Combat in most Assassin's Creed games has been largely unskillful and slow.
AC1 had difficult counter times, but generally wailing on one enemy untill someone attacked you and countering could kill 10 guards with minimum difficulty, helped by the fact that your health could recharge for every guard you killed. Having to wait for a counter slowed the combat down a lot. Having played through AC1 2.3 times, I can tell you that the combat was not as hard as it seemed. It was how tedious it was, and how easy it was to incite it that was the problem.
Okay, so we all want assassinations to be well designed for the next game. I created this topic in the hopes that we can come up with some good ideas and hope they might be used *crosses fingers*. Here are some ideas that I will be discussing:
-Replay value
-Full synch
-Target AI
-Secondary targets
I was replaying AC2 the other day, and I looted a dead guys body, expecting the camera to flip to a view of ezio's face from the ground in front of the body. But then, I remembered, that was never in AC2. At the best of times, things like this happening disorient me, at the worst of times, they clip through a wall or are obscured by a person. This happens in AC2 and ACB for air assassinations, and animations for activating switches and the like.
Something that I rarely or never see discussed is the aftermath of Desmond killing Lucy, wtf are Rebecca and Shaun going to think? You think Desmond might go on the run from both the Templars and the Assassins, trying to prove his innocence and such? Or will the assassins just accept that it was the apple that did it?
I still think it was some kind of illusion though, like how Altair thought he was stabbed
Alrighty. So as far as I can tell, Assassin's Creed has been running on the same engine for all of its games, with upgrades along the way. Ac2 seemed to me to be a big setback from AC1. Textures looked lower rez, and skin and fabrics looked waxy and wierd, making the game seem extremely blurry when doing something as simple as walking through a crowd. But Brotherhood brought the quality back up to and past AC1's, giving textures more details, and skin looked like actual skin. And of course, metal was given a realistic sheen that had been missing in all AC games.
http://www.gamefaqs.com/boards/621796-assassins-creed-iii-working-title/...
I haven't played either AC2 or AC:B in months, so I could be forgetting something, but I really don't recall any conversations like GLADI_ATOR mentioned.
Any input?
I'm just curious if this is going to be titled Assassin's Creed 3 or 4. Or if they're going to drop the numbering scheme and just go with a subtitle like Brotherhood.
Assassin's Creed has always had lots of little mechanics that are not really documented throughout the games tutorials or any official source, such as hyperblending or tapping a guards shoulder while they are patrolling. Another of these I have found is that if you hold the high profile trigger and the jump button, you can crouch behind objects that are tall enough and hide from guards. When I noticed I could do this, I wondered why taking cover in such a way is not part of AC already.
So I'm going to share my thoughts on what I think a cover system could be like in AC3.
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)