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faithisreason21
08-20-2013, 09:18 PM
My experience with Ubisoft's games in the past, up until this point, has been amazing. That all changed with this most recent release. Like many of you in this forum, Splinter Cell defined my childhood and I've played every single game since classic. I was looking forward to Blacklist (Still am), and I've also purchased the game for multiple friends and my fiancee so we can enjoy multiplayer and co-op together.

Unfortunately, this has been an awful launch with disappointment piled on top of disappointment.

First, PC gamers were given the run-around when customer support couldn't communicate clearly with any of us, continuing to push the time back further, even though some of us stayed up late or took days off of work to try out the game on day one; we're proud supporters of the franchise and Ubisoft.

When, at around 2PM EST when users finally started to get access to their Uplay copies of the game, many of us were greeted with abysmally slow download speeds even though we have incredibly fast home connections and can download 10-15 MegaBYTES per second on Steam symmetrically.

Uplay is an awful piece of software, and I believe that every person who received Splinter Cell Blacklist through Uplay or the Nvidia promotion should be re-compensated AT THE VERY LEAST with free copies of the game on Steam, which is a far better content delivery system.

We love your games and enjoy playing them, but your customer support in regards to the distribution and tech support for Blacklist have been nothing short of nightmarish.

EvilPixieGrrr
08-20-2013, 09:20 PM
I'm going to rename this thread as "Feedback" and sticky it.

faithisreason21
08-20-2013, 09:21 PM
I'm going to rename this thread as "Feedback" and sticky it.

Thank you,

I understand that this isn't your fault or any mods/support staff on the forum. I understand the hierarchy of high-tech companies with great clarity.

The moderators have been doing the best they can, but something's definitely going wrong somewhere in Ubisoft.

EvilPixieGrrr
08-20-2013, 09:49 PM
Oh, I totally knew that, but I sincerely appreciate you making the clarification anyway!

Xeleos
08-20-2013, 10:03 PM
You brought Splinter Cell back to life thanks :D! You guys did a great job allowing players to approach missions with different styles of play. Please, with future releases keep the game like you have it now and improve on it... do NOT take steps back like you did with Conviction :(

Glasofruix1972
08-20-2013, 10:18 PM
Feedback on PC:

Borked 16:10 aspect ratio. Black bars, black bars everywhere...

Kalekunai
08-20-2013, 10:31 PM
This is probably the fourth time I've been killed because my melee button is the same as my "open doors and interact with just about everything" button. I press E to knock someone out and end up slowly approaching the vent next to the guy I'm trying to neutralize, only to get shot while I'm opening a vent.

I don't want to lower my game difficulty because of the number of vents in any given level, but it's really starting to look like I may have to. Not because of genuine game difficulty, mind you, but because Joe Hostage Capture-Guy likes standing next to a door.

Aegis_Kleais
08-20-2013, 10:41 PM
I know console gamers love 70, but that JUST. DOESN'T. Cut mustard with PC gamers. Personally, I use 85. I wish the game supported a FOV for SvM so I didn't feel like my face was on the screen. Why would a game come out in this day and age on PC and NOT have FOV customizations?

Glasofruix1972
08-20-2013, 10:48 PM
Well, i've been trying to punch 3 baddies around a hostage, finding myself freeing the dude instead of breaking noses...

AWUERTH
08-20-2013, 11:10 PM
SPY IS TO EASY... Bring back the old method of being spy that took skill and teamwork with a partner to take down a merc not just run up to him or hide behind a corner and wait and smash the x button. What happened to having to be behind the merc to kill him. What happened to punching him the face if you were in front and hit x and then he flew backwards and your partner could then be behind him waiting to get his neck ... something called teamwork. Fix this please.

Kalekunai
08-20-2013, 11:19 PM
It would be nice to be able to disable mark & execute without taking on the hardest difficulty in the game as well. I'm not always able to complete a mission on perfectionist, but when I want to lower the difficulty, I get annoyed by messages to mark and execute my enemy. I'm not interested in it, and it would be nice to have mark & execute as one of the UI options.

Dome500
08-20-2013, 11:22 PM
Ok here is no feedback but a suggestion.

Since EvilPixieGrr just locked my thread (thank you :( ) and told me to post it here I am going to post it.

If anyone wants to look at the original thread it's in my sig.

This is a suggestion for all the vets of SvM out there. I love you guys and I have the hope that Ubisoft will see this and read it and think about it.

This is a DLC suggestion.

Not all parts of this suggestion have to be in the product (in the DLC in case it would be made), I marked those "less important" details with another color.
The important things are marked green.

I hope you read the whole post (It's rather long):

_______________________________________________

Legacy Mode

First things first:

I like a lot of things that I see in the new SvM and I will probably have a ton of fun with it.

Non the less I feel the need to make this topic, because some of us want a more traditional mode back.
Now, I'm not going to say "Copy a mode from CT/PT", that's not my style. If I want to have a CT/Pt experience I play those games (I'm a PC gamer).

Here is my personal suggestion for a DLC. It's called Legacy Mode.
First of, I thought a general concept about what I like about Blacklists SvM and what I like about old SvM wouldn't be bad.
So I made this a while ago:



What I am hoping for is really a "Legacy Mode" in one of the DLC's.

It should under no circumstances be a 1:1 copy of Legacy games.

Let me say it that way:

What I like about SCB SvM (and like to see in a "Legacy Mode"):


The atmosphere of Classic Mode
The fluid movement
The back and side lethality of the Spies
The DFA (except of the gloves that increase the range, that can stay in Blacklist Mode)
The different gadgets (non lethal for Spies, lethal for Mercs)
The customization (except of the abilities, although I like them they should stay in Blacklis mode)
The sticky cam that can distract Mercs (radar dots, audible sound)
The movement Speed of Spies and Mercs
The (increased) heavy armor and firepower of the Mercs
The (new) melee of the Mercs
The air-superiority of the Spies
The Flashlights
The "ShadowBlend"
The new kind of hacking (provided it is not used in all of the cases)
The visible Vision Modes of the Spies (the ability of the Mercs to see the Goggles when in use)
The new "fast movement detection"
The new controls (except AS)


What I liked about Legacy SvM and would like to have back (and also what was nice, but could come back in a different fashion):


Interactive objects (disable CamNet, disable vent fans, disable security systems, disable power (things just disabled temporarily)) (To prevent "knowledge superiority the terminals/access points to disable those things could be randomly chosen between 4 possible locations (that way you always have to search in which location it is)
CamNet accessible for Mercs all the time (position like in "Drone Control Mode" , crouching on the floor and vulnerable)
Security systems such as laser (self established by Mercs) and motion detectors (with a certain radius of detection (place it before a terminal if you want to be prepared))
Multiple Objectives (Wirless Hacking, Quick-Hacking (explained maybe by less protected terminals/computers (just put a Laptop somewhere)), Extraction, Neutralization and Sabotage)
Objective numbers between 3 - 6 objectives (depending on map)
A movement radius for a Merc who is being DFA'd (if he sees the Spy early enough he can aim at him while he is jumping on you and shoot him) (Not absolutely necessary)
Some of the old Spy and Merc gadgets (alarm snares, Spy bullets and similar things should NOT be back)
(Maybe - this is NO "must have" -) Some maps could feature areas which are only accessible once you have disabled a gate or fulfilled a certain objective (again - this is less important, for me at least)
Camera Alert (a very small radius in which the camera detects Spies automatically, the Merc is then informed that the Spy is somewhere within this area (nothing too specific)



These are the more important things to say about a possible "Legacy Mode."

I think most of the changes should be possible and could be easily included in such a mode within some months.
Some others could be a little bit more work, but I think all of those things are rather well integrateable in the new system/engine.
I am still hoping for a DLC that brings back some of those things to give me the old vibe again.


Out of this concept of things, rules and mechanics I liked about both modes I developed a general concept of what the Legacy Mode should contain:


The color code is: Most Important (big letters) // Important // not THAT important // "ALL MODES" => changes that should be made in all modes to counter known balance issues



Legacy Mode (with):


Different Score System => There are two possible systems which come to my mind.

System 1:

Two rounds. One as a Spy, one as a Merc
The Team that has the most points wins
Hacking objectives will get you a lot points
Killing a Merc will just get you a few points
Killing a Spy will get you double the amount of points than killing a Merc
Dying will get you a small point loss
In the end, points are counted together and the Team with the most points wins
This promotes stealth on the Spy side and aggressive behavior on the Merc side while ensuring that both sides (Spies as well as Mercs) have a major impact on the outcome of a game. (The Objectives of the Spy side just a little bit more)

System 2:

Two separated matches. One as a Spy, one as a Merc.
Limited lives are enabled
Merc get more lives than Spies (1.5x times the lives of the Spies)
The Mercs win if they kill all enemies or if the time runs out before the Spies can fulfill their minimum of objectives
Spies win if they have fulfilled their minimum of objectives and survive until the time is over
Additional objectives will grant additional points.
Match 2 = role change.
At the end of both matches, the win/loss are compared. Possible results are: 1 - 1 (Draw), 2 - 0 (Team A wins), 0 - 2 (Team B wins)
In case it is a draw a "final round" can be played (only if you want).
The roles in the final round (Spy or Merc) will be decided randomly.
As an alternative, the draw can stay a draw and both teams get some points for achieving a draw.
This system does not only re-add limited lives which promotes stealth and caution on both sides, but more on the Spy side, it also has a way of determining a winner without preferring one side over the other. No matter if you won as a Spy, or as a Merc your win will be the deciding factor. Objectives and Kills gain you points for your personal customization and rank development, while the win or loss will decide over the outcome of the whole match (consisting of 2 separate matches/rounds). If you then won as both, as Spy and as Merc, then you won the whole match.


Legacy Mode maps

The maps at the moment are only focused on one thing: The "Blacklist style wireless hacking" and the "zones of confrontation"
We need maps that are designed for this particular Legacy mode, giving you not "3 zones", but more of a free complex (one huge zone, no separation) with:

ways (vents and hallways) to objectives
less "simplistic", a greater variety of entrances and exists to increase the risk of Spies when hacking and of Mercs to be caught by surprise, and give more tactical freedom to the player

Orientate yourself on the old CT/PT maps. They shouldn't be "copies", but you can look how complex they where and how you can translate that to the levels of new SvM.
There should be no separation between "zones", but just a whole, big area you are playing in which is connected in a lot of ways, no focus on any particular place, not even the objectives.

4 gadgets slots
CamNet (either accessible all the time by every Merc or only accessible if the gadget "CamNet-Viewer" (1 gadget slot) has been chosen. (CamNet position like drone control: crouching on the floor, vulnerable))
Interactive Objects (disable vent fans for shortcuts, disable CamNet (for a set time (1 minute for example)), disable some light (red emergency lights on, also lights can be put back on by Mercs by going to the terminal and re-activating them)) (Interactive objects could change position (for details look at "Changing objective locations" below)
The customization of:

Vision Modes (Spy: Thermal (no seeing through walls though) and Night Vision (no sonar or emf); Merc: Motion Detector, Sound Detector, (no RDF))
Gadgets (non lethal for Spies)

Multiple different objective types in 1 match
Sequential Hacking (meaning you can start a hack, pause it, and later continue it (if you don't die in between)
Fulfilling multiple objectives simultaneously (exception in case of "Wirless Hacking" like it's present in Blacklist Mode)
Dark "Classic" Maps
Some old gadgets (like Sticky Cameras with Gas (to K.O.), gas masks, etc,) (but NO Spy bullets or Heartbeat sensors)
Visual Customization (Camouflage, colors, suit types (no gameplay effect, only visual))
Weapon Customization for Mercs (only for Mercs)
Laser Traps (set by Mercs)
Objective Types:

Short-Hacking (20 - 40 seconds, sequential hacking available (start hack, stop it, continue it later (saved progress), Spy has to stay on terminal to hack, If killed, hack is back to 0%)
Extraction Legacy (Spies have to find objects, steal them and extract them out of the area to an "extraction point")
Sabotage: Spies have to find and sabotage an object (placing a bomb or an EMP device and detonating it), Mercs have to stop them
Less important objective types in this mode:

Blacklist "Wirless Hacking" (Same rules as in Blacklist Mode, Spy has to start the hack at a terminal, has to stay in the area for a time to complete the hack, If Hacker is killed Teammates can re-initiate the hack within 15 - 20 seconds, no other objective can be fulfilled while this objective is done)
Extraction Blacklist (Merc extract objects out of the area, Spies have to stop them) (if you find a way to include it, otherwise not that important)

Changing objective locations => With maps which are not designed around particular zones and do not focus on specific locations, a change of objective locations would be a nice addition (no "must have" of course). You could have, let's say 4 or 5 objectives, and 10 possible locations. The objective locations are randomly chosen at the beginning of the map. Adds variety. Just an idea.

Additional elements and mechanics:

Choke Hold (Spy can hold a Merc in a "Human Shield", he can furthermore decide if to K.O. him (unconscious and untouchable for 25 seconds) ok kill him (respawn in 15 seconds ))
Throwing back grenades (Spies can throw back Merc grenades)
Sticky Camera gas (Has the same K.O. effect like the choke-hold K.O.) (NO sticky camera explosive (Spies TOTALLY non-lethal except of CQC))
Shooting Lights (Crossbow) (Spies can disable light for some seconds with a crossbow)
Less vulnerability (more health) for Spies (bare with me) so they can escape a Mercs weapon fire. => ALL MODES
(Slightly) Decreased DFA range => ALL MODES
Spies are slowed down when hit by bullets frontal (If a Spy wants to try a frontal melee it's possible but not recommended. He will loose momentum when he is hit by the defending Mercs bullets, even while sprinting.=> ALL MODES
Removal of DFA prompt (Spy has to realize himself when he is able to DFA)

Additional mechanic changes

Shock and Stab immunity => There should be a 5 seconds immunity from shocker bolts after being hit by a shocker to ensure the tool is not used as infinite shock machine. => ALL MODES
DFA => I actually like DFA. However a mechanic like this wouldn't be bad: There should be no prompt that shows you when DFA is available. If you are not in range and press DFA you should just automatically drop down. Would require skill to pass the right moment to get the Mercs and simultaneously feature the cool DFA animation which the mechanic has at the moment. A tolerance zone ensures there is not too much frustration coming from missed DFA's => ALL MODES
Frontal melee tolerance for Mercs => A little tolerance zone for this timed melee (not too much)=> ALL MODES.
No frontal or frontal-side melee for Spies => As an alternative you could, only in Legacy Mode of course, just remove the ability of Spies to attack from the front or from the frontal sides. The only option to kill a Merc would then be from the back or back-sides. This would still be an improvement and a simplification from CT/PT SvM, since it was very hard to get the right angle in the old SvM games. The radius in which a Merc could be killed from behind would then be 180° backwards, while the radius in which the "choke hold" can be made would be a little less than 90° from the back.
Decreased "see through walls" effect for Thermal => The Thermal vision is very powerful with it's ability to actively see through walls. While I support the idea of seeing Mercs heat signatures through walls if they are close to the wall, I would like to have a reduction of the radius in which the Spy can see through walls in Thermal so that he sees nothing through a wall except an enemy who is standing right next to the wall (Sonar should be the only vision mode that actively sees through walls). You can just take the perfectionist mode version from the singleplayer for that. => ALL MODES
Vision Mode differences => I'd like to see more advantages and disadvantages for the various vision modes. Thermal and EMF shouldn't see through walls (Thermal only if Merc is standing close, EMF should only show enemies if they use tech in that moment) Also, Sonar should not be in Legacy Mode.
Save Spawn Points nuff said => ALL MODES




I hope for some feedback and maybe suggestions.

I will of course not include any mechanics I deem to complicated or I think are not needed or necessary for such a game mode.
But if you can convince me that a mechanic or element is needed without over-complicating things in this mode I'm in.

Again - I want to merge the experience of Blacklists SvM with the one of the old SvM (CT/PT) in order to make a compromise between accessibility and tactical freedom.

This Mode is supposed to be more complicated and less accessible and supposed to be designed for experienced veterans or experienced "new SvM" players to get a mode with more tactical possibilities and variety. But I do of course want to keep a certain degree of accessibility, which means the learning curve of the game mode should NOT be as steep as it was in CT or PT.

EDIT: As an addition the customization of various Modes and the combination of them, such as Classic Maps for a Blacklist match or special gadget restrictions to choose as well as an option to properly filter matches with specific settings by choosing what options you like to see (like in most modern shooters present when searching for matches would be a good addition as well and add to the longlivety of the game.

EvilPixieGrrr
08-20-2013, 11:24 PM
I locked your thread because suggestions and feedback are most easily reported when in one spot. It's very difficult to accurately report your concerns with them spread all over the forum.

I hope you understand. :)

Aegis_Kleais
08-20-2013, 11:27 PM
The, well, atrocity that Ubi committed with the input mappings has actually firmly stopped me from wanting to play the game.

How someone could have fathomed that SP/Co-Op/Spy/Merc functionality could not only all be merged into 1 setup, but then go so far as to double up functions on 1 button, is just beyond me.

I cannot map keys as I would like to SP/Co-Op and have them be what I would want in SvM. When I play in Spy, the doubled up functionality is different than how I'd have my Merc keys setup.

This singular issue not only would require more effort than I think Ubi is going to put into the game, but makes me not want to bother because of all the work that is needed to switch between one setup and then the other.

I just set all my keys up for SP, and it completely ruined my Spy and Merc controls.

HOW? HOW could something this blatantly wrong have gone through QA?! This isn't even subjective. Ubi, you screwed up BAD here. I know this is day 1, but for the love of funking it sideways, prioritize a fix. You know what, I'm even gonna do you one better, and write up a large how to fix. Whether you guys do something about it or not is going to speak volumes on your dedication to the community post-release.

I'm in disbelief. The people who lets this slip should be struck physically... there's simply no excuse.

TheRealGunnut19
08-20-2013, 11:30 PM
It would be nice to be able to disable mark & execute without taking on the hardest difficulty in the game as well. I'm not always able to complete a mission on perfectionist, but when I want to lower the difficulty, I get annoyed by messages to mark and execute my enemy. I'm not interested in it, and it would be nice to have mark & execute as one of the UI options.

M&E = Optional.

weezer0w0
08-20-2013, 11:31 PM
I cannot map keys as I would like to SP/Co-Op and have them be what I would want in SvM. When I play in Spy, the doubled up functionality is different than how I'd have my Merc keys setup.

I second this notion. Really shamefully poor choice to combine key mappings for both spies and mercs in SvM.

Gagtag1
08-20-2013, 11:35 PM
Are you meaning for PC? This is 2013, shouldn't you have the ability to map every action to anykey and then save it? That's confusing, I swear for PC's that's been the standard since like doom.

:S Why is SP and MP keying conflicting. The should be independant since they are different playstyles. Players should have the ability to save playstyle configurations... Generally games should have a library list of all saved key mappings so they can swap when the playstyle suits them...

That is seriously not difficult to do, so perhaps they are being *******s and trying to restrict all players to make them conform to a set mapping layout.

Only thing I can think of is to download a program that re-binds your keyboard and switch between it's key layouts to compensate for SCBL's lack of mapping.

iLLe_89
08-20-2013, 11:42 PM
I know console gamers love 70, but that JUST. DOESN'T. Cut mustard with PC gamers. Personally, I use 85. I wish the game supported a FOV for SvM so I didn't feel like my face was on the screen. Why would a game come out in this day and age on PC and NOT have FOV customizations?

So you cannot adjust FOV at all? Not even in SP?

Sometimes the option is hidden in .txt files somewhere in the game folder...

I just hope there is some option/workaround for adjusting it somehow.

TheRealGunnut19
08-20-2013, 11:47 PM
FOV? o.o

weezer0w0
08-20-2013, 11:48 PM
Why would a game come out in this day and age on PC and NOT have FOV customizations?

In SvM you don't have customizations because FoV is part of gameplay mechanics now. When the merc uses the adrenaline boost he gets an increase to FoV, so they can't allow everyone to just change it on their own without throwing of "balance". Of course I put balance in quotes because spies have lethal weapons and lethal frontal melee assault techniques so there really is no more balance. I agree tho 70 FoV is just barf-tacularly small and narrow.

Dome500
08-20-2013, 11:49 PM
So you cannot adjust FOV at all? Not even in SP?

Sometimes the option is hidden in .txt files somewhere in the game folder...

I just hope there is some option/workaround for adjusting it somehow.



I hope that as well.


Hey, I don't want to hurt anyone, but what did the "PC team" actually do?
Just graphic modifications and standard key translation ? oO

Gagtag1
08-20-2013, 11:52 PM
FOV? o.o

Field of vision, or field of view. It's an ability to expand or contract your peripheral view more or less.


www.youtube.com/watch?v=B0kdhCyHPL8#t=1m45s

X4nek
08-21-2013, 12:04 AM
What is with the resolutions?
3 options for resolutions in windowed mode

1176x664
1280x720
1512x851


The fullscreen resolutions is barely acceptable.. the jump from 1280 by <X> resolution to 1920x1080 is to big.

640x480
800x600
1024x768
1152x720
1152x864
1176x664
1280x720
1280x768
1280x800
1280x1024
1768x992
1920x1080


My monitor native resolution is 1680x1050, where are all these other options in-between 1280x1024 through 1768x992, because I sure DO NOT love playing with black bars, small area where the actual game visuals are, and everything looking wrong because the resolution is too high.

NormAn_-_s0tH
08-21-2013, 12:08 AM
so i've been playing for HOURS on ps3. i'm so frustrated with this crap i won't be able to coherently word this, so i'm just gonna make a list

-voice chat on ps3 is terrible. you can BARELY make out what anyone is saying.
-server keeps going down (the splinter cell blacklist server is unavailable or something)
-shock n stab is so broken i can't even begin to describe it. (yes in classic, which is all i play.)
-frontal melee and long ranged DFA make spies to easy to play as

grand finale:

so i was playing with my teammate in classic mode. we started off as mercs (which for some reason we are every single time, not really a big deal), and the opposing spies hacked 77% of one terminal. so they didn't complete a hack. so the next round starts, we spawn in as spies. they both leave, and we LOST THE GAME. this is utter bs. it goes against our win ratio, who thought this was a good idea? obviously the team who leaves should always lose and the team that stays in should always win. this is such a colossal fail it's embarrassing.

Dome500
08-21-2013, 12:19 AM
so i've been playing for HOURS on ps3. i'm so frustrated with this crap i won't be able to coherently word this, so i'm just gonna make a list

-voice chat on ps3 is terrible. you can BARELY make out what anyone is saying.
-server keeps going down (the splinter cell blacklist server is unavailable or something)
-shock n stab is so broken i can't even begin to describe it. (yes in classic, which is all i play.)
-frontal melee and long ranged DFA make spies to easy to play as

grand finale:

so i was playing with my teammate in classic mode. we started off as mercs (which for some reason we are every single time, not really a big deal), and the opposing spies hacked 77% of one terminal. so they didn't complete a hack. so the next round starts, we spawn in as spies. they both leave, and we LOST THE GAME. this is utter bs. it goes against our win ratio, who thought this was a good idea? obviously the team who leaves should always lose and the team that stays in should always win. this is such a colossal fail it's embarrassing.

Agree on the points regarding Svm

But the last one:

LOL - NO way. Wasn't the whole sense of making the player Play Spies and Mercs in the same round that they couldn't just drop out and win after they played one side?
Way to go Ubisoft, way to go.

Gagtag1
08-21-2013, 12:21 AM
I'm sure they will fix that last issue with dropping players resulting in an overall loss for everyone. It's just a bug or missed coding. Not great for first day release, but it will be on their next patch as that is just a true error on their part.

The rest... well. PS3 voice chat was a huge problem for GRFS if I remember correctly. Funny how it is here too since it's essential for team coordination.

Dome500
08-21-2013, 12:30 AM
I'm sure they will fix that last issue with dropping players resulting in an overall loss for everyone. It's just a bug or missed coding. Not great for first day release, but it will be on their next patch as that is just a true error on their part.

The rest... well. PS3 voice chat was a huge problem for GRFS if I remember correctly. Funny how it is here too since it's essential for team coordination.

Which is the A and O in SvM

NormAn_-_s0tH
08-21-2013, 12:37 AM
this game is such a disappointment. all this crap such as dfa, shocknstab, and frontal melee makes the game far too easy for beginners. all these people on here saying it won't be a problem (not naming any names....) have no clue. it was so obvious without even playing first these would be issues. after playing classic for a while, it is clear they break the game. and even if you think those don't break the game, the fact that you lose when the other team leaves and every other response from your teammate is "what?" because the chat is so ridiculously poop makes this game nearly unplayable.

Dome500
08-21-2013, 12:41 AM
this game is such a disappointment. all this crap such as dfa, shocknstab, and frontal melee makes the game far too easy for beginners. all these people on here saying it won't be a problem (not naming any names....) have no clue. it was so obvious without even playing first these would be issues. after playing classic for a while, it is clear they break the game. and even if you think those don't break the game, the fact that you lose when the other team leaves and every other response from your teammate is "what?" because the chat is so ridiculously poop makes this game nearly unplayable.

1. Solution for bad voice chat => use skype or teamspeak

2. I agree on the shock and stab and on the frontal melee, however not on DFA. I agree that it's range is too far, but the mechanic itself is good in my eyes.

xxxdkModexxx
08-21-2013, 01:08 AM
I don't even have the game downloaded (20% remaining) but I stayed up watching hours and hours of it on Twitch. I agree with the OP that Ubi dropped the ball on this game.

A huge forewarning for me was Conviction doesn't even recognize my "Certified" MS Aftershock xbox controller on my PC. That was a dead give away Uplay doesn't give a damn. Conviction has been out for years and they rely on the end user to fix their game, not that conviction was any good but if you give me a free pc game, make sure it works.

I actually told myself that I would never buy any future SC games after Conviction BUT after hearing SvM was making a comeback, I decided to get BL. I loved SvM and was disappointed it wasn't in conviction.

Back to Blacklist. I didn't watch any SP so I will comment on what I saw on MP. SvM is a totally different game. The hacking isnt hacking. It is more action game play versus having stealth and tactics. Spawning into the other team can be ridiculous. I thought Classic would be a different game mode. Yes one is 2v2 and the other 4v4. Just one is darker than the other. Thats it. Same hacking boundary crap going on.

Bring back the old game play as "Legacy" as far as hacking. This boundary stuff doesn't cut it. There have been quite a few good suggestions. Bringing a laptop, package, or wrist hacking is better. Make us go on a mission, NOT BABYSIT IN A AREA!!!! Think of different game modes Search and Destroy. Bllow up a target. Assasinate a target. Kill the leader. Hide and Seek. Capture the flag. These modes could work.

Also give up on Uplay, distribute on Steam. Their support for their community is far better.

I got into xbox because TC games. The same people who got me into gaming are the same ones pushing me away. Ironic.

I will purchase DLC, if better modes and maps are released.

Dome500
08-21-2013, 01:16 AM
I don't even have the game downloaded (20% remaining) but I stayed up watching hours and hours of it on Twitch. I agree with the OP that Ubi dropped the ball on this game.

