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Sushiglutton
12-06-2012, 06:08 PM
There were a ton of new features in AC3, both small and big, many of them great (I have actually trouble to come up with new things I thought were bad). I hope many of them will carry over to future games:

Stealth:

Corner cover: Was very smooth to use and is a type of cover that is naturally present almost everywhere.
Stalking zones: I prefer them to a crouch button in AC.
Whistle: Awesome! In previous games you could only assinate guards from cover if their patrol route passed right by.
Running assassinations.
Liked the new blend were you were escorted by two guards and faked being arested!
Combat:

Perfect type of combat for AC imo!
Ropedart is a sweet new weapon that I hope can become as iconic as the hidden blade (but a quickfire feature would have helped a lot!)!
Meatshield was a smart way to counter guns with melee combat.
Parkour:

Tree parkour was fantastic and will make sense in a lot of historic settings. The coolest new feature in the game for me. Assaulting the fort in Black Creek from the tree tops in pouring rain was amazing!
Liked that Connor was faster and climbed more forcefully!
Sliding under objects and leaping over low cover was pretty fun. I always ran in the direction of the closest fence :).
Other:

Naval: Everyone praise it and so do I. Best side game ever in AC history! Good enough to be a standalone game. If the era is right in the next game I'd like a comeback!
Disguises used when appropriate. This is something I've complained about in the past. But in AC3 Connor/Haytham used disguises for all missions were it made sense (as far as I can recall).
Weather system! The rain was amazing and completely changed the mood of the enviroments. Same with the snow.
Menus are really great and easy to use, despite the vast amount of info.
Cleaned up the cities a lot! No more buying all shops and all landmarks, or something as rediculous as that. No more bomb boards, and black market dealers in every alley. The cities were a lot less gamy something that helped the immersion a lot imo. Hope this trend will continue!

Now you guys :D!

InfectedNation
12-06-2012, 06:44 PM
I agree completely, I hope the next game is going to use the current system and upgrade it bit by bit - Like Brotherhood did for ACII.

The praise on these forums needs more attention! And as bumping is against the rules, people should just keep replying to this thread reminding everyone that we love the game.

Sushiglutton
12-06-2012, 06:51 PM
I agree completely, I hope the next game is going to use the current system and upgrade it bit by bit - Like Brotherhood did for ACII.

The praise on these forums needs more attention! And as bumping is against the rules, people should just keep replying to this thread reminding everyone that we love the game.

I would love a new "Brotherhood" aka a game were they had time to refine a lot of the things they just added!

InfectedNation
12-06-2012, 06:59 PM
Alex Hutchinson admitted in a recent Q&A thing that he wishes they'd had more time to refine ACIII, I'm pretty sure the next game will feature Connor with a very refined gameplay and AnvilNext engine, but I must admit I worry that like Brotherhood, the story could be underwhelming.

D.I.D.
12-06-2012, 07:39 PM
Yeah all of those things were good. I think the menus could still use a little work though, since some information is hard to find and after you've found it, it can be hard to remember where it was. There are a lot of complaints about the supposed lack of a secondary objectives list. Of course, there actually is such a list tucked away in the menus, but it's clearly been hard for those people to find and therefore the menu system needs refinement.

I hope that recruits with special abilities can be expanded in future so that there's a specific advantage to them (i.e. a bottleneck in the mission where getting through will be extremely hard unless you remember that a certain recruit's skill will fit the problem).

I was also really into the lock-picking, so I hope that stays. This is a tricky one, since I know a lot of people felt that it was unnecessary – as they said, why not just press a button? To me, this was actually really enjoyable. It felt physically satisfying to do, and didn't feel tacked on. I also liked it that it was something that takes a bit of time. The only thing that was a little odd was that there were times when I expected to be attacked when breaking a lock, but the men and guard dogs just let me get on with it.

I used to like buying up shops, but it wasn't the shops themselves I liked so much as watching an area transform from a slum to a vibrant marketplace. They kept that in the development of the Homestead, so as long as that concept continues somewhere then I'm happy.

