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I would take anything this person says with a grain of salt. He clearly doesn't have AFOP, and only seems to know hearsay that isn't even true about that game.
Neither of you show a played symbol. It’s tough to know who is telling the truth because you’re both very convincing.
I am not hiding that i don't own the game and i clearly said i read or watched about this. I have been following the game since they announced it, i have read a lot and watch a lot, and i always thought that i don't need to own a game to give my opinion about it. Imo that is how we take the decision to buy it or not, and i'm not friend of buying and refunding constantly to just try a game.
About what i said, there are threads at this forums specifically talking and complaining about respawning enemies and that's exactly what i said, all respawning around you each time you enter the game no matter where you saved your session, which means enemies you already killed respawning behind and around you. This forces the player to stay at the game or lose careful progression, and it's the typical "does not respect player's time". Not only that but for a game that was released with stealth as a basic mechanic that's a big, frustrating mess.
There is no dedicated cover mechanic also. Idk what more to say, it's just that and i was comparing this with previois Massive games where cover is well implemented and makes each combat situation a small tactical challange that adds to the fun and contributes breaking the repetitive nature of a game, making it addictive. There are plenty of opinions both from players and critics aswell about the mediocre combat of this game, and again i do not need to own it to say this.
That for Outlaws. About Avatar, there are also complaints about how some big bases are suddenly fully alerted and how it's a frustration to try to progress if killing a single enemy alerts the entire base. Same about respawn. If they have changed something since release as they tried to do with Outlaws as a response for the biggest complaints, i have no idea as i also don't own Avatar. But the complaints are as similar as logical given it's the same studio and surely share teams of devs and designers between both games.
Finally, about my comment being off-topic, i was responding to @Citizen Cook's comment about Splinter Cell Chaos Theory. That was an interesting reference and lead to my analysis about how important is choosing the right developer or design director when making a game. From what i know, Clint Hocking (original game director and designer of that Splinter Cell game) is still or again works for Ubisoft, in this case Ubisoft Montreal. And when a studio lacks any experience about stealth, it would have been good to have that other guy design the stealth here giving all his experience to the project. I gave examples of the previous Massive games and how inexperienced they are at stealth, and also gave my opinion that they choose to use a basic mechanic they have not implemented fine in any game (as i also said, Avatar has the same complaints that you can read at this forum or at Ubisoft forums, at Metacritic or at Open Critic, or even at Youtube gameplays) instead of using what they know best.
And all i said i clearly remarked was IMO or even IMHO. And while the direct relation on-topic to your thread is to say "No, it's not like a Souls game", the mention of combat mechanics and "almost crappy linear maps" has opened the thread to other kind of discussion also related to it.
It was not my intention to troll at your thread and i beg your pardon if you have seen it that way. I am just giving my honest opinion after reading and watching a lot from Avatar and Outlaws (and if you consider my comments about Avatar or Outlaws actual game mechanics wrong, one thing is what i have read or see and another my personal opinion about it, but in any case i'm not inventing other player's opinions or complaints)
I was really interested in both games even if i haven't played any as what i have learned from both games design is disappointing and not very interesting. Still i'm here to see if they continue to try to improve this game with more patches that touch the actual mechanics or they will just work on DLC's and move on to the next game that, from what i have read, starts development these days (Division 3)
Before anyone says anything, I am not suggesting that any of this is realistic. However, it is just a game.
It's entirely appropriate to watch a stream and decide that a game isn't for you. I'm not so sure that it makes sense to be offering an opinion to people who have actually played it. People like what they like. Everyone isn't the same.
1. Can the entire game be played stealthily without a single kill if one wishes?
2. Are there any rewards for playing stealthily over going in all guns blazing?
3. Are there contextual stealth take-downs?
4. Are there stealth gadgets such as sleep darts, smoke bombs, sticky cameras etc…
5. Can you hide bodies?
6. Can you cling to cover, corner peek etc…
7. Do you get an indication when you are likely to get spotted?
8. Does the game indicate when you are hidden or visible?
9. Do enemies behave believably to your stealth actions? For example: do they notice their squad mates disappearing? Do they react to loud noises? Etc…
9. They seem to behave believably at times. At other times, not really,
What I've noticed is that an NPC will find a body which starts them looking around. However, they tend not to find you. It's also easy to hide again after being spotted.
Thanks. Would say that the stealth is fun or frustrating? And were you previously a fan of stealth games?
Soul-less is the word you are looking for.
Its a soul-less game with a previously popular giant IP slapped on an Ubisoft product developed by people who had never previously developed a video game. Now they have experience what not to do, lets see what this "talented" team comes up with next.
Perhaps a game about living rocks, like golems in a martial arts game with no weapons. The logical evolution of Outlaws.
On fun side and Nix and stun shot adds not only some fun but tactics as well. The only flustrating when you need do a job on syndicate territories and any mistake will lower syndicate trust for an amount, but will not break whole trust to zero or something. Later in game gear and abilities can make you a walking shadow. But even early you can clean whole non-story related area unseen and w/o rised alarm. Story quests can be heavy scripted and cannot be done stealth only (on purpose I guess).
Stealth is easier than in AC Odyssey or far cry 2-5 games, for example. Those games cannot be called actual stealth games, stealth just used there for some gameplay variability. Same with Outlaws, devs wanted to add stealth to make gameplay looks more natural for some rogue character, cuz you are not jedi to flash around with lightsabers. But result became kinda questionable, cuz those bare hands knockouts (I don't care much It still fun to watch those animations).
As for soulslike:
What a real good thing, you can lower difficulty a lot and it won't affect anything for you, just make game easy for you. Soulslike will never allow to do this, cuz your butthurt is a holy cow for that self proclaimed genre.
Thank you for taking the time to explain. I’m playing Indy atm, and I’m quite frustrated that the game relies on Stealth so much but it’s so limited. All you can do it smash an object over someone’s head. No choke hold, no choke and drag, no cover mechanics or corner peak, and worst of all — the enemies respawn!
The enemies don’t respawn in Outlaws do they?
Also you can maintain your hidden status with no sweat most time (magical high grass, ventilation and boxes to hide behind are available), but time to time game will ask you use tactics (with some brain) to stay hidden and proceed without alarm. Also Nix can light up enemies around for a short time, not to mention you can mark them via zoom.
Only one note here: if you load save inside enemies zone (autosave for example) you may ended up with zone full of enemies right around you. Loading any save will reset all enemies/hostile. (p.s. slow to type, comment below is right)
I guess it comes from console limitations.
That’s the problem. There are so many collectibles i find myself having to return to the same areas several times only to find them repopulated again. Only way to avoid ot is to play the fame with a collectibles guide.🫤