A huge forewarning for me was Conviction doesn't even recognize my "Certified" MS Aftershock xbox controller on my PC. That was a dead give away Uplay doesn't give a damn. Conviction has been out for years and they rely on the end user to fix their game, not that conviction was any good but if you give me a free pc game, make sure it works.

I actually told myself that I would never buy any future SC games after Conviction BUT after hearing SvM was making a comeback, I decided to get BL. I loved SvM and was disappointed it wasn't in conviction.

Back to Blacklist. I didn't watch any SP so I will comment on what I saw on MP. SvM is a totally different game. The hacking isnt hacking. It is more action game play versus having stealth and tactics. Spawning into the other team can be ridiculous. I thought Classic would be a different game mode. Yes one is 2v2 and the other 4v4. Just one is darker than the other. Thats it. Same hacking boundary crap going on.

Bring back the old game play as "Legacy" as far as hacking. This boundary stuff doesn't cut it. There have been quite a few good suggestions. Bringing a laptop, package, or wrist hacking is better. Make us go on a mission, NOT BABYSIT IN A AREA!!!! Think of different game modes Search and Destroy. Bllow up a target. Assasinate a target. Kill the leader. Hide and Seek. Capture the flag. These modes could work.

Also give up on Uplay, distribute on Steam. Their support for their community is far better.

I got into xbox because TC games. The same people who got me into gaming are the same ones pushing me away. Ironic.

I will purchase DLC, if better modes and maps are released.


support the "Legacy Mode" idea (http://forums.ubi.com/showthread.php/787532-Splinter-Cell-Blacklist-Feedback-NO-SPOILERS-PLEASE!/page2 second post)

Tatterz
08-21-2013, 01:43 AM
When the vets demanded SvM after its absense in Conviction and what was found in DA's substandard rendition, that means we want SvM. While SCB's simplified take on the traditional SvM is fun for a while, it still isn't in the same realm as the real SvM's found in PT/CT. I know a lot of blood/sweat/tears/whatever got put into constructing SCB's SvM and the devs did a good job and nailed their objective but there's a reason why PT/CT's SvM had such a die-hard following. I'm all for improvements and evolving a great game but on the surface, its nowhere remotely close to the same gamplay.

I just want the old SvM..the true SvM. The SvM that punishes hard and rewards immensely well. The SvM where experience always had the upper hand in any situation. The SvM filled with complexity, depth, tactical variety..where every second means everything. Thats what I (the vast majority of vets) want.

With all respect, in terms of SvM, nothing Ubisoft could do would make many many of us vets happier than to have a refresh of CT/PT's multiplayer. If doing so is completely out of the picture, I find it hard for there to be a reason to not at least put CT's SvM perhaps on PSN/Xbox marketplace. Its not Ubi's fault at all but CT has no online capabilities on Xbox and breathing life back into that masterpiece of a game would make many of us very merry.

With all that said, I still think Blacklist is a terrific little package. What I've played of the single player so far has been very great.

Kalekunai
08-21-2013, 01:59 AM
M&E = Optional.

I'm talking about the mark indicator at the bottom right of the hud, and the message that pops up telling you you can mark and execute. It'd be nice to be able to turn those off in the UI, and since you can already manipulate certain elements of the HUD, it would make sense to put an option for M&E's visual indicators there.

But thanks for making sure I knew that.

Dome500
08-21-2013, 02:10 AM
When the vets demanded SvM after its absense in Conviction and what was found in DA's substandard rendition, that means we want SvM. While SCB's simplified take on the traditional SvM is fun for a while, it still isn't in the same realm as the real SvM's found in PT/CT. I know a lot of blood/sweat/tears/whatever got put into constructing SCB's SvM and the devs did a good job and nailed their objective but there's a reason why PT/CT's SvM had such a die-hard following. I'm all for improvements and evolving a great game but on the surface, its nowhere remotely close to the same gamplay.

I just want the old SvM..the true SvM. The SvM that punishes hard and rewards immensely well. The SvM where experience always had the upper hand in any situation. The SvM filled with complexity, depth, tactical variety..where every second means everything. Thats what I (the vast majority of vets) want.

With all respect, in terms of SvM, nothing Ubisoft could do would make many many of us vets happier than to have a refresh of CT/PT's multiplayer. If doing so is completely out of the picture, I find it hard for there to be a reason to not at least put CT's SvM perhaps on PSN/Xbox marketplace. Its not Ubi's fault at all but CT has no online capabilities on Xbox and breathing life back into that masterpiece of a game would make many of us very merry.

With all that said, I still think Blacklist is a terrific little package. What I've played of the single player so far has been very great.

Tell me what you think about my "Legacy Mode" idea. I'm always open for suggestions and feedback (linked it in my post above yours (and in my signature))

g0temstl
08-21-2013, 02:33 AM
i agree with anything dome says

celebro95
08-21-2013, 02:37 AM
This is my feedback, I'll copy part of it from another thread...

SvM Classic GamePlay
.First of all, is no the same as the PT/CT version, so I dont know why the name "SvM Classic" yeah, that catchy name... as a matter of fact is not classic, IT IS DIFFERENT, Being said that, you cant play DM, you have to hack to win because of the unlimited lives.
.No Customizable perks, as a merc or spy... are you kidding me ???
.No FriendlyFire, if you see anything moving around, do a burst... you will not kill your team-mate, that is so "real"
.as a merc, you have to play SilentHill instead of SplinterCell... YOU NEED TO USE YOUR FLASHLIGHT, OTHERWISE YOU'LL SEE NOTHING BUT DARKNESS. and warn your enemies you are coming with your useful flashlight.
.as a spy no thermal and as a merc no motion/electronic goggles... THAT IS SO CLASSIC FOR SURE.
.you have to play 2 rounds, one as a spy and one as a merc... just like the past games right !!!! (sarcasm)

This game no matter what other says, is not even close or fun as the other past games and as a vet player from PT/CT I expected something like PT/CT, not a completely different game. I played tournaments back then and played against the community top-players (Xbox) like JokerProject, StealthPhoenix, XbosnianX, FatalTactics, Havok among others...

I feel very disappointed about this and can see myself trading it on GameStop in the next couple of weeks (yes, no matter what i'll try to prove im wrong about my opinions) but i doubt it.


p.s
A DLC with the Dome500 specs, could make this game 100 times better.

drewhalv
08-21-2013, 02:52 AM
I'm still having issues with the game. after trying the ini file edit, the game still crashes. just wrote in to ubi support, but if their track record is anything to go by, im not expecting a reply in any reasonable timeframe. since the patch doesn't function for the steam version, I dont have any options for a fix. I trusted you ubisoft, and pre-ordered -- don't make me regret this. Please sort this **** out!!!!

Dome500
08-21-2013, 03:09 AM
Being said that, you cant play DM, you have to hack to win because of the unlimited lives.

There is a separate Team-Deathmatch Mode, just in case you don't know


.as a merc, you have to play SilentHill instead of SplinterCell... YOU NEED TO USE YOUR FLASHLIGHT, OTHERWISE YOU'LL SEE NOTHING BUT DARKNESS. and warn your enemies you are coming with your useful flashlight.

agreed


.as a spy no thermal and as a merc no motion/electronic goggles... THAT IS SO CLASSIC FOR SURE.

Well the Merc has a motion sensor (display at the bottom of your FOV showing red dots (Spy movement))
There was also a 360° Sound Detector, but they decided to leave it out of Classic (just in Blacklist Mode) -.-


.you have to play 2 rounds, one as a spy and one as a merc... just like the past games right !!!! (sarcasm)

Well, I don't think that's a bad thing though.
At least the people are not playing Spy and then quitting the match because they don't want to play Merc (that was a huge problem back in the days).

frankmrw1
08-21-2013, 03:45 AM
I feel can lodge itself firmly http://denver.ukmerritt.com/1.jpg
http://denver.ukmerritt.com/2.jpg
http://denver.ukmerritt.com/3.jpg
http://denver.ukmerritt.com/4.jpg
http://denver.ukmerritt.com/5.jpg

g0temstl
08-21-2013, 03:46 AM
allow for classic pandora/chaos theory mode and you probably wont hear from me again...

g0temstl
08-21-2013, 03:47 AM
Dome500 for president!!

GODHAND 502
08-21-2013, 04:05 AM
XBOX 360 version

The things I like:

1) I like the graphics and textures quite a bit. Good job on that.
2) I like the weapon customizations.
3) The story mode has good writing (so far).


The things I don't like:

1) Target acquisition sucks when you're on the move. If all you are doing is hiding behind an object and sniping enemies from a fixed position, it works fine. But if you want to run and gun, it feels very wonky trying to snap to various targets.
2) I'm experiencing a VSS rifle with an unzeroed scope. I'm not making this up. I've tried lining the enemy up in the crosshairs. I've tried aiming a little high to adjust for bullet drop. I've even tried spraying with Rambo rage. All that happens is my bullets hit everything but the enemy. After I unload a clip, the enemy looks confused at all of the ricochets landing around him before realizing, "oh, there's a wanna-be with an unzeroed rifle hiding behind that ledge".
3) The cover system is very wonky. I find myself disengaging walls by accident, running past the intended next cover spot, and am I the only one who's noticed that you can't snap to cover with standing up (even outside of doorways)? The cover system from GRFS was better.
4) SvM is TOO DARK. It rewards camping. If you want a high K/D ratio, all you have to do is hide in corners and bushwhack whoever walks by, while totally disregarding the objectives.
5) Tossing objects is wonky. If you put the indicator on something...say a chair at the end of a hallway, and throw a sticky shock charge, half the time it will stick to the ceiling halfway down the hall. Also, there is no way to pick back up a mis-thrown object and re-throw it, so you're basically screwed if you can't win the Bozo toss. I liked the GRFS tossing system that showed the arc. I'd also like to see the ability to pick back up a thrown item. For real, why can't I pick a camera back up and put it back in my pocket after I cleared an area?
6) Pistols are a joke in this game (story mode). I've seen enemies take 6 bullets of armor piercing 40 S&W to the vitals and keep RUNNING forward like "You must not know who the f*ck I am....I'mmmmm the Juggernaut, b*tch!"

FRANKIEonPC2011
08-21-2013, 04:16 AM
Some thoughts about Spy vs. Merc Multiplayer Mode on PC (will make a video on this later):

Console Port Issues?:
-Auto Aim option available for mouse 0_o
-70 FOV with no slider, for me the game is unplayable as merc it makes me so motion sick.
-Negative Mouse Acceleration
-Windows 7 issues (crashes often on launch / will not alt+tab properly)
-No game server list / tutorial.
-No ADS toggle.

Gameplay:
-Loading to SMI menu gets a little tedious when a simple menu might have been better
-No chat in lobby?
-Bringing up All/Team chat in game chat doesn't disable bound keys, so if you type E,F etc. you will perform those actions whilst trying to type a message.
-Character Movement is imprecise. Tapping WASD doesn't perform a small movement (for lining up in shadows etc. as in Chaos Theory Versus) but performs the whole animation (i.e. large sidestep etc.). Can only imagine it is due to porting thumbstick movement from controllers incorrectly.
-Should be able to crouch walk out of vents, without an invisible wall and option at end to drop down
-Spy's can just tase and run/knife. I haven't played the console version but on PC with mouse aim this is very very easily abused. I find it far too easy to kill Mercs in a game where Spy's should be largely non-lethal / tactical / teamwork.
-Graphics are a little disappointing (not that games are bought for this) but compared to other recent releases they seem below par in multiplayer.
-Cover Mechanic is very clunky even with practice.
-Location sensor seems too easy. Much preferred the sound mechanic for mercs in CT.


Was a big big fan of Chaos Theory Versus, was my favorite game to date. Played it recently, and ofc has some flaws / imbalances it is easy to forget about when looking back at a game made 9 years ago. I just wish there was a steeper learning curve. I understand the need for an easily accessible game with customization for casual players but that could have been kept to "Blacklist Mode" in game. I would have been happy with a basic port of Chaos Theory for "Classic Mode" as it was a tough, tactical game that made you feel great after you won. Would still play it if it didn't suffer from driver issues with Merc Torches etc. and Windows 7 incompatibility. If Ubisoft did this for the next DLC it would be the most popular DLC for any game they have ever made.

Maybe I am missing something but Blacklist Versus feels sluggish and unsatisfying to me on PC. Some feedback from console players would be great, as I haven't played the game on there.

Read / Criticise / Tell me what you think
Frankie

*This post was also here: http://forums.ubi.com/showthread.php/787697-Spy-vs-Mercs-Not-Much-Fun?p=9225053#post9225053 if you want to delete it, didn't see this thread*

BIAk_SHREDIT
08-21-2013, 04:28 AM
Yikes... reading this forum, I'm glad I decided to pull the trigger on a 360 version rather than the PC version...

My biggest complaint thus far, from the console perspective, is actually one that a lot of PC players seem to be having as well...
Why the hell does one button do EVERYTHING? There are so many times I'm playing and want to jump through a window, climb a ledge, flip to the other side of cover, get on top of something... but they are all one button. So the game has no idea what I want it to do and it just... does something else.

And then, everything that the A button doesn't do, the X button does. I can't help but think, maybe if 2 whole buttons weren't completely devoted to mark and execute, this problem could have solved itself without even trying... Or maybe if free-jumping were brought back? Its not game breaking, but it is a little annoying at the moment. Perhaps it will improve with practice.

barnclan
08-21-2013, 04:46 AM
How do you get to splitscreen?! It doesn't even give me the option! Please help!

tkarenko
08-21-2013, 05:42 AM
I'm having a problem with the Kinect feature. Even if I have the feature turned off in the menu, the game will still recognize random noises or another tv saying "Hey You" and its screwing with my ghost style. Is anyone else experiencing this?

g0temstl
08-21-2013, 05:44 AM
ok... dome500 i love that you love this game as much as i do, but.... can someone at ubisoft tell me what are the chances of changes like these being made in an update/future patch? would appreciate any clarification so i can decide whether or not I should spend my time on this...

trueguitarist95
08-21-2013, 07:41 AM
5) Tossing objects is wonky. If you put the indicator on something...say a chair at the end of a hallway, and throw a sticky shock charge, half the time it will stick to the ceiling halfway down the hall. Also, there is no way to pick back up a mis-thrown object and re-throw it, so you're basically screwed if you can't win the Bozo toss. I liked the GRFS tossing system that showed the arc. I'd also like to see the ability to pick back up a thrown item. For real, why can't I pick a camera back up and put it back in my pocket after I cleared an area?


If you hold down LB, it will show the arc. Hope this helped :)



so you're basically screwed if you can't win the Bozo toss.

lol

Her0 of Tim3
08-21-2013, 08:35 AM
3) The cover system is very wonky. I find myself disengaging walls by accident, running past the intended next cover spot, and am I the only one who's noticed that you can't snap to cover with standing up (even outside of doorways)? The cover system from GRFS was better.
4) SvM is TOO DARK. It rewards camping. If you want a high K/D ratio, all you have to do is hide in corners and bushwhack whoever walks by, while totally disregarding the objectives.


I agree with these points. There are times where I need to get away from the mercs, yet my spy feels the need to make sure he grabs every single ledge and every single wall he can get stuck on. I just recently found out if you are holding the run button they will not do as many cover grabs/ledge grabs, yet I feel like Giving the player control over the spy would be better. I have the A button doing everything. That's ridiculous. I accidentaly jump on ledges/climb up or down things when I don't mean to because A does everything.

As for SvM being impossibly dark, I think you are right again here. I can't sneak up on the spy, I don't ever have the night vision perk that the mercs had in PT/CT. Half the maps go from waaayyyy too bright in BL mode, to what the heck, where'd all the lights go in SvM mode. I know what area I'm in and I'm like man, I hope I don't get grabbed/DFA'd since it's only me and there are 40 ways for me to die AND it's pitch black. I turn on my flashlight, but now the spy knows exactly where I'm at.

Dome500
08-21-2013, 12:54 PM
I agree with these points. There are times where I need to get away from the mercs, yet my spy feels the need to make sure he grabs every single ledge and every single wall he can get stuck on. I just recently found out if you are holding the run button they will not do as many cover grabs/ledge grabs, yet I feel like Giving the player control over the spy would be better. I have the A button doing everything. That's ridiculous. I accidentaly jump on ledges/climb up or down things when I don't mean to because A does everything.

As for SvM being impossibly dark, I think you are right again here. I can't sneak up on the spy, I don't ever have the night vision perk that the mercs had in PT/CT. Half the maps go from waaayyyy too bright in BL mode, to what the heck, where'd all the lights go in SvM mode. I know what area I'm in and I'm like man, I hope I don't get grabbed/DFA'd since it's only me and there are 40 ways for me to die AND it's pitch black. I turn on my flashlight, but now the spy knows exactly where I'm at.



I agree on both, this has to change in the future. Conviction had these problems as well.

As for the second point, yes, it seems too dark.

It's almost like the Spy is now the Cat and the Merc is the Mouse. Roles are not really switched but the Mercs and Spies are equally powerful in different fields of play. Problem is in a pitch black map the Spy can attack from the front, sides, back and from above. And all the Merc can do is shoot. With and ridiculous DFA range, a vulnerability which is not enough and the Merc guns inaccuracy (according to a friend of me you have to unload a whole magazine before a Spy goes down, not because the Spy would be armored too much but because the weapons don't hit properly) the Merc is practically defenseless.

If his flashlight is out, he can't see Jack and the far range lethality can not be used properly. If he has his flashlight on, Spies know his exact position and can attack him from the sides and behind how they want (due to the lack of the 360° sound detector in Classic. There is a Motion Detector for Classic but it's only 180°).

What this basically is then is playing as a Merc can be compared to playing a survival horror game with melee strong monsters and all you have is a gun and a flashlight. The flashlight reveals your position and the gun is only good on far range.

Not what SvM used to be. Merc used to be powerful, Spies were vulnerable. That was a core element of SvM. I agree that Mercs might have been slightly OP, but this radical change just turns it around and make Spies OP, a class which should be slightly UP for a reason.

FrankieSatt
08-21-2013, 01:53 PM
I had a late day yesterday so I only had the chance of playing the very first mission, before getting to the Paladin, in Single Player and I played about an 1 1/2 hours of SvM with Sage and some others last night.

I'll comment on SvM only. I never played SvM on the legacy games, I actually play very little Multiplayer.....until now. That will change with Blacklist. I LOVE the SvM in Blacklist. I suck at it right now, but it's alot of fun.

A few complaints about SvM so far though.

1) The very dark levels are hard to get around when you can't leave your NVG's on all the time, since you light up like a Christmas Tree when you turn them on
2) Spies can kill a Merc with one swipe while a Merc needs to empty his clip, at least I did, to kill a Spy.
3) The controls are completely whacked. I haven't tried it yet, but I hope there is a way to remap them on the XBox.

In any case, I LOVE the SvM mode so far and will be playing it a bunch. Right now though I need to play some Single Player, which I'll be doing tonight.

Dome500
08-21-2013, 01:59 PM
I had a late day yesterday so I only had the chance of playing the very first mission, before getting to the Paladin, in Single Player and I played about an 1 1/2 hours of SvM with Sage and some others last night.

I'll comment on SvM only. I never played SvM on the legacy games, I actually play very little Multiplayer.....until now. That will change with Blacklist. I LOVE the SvM in Blacklist. I suck at it right now, but it's alot of fun.

A few complaints about SvM so far though.

1) The very dark levels are hard to get around when you can't leave your NVG's on all the time, since you light up like a Christmas Tree when you turn them on
2) Spies can kill a Merc with one swipe while a Merc needs to empty his clip, at least I did, to kill a Spy.
3) The controls are completely whacked. I haven't tried it yet, but I hope there is a way to remap them on the XBox.

In any case, I LOVE the SvM mode so far and will be playing it a bunch. Right now though I need to play some Single Player, which I'll be doing tonight.

Have fun :)

cap10awesome1
08-21-2013, 02:31 PM
I've only got two complaints.

1. I want the sonar goggles from Spies vs Mercs to be available in Single Player... the one that shows through walls and isn't fuzzy when u walk
2.what is the deal with enemy detection in single player??? im crouching IN THE DARK, like 10 metres away from an enemy, not moving, and they still spot me?? even while my lights are on??

Dome500
08-21-2013, 02:37 PM
I've only got two complaints.

2.what is the deal with enemy detection in single player??? im crouching IN THE DARK, like 10 metres away from an enemy, not moving, and they still spot me?? even while my lights are on??

They should detect you from a certain distance. So either you are not full in the dark (which is possible) (the less darkness, the faster they see you) or they might have their flashlights on.
Otherwise it's a bug.

cap10awesome1
08-21-2013, 02:40 PM
it is a bug. he had no flashlight, I was in the dark, and he was at least 10 metres away. I wasn't even moving so no possibility of detection from sound

Dome500
08-21-2013, 02:52 PM
it is a bug. he had no flashlight, I was in the dark, and he was at least 10 metres away. I wasn't even moving so no possibility of detection from sound

sorry :( Was just trying to find a reasonable explanation :)

Jimboone
08-21-2013, 02:55 PM
I didn't have much time to play yesterday but I liked what I've seen so far. Havent played svm or coop ye though

cap10awesome1
08-21-2013, 03:02 PM
sorry :( Was just trying to find a reasonable explanation :)

all good :)

zhouprodigy
08-21-2013, 03:58 PM
First time playing SvM yesterday, and continuing to this morning, and here are some thing I've to say about the PS3 version:

1. I don't think anyone is even playing on it, or at least, doing public matches. Every match that I've gotten into has never had all 8 people playing at once, and for the most part, has never had so much as even teams. One time, me and a friend has gotten into a match against one guy, and started as mercs (more on spies later), and the game, to compensate, decided that the next three people to jump in would all be on the other side. Hardly two minutes into the affair. So instead of evening it up to 3 on 3, it's now 2 mercs on 4 spies.

Now... About the spies. As has been said, the maps are TOO dark. There is this one stage, where one of the hacks look like it is underground, in a drill site. All three terminals are bathed in light, but other than that, nearly the entire room is pitch black, making it near impossible for just two people to clear the entire thing, on their own, considering that we can't see around corners, or into the dark. Hence the problem. Spies can basically sit around the corner with Thermal/Sonar Vision, wait for the Merc, and then take him out. Twice, in my play time, have I've been ambushed from a spy running towards me, and I've been able to actually shoot him point blank before he killed me.

Heck, at one point of TDM today, I saw a spy running straight at me, through a door while I was on a set of stairs, The guy had to run around the stairs to get to me, and I was shooting him the entire way, and... Well... Yea. I lost that fight.
The fact that you can know EXACTLY where a Spy is, and still be unable to do anything, is frustrating. If one of them hangs from a ledge, he can just wait for a Merc to get close, take him out, and the other one can't do anything, because if he gets to close, he risks the same fate, and if he takes his time, the spy can just run around, and nab him another way.

Spies def seems too overpowered to me...

Also, ran into a funny glitch earlier. Had tried to hide a body inside a bin by just throwing him in, instead of pressing the button to hide him in the regular way. If you try to pick that guy back up, then, it will make him stand up in the air in the awkward way in front of you, and you'll be unable to move until you just put him back down.... Found that funny.

SP is interesting enough, and the Co-Op missions are fun. I've only played one, but teaming up with someone never gets old. However, I ran into a glitch that, at a certain save-point where we both had to do a dual-rappel, my ps3 froze up, although I could still talk to my partner. And when he tried to restart from checkpoint, his froze up, also.

ummm.... Yea. Fun game. I'm much more of a ghost than I thought, most likely because it's easier to sneak around people than it is to try and kill them. Still trying to find out the correct crouching speed that you can sneak up on someone by without them turning around at the last moment.

My biggest problem, though, is the lack of PS players online. And team balancing.

Dome500
08-21-2013, 04:41 PM
First time playing SvM yesterday, and continuing to this morning, and here are some thing I've to say about the PS3 version:

1. I don't think anyone is even playing on it, or at least, doing public matches. Every match that I've gotten into has never had all 8 people playing at once, and for the most part, has never had so much as even teams. One time, me and a friend has gotten into a match against one guy, and started as mercs (more on spies later), and the game, to compensate, decided that the next three people to jump in would all be on the other side. Hardly two minutes into the affair. So instead of evening it up to 3 on 3, it's now 2 mercs on 4 spies.

Now... About the spies. As has been said, the maps are TOO dark. There is this one stage, where one of the hacks look like it is underground, in a drill site. All three terminals are bathed in light, but other than that, nearly the entire room is pitch black, making it near impossible for just two people to clear the entire thing, on their own, considering that we can't see around corners, or into the dark. Hence the problem. Spies can basically sit around the corner with Thermal/Sonar Vision, wait for the Merc, and then take him out. Twice, in my play time, have I've been ambushed from a spy running towards me, and I've been able to actually shoot him point blank before he killed me.

Heck, at one point of TDM today, I saw a spy running straight at me, through a door while I was on a set of stairs, The guy had to run around the stairs to get to me, and I was shooting him the entire way, and... Well... Yea. I lost that fight.
The fact that you can know EXACTLY where a Spy is, and still be unable to do anything, is frustrating. If one of them hangs from a ledge, he can just wait for a Merc to get close, take him out, and the other one can't do anything, because if he gets to close, he risks the same fate, and if he takes his time, the spy can just run around, and nab him another way.

Spies def seems too overpowered to me...

Also, ran into a funny glitch earlier. Had tried to hide a body inside a bin by just throwing him in, instead of pressing the button to hide him in the regular way. If you try to pick that guy back up, then, it will make him stand up in the air in the awkward way in front of you, and you'll be unable to move until you just put him back down.... Found that funny.

SP is interesting enough, and the Co-Op missions are fun. I've only played one, but teaming up with someone never gets old. However, I ran into a glitch that, at a certain save-point where we both had to do a dual-rappel, my ps3 froze up, although I could still talk to my partner. And when he tried to restart from checkpoint, his froze up, also.

ummm.... Yea. Fun game. I'm much more of a ghost than I thought, most likely because it's easier to sneak around people than it is to try and kill them. Still trying to find out the correct crouching speed that you can sneak up on someone by without them turning around at the last moment.

My biggest problem, though, is the lack of PS players online. And team balancing.



dual rappel ? sweeet. didn't know that's in. Cool.

As for the Spies being OP: Almost everyone here agrees.

I also think there is something wrong with Merc weapons hit rate, because my friend said from a Spies perspective you are impressed that it only takes like 2 bullets to kill you but if you play Merc than you realize you have to unload the entire magazine to achieve those 2 hits, even if you aim precisely and actually should hit.

thatoneguy885
08-21-2013, 04:45 PM
I am HIGHLY disappointed at the approach Ubisoft has taken with the split-screen co-op. Only being able to log in as a guest and not under your Xbox and/or Uplay account is simply ridiculous. I appreciate from an immersion standpoint that you are playing as Briggs, a guy connected to Sam in the host's gameworld. But not earning any money or achievements (I'm assuming on this one; confirmation?) for YOUR work is very annoying. This needs to be fixed ASAP.

