Hitman wishlist

I mean 47 can shot somebody in most time even including Diana.

Maybe it’s better that way. Mediocre gunplay might encourage players to try out the stealth instead of treating the game like another shooter.

And, personally, I’d rather the devs spend their time on improving the other mechanics over adding better gunplay.

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A game shouldn’t reply on bad controls to encourage players to adopt to a certain playstyle. Hitman is a game with a wide arsenal of weapons and has since H2SA with the introduction of mission rankings put a emphasis on different approaches. Silent Assassin is the goal for mastering the level.

It’s an lazy excuse, with better controls the game could be more fun. It doesn’t take anything away from the core gameplay.

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the striker v3 needs to be in freelancer as an epic or legendary pistol, there’s only 2 unsilenced pistols for the kill a target with a epic or legendary unsilenced pistol prestige objective, cant do it if most of the time don’t have the tools to do it

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It’s a stealth game. It’s very much intended to avoid enemies and not get into firefights.

Moreover, I really don’t think the gunplay is all that bad for…to repeat, a stealth game.

The controls for Hitman, even for guns, is probably the best they’ve ever been.

It doesn’t have to? The devs very clearly do not want to put emphasis on straight-combat situations – even in Freelancer you’re expected to go into a mission with some subtlety.

This is the same logic I hear from people who want Human Shields back, despite the fact that the devs do not like the power imbalance it gives to the player, and would rather let players de-escalate the fight, rather than to continually let the player be in combat. You may disagree with that design philosophy, but it does make perfect sense gameplay-wise, considering the genre.

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Frankly, I just want human shields back because you can use it to take a snagged NPC anywhere you want directly before dispatching or subduing them, and because sometimes it’s fun to just let attacking NPCs killed the shield for you, à la the priest and reporter in Blood Money’s finale.

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Yet the series has always put an emphasis on freedom. You can approach the level as you see fit, either by stealth, combat or a mix.

Better controls doesn’t take anything away from the stealth.

I do, I find it serviceable at best. There exists Stealth games with better gunplay. Mainly Splinter Cell Convection and Black List, it didn’t negate their core gameplay mechanics.

Freelancer is a different beast, it’s a rogue like mode. It’s in the players best interest to do it as cleanly as possible.

To me the campaign, the main dish isn’t comparable to the side dish. The focus has always been stealth, but the series has also from day one put a big emphasis on a waste loadout, from silent weapons to loud ones. Hitman has always embraced chaos.

The faulty logic is saying you can’t have both. Bad controls isn’t a feature, just like Bethesda old buggy engine isn’t one either. It’s an lazy excuse.

In IO’s case, I don’t believe they had the experience, the money or the time to implement a better shooting experience, they have that now. They shouldn’t hide behind Stealth as an excuse for stiff gameplay when the next title rolls around.

You are of course entitled to your opinion, just like I am mine. I hope to see a more complex combat system, to cater to what the series is built on. Choices in approach.

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The trilogy is a wide-open sandbox. Now, when people hear that, they immediately see that last word; “Sandbox”, and think “I can do what I want!”. No. That’s not what this term means; it means it’s a sprawling level, but with clearly defined limits in both gameplay and maps. It is not carte blanche to do whatever you want.

Yes, you can approach a level in loud, but it’s clearly not designed to facilitate that playstyle, because it’s not what you’re meant to do. And that’s not me being elitist, that’s the whole design philosophy of the trilogy. Stealth first, combat as a last resort. This is why the controls are streamlined to favour stealth gameplay with choke holds and button prompts for everything, not to assist in combat.

Freedom does not mean “no limits” in game design, it means “the player can approach this with reasonable expectations.” But that’s not nearly as catchy.

Mainly Splinter Cell Convection

Conviction is not a game splinter cell fans like solely because it’s more actionised. I don’t even play the games and I know that.

Freelancer is a different beast, it’s a rogue like mode. It’s in the players best interest to do it as cleanly as possible.

I’d very reasonably argue that Freelancer is much more freeform and experimental and the base game is more strict about requirements because the goal is to get Silent Assassin, and potentially clock in a fast time. Yes, doing it clean is still desirable, but that’s a player action informed by meta’s and a (lack of) updates to shake things up. Freelancer, despite allowing for more playstyles, is still very stale.

I’m not sure an aging engine notorious for bugs is comparable to “control system I dislike because it’s not made for combat”.

In IO’s case, I don’t believe they had the experience, the money or the time to implement a better shooting experience, they have that now.

Considering the amount of games they’re making, I’d very reasonably argue they had that time when 2016 was being made. They’ve been making new stuff at the expense of the old ever since. Not because they don’t know how to, but because it’s better for the business to iterate and improve, not to change what they know works.

You already have that. Just not in the way you personally want to play the game.

When I make videos on potential changes and suggestions for items, modes, and levels, It is not out of a selfish desire to make the game play how I want it to, so I can make it better for me and those that play in my way. I make suggestion that think of the bigger picture because it’s much safer and generally better for the games’ health.

