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User Generated Assassination Missions

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Calvar The Blade's picture
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Inspired by the Infamous 2 user generated mission feature.

A program in the animus that allows you to set up your own scenarios as practice. Choose from present day or load environments/enemies/player character skins/weapons from what Desmond is reliving in the animus. (or possibly things he experienced in ac1-B)

Set up the zone you let players stay in, with the same walls of memory blockage used on us in the previous games. Choose if you want to have stealthy following missions leading up to the assassination proper. Choose the alertness of guards during the initial infiltration and during your escape. Choose if you are permitted to be seen, and to what degree. (Eg, will a half filled yellow triangle cause you to fail, or only an informed/red one) Place guards individually, or in groups of adjustable size, and draw their patrol path.

Choose guard archetypes. Turn civillians on or off. Adjust what weapons the player can use. Or start in a blank room, like the training room, of adjustable size and use an environment editor to make a bare-bones assassination with your own level geometry. Choose from many different target skins, and choose the number of targets.

Finally, allow people to upload their best missions and add a file browsing feature. Give each mission leaderboards.

What do you think? Any ideas on how to make it better?

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I wouldn't mind playing some user-created missions. Some could be very interesting to play. Smile

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User generated content is becoming more and more popular these days. I started playing Minecraft with with some friends a couple of weeks ago and the opportunity to create almost anything that you have on your mind is just genius. This would be fantastic in another AC game and could be fitted inside the canon... now it's a longshot for the dev team to actually implement something like this, but who knows!

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Calvar The Blade wrote:
Any ideas on how to make it better?

Take it a step further: allow users to publish their missions for others to try. This could lead to something like "Championship Assassin's Creed" - a suite of especially challenging missions.

You won't even feel the blade.

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Whoops, that was one of the first things I thought of, I guess I just felt like it went without saying. I'd love to play whatever assassinations YOU set up, Stab!

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Calvar The Blade wrote:
I'd love to play whatever assassinations YOU set up, Stab!

Maybe Stab and Ian can create several missions for THB-only members to practice in. They're like the Assassin Masters for us. Why not be our trainers? Wink

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I would set up like Ezio vs. 100 Papal Gaurds and basically, there would be Ezio on one side, and the Papal Guards on another.

Then there would be a massive pit in between them. This would lead to a massive fire-fight. Not only would there be cover available, but Ezio would have one of those infinite ammo boxes available in AC2 in the Forli mission. Also, there would be some Assassin Apprentices. There would be crossbow bolts, gun shots, throwing knives, spears, and axes being thrown across. The goal would be to wipe out all the papal guards.

I wouldn't expect Ubisoft to allow us to place these missions in Roma. They would probably only allow them to be virtual training missions. I would definitely expect something like Halo Forge though. Being able to place "groups of citizens" and also "wandering citzens". Basically citizens that just walk around in groups, as well as citizens that walk around alone. To make the map, there would be certain objects ezio would be able to walk on and etc. For example, peices of a wall stick out for ezio to climb. The large structures would be made out of boxes built on each other. Basically, everything would be made out of boxes. Any free run points would be edittable (size and rotation). Free run points would be like planks for Ezio to run on, bars for him to swing, and so on.

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I don't mean to be a pedant, but the biggest reason Ubisoft wouldn't allow you to place those missions in Roma is because Roma won't be in ACIII.

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See, I'd like Draco's idea if you only had the basic sword and short sword and hidden blade. It'd be alot more challenging that way.

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Well the thing is if you place a whole bunch of guards of the highest class in front of the target, and skip all the other stages of an assassination, draco could make something like that. I'm wondering, though, if anyone has any actual improvement ideas.

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Having something like inFAMOUS 2 UGC would be very good, especially if we could make the guards more aware and aggressive. That yellow arrow that fills up slowly sucks. Guards should just react immediately. Or, at least, give us the option to adjust how quickly that arrow fills up, so we can make it fill up almost in an instant.

If we could have these adjustments along with health adjustments, we would have the chance to build decent missions, something the official story modes utterly lack.

AC3 has surprised me greatly!

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When the arrows fill up, it's exactly the same as the way it was in AC1. They fill up faster or instantly depending on what you're doing. Guards warn you to get away, or decide wether to attack or not. Instant recognition and attack is silly and cheap.

You don't need that to build good missions.

And while the last few games have been a bit less innovative on that front, I think AC1 and AC2 in particular were packed with awesome missions, and Bro and Revs have had their gems indeed. If you work within the framework of the actual game, and consider how it works, there's no reason you can't make amazing free-form assassination missions.

