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What's your favourite new feature in AC Unity?

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gerund's picture
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4-player co-op missions
26% (6 votes)
Controlled descent
30% (7 votes)
Adaptive Mission Mechanic (AMM)
13% (3 votes)
Skill trees and customization
17% (4 votes)
Huge dynamic crowds (up to 5000)
0% (0 votes)
Dedicated stealth button
9% (2 votes)
A city built on a 1-to-1 ratio
4% (1 vote)
Total votes: 23

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Co-op is useless to me thanks to nobody I know plays on the PC... xP
The Dedicated stealth button is the one for me, about time AC got into stealth once more... Tongue

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skill trees are useless to me in a non-RPG, so I'm not sure why it's here, unless it is an rpg and dedicating to certain skills mean you don't have the skill points to reach others....

the stealth button is cool, but why isn't stealth the default and high-profile the high-profile. you should ALWAYS be in stealth when possible. (social stealth counts)

for me it's the co-op. it's the thing this franchise (and most others these days) has been lacking.

I would love for a big game, any game (i want to play) to have LOCAL co-op... but then they don't make money from online subscription fees... oh well.

EDIT: the controlled descent looks awesome though... no need for useless carts of hay and flowers and leaves everywhere

“Force has no place where there is need of skill." Herodotus

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I gotta say, controlled descent and the general freedom of movement... it looks like it's going to feel so much better than even the first time I used AC1's parkour system.

there's a wonderful sense of grace to the way Arno moves, and I hope the navigational gameplay is as smooth, precise, and accurate as it looks.

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Also, great use of a poll, gerund.

“Force has no place where there is need of skill." Herodotus

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I like several of these.
I have to say Controlled Descent though. I don't know what it is about it, but it's just the thing that I'm really loving right now. It's such a staple gameplay mechanic and we're going to be using it A LOT, but with a game like AC, if one kind of mechanic feels unfinished or "broken" then the entire experience suffers for it. Controlled Descent repairs what was "broken" (inaccurate Parkour controls - we could compensate for them before, but that's what we were doing - compensating. The best Assassin's Creed players were ones who could best compensate for the imperfect Parkour controls.)

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I wonder if the controlled descent will prevent things such as Eagle Strikes. Will we still be able to leap all the way down and do a ledge grab, or will the character be directed toward other graspable ledges more easily?

“Force has no place where there is need of skill." Herodotus

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Double McStab with Cheese wrote:
I wonder if the controlled descent will prevent things such as Eagle Strikes. Will we still be able to leap all the way down and do a ledge grab, or will the character be directed toward other graspable ledges more easily?

Controlled Descent is simply the Parkour Down button. Parkour Up (AC standard) should still allow us to "Manual Jump" (AC3/4 style) in any direction.

Truth be told I'm most curious about the crazy videos THB will be able to make with the Co Op. If we or Assassin's Creed wasn't on the radar already, this game will put us on it for sure.

Speaking of videos, I haven't forgotten about that - it's only taking a bit because I have to do it in my basement and re-set-up everything.

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DarkAlphabetZoup wrote:
Truth be told I'm most curious about the crazy videos THB will be able to make with the Co Op. If we or Assassin's Creed wasn't on the radar already, this game will put us on it for sure.

yep.

That's why (in another thread) I said we should put together a team of specialists Ninja Turtle style. I think the videos would be quite enjoyable/hilarious.

“Force has no place where there is need of skill." Herodotus

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Double McStab with Cheese wrote:
DarkAlphabetZoup wrote:
Truth be told I'm most curious about the crazy videos THB will be able to make with the Co Op. If we or Assassin's Creed wasn't on the radar already, this game will put us on it for sure.

yep.

That's why (in another thread) I said we should put together a team of specialists Ninja Turtle style. I think the videos would be quite enjoyable/hilarious.

We should coordinate missions after playing through them together a few times, possibly "script" certain moves like a lot of classic THB videos showcased. This way, we can show "perfect runs" with 2-4 Assassins, showing how to best confront each situation with style.

I forgot that this game will probably allow less than 4 players, so 2/3 player missions could be possible if someone can't join up sometimes.

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I'd be happy to join an Xbone brotherhood if anyone on THB will be playing there.

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If I get a new console it will likely be the PS4.

Unity looks pretty good, but I'm not getting my hopes up. The game is far from finished and we'll have to see how it turns out.

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After looking it over, Controlled descent is quite cool, didn't think how much that would change with the lack of relying on Haycarts...

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161803398874989 wrote:
If I get a new console it will likely be the PS4.

