the one inhouse ubisoft game this gen that wasnt a jank fest
the diff between this and origins is massive
The sluggish ass controls for combat in Unity killed it for me.
Haven't played Origins yet though.
the one inhouse ubisoft game this gen that wasnt a jank fest
the diff between this and origins is massive
That is to say, janky as all hell.
I'm loving the world/environment, the characters, and the story so far, but I'm really hating actually having to engage in combat. I imagine this is how a lot of people felt playing Witcher 3, a game whose combat system I personally enjoyed.
Am I alone in not liking Origins' combat system?
You don't play as the Eagle in ACO.Both work the same way. You spot enemies and since they're marked you can see their movements even through walls. Spotting and tracking is pretty standard for stealth in this day and age.
Both Senu and Bayek are playable, if you wanna literally explore the entire map as Senu you can.
You know what I mean, enough of that.Both Senu and Bayek are playable, if you wanna literally explore the entire map as Senu you can.
Both Senu and Bayek are playable, if you wanna literally explore the entire map as Senu you can.
I love The Witcher 3 and AC Origins both, but I feel like you may be misunderstanding the complaints about The Witcher's combat if you think Origins falls into the same trap. People dislike the floaty feel of The Witcher 3, the way that animations don't always neatly correspond to player input. Origins doesn't have that problem at all. I feel like Origins lacks combat depth relative to The Witcher 3, but it definitely doesn't fall into the same problems with feel, at least not to the same degree.
If you want to infiltrate a base without ever tagging an enemy you can do that. So not sure what the issue with having the option to scout is.
How?That's another point I ain't even bother bringing up; controlling Senu is egregious.
The game wants you to scout. It's a weak mechanic for people who are weak with stealth, that's also (like someone else already said), just ripped from another Ubi game and fit on AC.If you want to infiltrate a base without ever tagging an enemy you can do that. So not sure what the issue with having the option to scout is.
How?
How early are you in the game?He controls like a tanky bird, which is weird as hell. It shouldn't be as hard to turn or dive a bird as it is to control a plane in GTA V.
Scouting isn't a weak mechanic, in the context of AC and stealth gameplay scouting is a perfectly fine mechanic. Planning then executing is a huge part of stealth.The game wants you to scout. It's a weak mechanic for people who are weak with stealth, that's also (like someone else already said), just ripped from another Ubi game and fit on AC.
How early are you in the game?
Scouting isn't a weak mechanic, in the context of AC and stealth gameplay scouting is a perfectly fine mechanic. Planning then executing is a huge part of stealth.
Scouting yourself isn't a weak mechanic. Having an omnipotent bird fly overhead of the scene and scout for you is.How early are you in the game?
Scouting isn't a weak mechanic, in the context of AC and stealth gameplay scouting is a perfectly fine mechanic. Planning then executing is a huge part of stealth.
Scouting yourself isn't a weak mechanic. Having an omnipotent bird fly overhead of the scene and scout for you is.
The bird's controls being bad are definitely not a common sentiment. First thing's first you can manually fly faster.About 10 hours.
I don't think there's anything wrong with scouting. I think the bird controls like shit, and I doubt that changes later in the game.
Not really. It's consistent with the verticality aspect of the franchise's core gameplay sandbox. The verticality of the player vs the guards is one of the strongest aspects of AC's power fantasy.Scouting yourself isn't a weak mechanic. Having an omnipotent bird fly overhead of the scene and scout for you is.
It changes the player vs the guards to the player (and his eagle who can solve your stealth problems) vs guards (who might be too overleveled for you)The bird's controls being bad are definitely not a common sentiment. First thing's first you can manually fly faster.
Not really. It's consistent with the verticality aspect of the franchise's core gameplay sandbox. The verticality of the player vs the guards is one of the strongest aspects of AC's power fantasy.