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The main problem will be creating and loading the environments. ACIII's Frontier map is 50% bigger than Rome's, and that'd not including Boston and New York.

Will the UGC take place in the Animus VR Simulation, or will we able to create our own maps an buildings with in-game architecture?

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The game environments themselves are big, yes, but the environments which one assassination mission takes place in do not take up the whole map. The largest space you would realistically want to use for one mission is probably insignificant next to what a whole map would be.

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I like this idea a lot. It would add a ton more replay value to the game. Realistically speaking though, if a feature like this was implemented it would most likely be PC exclusive.

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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EzioAltair17 wrote:
I like this idea a lot. It would add a ton more replay value to the game. Realistically speaking though, if a feature like this was implemented it would most likely be PC exclusive.

I was confused at first by what you meant, but then I remembered mods like maps for Left 4 Dead, Slender, Amnesia, and entire levels for Knights of the Old Republic back in the day.

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I don't think he's talking about mods. Personally I think they'll do it for all versions if they do it for an ac game.

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I'm not nearly as creative as others on this site, and I don't play a ton of other games. I mention that because that's where my opinion below is coming from.

Instead of UGC, I would MUCH rather just have difficulty sliders for the actual games.

  • number of guards - LESS >>>>>> MORE
  • alertness of target and guards - LOW >>>>>> HIGH
  • aggressiveness of guards - LESS >>>>>> MORE
  • health of guards - LESS >>>>>> MORE
  • starting notoriety - HIDDEN >>>>>> NOTORIOUS > PERMANENTLY NOTORIOUS
  • time of day - DAY : TWILIGHT : NIGHT
  • weapons allowed - ALL >>>>>> HIDDEN BLADE ONLY
  • recruits - NONE >>> NORMAL >>> UNLIMITED
  • user health - ONE HIT KILL >>>>>> GOD MODE
  • ammo - NORMAL : UNLIMITED

Making these sliders only available AFTER you beat the game as UBI designed it would be a great idea. They still get to control the game content. Once you beat it, you have the options to make it easier or harder for the next play through.

I know others like the idea of UGC. I would play UGC from other people, but I would not devote time to generating said content. I fear putting far too much energy into something that ends up not working how I picture it in my head. For me, simple difficulty sliders would vastly increase the replayability of the games.

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I would play and create content, but as with most things I would need playtesters. There's really only two or three friends I have in real life that consistently play my LittleBigPlanet levels and give feedback, as well as play Assassin's Creed and enjoy it as much as I do. I am so game for Difficulty Sliders though. That idea would make me such a happy person. It was rumoured that Revelations would have it but it wasn't there Sad

Had to do the whole 'no armor, only hidden blade, no medicine' dealie-o.

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DarkAlphabetZoup wrote:
I would play and create content, but as with most things I would need playtesters.

You're at a site where people find exploits and cool stuff in the games for fun. You've got a ton of testers right here. Smile

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I'd really love some user generated multiplayer maps. I love the Halo Forge Mode and maybe we could get something like that for AC where you drop buildings like simple blocks and place hide spots and chase breakers where ever you want.

Some user made Assassination missions would also be cool if you could set your own conditions create a Full Sync objective for an extra challenge.

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Interesting Idea...

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If this functionality were available for Multiplayer maps, I would not use it at all UNLESS I was also given the ability to download and watch Replays of that map. For multiplayer, it's necessary for me to see at what points in the map it's too easy to kill, too hard to kill, where chases and hides happen.

I need access to data like that otherwise I'll make one crappy map and it wouldn't be able to be improved beyond things that I think would be necessary. Replay data is gold in terms of game design. Seeing what players do and how they do it is one of the best tools for level design refining.

Unfortunately, while playtesters are great for single player missions, playtesting for multiplayer is much different, takes much longer and that's where the replay function comes in.

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I literally just learned something about replays, DAZ. Thanks, I'll never discredit a game replay now for it has awesome observational data, most likely.
(for dev's anyways)

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Good on you TnD! It's definitely good stuff, that's why companies like Blizzard and Riot Games have replay sampling (they save random games from high level play to their servers for developer review at a later date, to see how certain strategies or used, underused or overused.) They can then use that knowledge to balance the game or make it more fun. Ubisoft did similar things with AC:Brotherhood, although not many people noticed it because AC:B Multiplayer hasn't been played for a while (since AC:R game out I think). I still played AC:B multiplayer all the way until I got ACIII. Servers are up, but there's no one to play with Sad

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Oh, the setbacks of pre-release Big smile I hope you can record your sessions too! very useful.

"Make humble your heart Altair, or I swear I'll tear it from you with my bear hands."-Al Mualim