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https://www.reddit.com/r/HiTMAN/comments/ylskts/freelancer_tools/
Sorry but this is truly dumb game design. I'm probably going against the grain here but meh, it's dumb. A safehouse is a safehouse, losing tools out of a box in a safehouse is just F-ing ridiculous.
Freelancer tools reset, because you made a mistake. You failed your campaign.
When you fail your freelancer campaign, you lose your tools and half your money. If you died, you also lose whatever you were carrying at the time.
This is intentional game design. And while I used to be angry about it myself, I now realize there needs to be stakes for there be a repercussions for losing. The tools are that. Be thankful you dont lose your weapon collection. :P
ps. I have full collection and 300K+ money. You will get there eventually ;)
You said it yourself "it happens only if you fail a mission".
Failing alerted missions and showdowns fails the whole campaign, and failing a campaign resets your toolbox. The game itselfs says it.
It's just another difficulty added, but there are tools you can save, because there are permanent versions of them ("Collector's version"), like crowbar, sieker, kalmer, lockpick, coin for instance. They're much more expensive at the dealer's, but it guarantees you don't lose them when you're not carrying them during a campaign fail.
Then, over time, as you unlock freelancer things for your house, you have ways to create and bring your own tools for free : free weightless poison at the shed, free explosives in the garage, free tools to just pick up around (car battery, wrench, wire, knives, etc).
So no, it's not a game bug, I'm sorry to say it's just lack for understanding of how freelancer works and what it allows you to do as you make progress.
There is nothing to defend about this aspect of the game, it's completely nonsensical. The argument seems to be that it's somehow a realistic and high stakes game mode.
What about losing items from a safehouse box is realistic?
So useful items scattered around the safehouse are regenerated each time, but useful items in a locked box -- also in the safe house -- are not.
Doesn't make sense.
Just needed a rant because this part of it is quite obviously stupid. No amount of explaining will change that.
Now back to the game...
It is a game mechanic, get over it. Seeing through walls is also unrealistic. having invinite inventory is unrealistic, Having a sound warn you that people that you might not even be able to see atm are on to you is unrealistic, knowing exactly who told whom your current disguise so you know who to silence is unrealistic. being shot by 7 guards and still making it out only with injuries is unrealistic.
...and it's stupid. Sorry.
And all the others are not stupid? Chosing between three items AT your safehouse, and as soon, as you choose, the other two magicly disapear?
It is very much inttentional, you fail a campaign: You loose half your M and all the tools. No matter how/why you fail it. You failed it, so there are consequenses
Stop trying to find gotchas.
There are 'unrealistic' game mechanics that make a game enjoyable or more playable, and there are unrealistic mechanics that are stupid.
It is clear that my personal opinion is that the removal of freelancer tools is stupid.
Not sure what you're trying to argue against here. I didn't even say I dislike the game, I was just annoyed and ranting at something that I (and clearly others) think is stupid.
Ok honest question: This modes is supposed to be the endgame loop, and it is supposed to hav setbacks if you fail, how would you tweak it to still make that work?
The stakes are that you lose what you bring in. If you lose gadgets you don't bring then there's no reason not to bring as much as you can hold which undermines the entire system.
Would you rather lose your entire safehouse and everything you own? Or just permadie and have to start the mode from scratch? Current method is halfway between real roguelike and no consequences. I think its fine, just deal with it.
In what way is using the tools that you own "undermining" the system?
The game has never been realistic. It has never ever attempted to be realistic in the first place. There are mechanics that are flat out silly at the very best that you have no idea about yet (accidents, 1/2/3 bullet distractions - among others) - compared to which losing tools is laughably insignificant (and the tools are insignificant themselves, besides giving you a bit extra of convenience during missions).