In the context of the game and the way it's various fortresses/camps are designed, it makes perfect sense as a mechanic. the world of AC:O isn't designed like a series of interconnected levels, i's designed in a way to make it feel organic, are designed more realistically than the usual video game level. They're walled off, visibility from the outside is low, in terms of how much visual information the player is given outside of the base there's very little especially not enough to create a full proof plan of entry. This is a open world game and you can tackle any base in any direction examples, note these views are only possible via Senu and/or photo mode:It changes the player vs the guards to the player (and his eagle who can solve your stealth problems) vs guards (who might be too overleveled for you)
The bird's controls being bad are definitely not a common sentiment. First thing's first you can manually fly faster.
Not really. It's consistent with the verticality aspect of the franchise's core gameplay sandbox. The verticality of the player vs the guards is one of the strongest aspects of AC's power fantasy.
While I agree with this, I would define AC:O's combat as slightly janky. The Witcher 3's? Not at all, it is slow and kinda "tanky" because Geralt is old and slow, but is not janky at allI feel like the definition of janky has changed quite a bit over the years.
That is to say, janky as all hell.
I'm loving the world/environment, the characters, and the story so far, but I'm really hating actually having to engage in combat. I imagine this is how a lot of people felt playing Witcher 3, a game whose combat system I personally enjoyed.
Am I alone in not liking Origins' combat system?
Geralt is old but he's not supposed to be slow, he's as the game says "a whirlwind of steel." Even Letho, a man who looks like this:While I agree with this, I would define AC:O's combat as slightly janky. The Witcher 3's? Not at all, it is slow and kinda "tanky" because Geralt is old and slow, but is not janky at all
That's my only problem with Senu. It really doesn't need to be telling me this every time!having the UI repeatedly prompt you with a "Objective in proximity. Press [V] to call Senu" pop-up once you're close to 150m of a target area
I know I can fly faster. Speed ain't the problem. The bird is horrible to control. That's it. I don't need pointers here lol
In the context of the game and the way it's various fortresses/camps are designed, it makes perfect sense as a mechanic. the world of AC:O isn't designed like a series of interconnected levels, i's designed in a way to make it feel organic, are designed more realistically than the usual video game level. They're walled off, visibility from the outside is low, in terms of how much visual information the player is given outside of the base there's very little especially not enough to create a full proof plan of entry. This is a open world game and you can tackle any base in any direction examples, note these views are only possible via Senu and/or photo mode:
There would be a ton of frustration especially due to the more systemic elements if the player wasn't able to get solid information on at least a good chunk of the guards from a distance, enemies sleep, use the bathroom, eat, work, etc. this is all valuable information to the player and crucial to the planning stage of any infiltration. Senu circumvents not only that frustration but also encourages the level designers to pursue the usual naturalism of AC. In Assassin's Creed, because of who you are, stealth shouldn't be a struggle. Stealth should and does feel smooth because of your mobility and your toolset. This isn't like Hitman where you getting caught essentially means death. You aren't really making any valid points as to how it hurts the mission statement and design of the game itself.
It's a shame the series doesn't have some kind of climbing mechanic which would allow you to peek over the walls by climbing all the cliffs, trees and towers that surround them.They're walled off, visibility from the outside is low, in terms of how much visual information the player is given outside of the base there's very little especially not enough to create a full proof plan of entry. This is a open world game and you can tackle any base in any direction examples, note these views are only possible via Senu and/or photo mode:
Some Early Access games could easily pass as finished/polished products, so they're not completely wrong. :P
Looks like you haven't played an early access game, nor have you played AC:O. You should watch some reviews of both to have an actual perspective.
The problem with TW3's combat is that it doesn't feel good to play, no matter how much depth you tack on, it still feels really bad. ACO doesn't have the same problem, while it's not as deep or fun as games like Dark Souls or Nioh, the game still responds to your inputs, instead of the game choosing an attack from an RNG pool.
The bird is fine. I certainly have my issues with the game in several places but it would never once occur to me to complain about the bird. I have no idea what you're even talking about here.
