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Once I got the option to spare life of some bandits, picked it, and few later and a short distance further they attacked me in a larger group.
If there's murdering the game feedback on it is awful or I didn't quote something.
Anyway that's a bit out of topic, I don't ask how avoid have mercenaries but how they track you and ways to manage it.
Still your comment is triggering anther topic, hoiw detect action are crimes, what feedback to player is provided on that?
Mechanically, when you commit a crime and being seen committing it, you are creating a Last Known Position (LKP) on the map. NPCs assigned to locate you all gradate towards the LKP.
Once they've arrived at the LKP and can't detect you, then they will continue to search around the perimeter using their own decision-making process and a bit of rubber-banding -- ie -- they can search in any other direction but more likely will search in the direction of where you're currently hiding eventually. This is to encourage you to stay mobile and to nerf easy camping tactics.
This first mercenary is not dynamically generated by your actions. It's a hard-coded mandatory quest to introduce the mercenaries, the bounty system, and the NPC's detection and social status indicator (SSI) systems.
SSI refers to the cycle you'll experience between being seen as a threat to various NPCs and factions, and therefore you'll be In Conflict, and all the way back down to being Incognito. There are lots of phases in between as indicated by NPC's (!) and (?) status symbols above their heads. Understanding these statuses, how their body language changes, how they behave differently and what triggers them in the first place is vital to be good at stealth.
Or, you can ignore them and brute-force your through the game like many people do in this message board.
But I noticed, I need put care on detailed information for ! and ? characters.
For a design perspective, I'd say it's mechanical and a bit naive, but it's not rare design needs tries to find the good ways. And after all it looks better than nothing.
If being tracked by some bounty hunter isn't rare, I don't remind such system as a world filling element in an open world game. I'd comment that it seems too simple and too mechanical and will probably feel repetitive. Compared to how ELEX manages thrill to fill its world, ELEX system is much more dynamic and less repetitive, I'd say more organic.
Any NPCs that considers you as a threat must first visually detect you before they can attack. NPCs have a vision cone and range. If you are in their range, the detection meter (the half-circles you'll see around you) will begin to fill up.
During this short time duration:
A) If you block their vision before the meter gets full, then you have created a LKP where you've blocked their vision. Therefore, the NPC will go to the LKP to continue verify the possible threat.
• (?) means the NPC is investing a threatening LKP, like an arrow shot, a corpse, someone is set on fire, explosions, etc. NPCs under (?) status will have higher detection speed and range. Once they've investigated and nothing is there, they will then search the perimeter around the LKP for an extended period of time. After that period is over, they will return to your usual business.
• (!) means the NPC is investigating a non-threatening LKP, like you whistling, making a sound, or throwing objects like torched. NPCs under (!) will retain their normal detection. Once they've investigated the LKP and nothing is there, they will go back to their usual business. This is how LKP is used by advanced players to create distractions.
B) If the meter is filled, then the NPCs has established you as the threat and will attack.
• If you retreat and use the environment as well as abilities like Slow Time / Vanish to block their vision, then you create another LKP, and the cycle continues.
You do not need to run away long distance. You just need to create an LKP using the environment around you and then remain hidden until they've reached the LKP.
Stealth abilities] - Unarmed Strike / Knockout, Stealth Attack / Assassinate, Rush Assassinate, Critical Assassination, Call to Arms, Shadow of Nyx, etc and only enabled when you are detected. They will appear greyed out on your HUD.
Therefore, once you've cleared the LKP, these abilities are back.
Here is a video of testing AC games' various SSI cycles and AI pathfinding. Skip to the last part, where Odyssey is shown.
https://youtu.be/wVy1v_P6rHk
All I'm doing here is:
Step 1 - deliberately getting detected
Step 2 - create an LKP
Step 3 - hide from the LKP
Step 4- stealth attack is enabled
- Rinse and repeat
Running away in a straight line is the worst thing you can do because NPCs will alway have sight of you. Navigate through complex environments to create an LKP and then escape from the LKP.