I liked the animals, and the odd dog vs dog/dog vs cat altercations you would sometimes stumble upon, and the ability to say hello. I know it's totally pointless, but I hope I can still do things like dropping food in front of a pig in future ACs. A cat-stroking animation is a must though :)

I don't know what's the be done about the free-running. I liked the new trigger system, and I never ran up any walls that I hadn't intended to climb, but it seems a lot of people are unhappy with that. Maybe there could be a "ground lock" button which, if held at the same time as right trigger, would ensure you stayed on your horizontal plane? I wouldn't need it, but maybe that would be useful for those who struggled with AC3. It would be a shame to complicate a system that supposed to simplify movement.

Tree movement was good, especially on the rare occasions when getting into the trees could reward you by providing access to higher levels. This has potential in lots of other situations: tree-lined streets around a well-guarded house could give you access to an upper window.

I loved the tunnels, which were one of the best surprises for me in AC3. The atmosphere was perfect, and it felt right to me first time round (having been in quite a lot of subterranean tunnels and sewers myself from time to time). If they bring the series back to northern Europe, I'd be sad to see this feature go. So many French and British cities are especially famous for their secret and not-so-secret tunnel networks, and I'm sure lots of other places are the same. This game in particular needs the tunnels, wherever the setting suits the inclusion of them, especially if they can be incorporated into main story missions.

ProdiGurl
12-06-2012, 07:40 PM
I agree completely, I hope the next game is going to use the current system and upgrade it bit by bit - Like Brotherhood did for ACII.

The praise on these forums needs more attention! And as bumping is against the rules, people should just keep replying to this thread reminding everyone that we love the game.

I can't agree more.

@ OP I have a list of things I wrote out somewhere as I was playing that I hope I can find.

>>Combat:

Perfect type of combat for AC imo!
Ropedart is a sweet new weapon that I hope can become as iconic as the hidden blade (but a quickfire feature would have helped a lot!)!
Meatshield was a smart way to counter guns with melee combat.

<<

I have the same sentiments about combat esp. the rope dart. Any pesky guards I can't take out I rope em down. :D

I loved the open door or open windows during chases - I stumbled onto a huge open window during a chase and went right thru the house & lost the guards chasing me.
I just needed more of them, I didn't find them often.

Dangerzone50
12-06-2012, 07:47 PM
- Double counters
Nuff' said, I just wish they would come up more often, i can count on one hand the amount of chances i had to perform one so far

ProdiGurl
12-06-2012, 07:49 PM
One thing I really miss from ACR is the random stalker that tried to kill you or who robbed you & you had to chase them down. I despise chases, but it gave me incentive to chase to get my money back lol.

Another thing I love: Recruit abilities: Escort, Ambush, Marksman, Bodyguard, Lure, etc. I'd love if we could use assassins more during main missions.
Another great thing is that when we call them, they get XP. It isn't only when you send them out on their missions.

>>I used to like buying up shops, but it wasn't the shops themselves I liked so much as watching an area transform from a slum to a vibrant marketplace. They kept that in the development of the Homestead, so as long as that concept continues somewhere then I'm happy. <<

Same here in a big way. I would love to be able to do that with Assassin Dens - get a beat up dump & then upgrade as we make money. I like upgrading & fixing the cities too. That concept is sort of in some strategy. It makes you feel like you're really doing something for people.

cmrggamer
12-06-2012, 07:55 PM
There were a ton of new features in AC3, both small and big, many of them great (I have actually trouble to come up with new things I thought were bad). I hope many of them will carry over to future games:

Stealth:

Corner cover: Was very smooth to use and is a type of cover that is naturally present almost everywhere.
Stalking zones: I prefer them to a crouch button in AC.
Whistle: Awesome! In previous games you could only assinate guards from cover if their patrol route passed right by.
Running assassinations.
Liked the new blend were you were escorted by two guards and faked being arested!
Combat:

Perfect type of combat for AC imo!
Ropedart is a sweet new weapon that I hope can become as iconic as the hidden blade (but a quickfire feature would have helped a lot!)!
Meatshield was a smart way to counter guns with melee combat.
Parkour:

