Somewhat yes. I mean it more like EVERY ITEM on every map should have stayed and then you go collect it and bring it back for your collection.
Right now it’s only some items are collectable. Add you said, not the broadsword. Why can’ti bring back a rake to use in Paris? Items like the the el matador should have stayed for me to collect and bring back, not buy. The items that I should be purchasing should be items that are not in maps like the silver baller, Fiber wire, etc etc.
Does that make it a bit more clear of what I’m saying?
Romania was likely never even considered for it. Hawkes Bay was planned but got cut at some point. You can see an icon for it on the world map during the Year 2 Reveal stream.
Had Freelancer not gotten delayed, we may have actually gotten it.
Oh ok I see. Personally, I think there could be a few additions (mostly melee weapons), but otherwise I’m happy with their decisions. With the walls and the tool boxes, plus the random knickknacks around the house, there’s a pretty good selection.
Some things have moved to be exclusive to the crates too, so that there are some actually interesting items in them sometimes.
Speaking of Lust, I wouldn’t mind if the Serpent’s Tongue were an unlock. It’s very unique and niche, a pretty well balanced item IMO.
I get that it’s a 7DS exclusive but maybe including it in Freelancer would inspire Freelancer players who don’t own 7DS to buy the deluxe pack so they can use it in their campaign playthroughs. Seems like a good business decision if anything.
Though I don’t want to open up a can of worms with the sleep snail and roar flash grenade and other items. So maybe just a new Serpent’s Tongue Mk Fr33.
Im playing on hardcore and snipe the target and run towards the exit. But but but…I forgot to do my PO. Luckily I remember and see a suspect running. All I got to do is neutralize an assassin. Ezpz, they are running right towards me. Luckily I don’t panic…. And press the wrong button….
My second attempt at completing a Hardcore campaign ended in failure when I threw the Molotov on Ambrose Island, didn’t realize I wasn’t properly hidden in the bushes, and got shot up by a bunch of militia. After that, I was able to do a third attempt today as well which ended in success! All of my methods for the Showdowns were unique from each other this time around, but I don’t want to make this writeup even longer by explaining them.
Hardcore mode has some good elements. All territories being alerted with harder configurations to deal with and more targets on average? Great! (although it’s stupid you can still leave a mission early - why would you ever want to do that on Hardcore?) Couriers and item crates not having icons so you need to use your ears and explore around more? Fantastic! (although I never needed money from the couriers) Suspects not having icons when they do their tells and no alerts for nearby assassins and lookouts so you need to be more observant? Amazing! However, the good elements get overshadowed by the fact that the showdowns are simply not fun in Hardcore mode. There’s too many suspects, there’s too many assassins, and there’s especially too many lookouts.
The mandatory prestige objectives were very hit or miss as well. I think there should be some sort of option to spend money to reroll the choices. I’m sick of the Timed - Hide and Seek objective which was the best option to take 5 missions in a row. I got nervous whenever I completed a mission with the Timed - Hide and Seek or the Silent Assassin - No Firearms objectives becuase when I exited the game made a weird sound like I had failed them.
I hope that in a future patch what IO does to “fix” Hardcore mode not being very rewarding is by heavily buffing the XP given for doing it and not by adding items/suits only unlockable through the mode, because I never want to touch Hardcore again. This is the hardest Hitman-related thing I’ve done, but it wasn’t really enjoyable to do compared to things like figuring out Master SASO routes on the Hitman 2. I’d say I even had more fun doing The Wrath Termination. At least the statue for beating Hardcore looks really nice on the shelf, and they finally gave us the long-requested dual silverballers (goldballers?)
With most of the Feats challenges completed and finally at the last 10 levels of Mastery plus my safehouse looking all around how I want for it to be with the blues, arcade cabinet, cats as luchadores and even the cute lil parda panda trophy, I’ll take it slow from here.
Will play as I wish not focusing on the payout objectives. Just the challenges I have left. About time because the stress was gonna leave me bald if I kept worrying about those objectives just to reach the next level.
No I absolutely did not lol. I didn’t have a clue what I was doing when I first started playing Hitman. I get what you’re saying. I normally wouldn’t really care about dying/failing or whatever; but since it’s permanent in Freelancer, it hits a lot harder; especially since I hadn’t failed at all up to that point.
But I took the opportunity to grind out all the fail-related challenges since the floodgates were open anyway. So hopefully it’ll be smooth sailing from now on.
The easiest way to go around this would be to add a “Blinder 1” dart gun which would be a reskin of that weapon, available for people who don’t have 7DS. There was a Kalmer reskin in the Deluxe pack so why not do it the other way this time As for the snail I’d welcome a very simple chloroform bottle unlock for ETA or something (and the bear grenade can stay dead for all I care, Lil Flashy does the same thing better).
I’ve noticed a few different players express frustration our almost shame at failing a Freelancer mission, particularly a showdown. At this point in the timeline of the game, most of us have been playing Hitman, generally, for years or decades. We’ve been playing World of Assassination, in its various forms, for years at least. We’re “good” in our ways.
Some of us still cling to “suit only” and “silent assassin” as the only legitimate styles of play.
Some of us think that getting through the level with the highest possible score or the shortest possible time are the pinnacle.
Some of us go in guns blazing and somehow manage to beat every map.
Now, IOI have thrown a new mode at us (with a particularly difficult option within) and a lot of us are feeling like we’re just outright “noobs” at this game again.
Don’t feel frustrated or shamed or even disappointed that you failed. Remember what it was like to pick up this game when it was brand new and play it for the first time. Remember when you didn’t have every part of every map memorized. Remember when you didn’t know the exact routes of every target in the game. Play the game like it’s new again and don’t worry about failure. It’ll happen and you’ll get over it.
Anyone who think they can breeze through this mode without ever failing a level or never losing a tool is just not going to be successful. Expect to fail every now and again and just enjoy the ride. Hitman is new again (in a way) and that won’t happen again until IOI releases a new game - something that may take another 5 to 10 years now.
Counterpoint; a lot of it’s mechanics just aren’t well balanced at the moment; Timed objectives are too strict, some showdowns make you feel useless if you’re nowhere near them when they get alerted, plus all of HC mode is just ass-backwards unbalanced (as i’m sure you can attest to), leading to a lot of this frustration by players as the game mode feeling unfair.
To clarify; I don’t think you’re incorrect in what you’ve said here, but you’re leaving out the mechanical issues (not to mention the glitches); something veteran Hitman players can spot more easily as becoming/ being a problem.
Right now, I think you’re right in saying that player frustration will subside; we’re way too early to correctly ascertain the longevity of the mode, only time will tell.
The big issue at the moment is the Merces economy, not general player frustration, as being what it is right now ruins many other aspects of the mode; the rate of earning Merces in later gameplay sessions gets to a point where you can’t easily out-spend it, and thus, perverse incentives to do prestige/ other objectives, or hell, play the ““intended”” way, and go in without a plan, as the amount of Merces to bail you out is enough to buy things back, made easier by the CE tools. This game mode is a bit broken, but not because of player frustration. Those peeps just need to “git gud”, as the kids would call it.
That’s true, but not (I think) the reason that the players I’m seeing are as frustrated as they are. At least they haven’t indicated that the mechanics are the reason they failed.
Maybe these players are failing because the game is unbalanced (and it is, to be sure), but many players also seem to be facing failure as something they just aren’t used to - which is jarring.