I completely agree with this. I really like the increased difficulty in Hardcore. I like how territories being alerted forces you to play and use disguises in ways you wouldn’t normally. But the prestige objectives just suck soooo much right now.
I’m hoping they change this in an update at some point. Prestige objectives would be so much better if they:
Were categorised into different types, so you don’t end up with three Time-Trials or three Silent-Assassins simultaneously.
Simply add more of them. I feel like they get really repetitive after a while and we could use some new ones.
Rebalance some objectives. Some of the ones like ‘Timed: Get Disguises’ are horribly unfun and are near-impossible on certain maps. Honestly, the timed objectives force you to rush and are completely incongruous with what Freelancer is all about: planning thoroughly and getting it right.
Fix bugs. Some of the objectives are straight up just broken, like ‘Arrange a Meeting’, which sometimes just decides not to unlock. Kinda lame failing a campaign for something that isn’t your fault at all (thank god for alt+f4).
Add a re-roll option to get a new set of objectives. You could pay a certain amount of Mercers (say, 5000) to get a new set of objectives, with the price doubling every time you do it. That way you have a better chance of getting good objectives.
That’s exactly why I’m hesitant to start my Hardcore run. I don’t mind harder gameplay and such, but there are certain Prestige Objectives that I just don’t like (yes, all the timed ones). And I just know that I’d have to choose from three timed ones for my final Showdown.
If they were grouped so we could always choose between a timed one, a Silent Assassin one, and a kill condition one, that’d be lovely.
I completely disagree with this. If anything the “Timed: get disguises” & “Timed: Hide & seek” test your map knowledge, and require good planning. I’d also argue that Freelancer as a whole is more about improvisation than about planning.
“Time Trial” is only punishing when you have 1 target, anything above you get 2 min per extra target, so up to 8 minutes which is very lenient.
Honestly don’t get the hate for the time challenges, when there are far worse prestige objectives, mainly the ones tied to the leader in showdowns:
I ran into a slight problem during a job in Marrakesh. I believe the SA prestige objective might be salvageable. If I kill until no one is left in this building.
Perfect Shooter has its uses in contracts (mostly for puzzle stuff) but in Freelancer it’s just “no fun allowed” 99% of the time. It’s the one objective I’m never happy to see.
The keyboard sequence in the safehouse is my favorite thing in Freelancer so far.
It’s good to know 47 is not great in everything, and to see that he has a playful side as well. He really believes in what he’s doing. It’s 47 at his cutest!
I get the improvisation part of Freelancer, but to me I think those objectives are more intrusive to planning and strategy than they are complementary to pulling off a hit.
I feel like I have to interrupt everything every 2-or-so minutes just to quickly jump into a box, or knock out an isolated NPC somewhere I never really needed to.
Part of my annoyance of this is probably still needing to deal with it after the targets are dead, I feel like it would be more manageable if the timer stopped once targets were dead, like the base time trial objective.
The Leader-specific objectives I don’t mind as much since they deal with assassinating the target specifically, so they fit into and can kind of be an easy way to earn a chunk of money if you’re lucky with the food/drink tells
Wish at least one had a guaranteed chance to appear for showdowns, since they’re the only place to use them
Thanks, i haven’t ever picked actually completed it (not that i care no more as i uave like 300k) and i haven’t played with that complication in awhile
Nah, since you have to remember where boxes/obtainable disguises are on your route towards the targets, and then plan/strategise accordingly.
I’d argue they are way more intrusive and annoying than the timed ones, as they force you into a certain way of dealing with the targets, limiting your options. (Oh you found a cool sniper spot with a clear shot on the suspects/target? Well too bad, they have to go to a meeting first or drink something smh) Whereas the timed ones do not.
And merces have been irrelevant to me for over 3 weekse
I think you’re talking at cross-purposes. Sure, it’s undeniable that objectives which stipulate a certain elimination method are more intrusive in the sense of limiting options. But the large cohort of players who struggle with time pressure are always going to consider timed objectives more intrusive.
You just answered your own question (even tho you didn’t even ask one lol). But doing a specific kill is still dealing DIRECTLY with the target. Hiding in a bin is side tracking.
New players especially won’t have knowledge of maps and completely is a turn off for them, I’d guess which would lead to frustration and quitting all together. Not a smart way to bring new players in and keep them in.
I feel like the chances of timed objectives causing new players to quit are pretty tiny, actually. This assumes they’re jumping straight into HITMAN Freelancer, diving head first into a Hardcore campaign and then selecting timed objectives. It’s like saying harder difficulty settings should be removed from a game in case they upset beginners. Maybe just don’t play on nightmare difficulty straight away?!
This is one of the reason why i finished “hardcore” only one time.
Prestige missions limit too much the way you play.
Freelancer already lack of replayability because of too few targets npc and even fewer showdown npc.
Developers created “categories” of prestige quests, timed one, silent assassin type, kill with weapons and colleteral.
If Developers want really to keep them, instead of having three random prestige quests, Developers should have 1 slot for silent assassin, 1 for time and one for kill with specific weapons/collateral.
So the random will be keeped, but players can choice his playstyle.
Too many choices, like limiting the playstyle are totally killing the gamemode, i’m not surprise the gamemode have so low players on steam.
Really not sure how Developers was thinking people will have played this gamemode over 300 hours for completing the “challenges”.