In every AC game up to Unity there were very clearly areas designed to be levels. The mission centered areas were a lot more obvious especially as the series was very linear.Post AC1, none of the games feel like a series of interconnected levels, so I don't really get where you're coming from with that. There are also walled off stealth centered sections in the older games too, but I didn't need a fuckin eagle to point out my targets and make the places infinitely easier to get through because I know where everyone is. Sure, you don't need to use the dumb fuckin bird in Origins, but they won't let you live a single solitary fucking second without badgering you about calling for him so he can do drone duty.
Because this is Assassin's creed. Fool proof doesn't mean 100% chance of success, as there are variables that the player can't account for, like patrolling guards who visit bases. It's satisfying to have as much information as possible.
You're playing the wrong series if you're expecting to play as an average joe in an assassin's creed game.Those STILL don't let you know where are all the guards are, because that's the point. You aren't playing an all knowing god, you're supposed to be playing a normal dude who decides to do something for what they believe to be the greater good (or generally just good for themselves).
Literally the only time the game requires you to use the eagle is to locate a target, everything else besides that is solely up to you.I do not care what views of the outposts in Origins the eagle can give me, I do not want them on a train, I do not want them on a plane. I don't want the eagle at all, and I especially don't want it forced down my throat if you're going to include it regardless.
There's nothing natural about parkouring your way through Ancient Egypt while fully equipped with weapons and armor. You're not arguing that it's sub[par, only that YOU don't like their design choices, when they absolutely benefit and make sense for the game.It's not my fault they built a sub-par 'stealth' game where people feel they have to use that dumb eagle to do anything worthwhile. There is nothing natural about turning into an eagle who can psionically communicate enemy positions to you in real time.
No it's not, your mobility through areas and toolset give your a huge edge during stealth segments, stealth in AC is not a struggle. It's never a struggle to navigate, or use ranged tools, or even take out enemies up close, it's smooth, because the character has done this before. What does tend to be a struggle if you aren't invested in combat specifically is dealing with an entire base raining arrows and overwhelming you. THAT'S more of a struggle.Also, in AC stealth does tend to be a struggle, because being a sneak is fucking hard, as it should be.
Being knee-deep in enemy territory by the time you're able to scout doesn't make for a compelling plan--->execute experience.It's a shame the series doesn't have some kind of climbing mechanic which would allow you to peek over the walls by climbing all the cliffs, trees and towers that surround them.
We gamefaqs now.
"I only play AAA games and this huge open world game with a ton of varied geometry and variables does not always have pitch perfect animation playback. JANNKKKKYYYYYY"People really need to stop using the word jank for TW3 and ACO, you've got no idea what real jank is. These games are not janky.
"I only play AAA games and this huge open world game with a ton of varied geometry and variables does not always have pitch perfect animation playback. JANNKKKKYYYYYY"
-Gamers™
In every AC game up to Unity there were very clearly areas designed to be levels. The mission centered areas were a lot more obvious especially as the series was very linear.
Because this is Assassin's creed. Fool proof doesn't mean 100% chance of success, as there are variables that the player can't account for, like patrolling guards who visit bases. It's satisfying to have as much information as possible.
You're playing the wrong series if you're expecting to play as an average joe in an assassin's creed game.
Literally the only time the game requires you to use the eagle is to locate a target, everything else besides that is solely up to you.
There's nothing natural about parkouring your way through Ancient Egypt while fully equipped with weapons and armor. You're not arguing that it's sub[par, only that YOU don't like their design choices, when they absolutely benefit and make sense for the game.
No it's not, your mobility through areas and toolset give your a huge edge during stealth segments, stealth in AC is not a struggle. It's never a struggle to navigate, or use ranged tools, or even take out enemies up close, it's smooth, because the character has done this before. What does tend to be a struggle if you aren't invested in combat specifically is dealing with an entire base raining arrows and overwhelming you. THAT'S more of a struggle.
Word of advice btw, try to be less vitriolic, a stealth game not being designed the way you want does not in anyway shape or form warrant the hostility in your posts. Ashraf Ismail didn't kick your dog.