I personally agree with the statement your on about here my Chemist Conundrumer.
I’m always thinking about the future, that includes like everything.
I wouldn’t be surprised if i had s condition about worrying about the future, and since i love playing old games many many many years after realise i will still play it, i, and many others, still play games many years later after its release of when it shuts down.
The seevers is a important thing to try and sort out, i can imagine myself playing hitman when I’m 50 tbh.
So to anyone who is disagreeing with Heisenberg’s point: No, it is important and the sooner they do it, the sooner it’s done and forever made offline and fun for many years to come.
Great point. A game like Hitman, designed from the ground up as a “game as a service”, which comes with constant updates, has lots of upsides for both the developer and the gaming community. More games are “games as a service” now. As many have articulated well in this forum, it does come at a cost though, in that legacy digital content eventually disappears, if the lifeline of the servers are disconnected. This all may be mute since games which are not constantly updated and patched, are soon not able to run at all, in event of the rapid pace of changes in hardware and software running video games.
I think that by the time that Hitman servers are disconnected, we are looking at a release of a brand new and better Hitman in a Hitman 4 release, and few will be asking for updates of the legacy content, whose value is more sentimentality, like those who crave to relive their childhood (depending on your age) in Playstation 1 or Nintendo 64 or Commodore Pet, Radio Shack TRX 80, Amiga, Apple II, PC XT games.
The Hitman of the day would taken 15 minutes of the 32,000 byte executable file to load on a cassette tape, and visualized by sprites on a green screen, operated by keyboard only before the invention of the mouse.
If I understand the analogy, it’s not that better music would be available later, it’s that at some point in the future we’d only have trumpets so that symphony would only be playable at a bear minimum level (not that trumpets are inherently bad).
In any case, I agree that at such time as the servers are intended to go offline, all of the content that can be ported to an offline mode should be. Clearly community contract creation and leader boards won’t work anymore (unless they set up some sort of peer-to-peer system), but the rest could/should.
I was actually surprised at how often I do go back and play older games when I really thought about it. Just last night I was playing Bladerunner and last weekend I revisited the King’s Quest games…
Come to think of it, are there any Online components in Freelancer? There is no leader board, no community content, and other than patches or added content, no reason for the mode to connect to servers is there? Feels like Freelancer, as a mode, could/should work in Offline mode from day 1.
I am sitting here with best video game ever entitled “Escape from Castle Wolfenstein” purchased in 1984 on 5 and 1/4 inch floppy disk. Real graphics and audio of German guard steps and voices. Like Hitman you sneak around guards, sometime finding of the odd gun in a chest. Still waiting for the Apple Macintosh upgrade on 3 1/4 inch disk from a copy that works on my Apple II E. Damn you developer! (single dude who made the game in his basement nearly 40 years ago)
Well I don’t think we’ll be calling it Hitman 4 as IOI are moving away from the WOA trilogy when the next game drops, as mentioned in the article
It could be a start of a new trilogy, or even it’s own stand alone game, but I believe the next game will be set a few years after 47 and Diana obtained the SafeHouse.
Hopefully 47 will still have it by the next game!!
Been having a thought lately… Let’s say you have a Prestigious Objective: SA, but also an objective to (let’s say) kill 3 guards in an explosion.
Normally killing the 3 (non-target) guards would void the SA Ranking.
What if one timed it so that when they exit the mission (with a SA Ranking), then the 3 guards were blown up (as they say) on the way out?
Would you still get the =M= for the SA? Would the 3 guards being killed in the other objective earn you the extra =M=?
It might be difficult to set up such a thing… I can immediately think of Sapienza… Like the 2 guards at the mansion gates, and another mansion guard returning through the same gate. You could use the RFID Explosive and Coin. Wait by the car exit, then activate the prompt before the guard passes the other 2. While driving away - BOOM!
If killing 3 guards is an objective, it seems obvious to me that these are still targets. If they aren’t, it should be corrected by IOI. Otherwise, you are pretty much forced to try to exploit the game mechanics.
Nah. It would be user error - since you really should select the PO after selecting the territory and reviewing the objectives you’re given and select a PO that is either compatible with the objectives you’re given or decide you’re going to ignore one of the objectives so that you can fulfill the PO and get more Merces.
IO can’t fix poor player decisions if they select an incompatible PO and also want to complete all four objectives.
Indeed. There’s a reason the Silent Assassin Prestige is worth 30M. The highest amount you can get from one objective (right?)