Tree parkour was fantastic and will make sense in a lot of historic settings. The coolest new feature in the game for me. Assaulting the fort in Black Creek from the tree tops in pouring rain was amazing!
Liked that Connor was faster and climbed more forcefully!
Sliding under objects and leaping over low cover was pretty fun. I always ran in the direction of the closest fence :).
Other:

Naval: Everyone praise it and so do I. Best side game ever in AC history! Good enough to be a standalone game. If the era is right in the next game I'd like a comeback!
Disguises used when appropriate. This is something I've complained about in the past. But in AC3 Connor/Haytham used disguises for all missions were it made sense (as far as I can recall).
Weather system! The rain was amazing and completely changed the mood of the enviroments. Same with the snow.
Menus are really great and easy to use, despite the vast amount of info.
Cleaned up the cities a lot! No more buying all shops and all landmarks, or something as rediculous as that. No more bomb boards, and black market dealers in every alley. The cities were a lot less gamy something that helped the immersion a lot imo. Hope this trend will continue!

Now you guys :D!

This is everything that I loved about the game. Some other aspects may have disappointed me, but these things that you brought up highlight all of the things that I really enjoyed and will make me play the game again and again.
I've been meaning to write in the Feedback thread, since I think that one is more likely to reach the developers than the others on the forum, so if I were you I would copy and paste your post in there! :)

Ruscris2
12-06-2012, 08:08 PM
I used to like buying up shops, but it wasn't the shops themselves I liked so much as watching an area transform from a slum to a vibrant marketplace. They kept that in the development of the Homestead, so as long as that concept continues somewhere then I'm happy.

I loved Monteriggioni in AC2, and Roma in ACB (kinda, because the more you renovated the place, the colors of the city got brighter). But the Homestead is simply the best!

CrazyShrapnel
12-06-2012, 08:27 PM
Another thing I love: Recruit abilities: Escort, Ambush, Marksman, Bodyguard, Lure, etc. I'd love if we could use assassins more during main missions.
Another great thing is that when we call them, they get XP. It isn't only when you send them out on their missions.

Covert escort is a pretty smart idea for an ability and bodyguard looks awesome when you use it out of combat. All your available recruits appear and follow you like your own personal army. :cool:

They seemed kinda late though. I didn't really do any liberation missions until I'd finished nearly everything else (I thought I'd need to keep the red coats around for stuff) so I spent most of my time with just 2 or 3 recruit abilities. Had no idea there were more until I started finishing my full sync. Personally if they'd introduced these abilities without asking me to liberate all 3 districts of 2 separate cities, they'd have seen a lot more use in my game. Infinite recruit tokens and bodyguard makes for a great toy.

Rugterwyper32
12-06-2012, 09:05 PM
Yeah all of those things were good. I think the menus could still use a little work though, since some information is hard to find and after you've found it, it can be hard to remember where it was. There are a lot of complaints about the supposed lack of a secondary objectives list. Of course, there actually is such a list tucked away in the menus, but it's clearly been hard for those people to find and therefore the menu system needs refinement.

Agreed. I didn't mind the new design as much as how they organized where stuff was. It's not obvious that the secondary objective list is in the map, for example. They need to clean it up and put some stuff in order.


I hope that recruits with special abilities can be expanded in future so that there's a specific advantage to them (i.e. a bottleneck in the mission where getting through will be extremely hard unless you remember that a certain recruit's skill will fit the problem).

I'd like it if they made more missions have many ways to go through them and using the different skills can help you in different ways. Snipe the enemies to create a confusion among the enemies, lure the guards away so you can slip in unnoticed, infiltrate by acting like a prisoner or casually walk in with your assassin buddies and kill everything that approaches? I like the idea of the assassin recruit skills, I'd just like more chances to use it.


I was also really into the lock-picking, so I hope that stays. This is a tricky one, since I know a lot of people felt that it was unnecessary as they said, why not just press a button? To me, this was actually really enjoyable. It felt physically satisfying to do, and didn't feel tacked on. I also liked it that it was something that takes a bit of time. The only thing that was a little odd was that there were times when I expected to be attacked when breaking a lock, but the men and guard dogs just let me get on with it.

