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  1. #1
    Ubi-Valentin's Avatar Community Manager
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    [What's new?] #2 : Game Modes & Scoring System

    Hello pirates!
    Today we will continue to explore the changes made in AC4 Multiplayer. This time we will talk about the modifications in the Scoring System and in Game Modes.
    Here we go...


    GENERAL - SCORING SYSTEM

    The scoring system is an important thing in AC Multiplayer: we want it to reward quality over quantity. Since AC Brotherhood, we kept the same global scoring system, adding a lot of bonuses and minor tweaks to reward skilled assassins.

    This time, trusting AC3 statistics, your feedbacks and our experience, we deeply changed the Scoring system to make it simpler, deeper and even more rewarding. The main changes concern the introduction of States and Variety bonuses.
    - States bonuses lets the player apply a multiplier that corresponds to their play style.
    - The Variety bonus is now only based on actions the player controls (no “random” bonus anymore).

    Updates:

    • Approach Bonuses were deactivated. The Approach meter still improves the quality of your kills, but it now exists as a unique Bonus, the “KILL” bonus, that grants a range of bonus points from +100 points to +450 points.

    States bonuses apply a multiplier on the approach of your Kill. There are 5 States in AC4:
    Contested Kill: divide by 2 your approach (instead of forcing a Discreet Kill)
    Acrobatic Kill: multiply by 1.5 your approach (from +100 pts)
    Hidden Kill: multiply by 2 your approach (from +200 pts)
    Grab Kill: multiply by 3 your approach (from +450 pts)
    Bench Kill: multiply by 3 your approach (from +200 pts)

    Variety Bonus has been reworked. It now relies only on actions that are under the player’s control, and works as a unique bonus of +400 pts.You will be rewarded each time you complete 4 bonuses out of the following 6:
    Acrobatic kill
    Hidden kill
    Grab kill
    Bench kill
    the Focus
    the Chain

    • Hidden state can now activate when blending with isolated civilians.

    • Focus now awards 50 points when filled to its half, and 150 points when fully completed.

    • Chain is now rewarded each time a player chains 2 kills, 2 stuns, or a Kill and a Stun.

    • Assist Kill and Assist Stun have been merged into a single bonus: “Assist” (+50 pts).

    • Pistol dedicated Bonuses “Execution” and “In Air” have been merged into a single Bonus: “Executed” (+50 pts)

    • Multi Kills are now rewarded only in Manhunt and Wolfpack modes.

    • Manhunt Hidden bonuses have been increased to +20/+35/+45/+55 points per 5 seconds, from hiding alone to 4 players (from +10/+20/+30/+40 pts).

    • Domination Zone Secured bonus has been increased to +20 points per 5 seconds (from +50 pts per 30 seconds)

    • All the following bonuses have been removed: Ambush, Grounded, Knock-Out, Escape (and its by-bonuses), Recovery, Defense, Greater and Extreme Variety.


    FFA – WANTED

    We identified the Chase and its mechanic as a source of misunderstanding (the mode had its specific gameplay and interface) or frustration (when players were punished for following a running player) for a lot of players. That’s why we decided to remove this mode from the game.

    This removal changes the pace of Wanted game mode, and focuses it more on the Confrontation between the Target and the Pursuer.

    Updates:
    • Chase has been removed.


    FFA - DEATHMATCH
    No major change.


    FFA - ASSASSINATE

    Assassinate always was one of our core players' favorite modes.

    “Baiting” turned out to be the main strategy on AC3, making it really hard for newcormers to join the fun. This is something we wanted to address and that was a base for the Assassinate rework.

    We want the Kill to be at the heart of the mode (over the stun) and to give a real advantage to the player who acquires a target.

    With the removal of the Chase (same reasons than Wanted), we also reworked the “Pursuer exposed” mechanic.

    Updates:
    Chase has been removed.
    Approach Meter is now kept untouched when exposed by a target. Instead, it will decrease faster during a few seconds on notorious actions (run, jump…).
    Force respawn applied on Stun (to prevent baiting).
    The Assassinate Compass has been updated. It is now smoother, and it does not reveal pursuer’s position when just acquired.


    TEAM - MANHUNT

    In addition to the same reasons than for Wanted, the feeling of randomness that creates a Chase triggered on a secondary target comforted us in our decision to remove the Chase.

    Updates:
    • Chase has been removed.


    TEAM - ARTIFACT ASSAULT

    For the same reasons than for Wanted and Manhunt, the Chase has been removed.
    Scoring has been reworked to focus more on Artifact scores.

    Updates:
    • Chase has been removed.
    • Defenders can now switch between Targets. HUD has been updated with the addition of an Artifact icon displayed on Carrier’s picture.
    • Carrier’s icon (displayed when the Carrier is running) is now displayed faded through wall, and opaque in direct view.
    • Multi Kills bonuses have been removed.