Unity looks pretty good, but I'm not getting my hopes up. The game is far from finished and we'll have to see how it turns out.

you just got me out of hype mode, and I'm kinda glad. they're talking a hell of a lot about the game already, I know I'm going to need to go on blackout a lot sooner. I don't want to be bombarded with trailers like with black flag. gonna try to chill out more this time, and remember that while the stuff they're talking about sounds great, of course it could all fall apart.

but still, I can't really recall this much detail and meaningful footage of an AC game straight out of reveal before. we've basically already passed most of the entire hype campaign leading up to AC2's launch in terms of substance. in two days.

feel like I know a lot about what the game's going to be, and the long dev time and new hardware have me optimistic about this game. I wished when it was revealed that the main character could be a woman or just not another white guy. And I still wish that and want that for the next AC game. but I'm also starting to warm to Arno, and hope he has an interesting story.

the posts a bit guy

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For some reason I'm way less hyped than I was for Black Flag (and AC3). I really have no idea why. Everything looks great, some awesome new features, I think I'm gonna like the protagonist... Right now I'm just like 'Yeah, I like what I'm seeing so far' and not like 'OMG I CAN'T F*CKING WAIT TO PLAY THIS BUT I HAVE TO WAIT ALMOST HALF A YEAR'.

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So wait... with skill trees and customization, fully dynamic mission structure, side quests that are available any time (in mission) and dynamic... is AC just a new RPG? Or is it still a historical fiction / action-adventure game?

What it's trying to be and what it is can be different. I'm just trying to see what they are trying to do with the franchise...

“Force has no place where there is need of skill." Herodotus

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I think it's heading that way, yeah. I don't mind it honestly.

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gerund wrote:
I think it's heading that way, yeah. I don't mind it honestly.

And I do.

If I want an RPG, I'll play Elder Scrolls.

“Force has no place where there is need of skill." Herodotus

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I'd like an RPG without the silly levelling up part. And with assassiny gameplay. Basically, an RPG in the sense that it's ROLE PLAYING rather than "dungeons and dragons reborn".

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I'm not exactly sure but i think the skill tree was added to make side missions and the optional objectives more important. I'd assume you can't collect skill points from doing just story missions alone . Maybe that's why the AMM mechanic was implemented. So you could go back and do those side missions and gain skill points. The skill tree could also be a great incentive to actually 100% sync a mission.

To be fair, you have to have a very high IQ to understand Rick and Morty. The humor is extremely subtle, and without a solid grasp of theoretical physics most of the jokes will go over a typical viewer's head. There's also Rick's nihilistic outlook, which

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Hey, has anyone heard anything definitive about the co-op play? If you watch the video, at around 1:55 a co-op mission appears when Arno is in the tavern and it's stated that you can "hop into" a co-op mission. This is obviously a cool feature, but are we going to be able to make groups and go into the missions together? Or will it be a random drop-in?

Slowly, but surely, the job gets done.

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This game has been in development for over 3 years with 10 studios working in tangent with each other. This game better be good.

I'm hoping they ditch the ridiculous economy system. Never did like it in my personal opinion.

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TheMethodicalAssassin wrote:
Hey, has anyone heard anything definitive about the co-op play? If you watch the video, at around 1:55 a co-op mission appears when Arno is in the tavern and it's stated that you can "hop into" a co-op mission. This is obviously a cool feature, but are we going to be able to make groups and go into the missions together? Or will it be a random drop-in?

Oh gods. That would be the fastest way to turn my favorite new feature into the most hated feature of all time. If it's ONLY random drop-ins, what's the advantage to stealth and exploration when one guy will likely just go balls to the wall and kill finish the mission anyway?

“Force has no place where there is need of skill." Herodotus

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TheMethodicalAssassin wrote:
Hey, has anyone heard anything definitive about the co-op play? If you watch the video, at around 1:55 a co-op mission appears when Arno is in the tavern and it's stated that you can "hop into" a co-op mission. This is obviously a cool feature, but are we going to be able to make groups and go into the missions together? Or will it be a random drop-in?

Yes, you can group up and free roam and go into brotherhood missions together. "brotherhood missions" are the name for the assassinations Arno does to fulfill his obligations to the Order, not as part of his personal quest. those are the only ones that support co-op, and can be done either solo or with up to three partners.

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I hope when they unveil the controlled descent mechanic at the start of the game, your tutorial-buddy character makes a jab about hay.

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well leaps of faith are still in

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When they've mentioned co-op missions, they've said that you can join your friends or use matchmaking to join a random group.

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About the RP element, I meant that it's the first step towards it. If they don't add any more steps I'm fine with it. ACU has the same level of customization/skill trees as W_D has, right? I don't consider W_D an RPG.

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As long as upgrading one skill tree doesn't prevent you from easily upgrading all the others, it will be the same as W_D and just fine.

W_D has plenty of skill points available if you fully explore the environment. You only run into problems once the upgrades start costing 4-5 points each and have to make tough decisions. But even then, you can still get them all early and easily.

But people have used the words "specialists" and "honed to your playstyle."

My playstyle is to have the option to do everything, even if I only do it once. Making me unable to try something a different or particular way due to not enough skill points available from using them elsewhere is not my opinion of fun.

“Force has no place where there is need of skill." Herodotus

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I agree with McStab. Don't limit our skill point allocation. I don't need 3 different profiles rockin' out for one game. I want the badass sword upgrade at the end of the gear tree, and I want to be able to parkour however I want to get to my target without being unable to jump a big gap, for example because of my skill point allocation.