Green.Hornet
08-21-2013, 04:51 PM
Ubisoft has done it again... another exceptional Splinter Cell game. The graphics are nothing less than AMAZING and just plain AWESOME... the wait and $$ was well worth it. There are so many Single Player, Multiplayer and Coop maps available... I am beside myself with excitement about the "Perfectionist" mode; extremely challenging. This game is extraordinary... THANK YOU UBISOFT.

http://static5.cdn.ubi.com/u/ubiforums/20120411.419/images/smilies/cool.png

p.s. just a friendly reminder that there are Firewall/Router ports (https://support.ubi.com/en-US/FAQ.aspx?platformid=9&brandid=249&productid=2732&faqid=kA030000000eZEfCAM) that need to be forwarded if you intend on playing Multiplayer or Coop.

Dome500
08-21-2013, 05:14 PM
p.s. just a friendly reminder that there are Firewall/Router ports (https://support.ubi.com/en-US/FAQ.aspx?platformid=9&brandid=249&productid=2732&faqid=kA030000000eZEfCAM) that need to be forwarded if you intend on playing Multiplayer or Coop.


Hey Hornet,

the same as in Conviction?

Qui Gon Chim
08-21-2013, 07:09 PM
Hello, I just wanted to point out a couple bugs I came across so far:

1. In SvM Extraction on Hospital, we killed the guy carrying the extraction item and he dropped it in some rubble near the middle of the map. Their team couldn't pick it up again, so we just let the time run out (we were able to return it but chose not to).

2. So far my friend and I have both had the game freeze on us mid-match. My xbox hasn't frozen on my in a long time (can't remember last game it happened in), and with it happening to both of us I think there is a good chance it is related to the game.

Nubsauce328
08-21-2013, 07:11 PM
My Complaints for Spies Vs. Mercs:
Spies:
Nerf DFA range, oh my god.
Nerf their guns because that thing can get decent kills like a third person shooter.
Nerf Crossbow stun duration, the spies can get easy kills already, you don't need to handicap the mercs even more.
Nerf the range for ground H2H. Make it so that Spies have to touch the Merc in order to kill.

Mercs:
Nerf Drone a little. That thing is too fast. On the IGN stream, some player literally pulled out the drone, first thing, and got a quick kill with it from spawn. It's not cool, it's just annoying.
Have a countermeasure for DFA, honestly. For SC Blacklist apologists, do you not get mad when you have absolutely no say when you freeze up and watch a spy jump on you? This is coming from a gameplay standpoint, I don't care how trained Spies are. This really only felt fair in Assassin's Creed games, where it made sense to have it, because you have to be sure who you're jumping on. This is different.
Have a quick turn button, please. This is a good countermeasure for when a spy runs up on you from behind. It's already bad enough that Spies can take Mercs on from any angle and freeze you up for an easy kill.

Generally, this is a terribly balanced multiplayer in any mode you play. The way they chose to balance is to buff each team with superpowers. However, the Mercs aren't quite the superheroes that the Spies are capable of being; this game didn't solve the problem of making it fun on both sides at all. It's still way more fun to be a Spy that can now pounce on you like a cat!
That interesting blend of timing, patience and coordination is largely gone from the old SvM's (can't stress how important free jumping and falling is). By the way, Spies Vs. Mercs Classic is a very misleading name. Essentially, what it is is a stripped down, darker version of Blacklist mode. Less players, less gadgets, less objectives. If it were any attempt to recapture the fun that old fans have enjoyed, then I believe it's safe to dismiss it as a misunderstood failure. I don't blame the team at Ubisoft Toronto because they had their own vision, but don't just strip down your Blacklist mode and call it "Classic SvM," that's just silly.
Blacklist Spies Vs. Mercs offers an interesting proposition. A selection of 'rock paper scissors' classes encourages a team dynamic and good communication. However, there is a list of gameplay design decisions that, I believe, have to be changed. It's still a fun game though.

PsychoticCpu
08-21-2013, 07:23 PM
Huge fan of the series but i have a few issues with the new game :(

The new controls are terrible, who's idea was it to make a weapon/gadget selector show up when you HOLD the d-pad....
It is impossible to stay mobile and select the gadget you want out of the ridiculously huge inventory.
Have to stop every few steps, it breaks flow and you cant even CHANGE the controls..... you're stuck looking at the controls page as if Ubisoft wanted you to bask in their horrible control scheme

There are only 4 co-op missions.... dont try and fool people into thinking there are 14 when 10 of them are last stands. Feel cheated with such a short game.

The last mission in the Briggs campaign (Abandonned city) has a blocking bug at the very end of the mission that keeps you from finishing the campaign.
If you or your teammate goes down in the last stand (with the helicopter) the game reverts to last checkpoint but instead of having your pistol you have whatever primary you normally have (in my case a sniper) and you're stuck with a weird overlay with the scope.
And enemies stop spawning entirely.... you end up just sitting with a friend in co-op waiting for something to happen.
The ONLY way we could get around this is to do the final area without ever going down.... once one of us went down it would retry at last checkpoint and enemies would not spawn anymore.
Happened CONSISTANTLY we retried the mission 9 times until finally giving up.

All in all pretty disapointed with this splinter cell, had a lot of potential though.
Fix the bugs, add missions, and let people change their controls.

Qui Gon Chim
08-21-2013, 07:23 PM
I think the game should wait longer in SvM to fill the lobby. In extraction yesterday, we had 3 people and the game kept finding 2 other people and starting. Since they were out numbered, almost every time they quit after a few minutes.

Testostapr0
08-21-2013, 07:53 PM
I'm experiencing awful voice chat on ps3. I can barely hear my teammates. I expected bad voice chat in 2004, but it's been nearly 10 years; this should be fixed by now.

Dome500
08-21-2013, 08:14 PM
There are only 4 co-op missions.... dont try and fool people into thinking there are 14 when 10 of them are last stands. Feel cheated with such a short game.

Not true

4 coop campaign missions.
10 missions playable in coop or sp

Those 10 are devided in:

Grim Missions => Intel stealing, no detection restriction
Kobin Missions => take out all enemies (stealthy if possible, if not reinforcements coming in) (kill or K.O. allowed)
Charlie Missions => Yes they are last stands and yes I don'T like them as well.

VaNiillaa
08-21-2013, 09:34 PM
Already made a separate thread, but aside from a few flaws, amazing single player campaign. Haven't tried co-op or SVM yet, but the single player alone blows Chaos Theory away :D

Vincente.Souza
08-21-2013, 09:42 PM
I absolutely agree with you. Splinter Cell Conviction didn't have this problem and so it seems like a step in the wrong direction for Ubisoft's part. I for one play Splinter Cell games for the co-op immersion and I'm disappointed I can't unlock the respective achievements & weapon upgrades with my co-op partner.

I'm hoping this is an issue they can fix with an update. We need to highlight this problem so Ubisoft can address it. Until they do so, Chaos Theory is going to remain my favorite game out of the series.

mastertactics
08-21-2013, 10:12 PM
I prefer the Conviction Controller over Blacklist. It's very hard to maneuver.
I prefer holding down the LT on Xbox 360 and have Sam Fisher stick to the wall while moving behind objects.
Pushing the B button to go for cover is not cutting it. The slightest movement and Sam gets out of cover and is easily seen.
Holding the LT Button down to stick to the wall is very important. I prefer X button to be what throws the Smoke Grenades.
It's crazy how many times I push LB and end up tossing Grenades instead of going down walls.
I really feel less in control in Blacklist, while in Conviction I felt totally in control in any situation.

Who agrees that Ubisoft should give players the Option to Map out Buttons the way the feel like that.
If I want to have X be execution I should be given the option to do that.
If I want Y to be able to shoot I should have the option to do so.
Full Controller Customization should be mandatory for every games that's ever released.
Players shouldn't be force to use the button layouts that the company decides.
Player should have the option to map out button layouts on a controller any way they feel like it.

SamFisher1019
08-21-2013, 11:41 PM
I don't like the control scheme, particularly in SvM as Spy, and how the movement feels. The problem with the control scheme is that climb and sprint are bound to the same button, A. I constantly find myself climbing things when I want to sprint around objects to break line of sight with a merc shooting me. There are a few solutions I can come up with: introduce an alternate control scheme (like Gears of War) where the climb and sprint buttons are seperated, or make the game require an A button press every time you want to climb (I think this would stop the accidental climbing).

Dome500
08-21-2013, 11:46 PM
I don't like the control scheme, particularly in SvM as Spy, and how the movement feels. The problem with the control scheme is that climb and sprint are bound to the same button, A. I constantly find myself climbing things when I want to sprint around objects to break line of sight with a merc shooting me. There are a few solutions I can come up with: introduce an alternate control scheme (like Gears of War) where the climb and sprint buttons are seperated, or make the game require an A button press every time you want to climb (I think this would stop the accidental climbing).

I agree.

BIAk_SHREDIT
08-21-2013, 11:52 PM
I'm noticing a trend the more that I play... the strongest component of Blacklist is the Single Player pillar. SvM is quite good, but a few balancing tweaks are needed over the coming months to really make it shine (DFA needs addressing - the only defense against it is to prime a grenade/ mine every time you walk through a door so you can at least take him out with you). Co-op is fun, but only 4 missions seem to be "co-op only" - thus I can just collect 70% of the co-op all by my lonesome, and finish out the rest of the co-op in a 2 hour sit-down with a friend. It's good, its fun, and I think the only reason people are complaining is because Splinter Cell has such a history of setting the bar really high on cooperative play. But co-op is certainly the weakest part of the game at the moment.

A big deal for me: playing split-screen co-op, no matter who plays with you, they are "GUEST". So when playing split-screen, no matter what, player 2 doesn't get cash or get the mission "checked off" on his SMI map. This just feels idiotic... I'm playing split screen with someone who has his own profile in the game, has unlocked his own gear and weapon loadouts, and wants credit for beating the mission on perfectionist, just like I do... why is he forced to be "guest" and buy all new weapons and equipment with my money (and not get credit for the mission on his account)?

Second on my "big deal" list at the moment is well documented on here. Sprinting, vaulting, and climbing with a spy are all the same button. I'm regularly performing actions I don't want to perform. Playing as a spy often results in high-panic scenarios, and I'm slowly learning some work arounds, hitting the cover button while sprinting to keep myself from climbing something, for example (but then you wind up stuck in cover which is almost as bad). I just feel as if having vertical AND horizontal movement mapped to a single button was asking for trouble in a high-speed, multiplayer environment. I'd much rather sprint be left trigger, climb be the A button, aim involve clicking a thumb-stick and reload be down on the D-pad...

Eduris
08-21-2013, 11:53 PM
Not enough talk about "Legacy Mode" in this thread. Whil I was waiting for this game to come out I was so excited to play SvM again. I had so much fun with it in the previous games. Oh the let down I felt when I first played it. Where is the strategy and the teamwork? Where is the suspense. Please Ubisoft, put in the real classic SvM. It was the greatest thing you have ever done.

Dome500
08-21-2013, 11:58 PM
Not enough talk about "Legacy Mode" in this thread. Whil I was waiting for this game to come out I was so excited to play SvM again. I had so much fun with it in the previous games. Oh the let down I felt when I first played it. Where is the strategy and the teamwork? Where is the suspense. Please Ubisoft, put in the real classic SvM. It was the greatest thing you have ever done.

I can only agree :p

No, joking aside.

I will probably totally enjoy SvM, but it lost something and we want to bring it back.
All we need is one single game mode.

(link in my sig)

BIAk_SHREDIT
08-22-2013, 12:15 AM
I can only agree :p

No, joking aside.

I will probably totally enjoy SvM, but it lost something and we want to bring it back.
All we need is one single game mode.


(link in my sig)

Lest we forget: http://www.projectstealthgame.com/
Remember, 7 years ago, when we were all so excited for this?

Personally... I've just kind of... moved on. And when nostalgia hits, I can still find a couple dozen people playing Chaos Theory on the PC on a friday night.
War... has changed.

Dome500
08-22-2013, 12:25 AM
Lest we forget: http://www.projectstealthgame.com/
Remember, 7 years ago, when we were all so excited for this?

Personally... I've just kind of... moved on. And when nostalgia hits, I can still find a couple dozen people playing Chaos Theory on the PC on a friday night.
War... has changed.


It is not the war that has changed, it is the people fighting the war. They have changed.

And I gave up project stealth a while ago.

But Ubi can really combine the new, good things of (Blacklists) SvM with the old things we miss. They can do something about it.
Just one mode.

MD1449
08-22-2013, 01:44 AM
Not as intuitive as Convictions controls, you removed balaclava option for ops suit customization, and you cant holster your gun. So far, I don't know what game im playing anymore, I think its the new Call of Duty COOL UBISOFT I DIDNT KNOW ACTIVISION AQUIRED YOU. Good job. Now add Killstreaks

celebro95
08-22-2013, 02:17 AM
After playing all day long, I can tell you one thing !!!

THIS "Classic" GAME SUCKS... PERIOD
a merc who cant jump, no customizable perks, spies with explosive cams, no thermal on spy, no weapon holstering, unlimited lives, HOST MIGRATION IS USELESS and if i continue i'll never stop the drama.

UBISOFT, THANKS FOR NOTHING... i refuse to waste my time playing this mediocre game that a matter of fact will not get support for next gen consoles !!!

This week going back to trade this "SC Craplist" for credit on GameStop or selling it on craiglist.
also, last comment here... but one free suggestion, for the next game you guys at Ubi should take care of your "fanbase" and make them happy, WE ARE THE PLAYERS WHO FUND YOUR POCKETS

Sharkey1337
08-22-2013, 03:49 AM
I absolutely love the game, only have two gripes with it really:

1) Retire Sam Fisher, give Eric Johnson his own character. Eric did a wonderful performance for Blacklist and makes for an excellent Splinter Cell agent, but the voice and personality just isn't Sam Fisher in Blacklist, give us some new blood. Also, the Sarah calls were very awkward with Eric's young voice, would've made more sense for him to call his wife if he was a new character.
2) Certain spots in the game pretty much force you into an action scenario, which became grindy affairs, particularly one at a certain airfield. Have these moments happen as consequences from players not Ghosting, don't force it on Ghost players. Also those escort parts in the game were incredibly frustrating, let's not have that happen again where we can't have our escort wait while we stealth ahead and clear the way. :cool:

zhouprodigy
08-22-2013, 04:47 AM
dual rappel ? sweeet. didn't know that's in. Cool.

As for the Spies being OP: Almost everyone here agrees.

I also think there is something wrong with Merc weapons hit rate, because my friend said from a Spies perspective you are impressed that it only takes like 2 bullets to kill you but if you play Merc than you realize you have to unload the entire magazine to achieve those 2 hits, even if you aim precisely and actually should hit.

Okay, I should clarify "dual rappel". I meant, there are two different rappel points, and you both basically have to choose one, press X, and then rappel down, same time. It's sort of like the dual breach because it waits for both players to press X, and then runs an animation, except right as soon as my animation was supposed to run, it glitched up. Screen turned a green static, and froze everything.

Good to know I'm not alone with Spies being OP, though.

And yea, I agree. I promise, I had my iron sights right on a spy, sitting by his lonesome, hanging on the edge of a train in one of the stages. I shot short controlled bursts. Didn't kill him. Hit him twice. But didn't kill him. And he ran. That;s the thing about Mercs. Distance is your ally, but if you miss that chance, to flank a spy who is pre-occupied elsewhere to notice, than it immediately puts him at an advantage. Not to mention their weapons. How I lost a gun fight against a Spy is beyond me.

Don't get me wrong, the mode is fun, when you have good teammates. Half the fun is in finding out a way to use each others strengths to the fullest, and overcoming certain advatanges/using said advantages to help win. But sometimes, that is hard when nearly every terminal room has about a million dark spaces, where a spy can hang from, waiting for you to pass by either over or under him... And you really can't do anything to him half the time...

I wish they would do like they did single-player, where if a enemy saw you, you wouldn't be able to melee them. Make it LOS or something. IDK..

BoBwUzHeRe1138
08-22-2013, 05:33 AM
I hate that the secondary objectives can only be completed once and then never appear in the mission again. I hope they patch that so we can complete them every time we play. :/

MD1449
08-22-2013, 05:53 AM
This game is in shambles, DOGS/HOMING MISSLES WITH TEETH AND FUR, NO MASKS, NO HOLSTER, SvM is buggy, Host Migration is ****, Controls aren't keyed, RAM usage isn't optimized, crashing, ******** Deniable Ops, not even close to Chaos Theory, or even Conviction, CONVICTION WAS BETTER THAN THIS GAME. Blackfisting is just the worst thing I have seen and I can't believe I was so hyped for it and I can't believe I trusted Ubisoft. Jesus you goofed it Ubisoft, you goofed hardcore. Maybe you should've spent less time ruining the game and making it better, like removing the Commander Shepard looking wannabe Sam Fisher who is just the worst VA ever.

Captain_Tr1ps
08-22-2013, 08:35 AM
Game is phenomenal. Best splinter cell to date, and I've played them all since day 1. With that being said, Im reffering to the singleplay/coop campaign. Never tried SvM, and don't really care to.

As of right now, only (2) issues...

First one I fixed by myself... I downloaded the latest Nvidia SC:Blacklist beta drivers, however the SLI profile that is automatically configured in those drivers does not work (second card does nothing). You have to set SLI on the Splinter Cell DX11 .exe file itself in the NVidia control panel to Alternate Frame Renderer 2 (AF2), and then SLI works fine.

Second one, and the only real gripe I have other than SLI, 16:10 aspect ratio. Im running on a HP ZR30w 2560x1600 monitor, 60hz, 16:10 aspect ratio. It seems no matter what I do, there is always half inch black bars above and below the image at 16:10 in Splinter Cell Blacklist, unless I set it to 16:9, which does fill the screen, but stretches the image. This only seems to happen in ubisoft games... it happens in Ghost Recon: Future Soldier and Assassins Creed. PLEASE PLEASE PLEASE fix this for splinter cell, as it just doesn't look or feel right when playing the game, and detracts from the immersion.


The only other suggestions I have are to add a "ARE YOU SURE YOU WANT TO QUIT?" check before hitting escape to exit the game. I keep hitting "ESCAPE" through the menus or at the load screen, and while it does clearly state the escape key exits the game, as soon as you hit it, theres no warning, and your right at the desktop. There were a few times where I was changing things in the menus, and hit escape key a few times, and accidentally went back to the desktop. Please add a "are you sure" upon hitting escape to exit the game. Its more of a nuisance than a problem, but it can be tempermental.

Also, its only happened twice, but occasionally the video mode will reset itself to windowed after exiting the game and then reopening it. Not sure whats with that, easily fixed, but, eh, figured I should mention it. And I've encounter one or two crash to desktops with "splinter cell dx11 has stopped working" between level loads... not sure if that's from NVidia beta drivers though.


In case you need the info, I'm running a ultra highend machine, with a 3970k @ 4.5ghz on a h100 cooler, intel extreme mobo with latest BIOS running in UEFI, Win8 64-bit (on a Samsung 830 SSD), 32GB of DDR3 Corsair RAM, (2) EVGA Geforce GTX Titans in SLI (superclocked, 6GB of VRAM), (2) 1TB high RPM Sata 3 WD Harddrives, one for game data, one for documents and media, all drivers updated and recent.

Alex.Mahon
08-22-2013, 11:07 AM
I have Finished 3 Missions so far , I've enjoyed Every Moment Of it , I enjoyed All Splinter cell but this Is most , Also SvM Is fantastic I can see everything great And Balanced , I saw many people complaining about Kill from front with spy knife , I can see this still Balanced You can simply shot him when hes coming to your face..

MIGHTY709386
08-22-2013, 11:07 AM
The multi-player is really just not up to the hype. You said you were going back to the spirit of Pandora tomorrow and chaos theory, that was the only reason I bought the game. Ideally, that would mean a tasteful re-skin of the old mercs and spies, with some interesting new gadgets. Even without that, at least a game with the depth to allow creative combat based around team strategy. What you gave us is a frantic game of sprint for the objective then play a minute of hide and seek. There are only like 3 ways to play, and if you're a merc your only options are to camp or not to camp. Worst of all, there are infinite lives. There is no penalty for dying besides 20 seconds of inactivity. Sometimes getting killed is the fastest way across the map. There are some things that can't be patched, I know that, like the fact that spies can't jump, and they have the stupid context sensitive buttons that make creativity impossible. But, at least give us the option to create custom games(not private matches, but custom games open to everyone) that have limited lives.

Torchcamp
08-22-2013, 12:02 PM
SvM servers are completely broken. 99% of the time you search for a game, don't find one and then it automatically forces you to host your own game. Can't join friends, friends can't join you, you can party up but you can't queue together etc. Then after like 2 hours of queueing I find a game, host leaves, "Migrating host", DENIED, game closed. GG. Seriously fix your servers this is ridiculous.

zhouprodigy
08-22-2013, 01:00 PM
I hate that the secondary objectives can only be completed once and then never appear in the mission again. I hope they patch that so we can complete them every time we play. :/

Wait, are you sure? Because, for me at least, I've gotten the notification at the top of the screen (Shadownet I believe it's called) has told me that I left a laptop on some mission... Strange, how it would tell me that if I can't get it myself... It would be nice if they would have all these people/laptops we're picking up do much more than give us money. It would be nice if they added to the story in any way, because to be honest, you get enough money from missions to not have to even bother with them, half of the time...

Some things I do like, however:

The aforementioned ShadowNet. It has that CoD feel, but better, because it's SC, haha. I love how they show you the campaign progress, Daily goals, weekly challenges, etc. Although, on the same hand, they give you SO much money for random acts (shooting out lights), that it almost begs that they give you a story reason to do so. For instance, how ghost playthrough gives you more points, and therefore more cash. Them saying that we can do the mission however, but the higher-ups would be pleased if we handled it "quietly", those sorts of things. But this is still fun, nevertheless.

The other thing I like, are the "Gone Dark" missions. I like how they give you a small hint, that in most cases, you yourself have to get online and look up. For me, today, I didn't know who Sam Lord was, but now I know, after looking online, to look around barabados.
And for those who don't want to look online, there is a slight hint in the background of the text, about where to look on the map... But the first way is easier...

StrayDog_RR
08-22-2013, 01:04 PM
The Spies in Classic Mode are soooooooo OP, I'm talking about the Taze and Kill which totally pisses me off, after you got hit you are instantly f***ed.
Also that "Name on the head + Health Bar" is really annoying!!

StrayDog_RR
08-22-2013, 01:08 PM
Lest we forget: http://www.projectstealthgame.com/
Remember, 7 years ago, when we were all so excited for this?

Personally... I've just kind of... moved on. And when nostalgia hits, I can still find a couple dozen people playing Chaos Theory on the PC on a friday night.
War... has changed.

War NEVER CHANGES!!!
I won't never move on!!! I WILL patiently wait for PS!!!! I still believe in them!

Aethiuss
08-22-2013, 02:33 PM
I just tried intro mission and explored the Paladin a little. Game is running on ultra @ 1280x1024 (max my monitor can support)
for now no bugs, only thing is that I had to reinstall Uplay. Game is beautiful and running smooth.

Still didn't try online but I'm expectiong problems in that section,. We'll see.

Dome500
08-22-2013, 02:41 PM
I have Finished 3 Missions so far , I've enjoyed Every Moment Of it , I enjoyed All Splinter cell but this Is most , Also SvM Is fantastic I can see everything great And Balanced , I saw many people complaining about Kill from front with spy knife , I can see this still Balanced You can simply shot him when hes coming to your face..

Yeah, I don't know if you played old SvM. In the old SvM Spies were way more vulnerable and could just attack from behind. This promoted stealth and was a part of what gave us old vets this awesome feeling in SvM. I think most like some changes of the new SvM but they are disappointed that some other things, that would not have to be changed, were changed. It was half the fun to really have to outsmart a Merc because you knew you couldn't face him head on, in no situation (just from the back, and you had to be stealthy and skilled for it).

I think a lot of us would be happy with just 1 mode that doesn't have some of these "unnecessary" changes of the new SvM.
Half of this can be done with tweaking and slight changes, some things (like multiple different objectives (keyword CT story mode for example) would need more resources.

If you want to know more about that link in my signature ("Legacy Mode")

GlowstickWizard
08-22-2013, 04:44 PM
This is indeed a serious flaw in the game and makes no sense. It takes most of the fun away from co-op BECAUSE they introduced the money making feature. Also, not getting achievements for being the Briggs is total bs. It forces you to play it twice, and i don't like to be forced.

Dome500
08-22-2013, 05:23 PM
Here is some feedback I wrote on another thread:

(just to put everything in this thread to make it more comfortable for the people reading this and talking to the devs.)



The only vision mode that should see through walls without problems should be sonar.
Thermal should only see heat in the room or directly behind the wall and EMF should not see enemies but only electronic devices (maybe they could see just the enemies having specific electronic gadgets equipped (such as a drone).

There should be always a downside to each mode and at the moment the only slight downside I see is that the radius of through-wall-detection is a little bit more or a little bit less in some vision mode. There should be a significant distance to justify the different vision modes available.

generalbrown20
08-22-2013, 05:35 PM
Okay - time to admit it - I bought Blacklist. I don't want to ruin too much for anyone out there, but I would like to offer my thoughts. First, it is an excellent SC title, so hat's off to Ubisoft for putting up with all of my skepticism. I am at the Guantanamo Bay level, so I imagine I'm nearing the end, and I have only played on Perfectionist with the exception of a replay of Benghazi on Realistic, so my comments are in regards to that game mode only, and single player campaign only. The bottom line is that the game is a progressive step forward in most regards to Chaos Theory, while still remaining mostly a "true" (my opinion) Splinter Cell title. I do have just a few points of criticism for future installments:

1) Variable Speed - now finally speaking from experience, the player speed is better than Conviction, but Splinter Cell needs the full range of variable speed to bring Sam to a creep.
2) Hands free - less important than Variable Speed, but the gun always out seems a bit unnecessary in many situations and sort of implies that the gun is the solution for more problems than what it ought to be.
3) The enemy classes are fine, with the exception of the Tech enemy. The drone cars and the goggle scrambling is just annoying, and the concept seems a bit strange anyway.
4) Narrative - the acting is mediocre, as is the story - yet both of these things seem to work for the game, but it's the game play that redeems the story and acting, not the other way around. As such, the narrative ought to intrude less on the game play. In other words, the story and acting as cut scenes between missions is just fine, but when the game play is interrupted by constant cut scenes, it sort of robs me of situation I had just created by my play style. This is particularly true of the later missions where most cut scene intrusions are simply placed there to speed up the intensity by filling the room with alerted "heavies".
5) The FPS section - fortunately it was two very short sections in the same mission...but I'd have preferred more detail in the TPS section of that mission, rather than the unnecessary shooter segment.
6) The rating system - I think there is a lot missing here. The delineation of a ghost player vs. panther doesn't account well for context. In London when I'm fighting terrorists I am very lethal. When I'm infiltrating foreign embassy's I'm very non-lethal, the stats could send wrong message for future development about what playstyles most gamers prefer.


**mild spoiler***


7) Some of the forced action sequences feel almost broken without M&E capabilities. The last segment of the train.

