🛈 Announcement
Greetings! Assassin's Creed forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game.
  1. #21
    Originally Posted by ObsidianMango Go to original post
    They are finding a "sweetspot" on the locking system. The merged buttons is actually a good idea I think. In the case that you're pursuer is right next to your target:

    I've rarely had problems with the current lock system and I don't know why everyone complains. It locks onto the person your pointing the center of the screen at. How much more accurate do you want it to be? It can't read minds.


    Skip to 2:45. Locking could definitely use some improvements.
    Share this post

  2. #22
    Serrachio's Avatar Senior Member
    Join Date
    Dec 2010
    Location
    United Kingdom
    Posts
    4,060
    Originally Posted by ObsidianMango Go to original post
    They are finding a "sweetspot" on the locking system. The merged buttons is actually a good idea I think. In the case that you're pursuer is right next to your target:

    I've rarely had problems with the current lock system and I don't know why everyone complains. It locks onto the person your pointing the center of the screen at. How much more accurate do you want it to be? It can't read minds.
    You could be staring at your locked target and the game could still make you kill an NPC. Teammates' locks in Manhunt etc. take priority over your own lock. Ground Finishes are considered more important than living targets.

    Sometimes, locking onto a target to act takes enough time for them to kill/stun you unhindered, which can clearly be seen in one of the E3 multiplayer gameplays of AC3. Snap-locking is unpredictable, even when you're aiming it at a person you know to be a player. Locking onto a player will make you jump directly at them, making you vulnerable to be stunned with no chance to act on your part.

    In fact, just today I have attempted to kill people, went into the animation to start a kill even if it would be Contested, and then got stunned, even though the priority should go to the killer. The same on the other end too. I have attempted to contest and they have gotten Stealth Kills on me. I have jumped into a haybale and pressed one of the shoulder buttons to use Smoke Bomb and it has been delayed for around 2 seconds, which has gotten me killed as my hunter followed me into the haybale, pushed me out and then killed me, just to see my Smoke Bomb activate after it is too late.

    There are prompts in which activities are irresponsive, stating "Abilities are not available at this time", despite me being on a level plane and walking casually.

    It is these sorts of things that need to be fixed before the Kill and Stun buttons are merged, and must completely be fixed (not a patch that is supposed to fix it and having no effect), as they would cause no end of complications that are already tedious with the seperated functions.
    Share this post

  3. #23
    Originally Posted by ReptileAssassin Go to original post


    Skip to 2:45. Locking could definitely use some improvements.
    ummmm, I watched and noticed straight away he didn't quick lock and didn't give it enough time to focus on the target before he pressed x, that is his fault, not the locks fault.
    Share this post

  4. #24
    Originally Posted by Serrachio Go to original post
    You could be staring at your locked target and the game could still make you kill an NPC. Teammates' locks in Manhunt etc. take priority over your own lock. Ground Finishes are considered more important than living targets.

    Sometimes, locking onto a target to act takes enough time for them to kill/stun you unhindered, which can clearly be seen in one of the E3 multiplayer gameplays of AC3. Snap-locking is unpredictable, even when you're aiming it at a person you know to be a player. Locking onto a player will make you jump directly at them, making you vulnerable to be stunned with no chance to act on your part.

    In fact, just today I have attempted to kill people, went into the animation to start a kill even if it would be Contested, and then got stunned, even though the priority should go to the killer. The same on the other end too. I have attempted to contest and they have gotten Stealth Kills on me. I have jumped into a haybale and pressed one of the shoulder buttons to use Smoke Bomb and it has been delayed for around 2 seconds, which has gotten me killed as my hunter followed me into the haybale, pushed me out and then killed me, just to see my Smoke Bomb activate after it is too late.

    There are prompts in which activities are irresponsive, stating "Abilities are not available at this time", despite me being on a level plane and walking casually.

    It is these sorts of things that need to be fixed before the Kill and Stun buttons are merged, and must completely be fixed (not a patch that is supposed to fix it and having no effect), as they would cause no end of complications that are already tedious with the seperated functions.
    I'm sure those will be fixed in AC3 although ground finishes did take priority in the demo.

