Posts made by Viem
In the end the developers promised us a Viking Saga in an Assasin's world.
So the questions to be answered are :
- Did they game make you feel like a brutal, powerfull Viking (inspired by the success of the TV series)? Yes/No?
- Did they game make you feel like an assasin, a member of a clan hidden in shadows? Yes/No?
Assasin Creed revolves around a heavy story telling narrative of secrecy and mystery. The game has taken leaps forward open combat but has completely lost it's identity regarding secrecy.
A law system, immersive NPCs+advanced AI will boost both aspects. @Asgardian02 effectively asks for an AC Odyssey 2 or AC Odyssey (reskin Valhalla).
The upcoming raids will probably fullfill his hunger for killing.... Will they fullfill the secrecy and mystery that goes with the AC? We'll see....
That's why I mentioned "opportunities of give me things to kill" should a player choose to follow a different approach. But to embrace @Asgardian02 's idea of evolution of AC to a hack n' slash game, well I'd say maybe this game is not for him...
I mean @Asgardian02 would find the game perfect if they removed finishings moves and add more enemies to kill, so he can go on a mindless killing rampage = different game...
Mate i understand from all your posts that you focus too much in "Give me things to kill" but this is not a hack n' slash game. The aim is to embrace the world of secrecy (Hidden Ones), adding opportunities of "give me things to kill" when player neglects "Hidden Ones" mechanisms (hood, secrecy etc.).
You must stay on track with the world of AC. What you are asking is a different game completely…
Examples of immersive world, relevant to ACs secretive nature combined with a bounty system and natural NPC behavior.
Player enters a NPC house during night. NPC spots player and start shouting "Get out"/"You should not be here" etc.
Player stays in house. NPCs leaves house to find guards to report (bounty).
Player chooses to :
- Let NPC go, steals valuables > guards will come looking for him > hood and escape but medium bounty (guards aware of player - hood necessary).
- Kill NPC :
- Witness YES - bounty. Witness runs to guards > high bounty > mercenary* if mercenaries are not relevant it could be high level mercenary-like guards (Like Phylakes) > hood does not work on Phylakes.
- Witness NO - suspicious behavior - minor bounty.
3. Player leaves house > minor bounty > suspicious behavior.
Too many suspicious behaviors will trigger high bounty > Phylakes.
It is worth to mention here that houses should have high value items (but not weapons etc) for stealing/selling later on, or an ammount of money worth the trouble.
Re: [Idea - Mercenaries in Valhalla](/topic/81049/idea-mercenaries-in-valhalla)
From Phylakes, to Mercenaries, to Zealots it all points to one : Combination of all the features.
I understand that each game wants to boast its own unique features but, if a feature is good why remove it?
In AC Odyssey we saw the introduction of a law system (overstealing would have consequences, killing civilians would have consequences etc.)
In Valhalla, that basic yet vital feature (law and consequence) is completely removed. And not only that but disiycronization looms over civilian casualties.
I mentioned vital becasue replayability increases with the introduction of a Law system.
So i would also like to introduce the adition of :
- Suspicious behavior : Every uncommon action such as climbing structures, peoples homes and in general anything out of the ordinary should add wanted level.
- Minor crimes : Any action of EVEN entering NPCs homes, stores in addition to thievery should add medium wanted level.
- Murder : The act of killing civilians or major story NPCs should grant the highest wanted level possible.
From this point on the law/bounty system should work as in Odyssey. Player will be hunted constantly by high level, challenging Phylakes/Mercenaries/Zealots.
I mentioned in (1) Suspicious behavior, how certain actions should create bounty level. It is becoming increasingly unrealistic, the fact that a character in the world of AC games (player) is jumping up and down, moving through structures etc. unlike anyone else in the world, BUT the rest of the world seems to not bother with it (a few verbal comments is far from bothering with it). The addition of a small bounty (due to suspicion of unlawful action) would add to the interactivity. In (2) Minor crimes, such as entering houses should have consequences, let alone stealing, and these has so far been ignored by in Valhalla. Well (3) Murder needs no explaining.
So instead of removing features, it would be best to combine them for a greater experience.
And finally, for the love of Asgard, PLEASE (!) add Day/Night functions and activities for the NPCs. Its unacceptable to move through a field during night and watch NPCs work or people in cities act the same way wether it is day or night. With the addition of the bounty system (NPCs going to their houses during night, player breaking into houses, stealing or killing angry NPCs) the interactivity will be truly immersive. Not only that but it will make the cloaking system and the secretive nature of an Assasin more relevant. Yes i know the Code of the Assasins : "Harm no innocents" but a "man's got to eat, don't he"..?
I do not know if Covid is to blame for this, but the technology is there to make those changes. And if it is too late for Valhalla it will not be for the next.
Personally, i will expect such changes to be implemented to an extent in the near future of AC.
Not IF it is to be introduced… It simply must be introduced as optional @ImaginaryRuins .
I am 280lvl fighting in 120lvl areas… No matter the godly nature or sense of progression, this chasm between player level and world is unacceptable…
As i said the notion that only the player grows stronger makes the world unrealistic.
Example : let's say you are the commander of an area (Saxons) that got stormed by great warriors (Eivor and Vikingrs). If you were to send reinforcements or prepare your kingdom for an upcoming attack, you would have to choose better trained warriors to much the skill of the conquerors. THAT is where (optional) level scaling becomes relevant for those who want it. The world evolves too, not just the player, keeping progression relative throughout.
Odyssey and Origins felt empty even before completion (the endless streatches of empty dunes in Origins and the lifeless mountain areas of Odyssey are SCREAMING emptyness), Valhalla is way more dense than any of the last 3 ACs. I understand general frustration especially regarding challenging combat and repeatables, which at this point make the game feel rushed - i mean if Ubisoft new how bad CP2077 was, they would have probably acted otherwise - but, let's not overreact here.
Jotuheim: Simply incredible.
I am pacing myself through Jotunheim and
i am utterly shocked by the creative imagination of the Art team and the
developers that rendered all this beauty to the game.
The scenery is truly fascinating: the
caves, the water, the colors and lighting along with the ambient sounds and the
long cello strings make it an immersive experience.
Would the developers please consider
returning us there (Jotunheim) - in the forthcoming expansion (if a plot twist
I would love to experience more of this beauty.
There seems to be a problem with Zealot Cola's Icon in the Order Menu.
As @Aksnes__ has also reported https://discussions.ubisoft.com/topic/93598/zealot-cola-order-icon-bug, i too am facing the same issue.
I am posting a photo for your information : https://imageshack.com/i/po4d0snIj