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View Full Version : A game should never punish players for being good *slight spoilers*



Assassin_M
01-18-2015, 07:52 PM
So I finally got around playing the infernal machine co-op mission (I was saving it for last to follow the timeline properly) and this is not a bad mission. It's a well designed mission that can be frustrating for some people because it uses windows A LOT.

Now, the problem is this. A little bit of a refresher first. Napoleon is on his way to the opera and there's a royalist assassination attempt on his life. He's in his carriage and it's moving across a street towards the opera house and there're snipers all over. You have to kill snipers before they shoot Napoleon.

Now, this mission is 3 parts but this focuses mainly on the carriage part. So the game makes it a point in telling you that you MUST kill snipers before they shoot Napoleon. Okay, fair enough. That means that I have to kill the snipers before the cart reaches an area with snipers. Obviously, nothing entails waiting for the carriage and why should anything? It makes no sense to wait for the carriage story wise nor gameplay wise. Matter of fact, the game never tells you that you have to stay in range of the carriage.

The problem started when I accidentally pressed play in public and totally forgot to cancel. Okay, I have another human playing with me. Lets try dis. They were good. Our first run was really good. I went to the left side buildings and they, naturally, went to the right side buildings and we started cleaning house. We'd occasionally lend each other a hand by shooting people on either of our sides. It was fun, it was smooth. We were like knife in hot butter, taking out snipers and quickly escaping, to move on to the next sniper but OHP....desynced...what? why? You were too far away from the target. What target? The carriage.

I wont have to stress how this made me scratch my head and it probably the poor guy playing with me bang their head somewhere. It makes no sense. It's bad design. Once you get too far away from the carriage, it stops. Why? I don't know. Why should I stay in range? The carriage will not tell me where the snipers are, i NEED to take out them snipers BEFORE the carriage is in THEIR range. So what gives? Ooooohhhh this is AC and the game treats this as a regular AC escort mission. Oooooohhhhh....No.

Sure, have me stay with the carriage but don't punish me when i'm actually good. When i'm doing what you tell me. How to do this? Simple. Don't desync me when I get too far away. Sure, have the carriage stop when i get too far, or heck, wait, no keep it moving so as to make it harder BUT when I get too far away, don't desync me. After I kill the snipers, tell me to go back to the carriage and follow it until it reaches its destination. That'd be boring but it's still better than punishing me for actually being good.

Jackdaw951
01-18-2015, 08:04 PM
So I finally got around playing the infernal machine co-op mission (I was saving it for last to follow the timeline properly) and this is not a bad mission. It's a well designed mission that can be frustrating for some people because it uses windows A LOT.

Now, the problem is this.

. . .

....desynced...what? why? You were too far away from the target. What target? The carriage.

I wont have to stress how this made me scratch my head and it probably the poor guy playing with me bang their head somewhere. It makes no sense. It's bad design. Once you get too far away from the carriage, it stops. Why? I don't know. Why should I stay in range? The carriage will not tell me where the snipers are, i NEED to take out them snipers BEFORE the carriage is in THEIR range. So what gives? Ooooohhhh this is AC and the game treats this as a regular AC escort mission. Oooooohhhhh....No.

. . .

I'm not surprised. They probably cookie-cuttered this mission from the escort template. The "too far from target" nonsense bugs the hell out of me always. It only makes sense when you're chasing someone (so they escape). But it applies to all tail/escort situations, most of which have nothing to do with chasing someone down.

You were just too good for the design. There is some ego-boost in that at least. :)

phoenix-force411
01-18-2015, 08:07 PM
I joined someone's session and ended up soloing the entire carriage part. He stopped being AFK after the part where a sniper shot at the bomb. Lol! The problem I have with this mission is that the game will force you to look for one of the snipers that aren't mapped and once Bishop tells you that a sniper is about to fire the game gives you the darn location, but by the time you get there you might already be too late. I never had your problem where I was too far from the carriage, because it always seemed to keep going regardless of my distance, but if that is what happens if you go too far then they should really patch that so that the mission doesn't force restart. What's worse is that there are no checkpoints during the entire section of the defending the carriage which forces you to kill all 9 snipers again.

BloodyAugust
01-18-2015, 08:23 PM
I also had this problem. It happens a ton during Women's March, which while being technically a escort mission, is not played as one. Everyone always rushes forward to steal all the points. I could either stay by the ladies and hope the random strangers online leave me a few kills to earn points to justify bothering to run the mission or I can rush forward to earn points and possibly desync. Being near the ladies does not affect anything since the enemies are always in the same places with no surprise spawns on the route.

wvstolzing
01-18-2015, 08:25 PM
I ran into the same thing while playing solo; as it's already been noted, it's a case of the template not fitting the subject-matter of a mission. In the women's march mission, the escort template fits well; in this one, it doesn't.

The thing is -- there's no reason why they couldn't *manually tweak* the existing templates, to bring them in line with the demands of the 'action', in the dramatic sense, of each mission -- no reason except, well, having to meet the corporate deadline.

Otherwise, I'm sure they'd lovingly hand-craft those mission templates, and gameplay mechanics, and everything else, just as the art team has lovingly hand-crafted all the amazing assets and environments. I lay the blaime on annual releases.