    You don't need to lock onto people to kill them, it gives priority to people in high profile. There are lots of people on the screen and it is not always possible to lock the exact person you want, I'm sure you've had times where you thought it was another player but all of a sudden you accidentally killed the right person, you probably dismissed it. It's impossible to know what you are thinking and the locking system vastly improved from brotherhood.

    I was talking just about the locking system and you seem to be bringing lots of other issues into it, lag happens, I rarely get it. People only remember the bad stuff that happens, I have played hundreds of games and I have only been slide killed twice but they were very memorable.

    Lag is nothing to do with buttons being merged.
    Share this post

  5. #25
    HaSoOoN-MHD's Avatar Banned
    Join Date
    Jul 2012
    Location
    Somewhere
    Posts
    5,545
    No, the thing is at time you press the kill button while locked and it kills the guy next to him, while it should mean when you lock, you can only kill the dude you locked on.
    Share this post

  6. #26
    I'm the player in the video, Obsidian, and I can tell you exactly how bad the game handled the locking.

    I poisoned him on the bench, tapped LT to take my lock off, and held and let go of it again to acquire a new lock on the guy standing RIGHT THERE IN FRONT OF MY FACE.

    What the game chose to do instead is take the lock off my poisoned target and then put it BACK on him even when he was COMPLETELY OFF MY SCREEN, BEHIND ME.
    Share this post

  7. #27
    Serrachio's Avatar Senior Member
    Join Date
    Dec 2010
    Location
    United Kingdom
    Posts
    4,060
    Originally Posted by ObsidianMango Go to original post
    I'm sure those will be fixed in AC3 although ground finishes did take priority in the demo.

    You don't need to lock onto people to kill them, it gives priority to people in high profile. There are lots of people on the screen and it is not always possible to lock the exact person you want, I'm sure you've had times where you thought it was another player but all of a sudden you accidentally killed the right person, you probably dismissed it. It's impossible to know what you are thinking and the locking system vastly improved from brotherhood.

    I was talking just about the locking system and you seem to be bringing lots of other issues into it, lag happens, I rarely get it. People only remember the bad stuff that happens, I have played hundreds of games and I have only been slide killed twice but they were very memorable.

    Lag is nothing to do with buttons being merged.
    It may not, but it will make killing and stunning more of a frustrating ordeal, which isn't helped by the shared button.

    I also know you can kill people without Quick-lock/Snap-lock, but without locking, it makes it even more likely to hit the wrong persona by accident.

    Also, Lag does need to be taken into account when you consider player behaviour and how that translates to the controller.
    Share this post

  8. #28
    HaSoOoN-MHD's Avatar Banned
    Join Date
    Jul 2012
    Location
    Somewhere
    Posts
    5,545
    The lock needs too make you unable too kill or stun other than the locked on.
    Share this post

  9. #29
    trikky d's Avatar Member
    Join Date
    Dec 2010
    Location
    Melbourne, Australia
    Posts
    385
    You can see the cooldown in Loomer's playthrough at E3

    The example occurs at the 4:48 mark of the video



    It looks as though it's about a 6 second cooldown.

    While you cannot kill or stun, you can still use abilities.
    Share this post

  10. #30
    "Sweet spot" for targeting. HAHAHAHHAHAHAHHAHAHAHHAHAHAHAH.... omg, you are too funny. I'm dying over here... "sweet spot" hahahahhaa. in ACR, a "sweet spot" for targeting/locking! HAHAHAHAHA.... the game that actually got worse after its own patch for locking... lol.. "sweet spot." Heh.

    Yeah, right. The current locking system is junk.

    And since we are talking situations where your target and pursuer are right next to you, it makes a very VERY big difference whether you go for the stun or the kill first. Stun animations are faster, and it is much easier to chain from a stun directly into a kill. As long as the PLAYER is choosing, you can appropriately choose when to do which and time everything out; but when the game is given two targets in relatively proximity and asked to guess what I want based on an algorithm with lag factored on top of that; then it is going to guess wrong. I guarantee it.
    Share this post