The good

1) The Karambit and takedown moves - all very good.
2) Active Sprint - I am finding this to be the better solution to the M&E, for giving Sam that much needed instantaneous aggressive ingredient. Very, very nice.
3) Night Vision - It simply defines Splinter Cell in so many ways...except when it's being scrambled. I hated the scrambling in DA, and I hate it here. I love the nightvision otherwise.
4) The Stealth freedom - It's there, particularly on Perfectionist where basically one shot kills you.

Aethiuss
08-22-2013, 05:35 PM
WOOOOW, this game is just WOOOOW. Just did the Safehouse mission, one Co-Op with CptFoley_101. We kinda sucked, that was before I did Safehouse so I wasn't all that into game.
Safehouse ghosted on perfectionist, it took about an hour and a looot of repeating. For now this could be the best game I've ever played. No problems with keybinding yet. But that's maybe because I'm avoiding enemies not knocking them out. I knocked out enemies only when I really had to. And that was sleeping gas and proximity shocker.


All in all. For now I'm just amazed :D

BADGUYSKI
08-22-2013, 06:09 PM
why can i only have player 2 as guest???? i bought this for the local coop for me and my wife and she can't get chieves or keep her $
I press split screen and her signin is always guest...i even played thru the tutorial (with her signin) and got her to the palladin.
Sign her out, I sign in and i can see her gamertag at palladin....when she presses start it still comes up guest...no chieves and no leveling up.
Somebody please tell me that this is like conviction and she can get chieves playin co-op player 2.
I like the game but only bought it because it has local co-op missions like conviction...she ain't happy right now 8(
xbox360 gt BADGUYSKI wife gt xxxxdenoxxxx

ix0lammy0xi
08-22-2013, 06:57 PM
Some feedback on controls:
Spy control is fairly wonky, and I imagine it's to do with the active-sprint key (shift). There seems to be a bug where if you use the cover control (Q) you get locked into active sprint, and it doesn't go away until you press the active sprint button again (shift). Also, the active sprint key and functionality is really rather poorly designed and contrived. Sometimes, I just want to run towards a wall. That doesn't mean I want to automatically vault up and over that wall. Those additional actions (vaulting, climbing over the wall) should remain solely executable through use of the spacebar. Otherwise, you run into the situation that myself and many others are currently experiencing; spies that are trying to get away but instead end up vaulting over or climbing something, and getting shot to death.

IMO, you should consider removing the automatic actions associated with the active sprint and leave it so that it does nothing more than makes your character run. Leave all grappling/climbing/jumping activities to the spacebar, and alter the spacebar functionality so that if I'm running towards a wall with the spacebar held down, THEN my spy will automatically climb it as he's approaching. Right now to accomplish the same with the spacebar I have to wait until I'm actually next to the wall before the context-sensitive spacebar action will work.

CoG.Justice
08-22-2013, 06:59 PM
Throughly disappointed with the Spies vs Merc gameplay. Spies are far too easy to kill Mercs with. You should be required to be behind a merc to kill him, just like in the original. Also, Mercs need to have a darker vision since they are wearing helmets with visors that darken your vision, this was how it was in Chaos theory. Mercs had to use vision modes, flares, or flashlights to see in the dark. Spies could use the dark to their advantage along with crawl spaces and vents and the gameplay was overall, much slower.

If you go and make a successor to the series, don't cater to the run and gun, CoD players who have no respect for the tactical style gameplay that was prevalent in the early 2000s and late 90s. Call me crazy but most of the people buying your game are more than likely adults who have already played the series and are a fan. You have forced my hand at buying anything from Ubisoft without scrutinizing it with a fine amount of detail before buying now.

I hope the team who is making the Spy vs Merc portion understands that they are nowhere near the quality and fun that Pandora Tomorrow and Chaos Theory games held. I can still go back to that game and play it and have the same amount of fun I had years ago.

Valvador
08-22-2013, 07:07 PM
I'm going to ask people to wait a few weeks before they discuss "Balance" issues too early. Until people actually learn to use gadgets in each class it's hard to judge the balance of the game with such a high learning curve.

That being said, the current biggest issue gameplay-wise is having actions like "Flip Light Switch" or "Open Door" prioritized over "Kill Guard" when they happen to be in the same area. Too many times have I frantically flipped the light switch or opened the door as a guard was shining a flashlight in my face. It's becoming bothersome to the point where I have to actively avoid waiting in ambush anywhere near interactive objects.

g0temstl
08-22-2013, 07:19 PM
Not enough talk about "Legacy Mode" in this thread. Whil I was waiting for this game to come out I was so excited to play SvM again. I had so much fun with it in the previous games. Oh the let down I felt when I first played it. Where is the strategy and the teamwork? Where is the suspense. Please Ubisoft, put in the real classic SvM. It was the greatest thing you have ever done.


I can only agree :p

No, joking aside.

I will probably totally enjoy SvM, but it lost something and we want to bring it back.
All we need is one single game mode.

(link in my sig)

agree. agree. agree.

VaNiillaa
08-22-2013, 07:31 PM
Hey Ubisoft, lots of people have been complaining about the keyboard/mouse controls for Blacklist on PC. Here's how you should fix them.

1. Fix this.


^ There's a problem where whenever you press your cover button it puts you into active sprint in spies vs. mercs. The only way to stop it is to press the active sprint button. There's also the problem that in singleplayer where if you hold a direction while pressing the cover button, for example forward, it will act as your jump up button.

2. Allow us to bind "walk" and "run" in addition to the "walk/run" key. It's extremely awkward to switch movement speed with the caps lock, and it's really hard to use in the heat of the moment. Allowing us to switch between the mouse wheel and hotkeys, like you could with Chaos Theory in both single player and SvM, would really help to alleviate this problem. Some people may like using the mouse wheel to switch weapons, but for those who don't, PLEASE let us switch movement speeds with the mouse wheel (up to increase, down to decrease).

3. Change the "drop from ledge" binding from the cover key to the crouch button. This is self explanatory. Dropping from a ledge with the cover key makes no sense with a keyboard. The crouch key is far more comfortable, when you don't have to worry about the "B button" association on the gamepad.

4. Let us toggle mouse acceleration on/off. I can't believe you shipped the PC version of the game with forced negative mouse acceleration. We aren't using ball mice any more, this is just lazy. We aren't using thumb sticks, we don't need acceleration. Either let us toggle it on/off, or remove it all together.

5. This isn't a controls issue, but we need an FOV slider for first person gameplay. The default FOV is way too close for desktop gameplay.

6. Swap the default "all chat" and "team chat" keys. This will bring them in line with standard PC games, resulting in a much more natural feel.

7. Separate the "use" key from the "hand to hand" key. There's a good thread about it here - http://forums.ubi.com/showthread.php/788234-Melee-And-Non-Climbing-Actions-On-Same-Key-(PC)-I-Don-t-Even. You could free up room on the keyboard for this by removing the key used to toggle between night vision and sonar goggles, or leaving it unbound by default. It's really not necessary, just have the player hold "TAB" and click on the goggles icon instead. You barely have to switch between NVG/Sonar goggles mid mission, so it's not a big deal.

8. With all that said, here's what the new default controls should look like after fixing them up (click the images to view them in full size).

Original Keyboard Controls.

http://i.imgur.com/XW8w9gJ.jpg (http://i.imgur.com/BjcMqrw.jpg)


Navigation

Move Forward - W, Up
Move Back - S, Down
Strafe Left - A, Left
Strafe Right - D, Right
Active Sprint - Shift
Crouch - C (toggle)
Jump / Climb - Space
Cover - Q
Walk / Run - Caps Lock (toggle)

Combat

Aim Down Sight - Mouse 2 (hold)
Shoot - Mouse 1
Reload - R
Use / Hand to Hand Attack - E
Use Gadget - Mouse 3, G
Mark - ALT, Mouse 4
Execute / MP Special - CTRL
Vision Mode - F (toggle)
Attract - Z
Cycle Fire Mode - U
Cycle Lethal / Non-Lethal - B

Weapon Selection

Pistol - 1
Alternate Weapon - 2
Special Weapon - 3
Gadget Slot 1 - 4
Gadget Slot 2 - 5
Gadget Slot 3 - 6
Gadget Slot 4 - 7
Gadget Slot 5 - 8
Gadget Slot 6 - 9
Gadget Slot 7 - 0
Gadget Slot 8 - Unbound
Next Weapon - Mouse Wheel Up
Previous Weapon - Mouse Wheel Down
Change Vision Mode - X
Selection Wheel / MP Scoreboard - TAB (hold)

Spies vs Mercs

Team Chat - T
All Chat - Y
Voice Chat - V

Modified Keyboard Controls. (This screenshot has next/previous weapon unbound, to show how the mouse wheel gets bound to walk and run. You could unbind walk and run and bind next/previous weapon instead).

http://i.imgur.com/CobNsEB.jpg?1 (http://i.imgur.com/efQXs14.jpg)


Navigation

Move Forward - W, Up
Move Back - S, Down
Strafe Left - A, Left
Strafe Right - D, Right
Active Sprint - Shift
Crouch - C (toggle)
Jump / Climb - Space
Cover - Q
Walk - Mouse Wheel Down
Run - Mouse Wheel Up
Walk / Run - F (toggle)

Combat

Aim Down Sight - Mouse 2 (hold)
Shoot - Mouse 1
Reload - R
Use - E
Hand to Hand Attack - X
Use Gadget - Mouse 3, G
Mark - ALT, Mouse 4
Execute / MP Special - CTRL
Vision Mode - Caps Lock (toggle)
Attract - Z
Cycle Fire Mode - U
Cycle Lethal / Non-Lethal - B

Weapon Selection

Pistol - 1
Alternate Weapon - 2
Special Weapon - 3
Gadget Slot 1 - 4
Gadget Slot 2 - 5
Gadget Slot 3 - 6
Gadget Slot 4 - 7
Gadget Slot 5 - 8
Gadget Slot 6 - 9
Gadget Slot 7 - 0
Gadget Slot 8 - Unbound
Next Weapon - Unbound
Previous Weapon - Unbound
Selection Wheel / MP Scoreboard - TAB (hold)

Spies vs Mercs

All Chat - T
Team Chat - Y
Voice Chat - V

Original Mouse Controls.

http://i.imgur.com/RcW5Agq.jpg?1 (http://i.imgur.com/5bjMvRy.jpg)

Modified Mouse Controls.

http://i.imgur.com/FBzFNyt.jpg?1 (http://i.imgur.com/LWTM8MR.jpg)

I'm kind of shocked that Blacklist had its own "dedicated PC team" considering that I found all of these problems in a day. Get to work Ubisoft :D

Knot3D
08-22-2013, 07:45 PM
Thanks Ubisoft ! The HD texture pack is NOW installing as I'm typing this ! Excited ! :cool:


http://i217.photobucket.com/albums/cc167/knotje/TF_reviews/SC_B_01_zps6f3a9f68.jpg


http://i217.photobucket.com/albums/cc167/knotje/TF_reviews/SC_B_02_zpsa1c48018.jpg

Un Saboteur
08-22-2013, 07:50 PM
Hi there,

I'm having some problems with the controls in SvM.

When I start the first round, everything is fine. Then, when it switches teams, my controls go all screwy. So if i start as a spy, I play the spy round just fine. But when i turn into a merc, I can no longer shoot, but I can still aim down the barrel. Here's what my other buttons do

Button for this action -> (turns into) Other action
Crouch -> Sprint
Reload -> Melee
Cover -> Crouch

My grenade button remains the same and my aim button as well. The WASD keys continue to control my character but aside from that, I'm useless as a merc because I can't shoot.

The buttons remain screwed up until I exit Blacklist completely.

I've checked the settings and the keymapping hasn't changed. I go into single player and it's fine. Coop and it's fine. Unless I exit the game completely, I cannot play SvM because the controls merely don't work. I hit my windows key and in windows, all the keys work. So I have no idea what this coould be. Any help?

Thanks

Aethiuss
08-22-2013, 08:02 PM
tried online now. SvM is great though I really suck. both as spy and merc :D got to learn to play blacklist's svm :D

Dome500
08-22-2013, 08:06 PM
I vote for Vanillas suggestion.

It's awesome and all that is needed.

RefyE
08-22-2013, 08:28 PM
I've been playing Chaos Theory versus for at least 3 years, loved the game. Blacklist versus was supposed to be alike.
However, after playing it, there are a few things I just have to say about how to actually improve this game in my opinion.


The movement in the game is just so bad and should really be improved.

The most annoying thing about this game in my opinion is that whenever you are running and come close to a ledge, you automatically jump over the railing. I don't want to jump over it but I can't control it. In a game, the player should be in full control of his own actions and it just makes no sense to have this feature. You should just be able to choose to jump over it by pressing a key like spacebar. At least give the player the option to enable/disable this auto jump. Same goes for climbing stuff. If you run to a wall you automatically climb it when you might just want to take cover there. Movement should really be done by the player itself and not be automated.
The fact that you can't jump freely is also a really limiting feature of the game. Often when I'm playing merc I see a spy somewhere over a railing or object and I want to jump to get a better vision but I can't. What is a game without the ability to jump around? It's probably even more annoying that you can't jump on an object but really have to walk to it first and start a rather slow (automatic again....) climb animation. I mean like you can only start climbing the object from like 0.1m distance while you should be able to jump it from around 1m already like in any game. Jumping an object is way faster than climbing it and it's rather annoying not being able to.

Combat

The spies are able to kill a merc from the front side now. I sincerely believe that the merc's should have a longer range on the melee attack than the spies. I believe that the game right now is too focused on trying to balance combat between spies versus merc's while it isn't the spies goal to get kills. The spies should have to make more effort to get a kill than the merc since the spies already have a vision advantage/position advantage.



These are in my opinion the major improvements that need to be done

iTz_xem
08-22-2013, 08:44 PM
Honestly prefer double agent multiplayer.

Can't stand blacklist spies vs mercs.

FrankieSatt
08-22-2013, 08:48 PM
Thanks Ubisoft ! The HD texture pack is NOW installing as I'm typing this ! Excited ! :cool:


http://i217.photobucket.com/albums/cc167/knotje/TF_reviews/SC_B_01_zps6f3a9f68.jpg


http://i217.photobucket.com/albums/cc167/knotje/TF_reviews/SC_B_02_zpsa1c48018.jpg

You have the Collector's Edition I wanted but couldn't get. :(

Nice looking figure.

Redeyezeuss
08-22-2013, 08:51 PM
Keep playing with an open mind, earn money, try different customizations for gadgets and suits. In two weeks, you'll forget you were ever disappointed. And I say that as a Chaos Theory addict. I was bummed with the classic, as it's not really classic, but keep playing Blacklist man. Trust me. It's really good. You'll feel more deadly as a merc when you get adjusted.

Phoenixmgs
08-22-2013, 09:12 PM
I finally tried out all of the competitive MP modes and all of them are just horrible (except for SvM Classic). Every mode is just horrible because of the fact you can see through walls all freaking game. It's just not fun in the least. Ghost Recon Future Soldier has a backscatter scope that lets you scope and see through walls all game and that is outlawed in clan battles because of how broken the innate ability of being able to see through walls is. I'm all for getting intel on enemy players to punish camping but this is just ridiculous. I like all the intel stuff from Ghost Recon Future Soldier (which basically copied Metal Gear Online). I'm all for including several kinds of enemy detection as long as it is LIMITED and has counters as well. A lot of the MoH Warfighter players hate the signal scan ability of the Spec Ops class, and that only lets you see through walls for literally 2-3 seconds and has like a 45 second recharge time. Being able to constantly see through walls has no place in any shooter.


There so many other things where the competitive MP just fails as well:

- There's no actual clan support (that's a standard feature of last gen games)
- There's no shoulder swapping for the 3rd-person spies, which totally kills the 3rd-person gunplay in a competitive environment (I can work without in single player but not against other human players). Sadly the game is actually a better FPS than TPS. The 3rd-person aiming just doesn't feel right. Plus, because of getting a huge crosshair and the bullets going anywhere within that, you don't get rewarded for good aiming so player skill takes a back seat. I don't get why they couldn't just take Ghost Recon Future Soldier's 3rd-person aiming as that game has much better aiming sensitivities and acceleration to it.
- The spies can't cover swap for some reason, it's a mechanic that really added so much depth to Ghost Recon Future Soldier and made the player skill gap much bigger.
- Team Deathmatch is probably the worst TDM ever. The maps are extremely small and you can literally spawn camp (I don't think I've played a shooter this gen that allows that).
- It takes so long between matches as it takes like 15 seconds just to load the After Action Report, then you have to sit there and look at that for a minute, and then you have to wait another minute in Intermission or whatever.
- In the modes where you can be either a spy or a merc and when 2 spies go at it, it usually results in both mashing the melee button as they can both see each other due to being able to constantly see through walls.
- The game kept putting a friend and I that were in a party on different teams.
- The online came off as pretty laggy, I'd sometimes not get hitmarkers and just see some weird stuff going on (like my friend got melee killed once and I saw his character continually getting melee killed like 5 times in a row). I've played Ghost Recon Future Soldier over a year so I know about lag and Blacklist seems even laggier, which is quite a feat.

I'm pretty hardcore and very good online gamer, and Blacklist is just so lacking in so many regards and every mode but one is literally unplayable. I don't know if anywhere here ever played Metal Gear Online's Team Sneaking (one team was invisible with tranq guns while the other had normal guns and it was no-respawn) and I was hoping SvM would be offer a similar experience, but it just doesn't come close. I missed out on the original SvM because I never took my PS2 online (I'm not even sure if SvM was on PS2 either). I will try to get into SvM Classic but I really would prefer a more players in my modes so you can have clan battles as 2v2 feels like a doubles match. I am really enjoying the single player (cover swap meleeing dogs is awesome) and I hope the co-op is pretty fun as well.

VaNiillaa
08-22-2013, 09:15 PM
Also for PC:

1. Don't change the sensitivity based on whether or not you're sprinting. No benefit for the PC, just annoying.
2. It might be a good idea to have a totally separate binds list for SvM, and different controls for spies and mercs. It would solve a lot of the problems we're having at the moment.

RefyE
08-22-2013, 09:18 PM
I'm not whining about the actual game. Just a few things that really need improvement.
The movement is just out of your control at some points and the combat point is about balancing the game.

Don't get me wrong, I like the game, play the game, just this annoys me and should in my opinion be improved to make this a great game.

TreFacTor
08-22-2013, 10:12 PM
Liking the game besides some little annoyances:

-Enemies become bullet sponges on higer difficulty and can see through walls and at times phase right through doors and obstructions.
-Briggs FPV and lack of cover system (it was a shock to the system not to have the same type of arsenal or moves available because they are on the same team and have access to the same plane...why can't Briggs take a human shield?)
-I've installed both discs to the 360 hard drive but still need to swap discs? Can't someone come up with a way to simply use the second disc to access both installed discs from the hard drive?
-If I'm switching weapons while sliding into cover my primary weapon gets equipped instead.
-Why are colors considered upgrades and why do they cost money?

Just a few things that were bugging me.

blue23454
08-22-2013, 10:22 PM
Now I haven't played in a party yet

but playing Blacklist SvM I ran into a party of four

which were never all on the same team together

There was one time three of them were on the same team and we were shredded thanks to their natural ability to coordinate attacks, which sucked for us but it made me happy to see that, of course, teamwork wins in SvM

Ubi, patch time, ensure that when players are on a party they're always on the same team
otherwise... why?
Or at least add a menu option for it

Sharkey1337
08-22-2013, 10:41 PM
Yeah, I did wish they just put the HD install and the Multiplayer (non-coop) on the second disc, it saddens me having to swap discs when I want to hop around the different singleplayer missions. XP

Timid_Panda
08-22-2013, 10:44 PM
I play in parties all day. never had this issue.

JonathanW833
08-22-2013, 10:51 PM
I'm just going to list 4 of the most aggravating things that definitely should have been thought out and or beta tested a lot better.

Stopping power for ARs and Shotguns against spies running at you. Not even remotely realistic the way it's currently set up.

Draws in matches? I'm a WoW player and I'd say the game type for SvM is kind of similar to a setup to Strand of the Ancients. In that game, the first "attacker" gets 10 minutes to capture their opponents wonderful treasures. The next team who assumes the role of attacker has only as much time as it took for the first team to get the treasure and not a second more. This completely eliminates tie games unless some crazy fluke happens and it actually does tie.

Host migrations ALWAYS drop players, and what's even worse about it is that you don't get any of the earnings from the match if the hosts decides to quit early. That definitely should've been beta tested and fixed in every way.

Spawn points in SvM are SO predictable people are placing mines at the spawn points dependent on what node is currently being assaulted. I don't understand why games have such difficulties making dynamic spawn points, and more importantly having some sort of in game detection that would prevent you from spawning on a mine.

Outside of that, the game is enjoyable. But with those current flaws, I can't say the multiplayer experience is anything worth getting excited about.

blue23454
08-22-2013, 11:02 PM
I played through the first time on Perfectionist, and I was concerned it wasn't hard enough which confirms my feelings on five difficulties for the next game
Perfectionist was great, but call it Classic mode, then make a new mode for Perfectionist, and take away checkpoints. Really I wouldn't have much else change.

Also, the sonar goggles didn't see through ANYTHING, which is almost good. Anyone remember turning on thermal to see through doors, tents, and (most importantly) smoke grenades? I upgraded my goggles all the way so I could make use of the smoke grenades but all it did was blind me, distract guards for a half second and then left me blind.
I'm glad I couldn't see through walls, but why couldn't I see through a thin layer of tarp? That was a constant source of frustration throughout the narrative. I often turned on my sonar just to highlight enemies when NV wasn't cutting it but then I'd be reminded (especially with the coloring) that sonar on perfectionist does not in any way replace thermal.

The level layout (not design) made me think of Pandora Tomorrow, but bigger
If Pandora Tomorrow came out today, I would expect it to play exactly like this game, this is a good thing, hopefully the next game will make me think of CT

Played through the first level on Realistic
It was too easy
M&E really makes the game a more cinematic experience but it is just so OP, and I hated how the game went into slow mo every time I hit triangle, was cool in Conviction how it would slow mo for the last kill, but now it's just obnoxious.
As for the OP part, gun kills filling my execute gauge ensured that I had an execute in every assault or panther scenario; not ghost because I only ever took anyone out when it was forced, leaving enemies undisturbed was definitely a trial and error process in a few scenarios but otherwise it was obscenely easy.

Atmosphere was kinda eh, I understand putting Sam on covert ops during the day A) makes sense and B) makes stealth more difficult
but while I felt confident saying this felt like a game worthy of the Splinter Cell title, it always seemed kinda gamey, . I got tired of civilian locations, and even the Iran level felt kinda generic. Then something great happened, I got to the last level (no spoilers ahead, don't worry). The moment the cutscene ended was the moment I knew I was playing a Splinter Cell game.
The atmosphere created this perfect level of tension as I ducked in and out of vents dodging lasers and slipping in and out of patrol routes. Simply put, it was a perfect way to end this game. The downside: it wasn't until this (last) level that I felt like I was infiltrating anything. The entire rest of the game felt like I was sneaking through a shooting gallery that was clearly meant to be played assault or panther. I enjoyed ghosting the entire game, it was pretty entertaining. Ghosting the last level on the other hand is the Splinter Cell experience I have been waiting three years for and I really wish every level had been this immersive.
I think the reasons I didn't care much for other environments: tons of civilian locations, middle of nowhere locations, and the only other level that would have given me this sensation was interrupted with the enemies going on high alert as soon as I walked in. There were only a couple forced action sequences, but plenty of "we know you're here because narrative" moments which always happened as soon as I started to feel like this game is better than Chaos Theory.

My only request for SC7, make every level make me feel this way and SC7 will top CT easy
SCB ran a pretty close second for me.

Overall I give this game a 9/10

Thank you Ubisoft

Captain_Tr1ps
08-22-2013, 11:48 PM
Just noticed another PC bug... though im not sure its already been reported or if its intentionally been setup like this.

On my PS3 version, in loadout screens, when your selecting weapons and outfit gear, you can see a 3d model of sam fisher in the middle of the load out screen, and see what guns and outfits as you change them on the character, and you can rotate him around, tol make sure everything looks ok.

On the PC version, in the loadout screen, the character model is missing. So when your selecting weapons or outfit gear, you have no idea what it look like. where the model should be is a big empty space on the load out screen.

Ubi.... was this charcter model removed from the PC version, or is this a bug and it's actually suppose to be there?


Here's a pic of the PC version missing the interactive loadout character model preview

http://i44.tinypic.com/2hmdor6.jpg

Ensi.Ferrum
08-23-2013, 12:29 AM
I have allways been a great fan of the Splinter Cell franchise, from the first title on till Splinter Cell IV - Double Agent.
With SPDA (released 2006) the trouble started. Lots of bugs in the game, some were never adressed, e.g. the Radar bug on the market in Kinshasa I think. Not to mention the rude moderator of the Splinter Cell forum at these days! Got me banned from this forum for asking for another patch.
After the FarCry 2 fiasco (released 2008), in combination with some "Tools" from Ubisoft which were very badly designed and implemented, I decided to turn my back on Ubisoft.
Bought Splinter Cell - Conviction a few weeks ago for about 10€ just to soothe my conscience and to have a legal copy at home.
And yesterday I decided to give Ubisoft another chance, maybe the frenchmen ( in my native swabian languge "Franzaken") have learned again how to design and implement great games.

But I was disappointed

Bugs I discovered so far:
- Game doesn't launch at first
- 1.7 GB Day 1 Patch (some people still stuck on DSL-Light here in Germany, these can't only be code changes made in last minute)
- No DX11 support in Fullscreen
- Some weired Onscreen-Messages (don't have a controller 2, just mouse and keyboard)
- Bad performace under DX9

I was able to start the game, BUT just because I am in a similar business as the "devs" at Ubisoft. If I would sell some hard- or software to one my customers in such a state, I could look for another job just the other day. Just to inform you I am in the Industrial-PC business, a failure of 1 hour could cost easily 10.000€!

To make a long story short:
Ubisoft has learned nothing in the last 7 years. See the debacle on the release of the settlers 7 and silent hunter 5.
Will return my copy to my dealer on monday and spend the saved money for a good dinner or a great "Besäufnis" with my girlfriend

Maybe I will buy SCBL for 10€ in a few years to to soothe my conscience.

Packultimate
08-23-2013, 12:52 AM
LOVE it.

For the most part, SP rocks. SvM is awesomely fun and coop is fantastic.

Blacklist is the new benchmark for splinter cell games, IMHO.

Thanks, Team!

Aegis_Kleais
08-23-2013, 12:54 AM
So what is the logic behind having to press a button EACH and EVERY TIME you want to get back into the game after a death?

Also, I know the UI is consolized, but for the love of f*cking it sideways, how about to default auto-spawn to on AND make it so that WHEELUP/WHEELDOWN and W/A/S/D all work to cycle the spectator to next player/camera.

Usa-freaking-bility, Ubisoft. Look it the fruck up and USE it. Simplicity. Reducing the "cost" of motor-based functions like having to move a mouse all the way to the next/prev button...

MulleDK19
08-23-2013, 12:56 AM
I'm about to give birth to a three-headed goat because of this. This is freaking annoying.
Conviction is the only game in history that did cover right, and BlackList has swooped in and ruined it completely.