Agreed again. I just hope that they make enemies and people a bit more reactive to your lockpicking. I mean, most of the time you just casually walk to the chests and enemies see you lockpicking and guard dogs should react, but nope. It's as if that was a casual happening in those places and they've stopped caring.


I used to like buying up shops, but it wasn't the shops themselves I liked so much as watching an area transform from a slum to a vibrant marketplace. They kept that in the development of the Homestead, so as long as that concept continues somewhere then I'm happy.

Honestly, this is one of my favorite parts that has been added since AC2, and I was kinda disappointed in Revelations in that end because you upgraded shops but didn't see the place becoming more lively because of that. I like them keeping the idea of taking a place that feels all gloomy and lifeless and you turn it into a lively location. Brotherhood did this the best, in my eyes. Everything looked brighter as you improved the areas and the music eventually changed to beautiful, lively music as you brought Rome back to life in a sense.


I liked the animals, and the odd dog vs dog/dog vs cat altercations you would sometimes stumble upon, and the ability to say hello. I know it's totally pointless, but I hope I can still do things like dropping food in front of a pig in future ACs. A cat-stroking animation is a must though :)

Cat-stroking animations need to be a thing


I don't know what's the be done about the free-running. I liked the new trigger system, and I never ran up any walls that I hadn't intended to climb, but it seems a lot of people are unhappy with that. Maybe there could be a "ground lock" button which, if held at the same time as right trigger, would ensure you stayed on your horizontal plane? I wouldn't need it, but maybe that would be useful for those who struggled with AC3. It would be a shame to complicate a system that supposed to simplify movement.

I personally didn't find much problems with the free-running either, but I dunno. I've heard complaints about it during the chases, so maybe not even a ground lock button but just locking the climbing ability during such missions?


Tree movement was good, especially on the rare occasions when getting into the trees could reward you by providing access to higher levels. This has potential in lots of other situations: tree-lined streets around a well-guarded house could give you access to an upper window.

Tree-running adds another layer of climbing to the cities, which is ingenious. They can just keep improving it from here and add more options with it to go around locations.


I loved the tunnels, which were one of the best surprises for me in AC3. The atmosphere was perfect, and it felt right to me first time round (having been in quite a lot of subterranean tunnels and sewers myself from time to time). If they bring the series back to northern Europe, I'd be sad to see this feature go. So many French and British cities are especially famous for their secret and not-so-secret tunnel networks, and I'm sure lots of other places are the same. This game in particular needs the tunnels, wherever the setting suits the inclusion of them, especially if they can be incorporated into main story missions.

I felt the tunnels were a genius addition, but they can be polished even further. Add more varieties of puzzles, more secret location style free running, more enemies keeping guard of exits and maybe even boss fight type enemies? And maybe a few extras for going out of your way to find other areas (treasure, new weapons, perhaps outfits too).

Sushiglutton
12-06-2012, 09:07 PM
Yeah all of those things were good. I think the menus could still use a little work though, since some information is hard to find and after you've found it, it can be hard to remember where it was. There are a lot of complaints about the supposed lack of a secondary objectives list. Of course, there actually is such a list tucked away in the menus, but it's clearly been hard for those people to find and therefore the menu system needs refinement.

I hope that recruits with special abilities can be expanded in future so that there's a specific advantage to them (i.e. a bottleneck in the mission where getting through will be extremely hard unless you remember that a certain recruit's skill will fit the problem).

I was also really into the lock-picking, so I hope that stays. This is a tricky one, since I know a lot of people felt that it was unnecessary as they said, why not just press a button? To me, this was actually really enjoyable. It felt physically satisfying to do, and didn't feel tacked on. I also liked it that it was something that takes a bit of time. The only thing that was a little odd was that there were times when I expected to be attacked when breaking a lock, but the men and guard dogs just let me get on with it.

