Freelancer - From CTT to Launch (balances, and changes)

Completely relevant, because this -

Is no different than keeping completionists from being able to play how they like because of conflicting objectives.

This is a perceived issue for you, because -

This is not an essential gameplay element, and again, the risk of using it plays into IOI’s desire to make players take risks and face new challenges.

Whining about it won’t make IOI just change it.

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:joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy:

Oh the irony of you of all people making this statement…

Makes this whole conversation worth it.

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Dude, I’m fully aware of the irony. I’m throwing your own words back at you. The fact that you are now having the same grievances you got on my case for; hate to break it to you, but the joke is on you.

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Nope. Regardless of how you see it, it’s not at all similar to the self-created issue you have by chosing to want to complete every objective. This is an issue that IO has created by making the change that they have.

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Having two objectives that cannot both be done is not a self-created issue; it’s a programming issue from shortsightedness in allowing the system to randomly generate the objectives without putting in a block to keep two incompatible objectives from generating at the same time.

Your issue is something that can still be done, albeit now with greater risks. And that’s assuming it’s something players even intended to do in the first place. It’s not a problem that IOI had to iron out; it’s a change that just means you need to adjust your tactics.

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Well then DONT ko anyone until you have thoroughly done the proper due diligence on every suspect. I think doing so will have you
Find the proper suspect as being the target.

I understand your side but to say there is no way is false.

And still at the end of the day, IOI needs to figure out how to kill npcs that are hidden in bins.

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With all the balances, I hope Freelancer during the showdowns feels like a polished version of what Temple City Ambush is, because after getting SA on that mission, going back again but this time taking out the 5 assassins discreetly is a lot of fun!

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Yes, in theory, that’s the ideal approach. During the CTT though, I often had targets that weren’t displaying their tells or that didn’t even look like their description (or sometimes their looks and their tells were awfully ambiguous). There were showdowns where I had literally no clue who was the target and who wasn’t after an hour of observing every suspect.
Knocking them out to see if they could be stored was sometimes the only way to find out who the target was.

I hope that won’t be the case in the released game mode… :sweat_smile:

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What you haven’t at all considered is this:

Added persistent item versions of select Freelancer Tools

This change could add phones back to the Freelancer Tools section just like they were in March, meaning you can bring phones directly into a Showdown and not have to knock anyone out for them. You used to be able to get them from reward crates (then lootboxes which cost Merces to open and you didn’t get a free one) or buy them from suppliers.

I’m not saying this change will definitely have happened, but it’s something that could’ve as a response to the suspect hiding change.

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It happened to me once or twice, but I went around an entire level studying suspects, and I ended up marking all of them as non-suspects (removing them from Instinct!)

So I then had to re-track them all around the map from the pause menu map, to re-mark them, to re-investigate…

Really hope there could be a way to re-mark suspects through the menu in this case

Didn’t know that was even a thing in the March build (haven’t seen much detail on it at all, let alone played it). Would be interesting to see a summary of the changes between it and the CTT build.

There’s a lot of them, I’m planning to compare March → CTT → Release in a video, but that’s pending the release of course and me setting time aside for it.

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I plainly disagree. It’s the most exciting, and novel, mechanic for me.

Especially since it’s not as simple as a free leader attraction. You still need to identify the right sort of burner phone (they are exclusive to the kind of agenda/meetings), which require some observation.

It’s honestly the way I’m planning to play the end of campaigns showdown with a too large pool of suspect. Either to attract/identify the suspect with a different agenda (which would allow to mark them as “not it”), or easily identify the one that have it.
All actively by the players. Because sod watching passively everyone one by one until they have a random meeting.

The fact that now the only way to play with them will either to risk a body be discovered (and if a assassin (thanks for the clarification, esteemed @Kevin_Rudd ) is following the suspect it will happen), or have a “wrong suspect eliminated” malus is a bad change in my point of view.
It’s punishing the player for doing something clever most will find and try to use, because the action could also be the sign of a cheesing strategy that will certainly be minority.

I guess I will have to go for the penalities. But it’s not good design to have negative reinforcement here.


edit : all of this is only if the solution chosen by IO is to remove the hide body capacity to all suspect if only knocked out.

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My experience with the lookouts has been that they would just patrol a certain area, and be pretty isolated. Like in Mendoza… One guy would walk by the fountain(?) that was in front of the house and over by the van with the torches by it. Another would keep to the tango area…

So unless I’m unaware that they keep tabs on the suspects and/or (actual) leader…? So that if they should go missing for some amount of time they then report (whoever) is missing.

I would’ve figured they’d need to see a crime being committed before they report it.

Lookouts are the (super enforcer?) tattle-tales, and “Assassins” are the bodyguards.

Lookouts are the (super enforcer?) tattle-tales

Insert meme of 47 stabbing a lookout…

“Snitches get stitches!” :joy:

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For clarification, LOOKOUTS do not follow suspects, they have a set path, ASSASSINS do follow suspects, and just have a single ‘fallback’ position which I guess they go to if their escort is gone

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This sounds like a cool addition to preplanning or purchasing from suppliers in the field, kind of like purchasing information or assets from shopkeepers. I think if that’s not something that exists at launch, it definitely should be added later, as it makes shopkeepers much more useful in the late-game for players who already have purchased most if not all gear.

Before the CTT I thought that was what the Safes were for. A bonus to prepare for the showdown.
Currently the safes, giving only merces, will go out of use after a bit.
There is no real connection between the bread and butter missions, and the final showdown. It’s the one thing I find lacking to Freelancer.

Either burner phones or to gain more intels on the leader. I thought we were always going to have the physical traits, but that the agenda and habit would be bonus if you took the time for it.

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IOI haven’t said anything about it yet. Here is their recent update as well when Freelancer drops.

In my opinion, I would have thought if there was any indication the trinity pack was going to be purchasable, IOI would have made the move as part of the new changes with the Freelancer update.

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Wanted to check out the article again, but the IOI website was redesigned and it seems most Hitman news articles were not (yet?) transferred.

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Some are missing and it seems like something they’ll need to fix. See the OP of this thread for a copy of it.

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