I want it to be like Conviction, where you hold right mouse button and you stick to cover until you release. This press-to-cover-then-press-again-to-uncover is ********.

Not to mention the fact that you don't even stick.


On top of that, there are several other control problems. Eg. mouse delay, and use / hand-to-hand and cover / drop down is the same action, so you can't bind C to hand-to-hand and E to use like in Conviction.

And not only that. If you kill an enemy close to a door, Sam will kill the enemy then close the door.............

Dome500
08-23-2013, 01:20 AM
I played through the first time on Perfectionist, and I was concerned it wasn't hard enough which confirms my feelings on five difficulties for the next game
Perfectionist was great, but call it Classic mode, then make a new mode for Perfectionist, and take away checkpoints. Really I wouldn't have much else change.

Also, the sonar goggles didn't see through ANYTHING, which is almost good. Anyone remember turning on thermal to see through doors, tents, and (most importantly) smoke grenades? I upgraded my goggles all the way so I could make use of the smoke grenades but all it did was blind me, distract guards for a half second and then left me blind.
I'm glad I couldn't see through walls, but why couldn't I see through a thin layer of tarp? That was a constant source of frustration throughout the narrative. I often turned on my sonar just to highlight enemies when NV wasn't cutting it but then I'd be reminded (especially with the coloring) that sonar on perfectionist does not in any way replace thermal.

The level layout (not design) made me think of Pandora Tomorrow, but bigger
If Pandora Tomorrow came out today, I would expect it to play exactly like this game, this is a good thing, hopefully the next game will make me think of CT

Played through the first level on Realistic
It was too easy
M&E really makes the game a more cinematic experience but it is just so OP, and I hated how the game went into slow mo every time I hit triangle, was cool in Conviction how it would slow mo for the last kill, but now it's just obnoxious.
As for the OP part, gun kills filling my execute gauge ensured that I had an execute in every assault or panther scenario; not ghost because I only ever took anyone out when it was forced, leaving enemies undisturbed was definitely a trial and error process in a few scenarios but otherwise it was obscenely easy.

Atmosphere was kinda eh, I understand putting Sam on covert ops during the day A) makes sense and B) makes stealth more difficult
but while I felt confident saying this felt like a game worthy of the Splinter Cell title, it always seemed kinda gamey, . I got tired of civilian locations, and even the Iran level felt kinda generic. Then something great happened, I got to the last level (no spoilers ahead, don't worry). The moment the cutscene ended was the moment I knew I was playing a Splinter Cell game.
The atmosphere created this perfect level of tension as I ducked in and out of vents dodging lasers and slipping in and out of patrol routes. Simply put, it was a perfect way to end this game. The downside: it wasn't until this (last) level that I felt like I was infiltrating anything. The entire rest of the game felt like I was sneaking through a shooting gallery that was clearly meant to be played assault or panther. I enjoyed ghosting the entire game, it was pretty entertaining. Ghosting the last level on the other hand is the Splinter Cell experience I have been waiting three years for and I really wish every level had been this immersive.
I think the reasons I didn't care much for other environments: tons of civilian locations, middle of nowhere locations, and the only other level that would have given me this sensation was interrupted with the enemies going on high alert as soon as I walked in. There were only a couple forced action sequences, but plenty of "we know you're here because narrative" moments which always happened as soon as I started to feel like this game is better than Chaos Theory.

My only request for SC7, make every level make me feel this way and SC7 will top CT easy
SCB ran a pretty close second for me.

Overall I give this game a 9/10

Thank you Ubisoft

Yeah got a glimpse of that level it looked INTENSE.

And yes, that's what Bob and I were talking about for a while.

Do me a favor blue and look at the SC7 wishlist again.

Section to take a look at is "Multiple Choice and Play your way".

Combine the idea of that section wit ha story set around another Information Warfare crysis (in a new FOV of course).

Imagine Sam slowly starting with information retrieving and investigating agency assets gone dark.

Imagine a plot evolving from a few little problems which seem to be loosely tied to each other to a major crisis.

About in the half of the game imagine the "puzzle" slowly to unravel before your eyes and the stakes getting higher.

Imagine all this in any playstyle you want to play (5th Freedom) except of one or two non-lethal mandates for realistic reasons (like Displace (no official permission and very risky in terms of international politics) or the beginning off Kokubo Sosho (could cause international incident as long as there is no clear confirmation who is the enemy)).

And then tell me what rating you would give the game.

FirePhoenix2K6
08-23-2013, 02:58 AM
just to say what a really good game ...........i have played them all and the one really rocks :)

Sharkey1337
08-23-2013, 03:06 AM
Can Ubisoft please number the Blacklist missions in order from each other, that way we know we're playing the story in the correct order if we forget which mission was next when replaying them?

SnuFFer_6
08-23-2013, 03:07 AM
I got the game, I mean the hole thing Airplane and all. It has been seven hours sence I been trying to down load the game. I have got it down loaded I think, But no MATTER WHAT I DO IT WON"T PLAY. Yes I have the up date. I am so pissed i don't what to do. Look like another one for the Burn Barrel.It will go to UPLAY when you click on play it go to up load then a quick black screen then it go's where the end of game score totals are. Just don't know what to do. ANY HELP WOULD BE GRATE.:mad::mad::mad::mad::mad::mad::mad::mad::mad ::mad:

SearchN.Seizure
08-23-2013, 03:12 AM
I'm assuming Uplay is PC only...

Navigate to your Blacklist installation folder: X:\ProgramFiles(x86)\Ubisoft\Tom Clancy's Splinter Cell Blacklist\src\SYSTEM

Make a Shortcut on your desktop from "Blacklist_game.exe", and ricght-click, goto properties, then "Run as Administrator".

This will launch in DirectX 9 mode and shouldn't give you problems, PC Specs would be a good way of helping yourself get help...

Enjoymint
08-23-2013, 03:59 AM
i have a quick suggestion for classic SvM.

Spies:
- buff the crossbow and reduce the stun time. Either give a faster reload speed or 2-3 clip shot (At least sumthing similar to the chaos theory gun)
- make changing gadgets onto a weapon wheel of some sort. At the moment changing between gadgets takes to much time in life or death situations since the mercs kill spies quick and easy

Mercs:
- Not to much for the mercs they are pretty well balanced, the only thing i can think of is maybe tone the rate of fire fown on the 416.

These changes wouldnt have to be applied for other game modes, but at least classic. Becuase so far the game has the potential to bring that classic feel back and its almost there just needs a few more fine tweaking.

B0bsYurUncle
08-23-2013, 04:03 AM
SvM Feedback:

- Desperately needs dedicated servers
- Mouse Acceleration/Sluggish aiming as mercs
- Horrible spawn locations (deaths in 1-5 seconds)
- Mercs melee needs to be more effective to discourage running at them (Classic Especially)
- Spies shouldn't be able to melee an electrocuted merc (Classic especially)
- Spies should not have explosives at all (Classic Especially)
- Add TDM Classic
- Add LAN support (didn't see it)
- Add option to disable auto-vault/jump while sprinting.
- Add FOV slider (Mercs are too narrow)
- Allow spies to holster weapon (gives away position on doors/corners)
- Seriously decrease the effective range of death from above or replace it with dropping on victims head.
- General rebalancing of maps (most favor a specific side)

GODHAND 502
08-23-2013, 06:22 AM
I've been having more problems with this game on Xbox. I had all my progress disappear and had to replay through everything all over again. I've had 2 games freeze the console. I've had several times where mashing the melee button does nothing when dashing at an enemy, until 2-4 seconds later, the animation starts. It seems like it only works properly if they walk right past you when you're snapped to cover. Also, the shooting over and to the sides of cover is very wonky as far as angles go. You can look over or around a barrier and see somebody, put the indicator on them, then when you go to aim, the angle changes and you have no shot. Things like shooting out of windows at people down below doesn't work smoothly. Also, the increments of movement when behind cover are too large. Combine this with the angle thing and you end up with very awkward standoffs where neither you or the computer can do anything other than chucking grenades back and forth.

I'm going to sell this game back tomorrow and put the trade-in value against Call of Duty Ghosts. I see where everything is headed with this game. Whats going to happen is the same thing that happened with GRFS (I'm about to tell the future):

1) A game that feels like a beta version gets commercially released because Ubisoft needed something to talk about at the conventions and they became so obsessed with making the release date deadline, that they released an unfinished game.
2) There is a Day 1 patch that doesn't fix the problems.
3) People complain on the Ubisoft forums. Eventually, another patch is released that addresses one or two of the main gripes, nerfs and buffs a bunch of weapons and items, and "fixes" a bunch of things that nobody noticed or complained about. Most of what people want fixed will not be fixed because Ubisoft figures that they already have people's money, so why stand by their product when upper and middle management can simply have fat Christmas bonuses instead.
4) People keep complaining about the major things that weren't fixed. It also starts becoming evident that the extra "fixes" that addressed issues that nobody noticed or cared about are causing new glitches. People start jumping ship on the game.
5) A half-serious patch is then released which finally addresses 75% of what people really wanted fixed. But the code is so garbled at this point that the servers have trouble handling it. Multi-player starts to become unplayable.
6) Word finally gets back to the guys at GameStop that everybody is jumping ship on the game, the trade-in value plummets, and whoever is left on board is screwed.

So I'm going to get off right here, while there's still trade-in value left on this game. I said that I wouldn't buy another Ubisoft game back when they royally screwed up GRFS. But after that, my brother bought me Assassins Creed 3 for my birthday and I decided that that game wasn't too bad, so I figured hey, maybe I'll give SC Blacklist a try. After all, its a different title and might end up better. What I've gotten is the same steaming pile of crap I got with GRFS (which DID have the potential to be a COD-killer, but Ubisoft released a half-finished game instead of taking their time and properly troubleshooting the game). SC Blacklist does have some cool ideas, but its hard to appreciate them with some many flaws in the mix. I hope that some day Tom Clancy games get away from Ubisoft. Until then, I'm not buying any of them.

Aztec_NZ
08-23-2013, 06:23 AM
Just noticed another PC bug... though im not sure its already been reported or if its intentionally been setup like this.

On my PS3 version, in loadout screens, when your selecting weapons and outfit gear, you can see a 3d model of sam fisher in the middle of the load out screen, and see what guns and outfits as you change them on the character, and you can rotate him around, tol make sure everything looks ok.

On the PC version, in the loadout screen, the character model is missing. So when your selecting weapons or outfit gear, you have no idea what it look like. where the model should be is a big empty space on the load out screen.

Ubi.... was this charcter model removed from the PC version, or is this a bug and it's actually suppose to be there?


Here's a pic of the PC version missing the interactive loadout character model preview

http://i44.tinypic.com/2hmdor6.jpg
Yep Same problem in pc version, very frustrating..

CalUKGR
08-23-2013, 06:48 AM
Got the game today via UPlay (for PC). Immediate problems with the game not recognising my 360 controller. Eventually solved by unplugging flightstick - no other game on my rig has difficulties telling the difference if both controllers are left plugged in. During first mission briefing voice sounds temporarily dropped out, then all came back at once in a jumble before sorting themselves out again.

Not an auspicious start, Ubisoft. Hopefully you will begin nailing these issues...

My Spec: i7 @2.80GHz, 12GB DDR RAM, Win7 64-bit Pro, 1GB Nvidia GTX460

Jazz117Volkov
08-23-2013, 08:07 AM
More comprehensive feedback will come later; at the moment I would just like to touch on proximity encounters.

First the bad.
When you go for a melee takedown on an AI who knows you're there, the AI dodges and knocks you away, that parts fine; a free kill-button isn't good, gotta use your head and all that, but the problem is that the player's countermeasure--the player's firearm--locks-up during this time, the game ignores all input, and only gives agency back after it's needed. The last game, Conviction, had a similar problem with the grabs in COOP; the flow of action and reaction between the player and the game is severed by an action on the game's behalf that the player cannot see coming, and cannot react to when it get's there. This nonsensical breakdown between what leaves the player's mind through the hands, and what re-enters the mind through the eyes is something that should be avoided at all costs.

Now the good:
I absolutely love everything else about the hand2hand takedowns; especially the non-lethal abductions. The sweet details are countless; like Sam fishing a dude's pistol out of it's holster as he levers him behind the cover. Kudos to Kevin Secours and Torono's animation guys, and whoever else was involved; the detail's and ninjaness <<it's a word) are unparalleled. While I'm not the hugest fan of the "watch-me-slowly-shoot-these-guys-in-slow-motion" presentation of mark&execute, I really enjoy how it's been meshed with the hand2hand. Using a hostage as a pivot-point, as appose to a riot-shield, like Conviction, looks pretty badass.

Speaking of which, anyone know anything about those Mark & Execute finishing takedowns, like the Mozambique Drill in the initial E3 reveal demo. I've managed a proper M&E finish a few times, but the requirements have proven inconsistent at best. I keep getting the generic resume-hostage-stance, followed by a neck-break/choke-out... which takes forever, and forces me to be static, and out of cover for way to long. I'm beginning to wonder if the game's bugged or something.



EDIT: A couple of other things that immediately come to mind, that should really get looked at, are:

1) Enemy helmets are way, way, waaaay too "gamey". Hitting a dude's naked face with a sniper rifle should do a little more than knock his helmet off... it should, idk KILL HIM.

2) The weird thermal/sonar hybrid thing vision-mode can't see through smoke passively, the Sonar pulses can, but that's no help when I'm moving. I would really like normal Thermal Vision, like the old days. This new stuff is fun, but it's super irritating to be denied, for no reason, tactics that are so obvious and useful.

HEAT.GRLSOV
08-23-2013, 08:34 AM
PC Version (Europe, so I started playing yesterday).

I have to say, I was very sceptical with the first trailers showing Mark and Execute in motion and such, it seemed like another Conviction with the SC suit/goggles and having a new voice for Sam without being a reboot / passing the torch to a new SC was something that felt qutie weird.

After having played it for a while (some optional missions, campaign missions) on Perfectionist, non-lethal and trying to be a Ghost, I was pleasantly surprised.
Yes, it's not like the older ones in quite a few things and although Eric Johnson does a good (IMHO) work as the serious (no pun intended) Sam, I like how stealth is back.
If I make a mistake, I load the checkpoint again and again and again to make it perfect or mostly acceptable (wanting to go H2H if I need to takedown someone can get me in trouble if I don't watch it :P) :)

Well, my "small" list of impressions so far:

The Good:


Return Stealth. I like how most points are awarded for avoiding enemies altogether.
Playing however you want and being scored for each playstyle.
Quite a few ways to traverse the level.
Perfectionist mode. Not perfect, but fans of older SCs should go for it, no questions asked. :)
Motion Capture is very good for animations. Also like the directing of the scenes, very cinematic.
Walking inside the Palading reminds me of the Normandy in ME, although it's much "lighter".
Music, the dynamic changes when enemies are suspicious or really close to you and the soundtrack in general.
Upgrades / customisation.
Takedown from cover getting the enemy behind your cover.
Alerted enemies breaking your front/side melee. I don't remember if it was like this in Conviction too.
Sometimes they understand the whistling/attract quotes you use are... a person and are alerted instantly. :P
Dark spots of different... darkness. Instead of Convictions black/white screen when you entered the dark.
Mission select.
Optional Missions: Grim = Ghost, _____'s (not giving the name, because it's kind of a spoiler) = Ghost/Panther.
Enemies can cover each other in patrols, so you need to be careful.
Moving close to the enemies when crouched and moving fast makes them hear you again..
Takedown animations (no animals were permanently harmed :P) on dogs.
Story seems quite interesting and Clancy-like. (even though Clancy doesn't write it of course)


The Bad:


Trying to pickup a body right after the takedown and the prompt goes for the weapon, so you pick the weapon (Sam also reloads it) and you lose precious time.
!!!!!!!!!!!!!!!!!!!!SPOILERS (if you haven't watched the trailers)!!!!!!!!!!!!!!!!!
Kobin is back, but Ilias Toufexis instead of using the Conviction voice (crazy/angry), he uses his Adam Jensen voice (low, calm, raspy).
!!!!!!!!!!!!!!!!!!!!SPOILERS (if you haven't watched the trailers)!!!!!!!!!!!!!!!!!
I still miss talking with the people I'd grab as a human shield that would give passcodes and such in the older SCs.
At least one part of the game forced me to not be a ghost. Maybe there is a way if you do it fast, but it's "easier" to go for combat takedowns, even if non-lethal.
Right after said part, you get a scenario human shield that you can't drop and your pistols have unlimited ammo, even in Perfectionist.
Optional Missions: Charlie = Survival with waves. For the trigger-happy combat fans. You can panther/ghost it, but for 20 waves in Perfectionist...


The So and So:


Eric Johnson as Sam Fisher. He's does a good job, but like many have said, he should've been a new SC that Sam would command. When he speaks with Sarah on the phone, you think he's talking with his girlfriend / little sister. In general though, I'm warming up to him, quite serious and good VAing.
New Grim voice actress. Not the first time she's changed, but in CT/Conviction she sounded more "nasty".
Face capture is sometimes hit and miss, it's not bad, but it's not that great either at times.
Equipment = lights "What color should I wear today?"
Bonus objectives = it's always Dead Drop, HVT and Laptop. I liked how in Chaos Theory you had hidden bonus objectives that were different in each level.
Sometimes on an aerial takedown or a cover takedown, either Sam (aerial) or the enemy (cover) is "moved" unrealistically inside the "motion area".
Spies vs Mercenaries. It's not like the old one, not even in Classic, but I can get used to it. I like the mix/matching of custom loadouts. Need to play it more.


Well, something like that, I'm waiting to get back home to keep playing and finally try some Co-op too.
It's not perfect, it's not like the old ones in many places, but

Welcome back Splinter Cell. :)

Aashay07
08-23-2013, 11:54 AM
PLEASE PLEASE PLEASE!!!
No radar for tracking hostiles in Splinter Cell 7. It makes the game too easy and makes me feel like what's the use of going slow and stealthy when I know where the hostiles are and where they are looking!!
And before you say that you can disable the radar, NO. even if I do disable the radar, I earn money according to the time I take to complete the mission. So, going in to a mission blind (radarless) and slow makes for less rewarding gameplay even though I take all the extra pains to complete a mission.

If you do want to include the radar, please disable its use in Perfectionist difficulty

HEAT.GRLSOV
08-23-2013, 11:57 AM
PLEASE PLEASE PLEASE!!!
If you do want to include the radar, please disable its use in Perfectionist difficulty

True. Radar in Perfectionist works as intended, which is... kind of strange.

HardBrexit4me
08-23-2013, 12:16 PM
Boost aint working for me so stuck in intro? Any help welcome. Told to use "E" and mapping may be correct? No specific mapping present for boost - anyone with any ideas?

Knot3D
08-23-2013, 12:22 PM
If you do want to include the radar, please disable its use in Perfectionist difficulty

In the Xbox360 version you can disable the radar from the HUD menu.

Anyway...Earlier, I posted the pics of my unboxed 5th Freedom edition, and here are some of my initial impressions from the SP part of the game :

- Wow, it took me longer than expected to get used to the controls. I wasn't really fumbling around of course, but the controls and interfacing with
Sam felt a bit disconnected. I tried out side ops such as SeaHawkins & Billionaires yacht, but I failed horribly there .

It wasn't until I persisted to not give up in my 2nd mission, that it clicked for me ;

- and this second mission was quite a glorious experience : Dead Coast. What a fun map that is. It reminds me a lot of CT's Lighthouse map,
albeit bigger in size and set at daytime.

* and btw... I haven't played any other setting than Perfectionist yet,

Mr_Shade
08-23-2013, 12:40 PM
glad you are enjoying it Knot ;)

Valvador
08-23-2013, 04:23 PM
Not sure if this has been mentioned but the last COOP mission (Abandoned City) is riddled with game-breaking bugs. The last "Scene" has failed for me in the following ways. Voron operatives spawn and immediately die, causing "Player Kills Last Voron Operative" not to trigger permanently freezing the mission without completion. Restarting Checkpoint does not fix it, have to replay entire mission.

Also occasionally when the game spawns you for that "event", instead of giving you a Pistol and then assault rifle, it made me use my secondary weapon as a pistol, and then forced me to use my secondary weapon for the remainder of the event.

Gotta say, this event has no place in this game.

sam2000_290
08-23-2013, 04:25 PM
Ok, here's my take.

Pros:
- great H2H animations and moves. Wrestling moves are nice. I also like the choking animation. I love it!
- love getting ghost points, love the ghost symbol.
- tough perfectionist and ghosting, takes about an hour or more to complete, increases longivity
- stealth gameplay is nice - more on the cons side
- moral actions - more on the cons side
- stun guns! no need for crossbows! - more on the cons side
- great level design, beautiful levels
- cutscenes are nice, can see facial animations
- when down, shows that the player gets hit, holds the body when falling, or just fall down realistically
- SVM can be fun in other modes.


Cons
- short campaign, especially on the lowest difficulty
- each mission is too short to do stealth or ghosting, after 5 missions anyways. Mostly action sequences after 5 missions
- too many forced action sequences! Second last mission is pure action gameplay
- not enough moral actions, which the devs claims, what happened to the school? Storywise, lack to moral actions
- weak story, not enough depth or character development
- no ring airfoil or other non-lethal gadgets
- wayyyy too many cheesy dialogues
- bugs, bugs, and more bugs
- terrible controls, mapping on PC
- MP is a stab fest, first to press E or H2H wins.


Eric is great on the motion cap and at times can emulate or imitate Sam's voice, deep voice. Though his voice is still not as throaty as Michael Ironside. Still a great take nonetheless.

All in all, good game, not bad. In depth review later. Right now, about B+ to A-. Need more play time to give the final score.

Doc_Gerbil_1
08-23-2013, 05:42 PM
I like it. I'll try to be realistic with my feedback. I haven't played much single player yet, so I'll refrain from commenting about it.. this is strictly online feedback.

Good:

Really love the selection of online game modes.
Merc guns are excellent. They take the right amount of shots to kill. Great latency, too, so far.
Knifing as a spy took a bit to grow on me, but I love how you can do it on the fly like in Assassins Creed. Bravo for mixing game elements from another excellent game into this one.
Customization is excellent. I love that different abilities have different appearances. I do wish the digital ghillie suit didn't look so ridiculous, though!
The controller mapping has good layouts are good - though I do wish it was 100% mappable on console.
Great balance. It's so much easier to get into than PT/CT. The maps are fun even if you don't know them. There's still a big learning curve, but I think it's much, much easier to get a handle on.
Rewards players even if you lose (unlike in PT/CT - I always had a low rank because of it because the host picked better teammate...)


Bad:

Spies shouldn't need a sprint button. I'd like to see it so if you press the stick only a little, you walk; all the way, you run. Crouch if you want to go slowly. I am pretty sure PT and CT were like this.
I hate that dropping down on a ledge and crouching are mapped to the same button. :(
Camera shakes way too much when Merc sprints.
Merc is clunky in SvM Classic.
Spies feel kind of floaty - may be the animation.
SvM Classic has subpar matchmaking. It can take an entire minute or two to get enough people into a lobby to play. Worried this will get VERY bad down the line.
Host migration never works - it kicks you back to the lobby then migrates the host. Other games (Call of Duty) can migrate on the fly. Since there are only a few players per match, I wish there were some dedicated servers, though I worry about abuse from hosts if they rented a server, so maybe not..
SvM Blacklist game mode is too much rock-paper-scissors. Maps can be a bit crowded, too.


I'm definitely recommending this game to friends. Thanks for listening to the fans and bringing back SvM. I hope its quality remains for the many months to come!

Ubi-MoshiMoshi
08-23-2013, 05:43 PM
Please also see this FAQ https://support.ubi.com/en-gb/FAQ.aspx?platformid=9&brandid=249&productid=2732&faqid=kA030000000eZZICA2

Sapphire_829
08-23-2013, 05:44 PM
I know there's still that feeling of "oooh it's a new game!" for me, but...
I gotta say, I enjoy playing Blacklist more than Chaos Theory... I think.

I know there's no lockpicking, and hacking minigames etc, but Blacklist's awesome gameplay is just... well, too awesome.

1. I will never get tired of the takedown animations. I especially love sprinting while crouched, quickly choking a guy out, then keeping on moving. I did my playthrough on perfectionist so I didn't get to do that much though.
2. I came to like all the characters on the team, including Kobin. (Already kind of liked him as a character, but I mean actually -like- him)
3. I got used to Eric's Sam, though I still don't feel like he's true Sam.
4. I liked the story more than I thought I would.
5. Level design is great.
6. SvM Classic is great (I don't like the mass customization of the other modes)
7. What happens when you talk to the team after the last coop mission.
8. Didn't mind most of the forced sequences, but.....

Some bad things now...
1. Too many forced action sequences: The sequence at the end of the coop campaign is especially terrible.
2. Coop glitches: In coop, sometimes you can't revive your teammate, sometimes when you both get downed an the mission ends, one person randomly stands up. Also, enemies sometimes move without moving their feet. Another glitch sometimes happens during end sequence of last coop mission.
3. Landmines: I know they add depth to what you have to look out for, but I just don't like worrying about them :P
4. The suit with the most stealth statistic: Another personal thing... but the most stealthy suit is too ugly for me to use, lol.

I know there's probably a lot of things that I missed that I like and don't like, but these were the things at the top of my head.
For me, there is no way Blacklist scores under a 9.0. It's more than that, but I'm just setting a minimum. I don't know exactly what to give it, but I am most certainly entertained by it. And I will be for a long, long time.

Valvador
08-23-2013, 05:54 PM
Please also see this FAQ https://support.ubi.com/en-gb/FAQ.aspx?platformid=9&brandid=249&productid=2732&faqid=kA030000000eZZICA2

I am envious with your restraint. I sometimes wish forums had a ****-poster shamming policy. Make the world a better place.

Captain_Tr1ps
08-23-2013, 06:18 PM
Why am I not surprised they ruined the game on PC by removing LAN mode.

No LAN , no multiple copies in the same place or svm at lan parties

Having OFFLINE LAN mode is a great idea , what happens when Internet goes offline for a few hours , no coop , even if you have a mate sitting beside you
Or you might be using a 3G internet d0ngle , same thing we shouldnt need the net to play a game beside each other or same house
Or we goto a lan party and want to play a game with a few random people
or your might have just moved into a new house, invite a few mates over for some coop action since you have no net
You can play Borderlands 2 and Torchlight 2 via LAN but you cant play SCB

Disappointing ..

From what I am seeing when the game gets reduced to US$20 - US$25 it might be worth the limitations on multiplayer
but anymore then that its not worth it , considering the huge BS we had to go thou for SCC and GRFS
along with the WASTE of money I put into season pass for grfs aswell on the PC


I would have agreed with you a decade ago, however I really do see no LAN mode's becoming pretty much the norm due to increase network redundancy and easy access to high speed internet services nowadays. I loved LAN parties, but they've really gone the way of the square wheel over the past 10 years due to surging high speed connections in almost every home. So while I'll miss them and have tons of nostalgiac feel, adding LAN support just isn't the priority it use to be, so I understand their move on this.

The best reason to add such support is for gaming at work or a university on a private LAN, but even the university :LAN parties have died down to next to nothing.