I used to like buying up shops, but it wasn't the shops themselves I liked so much as watching an area transform from a slum to a vibrant marketplace. They kept that in the development of the Homestead, so as long as that concept continues somewhere then I'm happy.

I liked the animals, and the odd dog vs dog/dog vs cat altercations you would sometimes stumble upon, and the ability to say hello. I know it's totally pointless, but I hope I can still do things like dropping food in front of a pig in future ACs. A cat-stroking animation is a must though :)

I don't know what's the be done about the free-running. I liked the new trigger system, and I never ran up any walls that I hadn't intended to climb, but it seems a lot of people are unhappy with that. Maybe there could be a "ground lock" button which, if held at the same time as right trigger, would ensure you stayed on your horizontal plane? I wouldn't need it, but maybe that would be useful for those who struggled with AC3. It would be a shame to complicate a system that supposed to simplify movement.

Tree movement was good, especially on the rare occasions when getting into the trees could reward you by providing access to higher levels. This has potential in lots of other situations: tree-lined streets around a well-guarded house could give you access to an upper window.

I loved the tunnels, which were one of the best surprises for me in AC3. The atmosphere was perfect, and it felt right to me first time round (having been in quite a lot of subterranean tunnels and sewers myself from time to time). If they bring the series back to northern Europe, I'd be sad to see this feature go. So many French and British cities are especially famous for their secret and not-so-secret tunnel networks, and I'm sure lots of other places are the same. This game in particular needs the tunnels, wherever the setting suits the inclusion of them, especially if they can be incorporated into main story missions.

I liked lockpicking too :). The "you could just press a button"-argument is kind of dumb since you can say that about anything. Lockpicking feels like a skill an assassin should have! I also feel like AC3's version of it was well made.

Homestead was wayyy better than renovating shops. I should have included it in my list actually. I did most of it after I finished the game which was a bit of a shame. I felt Connor grew a lot in the Homestead missions, more so than in the story. It was also fun to follow the inhabitants and their relations.

I have to do more tunnels it seems.

Sushiglutton
12-06-2012, 09:11 PM
I can't agree more.

@ OP I have a list of things I wrote out somewhere as I was playing that I hope I can find.

>>Combat:

Perfect type of combat for AC imo!
Ropedart is a sweet new weapon that I hope can become as iconic as the hidden blade (but a quickfire feature would have helped a lot!)!
Meatshield was a smart way to counter guns with melee combat.
<<

I have the same sentiments about combat esp. the rope dart. Any pesky guards I can't take out I rope em down. :D

I loved the open door or open windows during chases - I stumbled onto a huge open window during a chase and went right thru the house & lost the guards chasing me.
I just needed more of them, I didn't find them often.

Hanging someone from a tree-branch with the ropedart NEVER gets old :D! Running through buildings was a cool new feature. I also had problems finding them in the middle of a chase, but it was sweet when you did. Maybe the lady opening the window could whisper "over here" or something. I dunno lol.

Sushiglutton
12-06-2012, 09:13 PM
- Double counters
Nuff' said, I just wish they would come up more often, i can count on one hand the amount of chances i had to perform one so far

The one with the double hidden blade that has Connor stabbing one of the two guards rapidly in the stomach is my favourite. Such an iconic move in a new version.

Sushiglutton
12-06-2012, 09:15 PM
Covert escort is a pretty smart idea for an ability and bodyguard looks awesome when you use it out of combat. All your available recruits appear and follow you like your own personal army. :cool:

They seemed kinda late though. I didn't really do any liberation missions until I'd finished nearly everything else (I thought I'd need to keep the red coats around for stuff) so I spent most of my time with just 2 or 3 recruit abilities. Had no idea there were more until I started finishing my full sync. Personally if they'd introduced these abilities without asking me to liberate all 3 districts of 2 separate cities, they'd have seen a lot more use in my game. Infinite recruit tokens and bodyguard makes for a great toy.

