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The point is not losing it xD
When you lost the coin, you was carrying it in a mission where you died?
Because i readed you can lose collector items and weapons too if you die.
Developers seems tried to mix aspects of rogue like and rogue lite without really thinking.
Perhaps this game mode shouldn't be a "rogue lite" then. It would be more fun just collecting and building the hideout. Thats why I bought Hitman 3 in the first place. Discount was a huge factor, but this game mode and the maps are why I did it.
I would prefer if I only lost the stuff I was carrying when I die/fail.
It's a roguelike gamemode. Upon a loss you keep some advantages and lose some others.
Not really.
Roguelike gamemode you lose everything, even if you win.
You will find new things in the new runs, but you can't keep.
Rogue lite instead you keep something between the runs, weapons, skills, attributes and so on.
Freelancer is rogue lite mode because you can keep weapons if you lose/win and you have progression in the house.
Fine. It's a rogueLITE then.
Either way, it's a typical dynamic of this kind of gameplay.
Personally i like alot rogue like/lite games, so if freelancer will give in future a good challenges i would like it.
But probably for an Hitman game a better gamemode should be something in some way similar escape from tarkov.
You collect items and weapons from the maps and from vendors and you can store it.
Something more basilar was in the first Hitman, you had the possibility of buy weapons and ammo.
Expanding this and adapting to the new hitman game should be more adapt to an hitman game than a rogue like/lite gamemode.
So buying the various tools/weapons with money earned during mission from vendors or retrieve it from maps
Everything you carrying when you "die" will be lost and paying a fee for medical expenses.
But keeping the random targets and showdown, fixing their shortcomings.
Something like this surely would be more adapt to an hitman game, maybe even like main gamemode.
The idea of rogue like/lite gamemode was interesting but seems to not working really good with hitman mechanics.
Their attempt created a gamemode seems more adapt to a casual/cod game.
Yes is normal in rogue lite.
The fact there is a progression Is the reason of why they are called lite and not like.
Yeah, it was like the second run when I started freelancer so I did it to see if it indeed disappears, knowing I wasn't playing for real just yet. No loss. Just learning the system back then. Still a goofy thing to put in the game.
As is often the case, trying to get the best of both worlds ends up failing in both. Personally I really love the random targets and unpredictability of the freelance maps for replay value (something I felt Hitman 1 and 2 were lacking), and the concept of progressing my hideout. Currently the progression part is however, not very fun.
The gamemode is currently extremely, insanely harsh. And losing stuff *from my hideout* is really wearing down the feeling of novelty quickly. I can accidentally walk at a lookout (which I cannot detect) and in couple seconds seven thugs with SMGs are mowing me down. At times its almost comical how over the top the difficulty is.
The problem is the total random target block players from playing with determinated gamestyle.
For example some target can't be killed stealthy because is impossible to hide their corpse.
This is against hitman gameplay and even against how Developers advertised the gamemode.
Not really the gamemode is really permessive, you can easily go kill target in open or from a cover and leave it where he die without consequences.
When you will learn the limits of AI you will be the one to mowing down the seven thugs.
Seven thugs will be nothing to kill.
For freelancer mode don't offer a real challenge because you can easily resort to violence if thing go south.
And AI of the game isn't really created to deal with this.