You can even go around a single tree to lose them, which is much easier to do with a controller than with KB+M.
There are lots of other things in the game, so I'm just leave it at that.
The thing I want to stress is is a game with both combat AND stealth. Every NPCs' animation, pose, footing, head position, & voice dialogs are not just cosmetic, but they serve a purpose. They are all audio and visual cues to the player. This is true not only in stealth but also in combat. Therefore, by properly mastering one aspect can simultaneously allow you master the other.
If I get it you explained how be in Stealth mode again after an enemy detected you once, being a mercenary or not. But Im' not playing a Stealth character, for sure use it to lower enemy pack size but against the mercenary the stealth attack does weak damages, either I never achieved it properly as with other enemies either the mercenary as some anti backstab protection, or it's just related to enemy HP level, obviously quite higher for the mercenary.
Perhaps I could try repeat this but this would still require repeat it more than 6 times, annoying without mention it's even harder for me to do that and not take damages, I mean with the mercenary.
For now I take distance with horse or quoted that in (or in some) areas with threat, until the threat is removed the mercenary won't come closer. At least I'm' soon level 5 then I hope it should do it, I have also a lot of level 5 equipment.
@CharmedLife:
Mmm and how pay to get rid of a mercenary?
That said now I'm level 5 with new equipment it's now an on par combat, so a good opportunity to improve a bit my combat techniques. I had to flee at first attempt but during the whole beginning I was trying to unequip a bow to equip the close range.
Anyways, paying off the bounty is in the map menu. However since this is a mandatory event, it may be disabled. Not sure though.
This popup has a lot too much boredom stuff to read, it's unreasonable to expect a player just discovering the game read more than one line or two, typically first and last. :-)
At next play session I'll try decipher that better, more in perspective to avoid any other than add even more grinding that will bore me.
Ok to pay to stop the hunt on you, in map menu not mercenary menu, but ok could be disabled for the first forced bounty hunter, anyway it's ok now level 5 I'll kill him.
About that should I bother not kill and if it worth it, how the hell I use a close range weapon, win a combat and avoid kill?
At level 4 merc coming to you is still 20% higher level, so if level 30 comes at you only at level 29 then for sure it's insignificant, if it's 20% higher level a level 30 starts comes at you when you are level 24, it's not looking like a joke.
Anyway, ok I'll see, but for now it seems be a fake system until you are high level enough, and then it seems a basic repetitive system. If it's avoidable without negative consequences I don't intend force it spawn, if not I'll see. On start it is presented as a grind system in parallel in the game to raise your own mercenary level, I skip that sort of pointless no story grinding, remind no army of clones anywhere.
That is probably one of the hardest mercenaries not because he is all that tough but because you don't have any abilities or good armor yet. Mercenaries are actually easy if you use a bow, have good Hunter Abilities and armor and ambush them from high spots. In fact you really need to kill mercenaries to climb the mercenary ladder to get the upgrade discounts and other perks so I will often intentionally trigger them. For instance a little later in the game you'll find "kill a politician" contracts at the message board. So what you do is kill the politician which will trigger a mercenary, climb the nearest building and wait and he'll run right over to you and just stand there never looking up and you can just blast them with 3 Devastating shots for an easy kill.
Using ambush techniques with a bow has allowed me to kill mercenaries as many as 22 levels above me where if they were able to so much as bump into me I'd be dead but if they can't hit you they can't kill you. Only Mercs at or slightly below your level will hunt you and the higher level mercs will just ignore you but that makes them susceptible to easy ambushes. Whenever I see a mercenary that is above me on the mercenary ladder I attack them by setting up an ambush. I had a terrible time with mercs when I first started playing the game but once I figured out how they work and their weaknesses they became just another resource to harvest to build up my character
But again, for now and my play, it's ok now, just not done because I didn't replayed yet, I wanted first try Origin in //.
For sure clarify when mercenary will come close enough to attack and disturb current activity will change the figure.