You can, however, download VLAN wrapper tools, where you run them in the background and it creates a virtuall network for the game you and your friends would only have access to, so it emulates a LAN.

SquareToShoot
08-23-2013, 06:34 PM
They're awful. What's with the green? Red, we want red laser sights. They should be red :mad:

Ugh. That aside though, good job Ubisoft. So far anyway. Haven't tried online yet but I'll get around to that.

TheRealGunnut19
08-23-2013, 06:38 PM
Green lasers have a higher wavelength, and are kind of better for a laser sight, because they won't became invisible as easily, and they look cool. :cool:

That may be why Ubi chose to go green.

SquareToShoot
08-23-2013, 06:40 PM
Red lasers look cool. Green do not. Not on a gun.

TheRealGunnut19
08-23-2013, 06:43 PM
Red lasers look cool. Green do not. Not on a gun.

When you're in a lit room or area, red doesn't look at all, invisible.

To each their own, in any case.

SquareToShoot
08-23-2013, 06:48 PM
I don't really think whether they look invisible or not matters what with it being a game. I mean, you can't see lasers anyway in real life (not with just laser sight power). Let's face it, if it was down to what you could or couldn't see better then the enemies wouldn't even need to look for a laser as they'd see the glowing lights on the suit...

Singham2011
08-23-2013, 06:49 PM
They're awful. What's with the green? Red, we want red laser sights. They should be red :mad:

Ugh. That aside though, good job Ubisoft. So far anyway. Haven't tried online yet but I'll get around to that.

Maybe the laser sight changes colors with your op suit lights?

Kagurra
08-23-2013, 06:50 PM
>More realistic

>Looks great with green lights

TheRealGunnut19
08-23-2013, 06:51 PM
I don't really think whether they look invisible or not matters what with it being a game. I mean, you can't see lasers anyway in real life (not with just laser sight power). Let's face it, if it was down to what you could or couldn't see better then the enemies wouldn't even need to look for a laser as they'd see the glowing lights on the suit...

Like i said, to each their own.

Personally, i think green on a laser sight looks cool. And that if realism were completely involved, Sam wouldn't be idiotic enough to use a laser sight on a stealth operation. But realism is sometimes not that fun. Because realism is why I can't climb walls a la Sam Fisher.

SquareToShoot
08-23-2013, 06:52 PM
Maybe the laser sight changes colors with your op suit lights?

Unfortunately not.

Valvador
08-23-2013, 06:56 PM
Green lasers have a higher wavelength, and are kind of better for a laser sight, because they won't became invisible as easily, and they look cool. :cool:

That may be why Ubi chose to go green.

False.

http://science-edu.larc.nasa.gov/EDDOCS/images/Erb/Red_Spectrum.jpg
Higher frequency, lower wavelength. Red light is around 650nm, while green light is about 510nm. They require more powerful power generation to emit lasers, and you are no longer capable of using simple He-Ne techniques for generating the laser light. From experience they also create a more visible traceable beam, which is actually a problem if you think about enemies being able to track you. I think they also have a much smaller spacial coherence due to the wavelengths being shorter, which makes holography more difficult. Anyway, I'm getting a bit too far into this.

runzanderun
08-23-2013, 07:07 PM
I had this problem too, but found it is an issue with full screen mode. If you go into C:\Users\(username)\Documents\Ubisoft\Blacklist\vi deoSettings.ini and set WindowStyleFinal=2 (it should be 1 by default) the issue should be fixed. Once you are in the game you can reset the video settings to what you want, I haven't had a problem since.

SPROGGY
08-23-2013, 07:18 PM
I've been playing SC since the beginning. I've stuck around and supported Ubisoft and this franchise through the years regardless of their asinine business practices and perplexing development decisions. That being said, there is absolutely NO EXCUSE for a game that was so long in development to have so many issues. Spy vs merc is a disappointment and that in itself is ridiculous given how much guidance and feedback the dev team has received from the community. But I could live with that because the single player and coop has been a joy to play.....Or at least it would have been.....If it actually worked.

On multiple occasions I have had to restart entire levels because of game ruining bugs and glitches. This has happened in both single player and coop and on some occasions it has happened multiple times even after restarting and replaying entire levels. I just finished a THIRD play through of a Briggs coop mission that cannot be completed due to a glitch at the end of the level. Are you kidding me? how can you justify putting something to market with so many issues? I paid $150 and change for a limited edition that includes a plane ill never use (because i had to if i wanted all the dlc) and Ubisoft can't even supply me with a game that performs as it should?

Now I've been here long enough to know that there are Ubi supporters who have blinders on that will no doubt jump in here and come to their defense. But as a consumer, and more importantly a LONG time splinter cell and Ubisoft fan I am extremely dissatisfied and disappointed in the product that I spent so much of my hard earned money on. There is absolutely no legitimate or reasonable excuse or argument that can be given in the defense of a developer who has the resources of Ubisoft. It's an obvious lack of attention to detail and yet another example of poor business practice on the part of a developer that considers itself to be one of the worlds best.

I realize that my words will likely go unread by anyone at Ubi and that even if they were they would have little to no impact. But as a life long fan of this franchise Im still going to voice my complete and utter disappointment in the product that was delivered to me. This game had alot of potential, and in some ways the single player and coop still do. But there are far too many issues currently plaguing those modes that could have and should have been addressed before it was released to the public. If I were Jade Raymond, I would be embarrassed...

Valvador
08-23-2013, 07:24 PM
I've been playing SC since the beginning. I've stuck around and supported Ubisoft and this franchise through the years regardless of their asinine business practices and perplexing development decisions. That being said, there is absolutely NO EXCUSE for a game that was so long in development to have so many issues. Spy vs merc is a disappointment and that in itself is ridiculous given how much guidance and feedback the dev team has received from the community. But I could live with that because the single player and coop has been a joy to play.....Or at least it would have been.....If it actually worked.

On multiple occasions I have had to restart entire levels because of game ruining bugs and glitches. This has happened in both single player and coop and on some occasions it has happened multiple times even after restarting and replaying entire levels. I just finished a THIRD play through of a Briggs coop mission that cannot be completed due to a glitch at the end of the level. Are you kidding me? how can you justify putting something to market with so many issues? I paid $150 and change for a limited edition that includes a plane ill never use (because i had to if i wanted all the dlc) and Ubisoft can't even supply me with a game that performs as it should?

Now I've been here long enough to know that there are Ubi supporters who have blinders on that will no doubt jump in here and come to their defense. But as a consumer, and more importantly a LONG time splinter cell and Ubisoft fan I am extremely dissatisfied and disappointed in the product that I spent so much of my hard earned money on. There is absolutely no legitimate or reasonable excuse or argument that can be given in the defense of a developer who has the resources of Ubisoft. It's an obvious lack of attention to detail and yet another example of poor business practice on the part of a developer that considers itself to be one of the worlds best.

I realize that my words will likely go unread by anyone at Ubi and that even if they were they would have little to no impact. But as a life long fan of this franchise Im still going to voice my complete and utter disappointment in the product that was delivered to me. This game had alot of potential, and in some ways the single player and coop still do. But there are far too many issues currently plaguing those modes that could have and should have been addressed before it was released to the public. If I were Jade Raymond, I would be embarrassed...

Your second paragraph is the only paragraph with any content in it, so I will requote it for clarity.


On multiple occasions I have had to restart entire levels because of game ruining bugs and glitches. This has happened in both single player and coop and on some occasions it has happened multiple times even after restarting and replaying entire levels. I just finished a THIRD play through of a Briggs coop mission that cannot be completed due to a glitch at the end of the level. Are you kidding me? how can you justify putting something to market with so many issues? I paid $150 and change for a limited edition that includes a plane ill never use (because i had to if i wanted all the dlc) and Ubisoft can't even supply me with a game that performs as it should?

I agree with you here. I had to complete the level 3 times due to a combination of ****ty allies and then hitting that bug at the end. From the sounds of it, it happens very often.

Everything else felt like emotional appeal and a waste of space..

SPROGGY
08-23-2013, 07:34 PM
It wasn't written for you, and to be be blunt....im not interested in your analysis of my post. It wasnt originally posted here, it was moved by a moderator. I see youve been registered here for about 10 minutes. Maybe you should spend more time lurking and less time critiquing other peoples posts. Especially when you arent clear on their context or origin.

ix0lammy0xi
08-23-2013, 07:38 PM
Another additional piece of feedback for SvM:

The spy's cover (Q) for doorways kinda sucks. The spy's gun can be seen from around the corner, and the spy itself does a lot of shifting and moving about. If I'm going into cover, I want my profile to be as small as possible and to move as little as possible in order to avoid detection. It'd be nice if the cover profile was a bit tinier, and couldn't be seen from around the corner.

Lunytunes
08-23-2013, 07:41 PM
I was on yesterday for a bit and I was unable to finish some games due to Host Migrations... I became Host and I played for 3 hours straight in the same room :D

Not only should this be implemented to avoid Host Migrations (limit at least), but it will give players who have more than 1 friend the ability to play in a SvM Classic mode thats not 2v2. I love how simple and straight forward classic is and have no intentions of playing any other multiplayer mode. My question is, why not allow us to make our own rooms in public servers? It would allow us to play more comfortably and with more friends.

Lunytunes
08-23-2013, 07:56 PM
The amazing forum faries made my thread appear here :o

Ohz, tHeY IZ so MagiCal!!!!

Ironwoods56
08-23-2013, 08:32 PM
Just putting that out there I don't know why people are making a big deal out of it I rather have so so graphics than a crappy gameplay.

Armval
08-23-2013, 08:38 PM
Hi

When I am in the inventory menu buying equipments such as guns, I cannot see the pictures of the guns or any other items.
I reinstall the game and applied the latest patch, still not working. This is obviously some sort of glitch.

havecold
08-23-2013, 08:51 PM
1. Make cover a hold option like in Conviction where it wasn't even a option to toggle. Now it's default toggle with no option to hold. Holding is much simpler and faster to some because to get out of cover now you have to toggle cover or press opposite direction which gets you either seen or takes up too much time.

2. I can't take out a target while in cover unless he's non hostile or coming around a corner. For instance my teammate goes loud and I wait for the enemy to jump over where I'm in cover to take him out but instead I get taken out and no prompt to takedown ever appears between him jumping over the hurdle and shooting me up.

3. Cycle gadgets. Also a Conviction option. Also a gamepad option in Blacklist, but not a Keyboard option.... Guys Pros do not want to reposition their hands during gameplay. It's that simple. I don't like using number keys because it takes my fingers off their resting position. A cycle gadgets option would suffice.

4. Pressing sprint while aiming down sight doesn't activate sprint! He stays in ADS....!!?? How did you not catch this? It's taking up alot more time. This again was already addressed in Conviction..

4 1/2. Sprint from/while in cover needs to be more responsive.

5. Pressing sprint while maneuvering ledges makes you drop down. Guys it should make you move faster across the ledge if anything. But drop down!??

6. Pressing crouch while on a ledge doesn't let you drop down to a crouched position. This was again addressed almost fully in Conviction(didn't work sometimes). Pressing cover to drop from a ledge kind of makes sense cause their's no other option really. However, what happened to being able to look down and press space to drop? Again addressed in Conviction, but not here. To fix this please make pressing cover or looking down and pressing space make Sam drop to a standing position. While at the same time pressing crouch drop down to a crouched position. Nothing more, nothing less. As it is now you have to remember whether you were crouched or standing before you went up the ledge because that's what position you will be in. This gets you detected alot if your standing up!



It feels like I'm fighting the mechanics of the game if I want to solo stealth and/or speed stealth. I'm either getting stuck in cover and die just because I can't get out of cover fast enough or I'm picking up my hands from their resting position and have to reposition them because I wanna press a key halfway across the keyboard. Ergonomics is the word fellas. Do it.

The Stealth area of the game does not cater to Speedrunners because their fighting the controls.The only problem I ever had with conviction was that you couldn't hold the walk/run key to run instead of toggle and crouching/standing up after a landing or jumping over a ledge. Everytime I pressed forward I didn't know if I was gonna run or walk. Hold to run option would've cleared that up. Other than that the ergonomics are superior to Blacklist as far as Keyboard/Mouse goes.

Guys please fix this. I wanna fly not run. I want to really open the can of whip a** in a manner that no other Splinter Cell can. You address these issues that I'm sure everybody can pretty much agree on and it's gonna happen. If these issues aren't addressed I'd have to play mercenary style. Which would mean firing my gun. I'm a old h2h infiltration speedrunner from Conviction. I want that feeling again. In Conviction we all just stayed crouch to avoid pressing the walk/run key. I mean there is no adjusting to the controls as they are now. Gamepad? Reduced accuracy and speed? No... There is no other option.

If you are a H2H(no retries),no shooting lights, no pulling out your gun(except on St. Petersburg[even though it can be done without taking out the camera, 1/100 chance]) infiltration speedrunner from Conviction. You know what I'm talking about. Speak up. Let's get it done.

GUYS YOU REALLY PUT MY POST IN THIS THREAD!?!? YOU BETTER READ IT WITH ALMOST 200 POSTS OF KIDDY BATTER GOING ON. For the love of. There should be a under 18 section in the forum. crimanitly. I feel like I just wasted my breath.

Duspende_
08-23-2013, 08:51 PM
So first off, I was mainly looking forward to this game in order to play Spies vs Mercs. This is because Call of Duty doesn't really appeal to me and like the idea of tactics and stealth.

So, I played the Classic at first as you can only do and that was pretty fun. Even Mercs were hiding in the shadows. You'd be sitting there, hacking like you're the top dog and suddenly a flashlight comes on from the corner and before you know it, a Merc shot you down. Classic is definately fun, but it's not for me.

Blacklist, however... Oh boy that's another thing. I love it. I have yet to finish anything but first on the scoreboard except once or twice. I bought my own custom spy and gave him what I'd like to call the "Ultimate Loadout". I called him the Prowler. Essentially he's a mix of ghost and panther. Uses cloak to sprint at enemies and stab them down.

I was also pleasantly surprised at how balanced the game is. We've been seeing all these videos where Spies just mow down one merc after the other, which can be done. IF you play it right. You can't just charge a group of mercs head on, that'll get you killed. Be smart. Be stealthy.

In the previous games, it honestly felt like everybody wanted to be spies and the mercs were a chore. Not in SvM. I don't mind starting as a Merc anymore, because of the costumization options that I have. I have a pretty steady grip on spies when I play as the Merc.

Also, it turns out that you can actually be saved from the CqC kills. I was almost stabbed in the face by a space when my friend came sprinting across the hallway just as I couldn't move and I thought "Oh well. I'm dead again." but no. The spy got his teeth knocked out by my teammate and it actually said "Saved" on the screen at which my Merc got off the floor and I resumed normal duties. This can also be done with DFA. So that's some good news.

The trick to being a succesful Merc (Atleast for me so far.) has been that you stick behind your teammates a little. Because the spies are going to try to kill your mates and this way you can get them all from behind. If you're covering a terminal, find somewhere to "camp" where you can see the terminal. Preferably a dark corner where you can just see the terminal and spies can't drop on you from above or below.

I haven't really used drones or anything but Intel Device and frag grenades as they seem to do the trick quite well.

What I'm saying is; I'm sorry for all of you who expected the classic SvM feel in Blacklist mode, but give it a chance. It's a very fun gamemode and I am racking up cash like it's nobodys business. There's nothing I can't afford right now. If I need cash I just hop into Single Player on Perfectionist and complete a mission or some side-missions. Then buy the unlocks I came for and go back to SvM.

It's a very good competitive gamemode and there's not really any point yet where I've felt compelled to ragequit because every time I do get killed, I have to give props to my killer, because when I get killed it's usually my own inconsideration and recklessnes that gets me killed.

This is my take on the SvM. I like it, and I do not regret buying the game one bit.

Also, the developers are aware of the "Ran out of memory" error according to some site I found earlier (can't seem to find it again. Sorry.) and are working on a fix.

Seeyou ;)

Captain_Tr1ps
08-23-2013, 08:51 PM
Hi

When I am in the inventory menu buying equipments such as guns, I cannot see the pictures of the guns or any other items.
I reinstall the game and applied the latest patch, still not working. This is obviously some sort of glitch.

A lot of us posted about the missing gun/character model in the loadout screen. It's there on the console version, but no on PC... so I think it's affecting all pc players.

Captain_Tr1ps
08-23-2013, 08:55 PM
I think the graphics are pretty good for still being a LEAD UE2.5 game... certainly could use a new engine next time around, but nowhere near as bad as, say, Dead Space 3's engine graphics. Especially on Console, this game looks upto stuff with games like Mass Effect and what not. In fact, it looks just as good as any modern console game, better than the COD games, about the same as Battlefield 3 or some of the graphic intense stuff out there on the platform.

And the fact we are about to get a console overhaul in November with all the nextgen stuff running x86 hardware definetetely means we are gonna see a new graphics engine and a lot more PC compatibility in the road ahead.

noodlenerd
08-23-2013, 08:55 PM
okay, here goes; I love this game. Through and through.


The gameplay is extremely solid, the replayability high as ever, the animations are incredibly smooth. And the AI poses a challenge for ghosts, even on normal difficulty. I'm amazed, this game, as far as the whole package goes, is on par with Chaos Theory, and that's not something I say lightly (nostalgia glasses / bias).

I absolutely love it, I even like Charlie Cole. I mean, I'm only at the American consumption level right now, but I spent two hours at the Benghazi level, just having fun and ghosting. I mean, I restart at checkpoints over and over, not just because of the trial-and-error nature of my ghosting, but also because I am having so much fun with the maps and sections. It's not often that I really, really take my time just enjoying the levels, but the gameplay and level design here is truly king. Seriously, give the level designers a raise; the levels are truly the stars here, I think.

I can't stop playing it, it's fantastic.


I haven't touched SvM yet, so can't say much there, but I never played it before so without nostalgia glasses I can't see how I'd be disappointed.

My only complaints (xbox 360 version):

-The lack of an unarmed option; I encountered a bug during coop that left me unarmed, sneaking around and killing without unholstering my pistol, and it looked amazing. I wish you'd patch it ( press pistol direction on d-pad to equip/unequip? yes please).
- Can't stand the Hud. More Hud customization would be welcome: a chance to only display on object prompts, a chance to turn the "execute" mentioning off, option to turn crosshair on/off, etc. Far Cry 3 had a patch that let player customize their Hud's to a great degree, would love to see that here too.
- Bugs. The game freezes at some points, and for no apparent reason. It's not a big deal, but it does sour the experience having to restart the console over and over.
- And finally, the textures. I get that the xbox is outdated, but you'd think that the HD texture intstallment would make the game have some decent textures. As of now, I sometimes encounter people looking like they were made out of clay, next to a high-def wall that looks great. It's a bit weird. The worst of it all must be Grim's face; in an attempt to give her smooth, feminine skin, it seems like they just skipped having a texture on her face at all; it looks extremely outdated, expecially when considering that Briggs, Sam, Vince and to a lesser degree Charlie, has pretty decent faces.

Dome500
08-23-2013, 09:01 PM
Uses cloak to sprint at enemies and stab them down.

I was also pleasantly surprised at how balanced the game is

These two in the same sentence.

SvM died.......

No, just - no.......

ikkisama
08-23-2013, 09:01 PM
If you "like the idea of tactics and stealth", you should prefer Classic over "using cloak to sprint at enemies and stab them down".

Duspende_
08-23-2013, 09:13 PM
These two in the same sentence.

SvM died.......

No, just - no.......

Since when did Balanced and sprint at someone with cloak and stab them down become mutually exclusive? He could've butted me with his rifle or shot me down on the way.

It's not always succesful. It's obviously a viable approach because if the Merc's don't see me, that's on them. Their motion tracker could've caught me. It all comes down to who acts the fastest.

Nor can you really claim SvM died. Maybe if I said Classic SvM, that would've been viable but I did not.

You all seem to be stuck on the "Classic SvM". I'm talking about Blacklist SvM, and this is what Blacklist SvM is. It's kill or get killed. On Blacklist there's no shadows to hide in like on Classic, because you don't shadowblend.

And just because I use cloak and sprint at enemies once in a while, it doesn't mean I don't appreciate or utilize stealth. It's like saying because I like creme fraiche dressing for my salad that I don't eat healthy.

It's about doing what needs to be done. It's about winning the game and having fun. Not about staying true to the core despite being mauled over and over because you think shadows make a difference in Blacklist mode. You need to protect the hacker. You can't really protect the hacker by sitting in a corner somewhere, waiting for a Merc to pass by so you can DFA him or sneak up behind him or whatever. It doesn't work like that. It's about being swift and efficient.

I don't sprint across the map, engage cloak, sprint up to a Merc and kill him. I sprint to the terminal being hacked, crouch, scout the area with sonar and sneak towards the mercs. THEN engage cloak and attack them.

Aegis_Kleais
08-23-2013, 09:34 PM
To Ubi "UI", a 101 about minimizing motor loads.

As you may know, a motor load is the requirement to perform a physical movement in order to consume the UI. These should be minimized in order to promote optimized Human Computer Interaction (HCI). A PC user, by default, can be presumed to have their left hand resting on "Home Row" (ASDF) and their right hand on a 3 button mouse. (if not more).

Requiring the user to move the cursor to select options on screen should be demoted over utilizing "at your fingertips" button pressing.

The LMB and RMB can be used in a dual context. When requiring confirmation of action, LMB can be used as "OK" and RMB can be used as "Cancel". For example, "Confirm Purchase? - LMB = Yes, RMB = No.

When being used as a form of navigation, LMB can be used to perform the current "Call to Action" while RMB can be used to move back 1 level. For example, "At the Match Screen", LMB = Start Match, RMB = Exit Match. This can be made context sensitive when the mouse overs other Calls to Action, such as "Match Settings". It's like stepping through navigation in a browser.

Collectively, these 2 changes significantly increase the consumption of the UI since they remove the need to move the cursor (a motor load) repeatedly to different areas of the screen. With your console-heavy design, this would aid in navigating the menu structure quickly (as well as supporting wheel up/down to move through the list).

Valvador
08-23-2013, 09:36 PM
These two in the same sentence.

SvM died.......

No, just - no.......

Stop making statements like this when you don't even have the game.

TheRealGunnut19
08-23-2013, 09:40 PM
This. All my this.

It's annoying to have to move the mouse around when you're as lazy as me. :p

Dome500
08-23-2013, 09:46 PM
Stop making statements like this when you don't even have the game.

As you can see, I already deleted the post. All good, ok?

Old8enKenobi
08-23-2013, 10:24 PM
the only problem im having with this game atm is SvM.3 games in a row host migration or the game cancels all together.

P4NCH0theD0G
08-23-2013, 11:24 PM
This is just the beginning, I fear. There will be more...

General/SMI

No Database detailing Gadgets/Gear?
So, the only way to learn what exactly the SvM equipment does is to buy your first custom class for each side, then go through all of it? I don't get it. Seriously. The three custom classes for each side have all stuff that is not readily understandable in its function, yet you cannot even take a look at what they do?

Friends that play SCB not highlighted in any way?
When you enter your friends list through the SMI, it shows all your friends, making no distinction whatsoever if they play Black List, too or not, or if their even online, or not.

Service will go offline in... Notice through Shadow Net Alert?
If you plan on stopping the Service, why not broadcast it through the Shadow Net, where everyone gets the notice, even in the middle of matches. Especially in the middle of matches.


Spies vs Mercs

Matchmaking
Good God, where to start?

Matchmaking by Level. Yes, I know there are the "Training Grounds", but I still don't see much "balance" in splitting seven players into: 4 Lvl 20+ vs 3 Lvl 6-10. And keep it that way through two (TWO) games. Nobody joining, no rebalancing after match 1. I "outgrew" the training grounds in three matches, on two different maps, and next thing I knew, I fight against lvl 29 guys.
Matchmaking by Region. Only a few matches in, and we had a transatlantic lobby. Lag followed.
Matchmaking by Skill. Too much to hope for, probably, but it would be nice.
Matchmaking by Parties/Clans. Try and match parties or Clans against other people in parties/clans. Party-of-4 vs 4 Randoms is not balanced ("Go get some friends and skill, uuuuuuuuhhhhhh, snap!"). You have no "Cell(Squad) Matchmaking" (I don't know why not), so at least try to keep the parties and randoms apart.


Gameplay

Marathon-Lightweight-Commando
My God. You really did bring that back. Did you learn nothing at all from MW2, or even Ghost Recon FS?
Nobody, NOBODY should be able to run at you through a stream of bullets or a face-full of buckshot and stab you to death. It was hard enough in GRFS, but this is really something else. People have already made Spy-custom-melee classes (Not posting how).
They take point-blank shotgun rounds to the face and stab you.
Which is terrible.

Since there's no chance we will see our bullets have actual stopping power, how about:

A Point Blank Modifier: No matter how much armor, three center-mass shots at point-blank range from an AR or one from a Shotgun or Heavy Pistol should take down a Spy no matter what.
No melee when under fire: If a Spy gets shot at and hit, he cannot use melee for one second.
No sprinting when under fire: If a Spy gets shot, he stops sprinting.


Sonar Goggle Cheat
Turning the Goggles on, then, after a pulse, off and on again in quick succession, drastically reduces the time between pulses.

Brightness-Cheat
Ever played a match and wondered how the Mercs could see you in that distant dark corner? It's because they're cheating.
They've ramped up the brightness/gamma to the top, making hiding in shadows useless. Sure, not everybody does it, but a lot are already doing it.

You should lock the Brightness in SvM to the setting people put their brightness to when they first started the game. Most people will set it the way it is supposed to be, especially when starting the game for the first time, and if that setting would then be used for SvM, and could not be changed, people would have to play it like it's supposed to be played. Until they grab their TV remotes, that is...

TBC

Hawk318
08-23-2013, 11:37 PM
3d is horrible and cut scene chars have lines around them.

Keep getting killed when the camera puts my char between me and the shooter... Not the best game around for sure.

stealth1276
08-24-2013, 12:57 AM
@Jazz

Regarding your comment about the use of helmets, I agree.
I would also suggest that the game relies a little too much on the helmets to prevent the use of M&E.
I've found myself hardly ever using M&E (have done 6-7 missions thus far, but Kobin/Grim missions as well). I've literally only used M&E in the story like 2-3 times, at most. And I'm playing as panther so I want to use it. But between needing 2 take-downs to be able to execute and the over-reliance on the helmets, M&E has been basically nerfed.

That's fine if you don't like M&E, they have perfectionist mode for that, and Blacklist doesn't even force it much like Conviction did anyways. But now I don't find many chances to use it. Others will be happy, but it comes down to choice.
Mabye I'll post a full pro/con some time in the coming days but this issue is a large issue as I play the game.

*Might also say I've never been a fan on the slow-mo aspect of it. The original E3 2009 M&E was the best (real-time)....

P4NCH0theD0G
08-24-2013, 02:00 AM
General/SMI

You can only launch challenges from the Paladin SMI
Okay, but I AM in the Paladin SMI. Using Shadow Net. And I only wanted to LOOK at the challenge, since you need to do that to view your progress bar, but every single gorram time I press a challenge, that sentence pops up - and THEN it shows me what I want to see. Make that warning go away, please - at least for LOOKING at CHALLENGES in the Shadow Net.