So it’ll force you to skip out on the lower-tier objectives, but you’ll get more Merces from completing it instead.
If that fails, good. You still have the +10M Guards objective to fall back on
No, no. FL actually has conflicting objectives. Maintain SA… Kill these non-targets in whatever way. That “way” has been either with a loud rifle/shotgun or explosions.
The thing is, I’m certain they had many people remark about either conflicting objectives, or being confused by them… So IO may change or fix that… Or just leave it up to the player to decide what objectives they want to fulfill in order to earn Mercers.
I just tried it as I said I’d set it up. I used the car exit and could see a body flying in the background as I drove away.
I still got SA Rank on the results screen. So I’m wondering if in FL - if a player did the same thing, would they still earn the extra Mercers for the (conflicting) objective? And it all hinges on activating the Exit. Kill them before you exit and it would/should void SA. But if the game is going through the (cutscene) of 47 exiting while the non-targets die… Would I keep my SA Rank while still getting the 3 non-target kills?
It’s possible it may not even count the collateral damage - and thus be completely pointless.
Yeah I also can’t wait, FL made it feel like it was going to be a brand new game. I’m very curious what will change after beta tests and even curious more how year 3 will looks like!
Hi all, I would like to ask you guys to fill a short questionare for me. Your emails will not be used, I just need feedback, what you did/didn’t like in CTT. Thanks in advance and sorry If this bothers somebody.
What are people hoping for in the last few “Road to Freelancer” posts? The plan was for one in November, which we haven’t gotten yet, and I’m hoping it will be full of learnings from the CTT - what feedback they got, what changes they are going to make based on the feedback/data they obtained, what isn’t going to change that people want changed etc.
That’s what I kinda am saying as well. Why can’t they have these guards part of SA? Any objective SHOULD count towards SA, just like getting the painting or hacking the computer in the et contracts. Would make freelancer feel more like hitman and rewarding SA than feeling like assassins creed.
I expect the next Road to Freelancer for the end of the week/month, like the previous one.
Outside of the returns from the CTT, maybe explicit (we heard you about something particular about the economy, about the progression, …), maybe untold (thanks for the returns, we are learning from it), I actually expect a few “surprises”.
Though, at the very least, I think we will see some congratulatory, and deserved, stats and facts about the CTT.
The CTT was made to mostly judge the base vanilla loop, and the showdown. So I expect some announcement to expand on that part. Like supplementary mission type, that can spice up campaigns.
In general, I think we still don’t know anything about the long term progression.
The ICA Performance Coin has a slot in the tool crate, but apparently was never looted in the CTT. So I wonder if there could be some permanent unlock (“congratulation, you are at mastery level 50, even if you loose everything you will still always have a coin”).
From the unlocks discrepancy, I think that the mastery present during the CTT is different from the one we will have at release, and I think it will contain more interesting things. It’s just that the CTT was made to remain at a base state.
There is also the question of what the hardcore mode that can be glimpsed will be. And if it’s the only “end game” modifier, or mechanic.
Finally, we have only seen the Safehouse only as a customization hub, I expect they will talk about some long term mechanics in it, like a chemistry lab, maybe even the crafting mechanic we have seen in Ambrose, to create home-made tools/explosives.
In the potentially less “good news everyone” side of things, there is the question of why some customization items were noted as “premium”. (I hope it’s because of a supplementary game mechanic, but we all know what else it could be…)
There are still two Road to Freelancer left, so some part about the gameplay could be more for December, to build more hype.
When I said that I was merely stating a fact, it wasn’t so much of a complaint, because…
I think (and agree with the idea that) the intention with the seemingly contradictory objectives is that you have something to fall back on should one of the other objectives fail.
My idea (further into my post than just mentioning the contradictions) was an IDEA in order to game the system in the hopes of getting the highest amount of mercers available.
Get your SA Rank a sealed deal upon exiting the level. Earn +30 =M=
Kill the non-target NPCs while the exiting scene is playing out (maybe with a proximity explosive or RFID). Requires some planning and timing. +10 =M=
So you’d get the most M possible +40 =M=
Instead of just +30 for SA
Or just +10 if you lost SA and still killed the non-target guards.
But back to your point… Nah, I don’t agree. Let’s not make the extra NPCs “targets” just to say you rightly earned SA. Keep it a dirty deed… Done dirt cheap.