is difficult, and you learn to manage skills, mobility, and attacks the more you play the game.
Good, because your vitriol and simplistic argumentation are grating.