I had the same problem. Unlocking the assassin abilities was a bit too much of a grind. Many of them were locked in most missions. But the new covert move is miles ahead of blending in a group of courtesans imo.

ace3001
12-07-2012, 01:54 AM
There were a ton of new features in AC3, both small and big, many of them great (I have actually trouble to come up with new things I thought were bad). I hope many of them will carry over to future games:

Stealth:

Corner cover: Was very smooth to use and is a type of cover that is naturally present almost everywhere.
Stalking zones: I prefer them to a crouch button in AC.
Whistle: Awesome! In previous games you could only assinate guards from cover if their patrol route passed right by.
Running assassinations.
Liked the new blend were you were escorted by two guards and faked being arested!

Combat:

Perfect type of combat for AC imo!
Ropedart is a sweet new weapon that I hope can become as iconic as the hidden blade (but a quickfire feature would have helped a lot!)!
Meatshield was a smart way to counter guns with melee combat.

Parkour:

Tree parkour was fantastic and will make sense in a lot of historic settings. The coolest new feature in the game for me. Assaulting the fort in Black Creek from the tree tops in pouring rain was amazing!
Liked that Connor was faster and climbed more forcefully!
Sliding under objects and leaping over low cover was pretty fun. I always ran in the direction of the closest fence :).

Other:

Naval: Everyone praise it and so do I. Best side game ever in AC history! Good enough to be a standalone game. If the era is right in the next game I'd like a comeback!
Disguises used when appropriate. This is something I've complained about in the past. But in AC3 Connor/Haytham used disguises for all missions were it made sense (as far as I can recall).
Weather system! The rain was amazing and completely changed the mood of the enviroments. Same with the snow.
Menus are really great and easy to use, despite the vast amount of info.
Cleaned up the cities a lot! No more buying all shops and all landmarks, or something as rediculous as that. No more bomb boards, and black market dealers in every alley. The cities were a lot less gamy something that helped the immersion a lot imo. Hope this trend will continue!

Now you guys :D!
I agree with everything except the menus. I much preferred the old ones. The new ones just feel clunky, and I keep wondering things like "why'e the optional objectives on the map instead of on the pause menu?"

JCearlyyears
12-07-2012, 03:14 AM
I kinda liked stalking zones but there is nothing realistic about a large man crouching in shallow plants and being hidden. The dumb as bricks AI doesn't help with the realisticity either... I like the rope dart. I think that they should expand on it and turn it into a full primary weapon. I'd also like it if instead of planting it in the ground when we hang people, we could plant it in another person. I liked the corner cover, but this series desperately needs a fully developed stealth system and the return of the old controls. I hated not being able to run through doorways easily. The locking on targets... I felt that this was just a change just for the sake of changing. I like tree running but it is severely under developed. it felt way too linear. It needs more variation, and if trees could be generated randomly and a system could be developed to create new animations to make the character climb up things, if that is possible, would be a good advertising point. I like eagle vision, but it needs more implementation and development. I thought it would have been useful for hunting. The guards need to be a bright solid red. I can barely see distant guards. It needs to be clear like in AC2, and have an after effect like in AC1. Path tracking like in ACR would be nice. Tons more features that I like and have feedback for but I don't have time.

ProdiGurl
12-07-2012, 01:36 PM
Forgot one, Corner Kills. That earlier mission w/ Haythem w/ the corner objectives was FUN.


Covert escort is a pretty smart idea for an ability and bodyguard looks awesome when you use it out of combat. All your available recruits appear and follow you like your own personal army. :cool:

They seemed kinda late though. I didn't really do any liberation missions until I'd finished nearly everything else (I thought I'd need to keep the red coats around for stuff) so I spent most of my time with just 2 or 3 recruit abilities. Had no idea there were more until I started finishing my full sync. Personally if they'd introduced these abilities without asking me to liberate all 3 districts of 2 separate cities, they'd have seen a lot more use in my game. Infinite recruit tokens and bodyguard makes for a great toy.

Ya that's true, they came late & we can't use it during main missions (at least so far as I've played) - next playthru, I'm liberating first to get my recruits instead of staggering it out thru game sequences so I have them earlier (at least in Boston first till NY becomes available).
I never used bodyguard, that sounds awesome, will try it today. If they just combined the new abilities w/ ACR's recruit system, we'd have the pinnacle of perfection imo.
*dreaming*



I liked lockpicking too :). The "you could just press a button"-argument is kind of dumb since you can say that about anything. Lockpicking feels like a skill an assassin should have! I also feel like AC3's version of it was well made.