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while on the topic.... i'd also like to be able to replay memories with my skill tree upgraded character... like ACB memory replays where you could use unlocked weapons, etc.

“Force has no place where there is need of skill." Herodotus

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Double McStab with Cheese wrote:
while on the topic.... i'd also like to be able to replay memories with my skill tree upgraded character... like ACB memory replays where you could use unlocked weapons, etc.

For sure I like this idea. If only because it opens up new possibilities for going through things and having fun with the game.

Slowly, but surely, the job gets done.

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I don't doubt that you'll be able to fill out all skill trees. they're already introducing a lot of hardcore elements (such as combat being designed so at a certain critical mass of enemies you WILL die if you don't run) so they've got to keep things somewhat accessible in other ways.

I don't think you need to think of it as being kept from doing things. it's more like being able to do pretty much everything, and then being given more options within those things, at a pace you decide.

I find something like AC1's system a lot less appealing, since it's basically the same but you don't get to choose your upgrade path and prioritize the things you find the most interesting. And in this case, AC already has a lot of basic mechanics that we'll start off with, and the upgrades will mostly build on that with new abilities, like the new variations of eagle sense.

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Calvar The Blade wrote:
I don't think you need to think of it as being kept from doing things. it's more like being able to do pretty much everything, and then being given more options within those things, at a pace you decide.

this is blatantly false.

they have EXPLICITLY said that certain parkour moves are only available on upgrading your assassin, for example. the question that remains to be answered is: are the new parkour moves stylized differences from base moves? or do they actually serve gameplay functions, like bridging larger gaps, or the climb-leap.

I just want to make sure that, at a certain point, i can have access to all the parkour moves, AND all the dodge/parry combat moves, for example.

“Force has no place where there is need of skill." Herodotus

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In response to the topic I say none of the above. What I like the most is that they're bringing back the simpleness of AC1. No more flashy outfit. No more overuse of guns. Focusing on the important things. Technically this wouldn't count as a new feature, but you know what I mean.

Double McStab with Cheese wrote:
Calvar The Blade wrote:
I don't think you need to think of it as being kept from doing things. it's more like being able to do pretty much everything, and then being given more options within those things, at a pace you decide.

this is blatantly false.

they have EXPLICITLY said that certain parkour moves are only available on upgrading your assassin, for example. the question that remains to be answered is: are the new parkour moves stylized differences from base moves? or do they actually serve gameplay functions, like bridging larger gaps, or the climb-leap.

I just want to make sure that, at a certain point, i can have access to all the parkour moves, AND all the dodge/parry combat moves, for example.

Whoa there. It sounds like you won't be required to upgrade anything, so I'm thinking the skills only make things easier. Will have to wait and hear more info on that.

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http://blog.ubi.com/assassins-creed-unity-redefining-familiar/

because of the increased difficulty of combat and deadliness of guards, ROOFTOP GUARDS ARE COMPLETELY GONE IN ACU!!!

Edit: the parkour moves they've mentioned sound like new additions that give you more options, not basic things like grabbing a ledge (what the fuck AC1)

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Calvar The Blade wrote:
http://blog.ubi.com/assassins-creed-unity-redefining-familiar/

because of the increased difficulty of combat and deadliness of guards, ROOFTOP GUARDS ARE COMPLETELY GONE IN ACU!!!

This is fantastic... it NEVER made sense to me.

Guards in special elevated guard platforms, sure... but randomly on rooftops? eh...

“Force has no place where there is need of skill." Herodotus

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Yeah, and now that they have full interiors for many buildings, guards can pose a threat to rooftop runners in more logical ways, like looking out a window on their patrol path!

And now that the escape system is based on last-known position, the rooftops can feel like a good way to escape without requiring a leap into a roof garden or hay bale.

I think my favorite thing about ACU's mechanics so far is all the typical AC conventions they're unafraid to change. like getting rid of counter kills and chain kills, and making navigation less reliant on leaps of faith

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Does anyone know whether guards on rooftops were actually historically accurate in previous games? Did guards actually get stationed on roofs in Renaissance Italy and the other time periods we played?

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gerund wrote:
Does anyone know whether guards on rooftops were actually historically accurate in previous games? Did guards actually get stationed on roofs in Renaissance Italy and the other time periods we played?

stuff like specific guard posts and fortress walls. maybe normal rooftops if an important event was happening nearby. not randomly spread throughout the entire city though, definitely not. maybe if it was under martial law or something.

If I recall in the first game the rooftop guards were a reaction to news of Altair killing his targets. but for the most part I see them as an obstacle your ancestor's memories put up to try to slow you down, like they're resisting your advancement. that kinda ties in nicely to ACU's removal of rooftop guards, since it's like the animus has managed to filter out that obstacle with the trade off of resistance in other areas, like stronger individual enemies who are more effective in large groups

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