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But yeah, it's intended, none shall get away with destroying precious food!
(or whatever might be stored there)
Sorry for the confusion old.school and thanks Jindrik for also giving info :D
- Ubisoft Support
crimes you can commit and if someone is a witness to it you get a bounty
and
crimes you can commit and if nobody is a witness to it you get a bounty
Maybe you guys can tell me what logical way i can figure out if the bad thing i'm about to do in game will be the first type of crime or if it will be the second.
I think its meant to be that way so its not too easy, 80 power lowered vs lets say a leader kill, it gives 200 power lowered, but if you have any witnesses, you get 2 (full) bounty on you compared to 1/8 of a bounty or whatever it is a silo gives you.
Its a video game, it doesnt have to make sense to be fun.
First off its a video game about stealth and assassination...that part should at least make sense. And second you're trying to say that in order for something to be fun, fun which is subjective and will be different from person to person, that something doesn't have to make sense. You dont get to tell me that what i find fun doesn't have to make sense. Just like how i dont get to tell you that in order for you to find something fun it has to be this or that or whatever. If i play their game and i think that something isnt fun i'll say so, if they want to change it they will...if they want to leave it they will. But you cant tell me that i need to alter my way of thinking so that i can find it fun.
The first silo i had to destroy was in the middle of a crowded farm. I took the time to sneak to some bushes, to make sure that and walking civilians had moved away and that the others had looked in a different direction. Then I threw my torch and got a bounty. For someone that likes to roleplay as an assassin/stealther thats a big immersion breaker.
And o boi my man, I do have some new for you, most games... I can name you dozens upon dozens of games that has mechanics that makes no sense, but it doesn't make the game any less fun because it's not logical.
Pretty dumb example but lets take skyrim, to replenish health you can drink potions or eat food... your character can literally eat 100 cheese wheels in seconds. Does that make any sense to you? Does that even sound close to being realistic? I'd say not really... But is the game not fun because of that?
Or lets take it closer to home, any of the older AC games that has wanted levels, how do you get rid of it? By removing 3-4 posters and the entire world forgets about you murdering a important figure in the society... very logical right? Despite that, was the game bad in any way? Not really, if anything, that design is there to keep the game "balanced" in a sense that you don't have to run around and take down 300 posters or whatever.
So I didn't say this line,
"Its a video game, it doesnt have to make sense to be fun."
As in "you gotta accept this as thing" it was more of a general thing about games, there will always be 1 or several things about games that makes no sense or is unrealistic, but that doesn't mean the game is automatically bad, or not fun.
Gotta love how that's the thing that bothers you tho, not the fact that you can literally kill a guard in front of another guard, he will get alerted for a couple of minutes, the forget that ever happened, or shoot a guard in the eye with an arrow and not kill him, he will wander around for a bit looking for you, then forget and get back to his post, with the arrow still stuck in his ♥♥♥♥♥♥♥ face, that part is so "stealthy" and "realistic" right?
It's. A. Game.
So you stroll into some town, people see you, they even see you hide in some bush like a maniac and when you torch their livelihood you expect them to not make the connection? I think you're breaking the immersion yourself. Even without all that, people know you are the Eagle Bearer, good or bad, they might just accuse you out of nowhere.
Not quite possible, yet I'm beginning to think gunpowder, considering the blast radius. Isu messing with the time line maybe :P
It makes no difference if you (1) torch the silo in plain sight (2) if you started out in plain sight but went to hide in a bush then torched the silo or (3) went in and torched the silo and left without being undetected at all. It makes no difference not because there were villagers there to "make the connection" or there are no villagers nearby to make any connections. Because this is how the game is designed, and i think of it as a flaw.
I wouldn't ask for AI that "makes connections" like you mentioned because it would be way too hard to script that kind of behavior. I would like to see it because it would even add more depth to my gameplay, but thats up to Ubisoft. So instead all i am asking for is if a crime no matter what it is has a witness then you get a bounty, if there are no witnesses then you dont get a bounty. The other person mentioned that since silos take away so much nation power they had to balance it this way. But that cant be the only way to balance it.
Yah i've had to dial back a bit on my roleplay because of stuff like that, unfortunately. Like with the "AI making connections" thing. When i first started playing i would approach the small encampments unseen, scout it out with Ikaros and then look for a way in. But now i can go up to its front gates and get the "not a step closer Mistios" warning, and not care about it, scout with Ikaros and then decide if i want to go left or right to look for an easy way in or if i just want to run up to that gateguard and spear him in the face then go hide. Common sense would tell me that if i'm a guard at an isolated outpost and a rough looking person with a spear, a bow, and a huge axe on their back shows up to my doorstep i'm probably gonna call some guards right to me.
I guess Hitman series is the game to play if i want that kind of stuff but i like Odyssey better.
And you just noticed this now? Like, the silo thing bothered you so much, you never noticed anything else non "immersive" before?
Like I told before this is an Assassins Creed game, but you're not an assassin, hell your character doesn't even try to hide her/his identity, and the character mentions her-/himself that he isn't an assassin, he is a mercenary.
Nice done mate, perception 100
To be honest, non of the AC games is about stealth, its an option, but they have a pretty dumb AI and very poor stealth mechanics for them to be a stealth game, and yet, the games are fun despite that. If it wasn't fun, you'd not keep playing it.
Assumption 100
No i didn't notice it just now, i just didn't mention it until now since it had nothing to do with my initial posts. Since Sacros started mentioning stuff about NPC behavior i used the guard behavior as an example. And yes the game is fun but that doesn't mean there isnt room for improvement.
"Sir, we have received one complaint about the bounty for destroying silos."
"Damn that many? Guess we have no choice but to remove this clearly intended mechanic for balancing purposes, and a very convenient way for players to summon Mercenaries."
If you think that you're giving me a tip by mentioning that "convenient way for players to summon mercenaries" you're not. I already knew about it, but i choose not do it because i think its cheesy.