Gameplay/Spies vs Mercs

Audiobug: Audio out of order when enemy spies successfully hack a console
Enemies hack a console 100%. Audio says: "We've lost that console" (or something). THEN the audio says "We've ALMOST lost that console, find the hacker, NOW!". Like, right afterwards. And I'm thinking "If only he had said that earlier, I might've done something about it..."

Marathon-Ligfhtweight-Commando-Juggernaught
People are running through point-black fire and stab you. Again and again and again. You get hit-markers of 5 AR shots, get stabbed. It makes no difference to them. It's really a joke. A sad, sad, joke. Please, for the love of God, we need:

A Point Blank Modifier: No matter how much armor, three center-mass shots at point-blank range from an AR or one from a Shotgun or Heavy Pistol should take down a Spy no matter what.
No melee when under fire and hit by more than one shot (Shotgun Pellets count as more than one): If a Spy gets shot at and hit by more than one bullet/pellet, he cannot use melee for one second.
No sprinting when under fire: If a Spy gets shot, he stops sprinting.

semajmarc87
08-24-2013, 03:12 AM
I believe that if someone wants to point out a problem, they should also offer a solution. Well here are some gameplay problems I had with the game and some simple solutions. As someone who has been a fan of the series since the very first game in 2002, I'd like to say that I appreciate the work that you guys put into the game, but there are some wrinkles that still need to be ironed out.

- Why are there only saves at checkpoints and why are they so very far apart? Add quicksaves to single-play and Coop.

- Why can't I put my gun away? Kinda sends the wrong message in a game that you're trying to convince us is stealthy, doesn't it?

- Why can't you alternate between left/right aiming? This was such an obvious thing to include that I'm surprised that somebody needed to tell you guys this.

- Why even have the crossbow if it's a downgrade from the SC-20K launcher? The crossbow is so inaccurate and has terrible range. Make the original Splinter Cell weapons available via DLC (or otherwise) which includes the SC-20K and the 5-7 SC Pistol

- Why did you not only change the controls, but change them into such a confusing and rather puzzling configuration? Make a "Classic Controls" option.

- Why do the default weapons on my HUD change at the start of every mission, after reloading every checkpoint, and even after cutscenes? I have sometimes killed NPCs with my pistol by accident because I assumed that I had the sticky shocker crossbow out because I had it out all game. Make it so we can choose our defaults and keep them in place.

- The Spider Bot app still doesn't work. I'm using a Samsung Galaxy S3 which is one of the most common smartphones on the planet. If it doesn't work on that, then where did you guys expect the app to work, or did you?

PLEASE AND THANK YOU! http://static5.cdn.ubi.com/u/ubiforums/20120411.419/images/smilies/redface.png

* I'll add to this list if I think of something else.

FrankieSatt
08-24-2013, 03:15 AM
I'm noticing something while watching my brother play one of the Grim missions, I haven't tried any side missions yet. While playing the Grim mission there is no auto save. You mess up you have to restart from the beginning again. That to me is a screw up if I ever saw one.

I don't think I'll be playing any of the damn side missions for a while and that is a damn shame they had to screw them up like that.

I'm not sure if it's just the Grim Missions that doesn't have an auto save but that is totally screwed up.

ikkisama
08-24-2013, 03:52 AM
This is just the beginning, I fear. There will be more...

[...]

TBC

Great post. Here's hoping they'll listen.

Nubsauce328
08-24-2013, 04:10 AM
Everyone just rolls in gangs of 3 or 4, it's easy to stack matches. It's a tough feat to perfect matchmaking, but it's a major problem.

semajmarc87
08-24-2013, 04:56 AM
I'm noticing something while watching my brother play one of the Grim missions, I haven't tried any side missions yet. While playing the Grim mission there is no auto save. You mess up you have to restart from the beginning again. That to me is a screw up if I ever saw one.

I don't think I'll be playing any of the damn side missions for a while and that is a damn shame they had to screw them up like that.

I'm not sure if it's just the Grim Missions that doesn't have an auto save but that is totally screwed up.

You are absolutely correct. That mission drove me ballistic because apparently nobody in Ubisoft tested that mission before they released it. How else could they not realize that the mission has no autosaves?

ArchaicCocytus
08-24-2013, 11:16 AM
New game + for campaign, please. I want to experience the missions on consecutive order, with all the cutscenes and gameplay sequences still there. Not all jumbled up in a map

ikkisama
08-24-2013, 12:10 PM
After playing SvM for a couple of days I must agree with all you vets who said melee from front (especially stun&stab) and horizontal DFA's were ridiculous.

All in all, I'm having a good time with my friends but I'm not sure I'll play for more than a month or two.

Dome500
08-24-2013, 12:31 PM
I'm noticing something while watching my brother play one of the Grim missions, I haven't tried any side missions yet. While playing the Grim mission there is no auto save. You mess up you have to restart from the beginning again. That to me is a screw up if I ever saw one.

I don't think I'll be playing any of the damn side missions for a while and that is a damn shame they had to screw them up like that.

I'm not sure if it's just the Grim Missions that doesn't have an auto save but that is totally screwed up.

It's only the Grim Missions and it's done on purpose.

Grim Missions are very short (5 - 15 min) and have a very open and sandboxy style.
It seems pretty easy to avoid guards there.

The "no save" was made because:

1. There is only 1 zone
2. The objectives are done fast
3. To increase the challenge

Dome500
08-24-2013, 01:12 PM
Added some new points and changed the priority of others in my suggestion:




The color code is: Most Important (big letters) // Important // not THAT important // "ALL MODES" => changes that should be made in all modes to counter known balance issues



Legacy Mode (with):


Different Score System => There are two possible systems which come to my mind.

System 1:

Two rounds. One as a Spy, one as a Merc
The Team that has the most points wins
Hacking objectives will get you a lot points
Killing a Merc will just get you a few points
Killing a Spy will get you double the amount of points than killing a Merc
Dying will get you a small point loss
In the end, points are counted together and the Team with the most points wins
This promotes stealth on the Spy side and aggressive behavior on the Merc side while ensuring that both sides (Spies as well as Mercs) have a major impact on the outcome of a game. (The Objectives of the Spy side just a little bit more)

System 2:

Two separated matches. One as a Spy, one as a Merc.
Limited lives are enabled
Merc get more lives than Spies (1.5x times the lives of the Spies)
The Mercs win if they kill all enemies or if the time runs out before the Spies can fulfill their minimum of objectives
Spies win if they have fulfilled their minimum of objectives and survive until the time is over
Additional objectives will grant additional points.
Match 2 = role change.
At the end of both matches, the win/loss are compared. Possible results are: 1 - 1 (Draw), 2 - 0 (Team A wins), 0 - 2 (Team B wins)
In case it is a draw a "final round" can be played (only if you want).
The roles in the final round (Spy or Merc) will be decided randomly.
As an alternative, the draw can stay a draw and both teams get some points for achieving a draw.
This system does not only re-add limited lives which promotes stealth and caution on both sides, but more on the Spy side, it also has a way of determining a winner without preferring one side over the other. No matter if you won as a Spy, or as a Merc your win will be the deciding factor. Objectives and Kills gain you points for your personal customization and rank development, while the win or loss will decide over the outcome of the whole match (consisting of 2 separate matches/rounds). If you then won as both, as Spy and as Merc, then you won the whole match.


Legacy Mode maps

The maps now are only focused on one thing: The "Blacklist style wireless hacking" and the "zones of confrontation"
We need maps that are designed for this particular Legacy mode, giving you not "3 zones", but more of a free complex (one huge zone, no separation) with:

ways (vents and hallways) to objectives
less "simplistic", a greater variety of entrances and exists to increase the risk of Spies when hacking and of Mercs to be caught by surprise, and give more tactical freedom to the player

All I need is 2 maps to start with, 2 maps are enough for the start. I know it's a lot of effort to design new maps. Make 2 maps, orientate yourself on the old CT/PT maps. They shouldn't be "copies", but you can look how complex they where and how you can translate that to the levels of new SvM.
There should be no separation between "zones", but just a whole, big are you are playing in which is connected in a lot of ways, no focus on any particulat place, not even the objectives.

4 gadgets slots
CamNet (either accessible all the time by every Merc or only accessible if the gadget "CamNet-Viewer" (1 gadget slot) has been chosen. (CamNet position like drone control: crouching on the floor, vulnerable))
Interactive Objects (disable vent fans for shortcuts, disable CamNet (for a set time (1 minute for example)), disable some light (red emergency lights on))
The customization of:

Vision Modes (Spy: Thermal and Night Vision (no sonar or emf); Merc: Motion Detector, Sound Detector, (no RDF))
Gadgets (non lethal for Spies)

Multiple different objective types in 1 match
Sequential Hacking (meaning you can start a hack, pause it, and later continue it (if you don't die in between)
Fulfilling multiple objectives simultaneously (except in case of "Wirless Hacking" like it's present in Blacklist Mode)
Dark "Classic" Maps
Some old gadgets (like Sticky Cameras with Gas (to K.O.), gas masks, etc,) (but NO alarm snares, Spy bullets or Heartbeat sensors)
Visual Customization (Camouflage, colors, suit types (no gameplay effect, only visual))
Weapon Customization for Mercs (only for Mercs)
Laser Traps (set by Mercs)
Objective Types:

Short-Hacking (20 - 40 seconds, sequential hacking available (start hack, stop it, continue it later (saved progress), Spy has to stay on terminal to hack, If killed, hack is back to 0%)
Extraction Legacy (Spies have to find objects, steal them and extract them out of the area to an "extraction point")
Sabotage: Spies have to find and sabotage an object (placing a bomb or an EMP device and detonating it), Mercs have to stop them
Less important objective types in this mode:

Blacklist "Wirless Hacking" (Same rules as in Blacklist Mode, Spy has to start the hack at a terminal, has to stay in the area for a time to complete the hack, If Hacker is killed Teammates can re-initiate the hack within 15 - 20 seconds, no other objective can be fulfilled while this objective is done)
VIP (Mercs have to extract a VIP, Spies have to kill the VIP) (if you manage to include it, not THAT important)
Extraction Blacklist (Merc extract objects out of the area, Spies have to stop them) (if you find a way to include it, otherwise not that important)

Changing objective locations => With maps which are not designed around particular zones and do not focus on specific locations, a change of objective locations would be a nice addition (no "must have" of course). You could have, let's say 4 or 5 objectives, and 10 possible locations. The objective locations are randomly chosen at the beginning of the map. Adds variety. Just an idea.

Additional elements and mechanics:

Choke Hold (Spy can hold a Merc in a "Human Shield", he can furthermore decide if to K.O. him (unconscious and untouchable for 25 - 30 seconds) ok kill him (respawn in 20 seconds (I think)))
Throwing back grenades (Spies can throw back Merc grenades)
Sticky Camera gas (Has the same K.O. effect like the choke-hold K.O.) (NO sticky camera explosive (Spies TOTALLY non-lethal except of CQC))
Shooting Lights (Crossbow) (Spies can disable light for some seconds with a crossbow)
Increased vulnerability (less health) for Spies as a trait for their increased lethality in CQC (as an alternative you could slow the Spy down if he is hit by a Mercs weapon frontal.) => ALL MODES
(Slightly) Decreased DFA range => ALL MODES
Removal of DFA prompt (Spy has to realize himself when he is able to DFA)

Additional mechanic changes (nothing too big, and not the most important thing (for me))

Shock and Stab immunity => There should be a 5 seconds immunity from shocker bolts after being hit by a shocker to ensure the tool is not used as infinite shock machine. => ALL MODES
DFA => I actually like DFA. However a mechanic like this wouldn't be bad: There should be no prompt that shows you when DFA is available. If you are not in range and press DFA you should just automatically drop down. Would require skill to pass the right moment to get the Mercs and simultaneously feature the cool DFA animation which the mechanic has at the moment. => ALL MODES
Frontal melee priority for Mercs => This ensures that a prepared Merc can properly counter a Spies melee attack. At the moment it seems like Spies will win about 80% of all frontal (!!!) melee encounters and the only chance to stop them is to shoot or pass the right moment (1 or 2 seconds) to melee the Spy which has a success rate of around 20%. This should be changed so Mercs have the advantage in face-to-face combat. It promotes stealth play and sneaking from behind and (together with the increased vulnerability of Spies) ensures the Mercs don't get killed easily from the front. A frontal kill should be hard to pull off so that a successful frontal kill of a Spy only happens once in several games and the player has to be skilled and clever to pull it off. => ALL MODES.
No frontal or frontal-side melee for Spies => As an alternative for the above mentioned frontal melee priority for Mercs you could, only in Legacy Mode of course, just remove the ability of Spies to attack from the front or from the frontal sides. The only option to kill a Merc would then be from the back or back-sides. This would still be an improvement and a simplification from CT/PT SvM, since it was very hard to get the right angle in the old SvM games. The radius in which a Merc could be killed from behind would then be 180° backwards, while the radius in which the "choke hold" can be made would be a little less than 90° from the back.
Decreased "see through walls" effect for Thermal => The Thermal vision is very powerful with it's ability to actively see through walls. While I support the idea of seeing Mercs heat signatures through walls if they are close to the wall, I would like to have a reduction of the radius in which the Merc can see through walls in Thermal (Sonar should be the only vision mode that actively sees through walls). You can just take the perfectionist mode version from the singleplayer for that. => ALL MODES

P4NCH0theD0G
08-24-2013, 01:42 PM
Gameplay/Controls

B for Cover, A to switch cover. Why?
Maybe it's just me, but I find it majorly confusing that you enter cover with B, but move to the next cover with A. GRFS had both on A and it worked fine.

Slide (running + B) should leave you crouched
When you slide, you shouldn't be standing afterwards, but be crouched, like Conviction had it.


Spies vs Mercs

Host Advantage and Lag
Kill in a few shots, soak up bullets, shoot through Walls - that`s the Host.
Get killed in a few shots, empty magazines at Spies that run at you and get hit markers but still get stabbed to death, get shot through walls - that's everyone else.
You need to take a look at what Ubi-Brock and the RedStorm people did with the netcoding and minimize bandwidth requirements like in Ghost Recon FS.

Joining a Friend, then get constantly put on different teams
Now, I understand about balancing teams, but if I join a friend, the game should at least try to put us on the same team, once the match I joined in progress had ended. I played four matches with a buddy, and in only one did we get to be on the same team.

TBC

P4NCH0theD0G
08-24-2013, 01:49 PM
Added some new points and changed the priority of others in my suggestion:

Most if not all are great ideas that should not be confined to a "Legacy Mode" (especially frontal melee priority for Mercs and less health for Spies), but the green color (for the most important stuff) makes it actually really hard to read on the light "quote"-background.

Dome500
08-24-2013, 02:01 PM
Most if not all are great ideas that should not be confined to a "Legacy Mode" (especially frontal melee priority for Mercs and less health for Spies), but the green color (for the most important stuff) makes it actually really hard to read on the light "quote"-background.


thanks for the hint - what color do you suggest? blue? I can't take red or orange (already in use and good as they are).

I'm open for suggestions.

P4NCH0theD0G
08-24-2013, 02:12 PM
thanks for the hint - what color do you suggest? blue? I can't take red or orange (already in use and good as they are).

I'm open for suggestions.

A darker green? Like the one in your sig for "Legacy Mode". And Bold. Maybe. Also, the italics from the "quote window" do not help.

Dome500
08-24-2013, 02:26 PM
Think I got it now.

FrankieSatt
08-24-2013, 02:46 PM
It's only the Grim Missions and it's done on purpose.

Grim Missions are very short (5 - 15 min) and have a very open and sandboxy style.
It seems pretty easy to avoid guards there.

The "no save" was made because:

1. There is only 1 zone
2. The objectives are done fast
3. To increase the challenge

i don't care why it was done nor do I care how short they are. Having to replay the mission from the start IS NOT ACCEPTABLE, under any circumstances.

Dome500
08-24-2013, 02:52 PM
i don't care why it was done nor do I care how short they are. Having to replay the mission from the start IS NOT ACCEPTABLE, under any circumstances.

Well, that wasn't different in SAR.

I agree that there were saves in SAR, but considering it is a lot less trial&error now and considering the Grim mission looks pretty easy, especially because the guard density is very low and it's mostly dark I really can not understand why you are complaining.

Grim Missions should be a challenge.

Look at it this way:

Grim Missions (~ 10 - 15 min) are about the same amount of time as it takes you to get from one checkpoint to another in a singleplayer campaign mission.
So basically, you are just playing from one checkpoint (start of the mission) to the next (end of the mission).

Hell, there was even a journalist playing the whole thing alone in 5 minutes. I mean, seriously. Can't you ghost 5 minutes without getting detected? Think, improvise on the run. If you are not satisfied with your result start the mission again.

How is a sandbox mission supposed to have save points? Tell me that.

Without quick-save there is no possibility, and quick-save is not in the game.

A sandbox mission is so open that the only places you will absolutely pass are your objectives.

So save at every objective? Yeah, but where is the challenge in that? Everyone can play until 1 objective and then go on !
You have hundreds of gadgets and ways to K.O. or kill at your disposal. be stealthy, don't get caught and enjoy the additional challenge and tension.

Just my two cents.

sgt_brent
08-24-2013, 03:10 PM
These Grim missions are great, short little excursions.

Play on perfectionist - Don't touch anyone. Ghost the entirety of each mission.... Because my point is - It's flippin' hard.

Yesterday, I must have restarted a dozen times before I got PO'd, and quit. I'll hit it again today.....

Dalver
08-24-2013, 03:57 PM
The voice of Sam Fisher sounds too young. Simple as that and it is very distracting.

The actor is competent with good delivery and I don't mind them changing from Michael Ironside, but the voice and the character are mismatched. Sam acts like a world weary veteran and sounds like a sophomore.

aznassassin159
08-24-2013, 04:00 PM
I think in the Grim missions, there should at least be a checkpoint each time you complete one of the 3 objectives. While I'm all for a difficult challenge, sometimes the game buggers itself up without the player making a mistake, especially when contextual controls are involved (Sam opens a door when he was actually supposed to jump to a pipe, instantly alerting an enemy outside). The inclusion of checkpoints would serve to curb some of the frustrations that are out of the player's control.

Dome500
08-24-2013, 04:37 PM
I think in the Grim missions, there should at least be a checkpoint each time you complete one of the 3 objectives. While I'm all for a difficult challenge, sometimes the game buggers itself up without the player making a mistake, especially when contextual controls are involved (Sam opens a door when he was actually supposed to jump to a pipe, instantly alerting an enemy outside). The inclusion of checkpoints would serve to curb some of the frustrations that are out of the player's control.

Fair enough I agree. Maybe at least making an optional save after every objective (game settings => save after objectives (Grim Missions) on/off)

Syn.aptic
08-24-2013, 05:36 PM
Hi Ubisoft,

Having finished Blacklist (bar the Briggs coop missions) I can confidently say that it rates as my favourite or second favourite SC after Pandora Tomorrow (no other SC game quite got PT's atmosphere, for me). Huge congratulations to the dev team.

I have few complaints. However, I think the execution of the 4E missions (excl. Briggs as I haven't played them yet) could have been better.

For Grim's missions, I think having it split into sections like Kobin's with 2 hack points each. The sections might harder than they are now but you do get a checkpoint in the middle. Other objectives would have been good, such as 'Interrogate HVT' or whatever.

For Kobin's, they just need to be longer and also slightly more interesting. I loved the sandbox style though, but maybe more enemies on especially sparse maps (dead coast).

Charlie's missions are a bit of a hit and miss for me. I thought they would all suck, but they only sort of suck. The first one was the worst, but thankfully they got better (I think the Russian embassy is one of the best maps in the game, great job). Horde mode is uninspired but acceptable (especially if more maps are like the Russian embassy) if we actually got to play through the first part of infiltrating the embassy and picking up the dead drop. I think that would make Charlie's missions bloody ace.

I think, at the core, is that I would prefer the missions to be a little longer, deeper, and more varied than just a proxy for different modes (but great job on the immersion, while I understood what it basically was I was kept in the world). Blacklist, actually, almost feels like Mass Effect in that the Paladin is the Normandy (the Paladin is way cooler though) and I can jet around doing side quests for my team. Which is why I think you should expand them into actual mini-campaigns centred around each character's playstyle.

I may be describing Briggs' missions, but I don't want the side missions to go as far as actual story missions. I'd easily sacrifice a lot of cutscene magic and that for some simple but varied, and most importantly meaty and long side missions where it's just a conversation to introduce it and Grim/Charlie/Kobin in my ear.

sam2000_290
08-24-2013, 05:40 PM
I don't mind the Grim missions being no checkpoints. It actually is a challenge and makes it more fun. It also has a lot of tension. The hardest is the Border Crossing but still made it through. Having checkpoints or save isn't bad but as it is now, it's fine. And the devs decided no checkpoints for every missions.

semajmarc87
08-24-2013, 05:50 PM
It's only the Grim Missions and it's done on purpose.

Grim Missions are very short (5 - 15 min) and have a very open and sandboxy style.
It seems pretty easy to avoid guards there.

The "no save" was made because:

1. There is only 1 zone
2. The objectives are done fast
3. To increase the challenge

You haven't played the game yet have you? The first two objectives in the first Grim mission are simple, but the third one is on a brightly lit roof with densely packed enemies including a sniper and I think a dog. I still haven't gotten it because screwing up starts you back all the way at the bottom. Quicksaves would be perfect for the people who actually like their game to save and not having to start from the beginning. People who like restarting missions when they die/lose could choose to not save and restart every mission from the beginning if they want. Heck, Ubisoft could really turn up the stakes and have an option where your hard drive gets fried if you die/raise an alarm.

Dome500
08-24-2013, 06:26 PM
You haven't played the game yet have you? The first two objectives in the first Grim mission are simple, but the third one is on a brightly lit roof with densely packed enemies including a sniper and I think a dog. I still haven't gotten it because screwing up starts you back all the way at the bottom. Quicksaves would be perfect for the people who actually like their game to save and not having to start from the beginning. People who like restarting missions when they die/lose could choose to not save and restart every mission from the beginning if they want. Heck, Ubisoft could really turn up the stakes and have an option where your hard drive gets fried if you die/raise an alarm.

You talking about Hawkins Seefort ? Seen that one in multiple videos, doesn't look very problematic for me.



I think, at the core, is that I would prefer the missions to be a little longer, deeper, and more varied than just a proxy for different modes (but great job on the immersion, while I understood what it basically was I was kept in the world). Blacklist, actually, almost feels like Mass Effect in that the Paladin is the Normandy (the Paladin is way cooler though) and I can jet around doing side quests for my team. Which is why I think you should expand them into actual mini-campaigns centred around each character's playstyle.

I may be describing Briggs' missions, but I don't want the side missions to go as far as actual story missions. I'd easily sacrifice a lot of cutscene magic and that for some simple but varied, and most importantly meaty and long side missions where it's just a conversation to introduce it and Grim/Charlie/Kobin in my ear.

I agree (at least from the looks of it). That's what I hope a little bit for SC7.

I also hope they overwork Charlies Missions.

I actually would have found it cool to make them accessible for a team of players (2 - 4 players).

Let them be like this:

=> Infiltration, data or object retrieval, exfiltration

The missions could be done the way you wanted, 5th Freedom, no detection penalties, no reinforcements, nothing.

A game mode with some bigger maps, and made for a team of 2 - 4 players going through, backing each other up, opening doors.

The mission would be, due to the map size, the enemies and the map design, very Assault supporting IF you like to play that way.

The justification for a 4 man squat would be the size of the mission and the importance and risk of the mission.

This would be a nice homage on games like R6 or GR while still keeping the SC DNA in the game mode.

Something that has not been in any SC game yet. A 4 player coop mode with SC agents.

(see more ideas in my/our "SC7 Wishlist" (link in my signature))

skywarp00
08-24-2013, 06:31 PM
Please fix the random crash

Bansai_
08-24-2013, 06:48 PM
Frame issues on random spots (from solid 60 to 20 WTF!?) very often which is unplayable. Miss the weapon holstering as well as specific gun executions from SC:Conviction, but other than that I enjoy everything else, paladin is a great idea, co-op missions are awesome, didn't touch much of a singleplayer yet because of those F*CKING frame drops (using latest patch, have nvidia beta drivers).

P4NCH0theD0G
08-24-2013, 07:31 PM
Spies vs Mercs/Matchmaking

Host Advantage, Lag, Regional Matchmaking
Today, afternoonish CET, I was put into consecutive lobbies with Americans. Which is just not really playable. Depending on which side of the Atlantic gets the host, the other side is left frustrated and wondering why exactly it seems like the enemies see them half a second earlier. Because they do.

Level Matchmaking and Team Balancing
I just don't think it's balanced to have a team with a combined level of 160 vs a combined level of 40.

Imbalanced Teams (numerical)
4 vs 2. How does that make sense?

Host Migration ends the match?
I'm actually on the fence about this, since you still get your points for an aborted game, but going through the whole lobby phase again can still be annoying.

BUG Dead Lobbies/Player Joining
Sometimes after a Host Migration, the new host gets stuck and it keeps saying Player Joining for all eternity with nothing happening. Intermission runs out, then it says waiting for players and gets stuck. Sometimes the same happens when others join, but that has become a lot less regular. Dead Lobbies can only be resolved by everyone leaving.

TBC

LuckyBide
08-24-2013, 07:46 PM
Well, I just finished the SP campaign and still have to play coop and SvM before to make my full feedback of the game.
But for the SP it's a good Splinter Cell, too short and not as epic as Chaos Theory (or Double Agent for me too) but it's mixed with some good, bad and awesome moments.
The story is not as good as I thought and I was very disappointed to see noone reference to what happened in Conviction (except at the beginning by choosing the easy way for the writers). Very disappointed !
But congrats UbiTor with the SP campaign, I had fun with it. Especially the ****SPOILERS***** Guantanamo and Denver missions which I found excellent (except the fight with Sadiq and the ending if the game but that's something else.)
Full feedback coming soon ! :)

Dome500
08-24-2013, 08:06 PM
update on the "Legacy Mode idea" (first paragraph) (link below in my signature)

Gagtag1
08-24-2013, 08:13 PM
update on the "Legacy Mode idea" (first paragraph) (link below in my signature)


Have you got a chance to get your hands on the game yet dome?

Dome500
08-24-2013, 08:18 PM
Have you got a chance to get your hands on the game yet dome?

shortly (at a friends) , but I don't have my own copy :( They messed something up and now I have to wait longer.

MWJSCK
08-24-2013, 08:38 PM
Spies vs Mercs/Matchmaking

Host Advantage, Lag, Regional Matchmaking
Today, afternoonish CET, I was put into consecutive lobbies with Americans. Which is just not really playable. Depending on which side of the Atlantic gets the host, the other side is left frustrated and wondering why exactly it seems like the enemies see them half a second earlier. Because they do.

Level Matchmaking and Team Balancing
I just don't think it's balanced to have a team with a combined level of 160 vs a combined level of 40.

Imbalanced Teams (numerical)
4 vs 2. How does that make sense?

Host Migration ends the match?
I'm actually on the fence about this, since you still get your points for an aborted game, but going through the whole lobby phase again can still be annoying.