Homestead was wayyy better than renovating shops. I should have included it in my list actually. I did most of it after I finished the game which was a bit of a shame. I felt Connor grew a lot in the Homestead missions, more so than in the story. It was also fun to follow the inhabitants and their relations.

I have to do more tunnels it seems.

I think Homestead was brilliant too - much more elaborate than shop renovation but then I felt satisfied w/ shop renovating too becuz you could see the city landscape change as you liberated. I agree w/ DoubleClick that this concept should stay in AC. I love the satisfaction of helping build a community up from oppression.


Hanging someone from a tree-branch with the ropedart NEVER gets old :D! Running through buildings was a cool new feature. I also had problems finding them in the middle of a chase, but it was sweet when you did. Maybe the lady opening the window could whisper "over here" or something. I dunno lol.

I agree on hanging, it's awesome. But I seem to use it more in fights on the harder guards esp. when I'm way outnumbered.


The one with the double hidden blade that has Connor stabbing one of the two guards rapidly in the stomach is my favourite. Such an iconic move in a new version.

The Kill animations are the best than any other AC by far. It makes fighting so much fun. I actually look forward to large groups to fight just to watch it go down.
I've seen this one you're talking about & it's amazing!! I pray they keep this up in future releases! :D

psf22
12-07-2012, 01:40 PM
Yeah all of those things were good. I think the menus could still use a little work though, since some information is hard to find and after you've found it, it can be hard to remember where it was. There are a lot of complaints about the supposed lack of a secondary objectives list. Of course, there actually is such a list tucked away in the menus, but it's clearly been hard for those people to find and therefore the menu system needs refinement.

I hope that recruits with special abilities can be expanded in future so that there's a specific advantage to them (i.e. a bottleneck in the mission where getting through will be extremely hard unless you remember that a certain recruit's skill will fit the problem).

I was also really into the lock-picking, so I hope that stays. This is a tricky one, since I know a lot of people felt that it was unnecessary as they said, why not just press a button? To me, this was actually really enjoyable. It felt physically satisfying to do, and didn't feel tacked on. I also liked it that it was something that takes a bit of time. The only thing that was a little odd was that there were times when I expected to be attacked when breaking a lock, but the men and guard dogs just let me get on with it.

I used to like buying up shops, but it wasn't the shops themselves I liked so much as watching an area transform from a slum to a vibrant marketplace. They kept that in the development of the Homestead, so as long as that concept continues somewhere then I'm happy.

I liked the animals, and the odd dog vs dog/dog vs cat altercations you would sometimes stumble upon, and the ability to say hello. I know it's totally pointless, but I hope I can still do things like dropping food in front of a pig in future ACs. A cat-stroking animation is a must though :)

I don't know what's the be done about the free-running. I liked the new trigger system, and I never ran up any walls that I hadn't intended to climb, but it seems a lot of people are unhappy with that. Maybe there could be a "ground lock" button which, if held at the same time as right trigger, would ensure you stayed on your horizontal plane? I wouldn't need it, but maybe that would be useful for those who struggled with AC3. It would be a shame to complicate a system that supposed to simplify movement.

Tree movement was good, especially on the rare occasions when getting into the trees could reward you by providing access to higher levels. This has potential in lots of other situations: tree-lined streets around a well-guarded house could give you access to an upper window.

I loved the tunnels, which were one of the best surprises for me in AC3. The atmosphere was perfect, and it felt right to me first time round (having been in quite a lot of subterranean tunnels and sewers myself from time to time). If they bring the series back to northern Europe, I'd be sad to see this feature go. So many French and British cities are especially famous for their secret and not-so-secret tunnel networks, and I'm sure lots of other places are the same. This game in particular needs the tunnels, wherever the setting suits the inclusion of them, especially if they can be incorporated into main story missions.