    TEAM - DOMINATION

    Domination suffered from some balancing issues on AC3 when played in 3vs4 or 2vs4. This is something we addressed with AC4.
    Scoring has been reworked to focus more on Domination objectives.

    Updates:
    The time required to capture a territory is reduced when being in a team that counts fewer players than the opposing team.
    • The Scoring gauge is also updated different when a team counts fewer players than the other one.
    Multi Kills bonuses have been removed
    • Dedicated bonuses updated (see the list above)
    New Victory Bonus: rewards the winning team with +5 points per remaining second, when the victory comes before the end of the timer.


    COOP - WOLFPACK

    Wolfpack has been introduced on AC3 to propose a non-adversarial experience to players. Based on AC3 feedbacks and statistics, we improved the Wolfpack with more variety and new modules.

    Updates:
    • Introduction of Discovery mode: Visit all maps and discover all Wolfpack mechanics in short and dedicated missions.
    • Introduction of Defense sequence: Protect chests that spawn from archetypes who try to loot them.
    • Introduction of Infection sequence: Collect and manage healthy packets to receive contracts on Infected Targets and kill all of them.
    New archetypes: Learn how to recognize and face these 2 families of Archetypes (Coward and Fighters) and their types (Basic, Advanced and Elite).
    New AI reactions: NPCs will have new behaviors and more abilities.
    Secondary Objectives: Progress at your rhythm within a list of Objectives and complete as many as possible in a row.
    Progressive Unleashed Difficulty: Standard Wolfpack are slightly easier than how it was on AC3; the challenge comes with higher difficulties. Archetypes get harder with the difficulty, score thresholds get higher, and the number of waves increases from 25 in standard to 35 in hardcore.
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  2. #2
    the smoke bomb tele wolfpack targets are op lol
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  3. #3
    Originally Posted by woodbok Go to original post
    the smoke bomb tele wolfpack targets are op lol
    I died laughing the first time I saw that. So great!
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  4. #4
    We identified the Chase and its mechanic as a source of misunderstanding (the mode had its specific gameplay and interface) or frustration (when players were punished for following a running player) for a lot of players. That’s why we decided to remove this mode from the game.
    In other words, you took out a mechanic which was a deterrent to people rushing full-speed at you with no regard to scoring to FAVOR n00bs and other "players who had a source of misunderstanding" (aka noobs). So you completely train-wrecked Wanted so that n00bs don't feel bad when they lose kill after kill for acting like morons. How ignorant and oblivious does a person have to be to "misunderstand the chase mechanic"? Are you designing for 6-year olds. Thanks, Ubi. You basically set the rabid hounds loose on the rest of us. Nice move.
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  5. #5
    Ubi-Valentin's Avatar Community Manager
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    We have to consider everyone who plays the game when making balancing choices. Our aim is to keep hardcore players as well as newcomers. That is how the design team makes choices.
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  6. #6
    Originally Posted by Ubi-Valentin Go to original post
    We have to consider everyone who plays the game when making balancing choices. Our aim is to keep hardcore players as well as newcomers. That is how the design team makes choices.
    The removal of chase doesn't help anyone. A short part to show the mechanic in the tutorial would suffice for new players. Chasing kept pursuers from just running around and taking targets out. The only thing that stops that is Contested Kills, but that doesn't do much with the Determined Perk. Thus, removing chase hurts the game more than it helps, and favors new players far, far too much, who will learn to play the way any CoD player would. That isn't fun for anyone, especially with how scoring is now.

    This was a bad change, as with other things, but this one change is quite unwarranted. At the very, very, VERY least, allowing Game Lab to put in chase again would be good.
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  7. #7
    Chases allowed fast and slow paced players to have their own game play style and find a way to win that worked for them. In AC4 MP you are forcing us to play stealthy or spend the entirety of the match running from 3 pursuers with no hope of getting a decent kill on a target. The last few games were about outplaying your opponent and now black flag is about getting lucky. I was the kind of player in all of the last games that relied on my ability to use the free run system to its full potential as well as stick to the roofs. Most of my kills were average score but I could still perform well and get first place a large portion of the time because I knew how to deal with my pursuers. Whether it be throwing knife stun or using CHASE BREAKERS(If chases aren't in the game why are these still a thing? Getting out of the line of sight of your pursuer has 0 effect now) If I was more skilled than my opponent I could get away and score some points. Devs have said "Think of all the players" Well if you had a matchmaking system that placed people with their own levels this becomes irrelevant because a level 1-10 isnt going to be throwing knife stunning as soon as they start.

    I dont know why but after revelations devs have been dumbing down gameplay. I remember watching one of the first of gameplay sneak peaks for AC in 2006 and hearing the announcer say "Play your way! There is multiple approaches to every situation" But every single new game just comes to limit what we can do(For example removing the run/sprint system from singleplayer and making the counter system so easy its no even fun)

    On a finishing note I am just going to say if you had a system that worked for three games that wasn't broke why try to fix it?
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