BUG Dead Lobbies/Player Joining
Sometimes after a Host Migration, the new host gets stuck and it keeps saying Player Joining for all eternity with nothing happening. Intermission runs out, then it says waiting for players and gets stuck. Sometimes the same happens when others join, but that has become a lot less regular. Dead Lobbies can only be resolved by everyone leaving.

TBC

agree with most of these. Didn't realise it still gave you the points if the host leaves so that's good

semajmarc87
08-24-2013, 08:55 PM
Any chance of a balaclava appearing in this game via patch, DLC or otherwise?

Dome500
08-24-2013, 09:38 PM
Any chance of a balaclava appearing in this game via patch, DLC or otherwise?

We are hoping for patched in or free DLC option to make balaclava in every mission. For now it is just one mission.

FrankieSatt
08-25-2013, 12:35 AM
Well, that wasn't different in SAR.

I agree that there were saves in SAR, but considering it is a lot less trial&error now and considering the Grim mission looks pretty easy, especially because the guard density is very low and it's mostly dark I really can not understand why you are complaining.

Grim Missions should be a challenge.

Look at it this way:

Grim Missions (~ 10 - 15 min) are about the same amount of time as it takes you to get from one checkpoint to another in a singleplayer campaign mission.
So basically, you are just playing from one checkpoint (start of the mission) to the next (end of the mission).

Hell, there was even a journalist playing the whole thing alone in 5 minutes. I mean, seriously. Can't you ghost 5 minutes without getting detected? Think, improvise on the run. If you are not satisfied with your result start the mission again.

How is a sandbox mission supposed to have save points? Tell me that.

Without quick-save there is no possibility, and quick-save is not in the game.

A sandbox mission is so open that the only places you will absolutely pass are your objectives.

So save at every objective? Yeah, but where is the challenge in that? Everyone can play until 1 objective and then go on !
You have hundreds of gadgets and ways to K.O. or kill at your disposal. be stealthy, don't get caught and enjoy the additional challenge and tension.

Just my two cents.

Take the first mission. You have the lasers that you have to walk through, unless there is another way around it, and then you have to get to the top of the platform with a sniper and a light that is constantly moving. You screw up ONCE and you restart. Maybe you don't mind blowing 15 minutes of play time without a save game, but I do. There should be a save after every objective.

This was a screw up in the decision making, plain and simple. It's unacceptable in a game of this quality to not give us the option of a quick save.

cap10awesome1
08-25-2013, 01:10 AM
PLEASE FIX THE BUG IN BRIGGS' FINAL MISSION (ABANDONED CITY)

if u die just once in the final segment where Sam and Briggs are waiting for helicopter to extract them near the fiery building, it doesn't proceed! after killing all the enemies it just hangs, and no bad guys show up, no cutscene. there is a whole thread about this with people having the same issue!! PLEASE FIX!

boltthrower56
08-25-2013, 01:19 AM
^ and.....Mics sound horrible on PS3. Cmon Ubi! This is basic stuff. I wished you'd show all your franchises the attention you show AC.

P4NCH0theD0G
08-25-2013, 01:38 AM
Take the first mission. You have the lasers that you have to walk through, unless there is another way around it, and then you have to get to the top of the platform with a sniper and a light that is constantly moving. You screw up ONCE and you restart. Maybe you don't mind blowing 15 minutes of play time without a save game, but I do. There should be a save after every objective.

This was a screw up in the decision making, plain and simple. It's unacceptable in a game of this quality to not give us the option of a quick save.

Yes, there`s a way around the lasers. There's several quite easy routes you can take to avoid most if not all real danger. And you can do it in about 20 minutes, with no or only one KO on Realistic (and probably) Perfectionist (haven't done that yet), no goggles, only 1 Shock-Bolt, and possibly some sticky cams / Tri-Rotor Recon.

I haven't played any of the others yet, but if this is one of the "hard" ones, I don't mind no saves. I found the area outside the police station in Safehouse a lot harder.

I can see it being frustrating if you fail, but I believe in Realistic and Perfectionist there should be no saves. Let Easy and Normal have Grim-Saves.

P4NCH0theD0G
08-25-2013, 01:41 AM
Bug Report: Social Challenges not triggering/giving rewards

Xbox 360 EU
Had two Challenges for Safehouse, from two different friends. Started Safehouse through the ShadowNet Challenge. Beat both Challenges. Challenges gave no rewards, no notification of completion. Checked ShadowNet, and both challenges are still there, for me to complete.

Nubsauce328
08-25-2013, 03:22 AM
Also, terrible illumination meter. Also why does Sam get repeatedly pushed back by an enemy when seen in single player, but a Spy can just run up to a Merc and kill him with no counter?

stealth1276
08-25-2013, 04:58 AM
Also, terrible illumination meter. Also why does Sam get repeatedly pushed back by an enemy when seen in single player, but a Spy can just run up to a Merc and kill him with no counter?

Meter? I guess you mean the light on the back. Yeah, it takes some getting used to. I'm used to the more simple Conviction in-shadow/safe way. But this is more realistic based on movement speed, distance from enemy and level of darkness.

As for the pushing (although it should never come to this point, right? :) ), it's soo very annoying. But what makes it worse is that you lose ability to take ANY action. You can't press anything and usually end up just dying

charger68rt
08-25-2013, 05:16 AM
The first mission of the wave missions in coop: please just remove those rolling bombs! I've just spent a full frustrating hour to pass the wave 13 without success; it is so unbalanced. Wave 12 was alright, but then just one wave after, the difficulty step is just to big.

Except from this big difficulty balance issue, this game is just perfect. Exactly the blend that I wanted between Chaos Theory and Conviction.
Keep up the good work Ubi!

mutantboycrowe
08-25-2013, 06:21 AM
the game is very good, allowing players to reimburse in that nostalgic stealth gameplay, or let off a load of destruction, so far the story is good, and brings back that sort of loose lead, but right lead feeling when they track down threats. The voice acting is decent and Eric portrays Sam very well.

NeWAcEiN
08-25-2013, 06:41 AM
Graphics corruption occured after updateing game to 1.1 patch i m using 32 Gig DDR 3 RAM i7 3.7 Ghz Processor and NVIDIA GTS450 Graphis card 1Gig DDR5 this graphis issue occures when player gets killed in SP mission 2 to 3 times everything renders like normal map or height map applied which i think is applied it dident happen before 1.1 patch though alt+Tab does the same all UI gets corrupted. in menu mouse stay's 2 options above or Below the one needs to be selected . i done what i can to help devs i hope it gets fixed soon cant w8 more to play this one :)
bye Devs

Nubsauce328
08-25-2013, 08:18 AM
Meter? I guess you mean the light on the back. Yeah, it takes some getting used to. I'm used to the more simple Conviction in-shadow/safe way. But this is more realistic based on movement speed, distance from enemy and level of darkness.

As for the pushing (although it should never come to this point, right? :) ), it's soo very annoying. But what makes it worse is that you lose ability to take ANY action. You can't press anything and usually end up just dying

Whoops, yeah the light indicator (: it's very flawed in my opinion; there are many situations in which the light does not sufficiently tell me how well I'm hidden. There are situations where the cam angle dims the light somehow, or when it is completely covered by a body on your back.
The pushing is kind of a silly gameplay design decision, no? Fine in Conviction, however it's just silly in Blacklist. It's just counter to Ubisoft's intent for Blacklist to have fluidity and versatility. One would also have to look at Sam's abilities and consider on a character standpoint.

SgtAirboii
08-25-2013, 08:37 AM
I like the game a lot. It's a shame It's not the same voice actor. And it's a shame MULTIPLAYER DOESNT WORK for 5 days, but other than that, good plot and nice animation (at least the cut scenes) and I like the game play.

pompeyladbfp
08-25-2013, 08:50 AM
spider bot problems: kindle fire hd too xbox 360... app says boots purchased/money transferred but nothing in game..

NeWAcEiN
08-25-2013, 10:36 AM
Graphics corruption occured after updateing game to 1.1 patch i m using 32 Gig DDR 3 RAM i7 3.7 Ghz Processor and NVIDIA GTS450 Graphis card 1Gig DDR5 this graphis issue occures when player gets killed in SP mission 2 to 3 times everything renders like normal map or height map applied which i think is applied it dident happen before 1.1 patch though alt+Tab does the same all UI gets corrupted. in menu mouse stay's 2 options above or Below the one needs to be selected . i done what i can to help devs i hope it gets fixed soon cant w8 more to play this one :)
bye Devs

P.S>
it is happening in DX 11 Mode on my GTS 450 1 GB DDR5 DX9 is Fine as Whistle please Address this issue as fast as it can be solved

VoltageThundeR
08-25-2013, 11:39 AM
When I start this game it starts in windowed mode and when I go to Video settings and change it to full screen, the game wants me to confirm my changes. Well I can't click the confirm button for some unknown reason and then the 10 second timer goes to 0 and it's windowed mode again. I can play full screen if I choose DX9 but I want to take full advantage of my graphics card since it supports DX11.

My graphics card is NVIDIA GTX 770 and I have downloaded the latest beta drivers that should enhance the Splinter Cell Blacklist experience. I also have updated the game to v1.01.
My processor is Intel Haswell i5-4670k.

I don't know if the problem is about the components in my computer or just a bug in the game. If someone has the same problem and have found a way to make DX11 work I would be appreciated if that someone could share that information with me.

Dellers
08-25-2013, 12:37 PM
I really love the game so far (I'm on mission 6 atm), and only have two things that annoy me a little. One is that a few gadgets are presented as being suited for the ghost playstyle, but using them means that it's only possible to get panther points. One example is the sticky noise maker, which simply cannot be used by a ghost player. The other thing is that a few events in the game also means it's impossible to get ghost points. In the Iranian mission there is one room where there are pretty many enemies, and it's only possible to get panther points because of the previous scripted event. Kind of annoying since I try to do ghost only, and feel that I suck when I get panther points.

Dome500
08-25-2013, 02:36 PM
I really love the game so far (I'm on mission 6 atm), and only have two things that annoy me a little. One is that a few gadgets are presented as being suited for the ghost playstyle, but using them means that it's only possible to get panther points. One example is the sticky noise maker, which simply cannot be used by a ghost player. The other thing is that a few events in the game also means it's impossible to get ghost points. In the Iranian mission there is one room where there are pretty many enemies, and it's only possible to get panther points because of the previous scripted event. Kind of annoying since I try to do ghost only, and feel that I suck when I get panther points.

=> this

the confusion with "enemies evaded" and "enemies avoided" is just ridiculous.


So I get PANTHER points, when enemies know I am here (even if they know it because of the story !!) and I am passing them without being seen. What the hell?
This is a ghost action !! Yeah, not pure ghost, but you ghosted your way around them. Panthers don't evade they kill. Give us less ghost points for evading than for avoiding but don't give us panther points for it, at least not when the STORY dictates the enemies know someone is here, or when I am using a distraction tool (!!!) which is a ghost tool (ghost tool = ghost points, no?).
It might not be "pure ghost" but the ghost playstlye always allowed for distractions and K.O.s.

The way it is at the moment you get ghost points for K.O.s but NOT for distractions ( :confused: )

anik_lc
08-25-2013, 02:55 PM
Splinter Cell: Blacklist - My first impression
Difficulty: Realistic
Sam Fisher finally invaded my PC stealthily. So far played two missions. Played for over 3 hours. First main mission took me 62 minutes to complete. And a bonus mission took me 25 minutes to complete. The rest of the time took taken for restart from last checkpoint thanks to bloody dogs and for testing myself few other options.

Here are the good and bad sides from my first impression.



The Good



Graphics is very good. Some people were complaining but looks pretty good on my PC with DX11 enabled.
The game is well optimized too, unlike few UBISOFT titles from the past. Getting 35+ FPS all the time with medium to high graphics settings.
Storytelling is nicely done. It felt like playing a real espionage title after a long time. And the story is very exciting so far.
Nice soundtrack and music.
Many different ways to do an objective.
Level designing is perfectly done with opportunities to try out different things. The game environment is massive.
Stealth play-through is a great satisfaction. Plenty of opportunities for stealth.
Good to see some old gameplay back like shooting the lights out or drop on the enemies while hanging from the ceiling, or even putting enemies on the mine to disable them.
Plenty of upgrades to do for both Sam Fisher's gear and the headquarter, pretty much like Assassin's Creed II for the latter.



The Bad


Forcing me to do a few execution myself.




First Impression Rating: 9.8/10


Still a long way to go. All I am waiting to see if Blacklist can dethrone Chaos Theory.


Blacklist in screenshots:

http://img11.imageshack.us/img11/7176/9ebl.jpg
Sam Fisher is back, well the starting is though pretty Conviction type


http://img826.imageshack.us/img826/4369/h7vr.jpg
Kaboom


http://img89.imageshack.us/img89/3323/5tmq.jpg
Good to hear some father daughter chat every often


http://img856.imageshack.us/img856/4017/gwtr.jpg
Upgrading Sam Fisher's gear is a nice approach


http://img856.imageshack.us/img856/45/oeu6.jpg
Looking for Sam Fisher boys?


http://img89.imageshack.us/img89/3808/2dqq.jpg
Barking dogs


http://img821.imageshack.us/img821/1301/58rk.jpg
The best way to deal a barking dogs is to make it sleep and put it somewhere where it can't bark anymore
#YearOfTheDogs


http://img5.imageshack.us/img5/4135/0z80.jpg
Play soft play Ghost



http://img690.imageshack.us/img690/6102/zr9l.jpg
Night vision goggles

superStylinR
08-25-2013, 03:57 PM
Wow, i thought ubisoft was bringing back the old pandora tomorrow gameplay, but i have never been so wrong. Did any of the developers even play SC II? I guess not. Classic mode isn't even close to the real classic mode. Unlimited lives for spies? The lack at hacking several terminals at once? As a spy being able to kill when target is tazered? What about jumping on top of the enemy to knock them out temporary? And what about the zone styled maps, when you have to proceed to the next zone after you'e completed a hack or after retreiving the intelligence? Good old maps like Warehouse? Now you just rush in and play hide and seek for a minute or two

Ubisoft will not release a "legacy" or original mode. They would need to change so many aspects including the maps and entire gameplay that i will eventually create a entire new multiplayer experience, and that costed over 2 years of development

Still a lot of patching needs to be done..the camera on 360 mode keeps spinning around on some points during walking or crouching. Host migration sucks, game freezes for no reason

Dome500
08-25-2013, 04:06 PM
Wow, i thought ubisoft was bringing back the old pandora tomorrow gameplay, but i have never been so wrong. Did any of the developers even play SC II? I guess not. Classic mode isn't even close to the real classic mode. Unlimited lives for spies? The lack at hacking several terminals at once? As a spy being able to kill when target is tazered? What about jumping on top of the enemy to knock them out temporary? And what about the zone styled maps, when you have to proceed to the next zone after you'e completed a hack or after retreiving the intelligence? Good old maps like Warehouse? Now you just rush in and play hide and seek for a minute or two

Ubisoft will not release a "legacy" or original mode. They would need to change so many aspects including the maps and entire gameplay that i will eventually create a entire new multiplayer experience, and that costed over 2 years of development

Still a lot of patching needs to be done..the camera on 360 mode keeps spinning around on some points during walking or crouching. Host migration sucks, game freezes for no reason


Well, although I am also doubtful if they will release a Legacy Mode I think I would be satisfied with 2 Legacy style maps.

I don't need the "fulfill objective and unlock new area and enter it", that is not THAT important for me. But I wish myself 1 game mode that is closer to Legacy with 2 maps that fit for the mode. 2 maps are enough for me. Don't need more for the start.

Road Runnerdn
08-25-2013, 05:43 PM
I can only say one thing and that's **** the controlls (console)

Ashfid
08-25-2013, 05:47 PM
Love the gameplay alot! Maps had more varieties than conviction this time. Except for few "Need-to-shoot" maps, like the airfield. Moreover, this game at times reminded me of chaos theory. I repeat, AT TIMES. Not everytime. Meh ending though. I was kinda bored after singleplayer finished, but the replayability rocks! The understanding score system of panther, ghost and assault. Anyways, im little disappointed with connection issues and host migrations - other than that great maps for coop and multiplayer! Love the gameplay of 'em. Sam fisher is all boss now, except for voice. But then suits him anyways.

ix0lammy0xi
08-25-2013, 06:10 PM
Would be nice to get some visual customization in SvM classic; perhaps a few choices of spy/merc outfits.

Rod_Borza
08-25-2013, 06:49 PM
Quick-Saves!
The game is good. So far I'm liking it.
But to do side missions in Realistic or Perfeccionist mode, quick-saves are relally missing.

Dome500
08-25-2013, 07:02 PM
Love the gameplay alot! Maps had more varieties than conviction this time. Except for few "Need-to-shoot" maps, like the airfield. Moreover, this game at times reminded me of chaos theory. I repeat, AT TIMES. Not everytime. Meh ending though. I was kinda bored after singleplayer finished, but the replayability rocks! The understanding score system of panther, ghost and assault. Anyways, im little disappointed with connection issues and host migrations - other than that great maps for coop and multiplayer! Love the gameplay of 'em. Sam fisher is all boss now, except for voice. But then suits him anyways.

Reminded you of Chaos Theory? I'm more reminded of PT and SAR than of CT, mainly PT. You know, the immediate threat, the terrorist plot, the "free the country from the US topic, the more aggressive style at time, the overall game feeling and it's place in the franchise.

FeaReDragon8
08-25-2013, 07:02 PM
I was very much looking forward to Blacklist and there are many things that utterly disappoint me.

The main thing that disappoints me is there is no Deniable Ops in this game, that was the best thing ever because it added so much fun replay-ability. I would take DOps over SvM any day, not that I wouldn't mind the better option of simply having both. If Ubisoft has any heart, they'll make deniable ops for Blacklist as well for free would be nice, or at least for a cheap price.

The Campaign I really enjoyed, there were great and interesting levels and the story was pretty interesting as well. That's not to say the gameplay is a bit off in some instances but you learn to deal with it and they don't become too much of an issue.

Now for another travesty is SvM... where do I start? I was never the biggest fan of SvM, but it was still fun sometimes. In terms of Blacklist though, it's a joke, and is more frustrating to play than anything fun.

First of all Team Deathmatch and the Uplink Control are stupid as hell. Not the game mode itself, but the fact that the team can have spies and mercs, not that it ends up like that. I find whenever I play those EVERYONE chooses spies. How is that any fun? Everyone just sees where the other people are so it's just a "I see you and I'm just going to sit right here until you make a move" gameplay, because there's no damn stealth involved anymore.

Extraction is probably the only fun one I've played because the spies can't just hide in some corner since they have to defend the package, I haven't found many issues with this mode but I'm sure there will be some.

SvM blacklist is an utter joke. As a spy, half my deaths in every game are because of ****ing mines. There's no stealth anymore because as you find a merc to come up behind you just blow up because of a freaking mine. The shocker is just stupid, it lasts WAY too long. I can get hit by it from a guy who is on the other side of the room, and as I'm slowly backing away, he still can come up to me and stab me before the shock wears off, I mean are you kidding me? It should be a quick hit tool, a 2 or 3 second stun to get the drop on a merc, not 5-10 seconds. Then there's the Mercs. The maps are so dark you can barely see your own hand infront of you sometimes and the mercs have absolutely no way to see anything, why the hell don't the mercs have flashlights? With the sonar goggles from spies it's not like the mercs have to worry about hiding their position. Another buggy stupidity I find a lot is as you're stabbing a merc and you die midway, the merc just gets up after!! Seriously!? You just slit half his throat and he decides to just lay down a bit and then walk it off?

There is also the "one button does all" issue. I play on console so instead of running away from a merc, my guy decides to climb a wall instead and get shot to pieces. They need to make this movement more fluid so you don't always get screwed.

Sorry for my long rant, but I can imagine lots of you have experienced at least one of the things I mentioned and maybe one day we will see these additions. So to sum things up:

- Bring back Deniable Ops, Kobins missions are the closest resemblance of this but they're too short, make more levels and more areas than just 2.
- Remove Proximity mines, or at least make them less stupid by having the person be required to remotely detonate it himself rather than "auto blow up in your face insta kill."
- I don't want to say remove TD or Uplink, but make it so it's spies vs. mercs so it can be interesting.
- Reduce the shocker stun time so people actually need some skill to use it.
- Give the mercs flashlights since the spies can always see the mercs, give the mercs some defense against the pitch black to give them some fighting chance, or even better, night vision perhaps.
- Fix up the one button does all issue, make another use for the Y button or something like that.
- Also as a bonus, there should be some more customization options, I kind of like the direction they're taking with customization, but the options you have are really slim.

There you have it, there's my rant, let me know what you think. I accept all responses from "You're a noob gtfo" to "Hmm, I think you made some good points, you're so strong, handsome, and smart." :D

Dome500
08-25-2013, 07:10 PM
I was very much looking forward to Blacklist and there are many things that utterly disappoint me.

The main thing that disappoints me is there is no Deniable Ops in this game, that was the best thing ever because it added so much fun replay-ability. I would take DOps over SvM any day, not that I wouldn't mind the better option of simply having both. If Ubisoft has any heart, they'll make deniable ops for Blacklist as well for free would be nice, or at least for a cheap price.

The Campaign I really enjoyed, there were great and interesting levels and the story was pretty interesting as well. That's not to say the gameplay is a bit off in some instances but you learn to deal with it and they don't become too much of an issue.

Now for another travesty is SvM... where do I start? I was never the biggest fan of SvM, but it was still fun sometimes. In terms of Blacklist though, it's a joke, and is more frustrating to play than anything fun.

First of all Team Deathmatch and the Uplink Control are stupid as hell. Not the game mode itself, but the fact that the team can have spies and mercs, not that it ends up like that. I find whenever I play those EVERYONE chooses spies. How is that any fun? Everyone just sees where the other people are so it's just a "I see you and I'm just going to sit right here until you make a move" gameplay, because there's no damn stealth involved anymore.

Extraction is probably the only fun one I've played because the spies can't just hide in some corner since they have to defend the package, I haven't found many issues with this mode but I'm sure there will be some.

SvM blacklist is an utter joke. As a spy, half my deaths in every game are because of ****ing mines. There's no stealth anymore because as you find a merc to come up behind you just blow up because of a freaking mine. The shocker is just stupid, it lasts WAY too long. I can get hit by it from a guy who is on the other side of the room, and as I'm slowly backing away, he still can come up to me and stab me before the shock wears off, I mean are you kidding me? It should be a quick hit tool, a 2 or 3 second stun to get the drop on a merc, not 5-10 seconds. Then there's the Mercs. The maps are so dark you can barely see your own hand infront of you sometimes and the mercs have absolutely no way to see anything, why the hell don't the mercs have flashlights? With the sonar goggles from spies it's not like the mercs have to worry about hiding their position. Another buggy stupidity I find a lot is as you're stabbing a merc and you die midway, the merc just gets up after!! Seriously!? You just slit half his throat and he decides to just lay down a bit and then walk it off?

There is also the "one button does all" issue. I play on console so instead of running away from a merc, my guy decides to climb a wall instead and get shot to pieces. They need to make this movement more fluid so you don't always get screwed.

Sorry for my long rant, but I can imagine lots of you have experienced at least one of the things I mentioned and maybe one day we will see these additions. So to sum things up:

- Bring back Deniable Ops, Kobins missions are the closest resemblance of this but they're too short, make more levels and more areas than just 2.
- Remove Proximity mines, or at least make them less stupid by having the person be required to remotely detonate it himself rather than "auto blow up in your face insta kil."
- I don't want to say remove TD or Uplink, but make it so it's spies vs. mercs so it can be interesting.
- Reduce the shocker stun time so people actually need some skill to use it.
- Give the mercs flashlights since the spies can always see the mercs, give the mercs some defense against the pitch black to give them some fighting chance, or even better, night vision perhaps.
- Also as a bonus, there should be some more customization options, I kind of like the direction they're taking with customization, but the options you have are really slim.

There you have it, there's my rant, let me know what you think. I accept all responses from "You're a noob gtfo" to "Hmm, I think you made some good points, you're so strong, handsome, and smart." :D


Ok some few things.

- Proximity Mines are ok. Maybe they are not used right, but seriously, if a Merc is behind you he can kill you anyway, so it doesn'T matter and if they are in use how they are supposed to be they are very usefull

- The Spy frontal attacking and the Merc hitting him and both falling and the Merc getting up again is ok. This is a mechanic that, if the Merc hits you enough, ensures that you drop dead and your kill is interrupted. The Merc will be hit on the floor and stands up again, since you just rushed on him and tossed him to the ground, although you couldn't finish the kill


I agree on the Shocker stun time.
Flashlights are in Classic Mode

FeaReDragon8
08-25-2013, 07:58 PM
Ok some few things.

- Proximity Mines are ok. Maybe they are not used right, but seriously, if a Merc is behind you he can kill you anyway, so it doesn'T matter and if they are in use how they are supposed to be they are very usefull

- The Spy frontal attacking and the Merc hitting him and both falling and the Merc getting up again is ok. This is a mechanic that, if the Merc hits you enough, ensures that you drop dead and your kill is interrupted. The Merc will be hit on the floor and stands up again, since you just rushed on him and tossed him to the ground, although you couldn't finish the kill


I agree on the Shocker stun time.
Flashlights are in Classic Mode

I'm not sure I get what you mean with the Proximity mine, I'm the spy behind the merc. I'm suggesting the mine get some remote detonation like C4 so it's not just automatic and so it takes some skill and ambushing.

The frontal attack I think once you're halfway through the assassination should count as a kill, if you get stopped before halfway should count as a save. I'm not sure if this mechanic is already implemented but I'm almost certain I've gotten halfway through before dying and he still survived, but I can't be certain.

I know the flashlight is in the Classic, I think they should have it in the other modes as well.

amovngtarget
08-25-2013, 08:59 PM
I would actually be able to enjoy this game if you could customize the options for SvM. Let us control the time/score/kill limits. Let us choose the game type with the team rules. (Team Death Match Spies vs Mercs instead of Team Death Match with spies and mercs on both teams) Let us choose what gear is allowed to be used like you could in chaos theory. Also give mercs melee priority if a spy is just running straight up to their face and either lower the stun time on the crossbow or make people invincible while being stunned.

Dome500
08-25-2013, 09:09 PM
I'm not sure I get what you mean with the Proximity mine, I'm the spy behind the merc. I'm suggesting the mine get some remote detonation like C4 so it's not just automatic and so it takes some skill and ambushing.

The frontal attack I think once you're halfway through the assassination should count as a kill, if you get stopped before halfway should count as a save. I'm not sure if this mechanic is already implemented but I'm almost certain I've gotten halfway through before dying and he still survived, but I can't be certain.

I know the flashlight is in the Classic, I think they should have it in the other modes as well.

Ok I agree on proxies, maybe a 2 - 3 seconds time before they are reacting to any enemies.

As for the kill, I don't agree. The frontal kill is easy and OP enough as it is.

Btw. updated the "Legacy Mode" list (link here (http://forums.ubi.com/showthread.php/787532-Splinter-Cell-Blacklist-Feedback-NO-SPOILERS-PLEASE!/page2) or in my signature)