Esssspecially Agreed on highlighted, I'm a huge cat buff

psf22
12-07-2012, 01:44 PM
You could actually use Whistling in past editions to call up on Horse, but guards would be distracted by them too if done near them. For example when you were doing the Borgia Tower missions you could use it to your advantage without the Horse showing up there. There were also different situations in which you could use it.

^^Just a random fact

psf22
12-07-2012, 01:54 PM
Hanging someone from a tree-branch with the ropedart NEVER gets old :D! Running through buildings was a cool new feature. I also had problems finding them in the middle of a chase, but it was sweet when you did. Maybe the lady opening the window could whisper "over here" or something. I dunno lol.

You can hang those guards also on rooftop chimneys, in case. ;)

Have you seen the double kill he can do when you sweep one guy on the floor, then throw a guard on top of him while disarming him off his musket then shoot both guys on top of each other facedown!
Not to be mistaken with the one where he stabs them both with the musket through each other, which is also bloody sick btw.

Connor's also able to do some sick wrestling moves like for example this dive

http://www.youtube.com/watch?v=M81wL-VBwRQ

Dachande_
12-07-2012, 05:09 PM
One thing I really miss from ACR is the random stalker that tried to kill you or who robbed you & you had to chase them down. I despise chases, but it gave me incentive to chase to get my money back lol.

Totally agree with you there. Those stalkers where such a simple feature but added so much to the game in my opinion. They where a great way of organically putting you into massive fights or crazy situations aswell.

You could be walking around minding your own business..then one dead stalker later you're in a huge fight with a bunch of guards etc Loved it =) Also added a very slight sense of paranoia and situational awareness to the enviroment aswell. I used to love trying to spot them without eagle vision since they always had that "hands behind back" idle animation if they where in front of you. But of course,alot of innocent npc's had that idle aswell lol. Good fun =)

I swear,i still find myself trying to spot them in AC3 since alot of the npc animations carried over from Revelations lol. Every time i see one of them power walking towards me im always expecting an assassination attempt...ah,if only lol.

TheHumanTowel
12-07-2012, 07:10 PM
There were a ton of new features in AC3, both small and big, many of them great (I have actually trouble to come up with new things I thought were bad). I hope many of them will carry over to future games:

Stealth:

Corner cover: Was very smooth to use and is a type of cover that is naturally present almost everywhere.
Stalking zones: I prefer them to a crouch button in AC.
Whistle: Awesome! In previous games you could only assinate guards from cover if their patrol route passed right by.
Running assassinations.
Liked the new blend were you were escorted by two guards and faked being arested!
Combat:

Perfect type of combat for AC imo!
Ropedart is a sweet new weapon that I hope can become as iconic as the hidden blade (but a quickfire feature would have helped a lot!)!
Meatshield was a smart way to counter guns with melee combat.
Parkour:

Tree parkour was fantastic and will make sense in a lot of historic settings. The coolest new feature in the game for me. Assaulting the fort in Black Creek from the tree tops in pouring rain was amazing!
Liked that Connor was faster and climbed more forcefully!
Sliding under objects and leaping over low cover was pretty fun. I always ran in the direction of the closest fence :).
Other:

Naval: Everyone praise it and so do I. Best side game ever in AC history! Good enough to be a standalone game. If the era is right in the next game I'd like a comeback!
Disguises used when appropriate. This is something I've complained about in the past. But in AC3 Connor/Haytham used disguises for all missions were it made sense (as far as I can recall).
Weather system! The rain was amazing and completely changed the mood of the enviroments. Same with the snow.
Menus are really great and easy to use, despite the vast amount of info.
Cleaned up the cities a lot! No more buying all shops and all landmarks, or something as rediculous as that. No more bomb boards, and black market dealers in every alley. The cities were a lot less gamy something that helped the immersion a lot imo. Hope this trend will continue!
Now you guys :D!
I agree with everything on this list. I'd like it if disguises became more of a game mechanic in future games. It would really fit the series blending feature. I'm thinking something like the personas in AC:Liberation but more fleshed out.