And there is a difference suggesting changes for the benefit of everyone, and doing changes solely to make one person/ a very small minority happy. The game does not benefit to what you’re suggesting, and seemingly blaming the devs for being lazy/ unable to know what to do is the wrong way to approach this, and not going to do you any favours.

You are also entitled to your opinion, of course. But it will stay in that hypothetical state and will never bear fruit if the bigger picture of what’s best for the game is not accounted for.

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I’m not going to go through all points, I don’t see the point, at this point we are just arguing semantics.

And that is no what I said, or even what I think.

You are meant to strive for perfection and yes the game clearly want you to engage with it’s core principals. Personally 100% of the time in this current iteration of the series, I focus solely on stealth. I never engage in firefights, mainly because the system doesn’t support such playstyles. I don’t want the next game to copy 007 first light with cover systems, or built around engaging combat in the same way. What I wish to see it more smooth gunplay, to make feel more responsive, not stiff.

In the 26 years I have engaged with the series, this trilogy is the first time I find it unsatisfying to use firearms. The majority of playthroughs I play as the universe portrays 47, clean, a ghost, a legend, just whisper in the wind. But every now and then I embrace chaos, I play 47 like he’s a T-800. Because it’s refreshing.

I know, it’s an example and why I also mentioned Black List. It’s a stealth game, but the mechanics are solid allround. Even if you can fault Conviction for skewing to much away from it’s roots.

Make no mistakes, I’m not blaming the developers or calling them lazy. I’m saying that "believing that one thing negates the other is a bad excuse. It’s not a crutch a game should hide behind.

I strongly believe that the series can stay true to it’s core, while not relying on stiff controls to encourage stealth.

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I’m not so sure. The scoring system favours stealth and speedy stealth, but the game allows you to play however you want. There is no auto fail if you kill an innocent janitor etc. The franchises history includes getting into a firefight with 2 pistols and (both in its past and in its current iteration) large explosions that often have collateral damage.

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Anyone else think the travel cases could be awarded by getting mastery 20 for a whole campaign (H1, H2, H3)? Since each one has stickers reflecting locations of each game.

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I think SASO in every maps‘main story better.

Seeing as we now can have the menu music from all hitman games I’d love the option to change the menu backgrounds from every hitman game too.

And again I will say this please can we get the fixer and deceivers in a new arcade which isn’t a no loadout arcade.

And another thing I would love to see is the brothers elusive target released not sure if this can be done but it would be so cool to have it in the game especially because it’s a full fledge unrealised elusive target mission. Even a one time run just to see fan reaction would be cool but they probably don’t have it anymore. Same for the rights of the wildcard but they said the same for Sarajevo six so we can hope

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I have not figured out how this could work, but the more I think of it, the more I would like to have a ranking system or a game mode, that ignores time and instead gives points depending on how creative you play the mission. Just because I am everything but a speedrunner. I like to take my time eliminating targets and set traps or build chain reactions and stuff like that.

For sure in a mode like that accident kills would give more points than just shooting someone, but I don’t know, what other actions could give or cost points in a mode like that. Maybe changing disguises, because that lets you get creative. Maybe distracting or lure guards away by placing briefcases or guns. But I’m not sure. So I thought, I just put it out there as a not really fleshed out idea and see, what others think of it.

The problem with a mode like that, and I’m not saying it’s a bad idea, is that it would be easily exploited for maximum points. If distracting a guard, for example, got you a point, there’s nothing to prevent the player from dropping a coin for a distraction, picking it up themselves, and then doing it again, over and over and over to cheese more points.

While the kills themselves are easily trackable as one-and-done events (once you take out a target it’s not like you can resurrect them and do it again), the rest of the actions that you’d take to get there are easily repeatable. You can just change between two outfits for hours at a time racking up points. You can lure a guard all day long. If such a scoring system were implemented, it would need to be pretty intelligent, especially if time was not a factor.

Yes, I see the problem there. With disuguises it could be that it only gives points once per disguise so a rechange doesn’t do anything. But with the distractions and lures it is way more difficult. Not sure, how that could be handled. Maybe by limited distance? The further you move an NPC the less points it gives you or something like that. Too complicated, I guess.

As I said, it is not fleshed out at all. I just had the idea, because I completely understand, how speedrunners get their fun out of trying to get better times, and I would get that fun out of a mode, where I would have to get more creative every time. But yeah, really hard to put something like that in the game.

I think there is utility in trying to create a mode that is more catered to casual, non-speedy players. I’ve put thousands of hours into the game yet I really don’t like rushing. A mode that rewarded that sort of creativity rather than pure speed would be interesting.

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Yeah, same. I mean, I have a lot of fun with the game either way (I’m on around 700 hours and I just bought the whole thing a few years back when it was already WoA), but for a game that lets you be creative in so many ways, it kind of lacks a mode that rewards that creativity. Even in Freelancer a lot of stuff is based on speed or just pure force, but not a lot of creative challenges there either.

Some item gear ideas I had:

Vintage Lockpick - unlocks doors without auto-open

Master Key (x3) - unlocks doors as if you have the key for them for quicker unlock + open

Anaesthetic - basically the chloroform flask but with a melee sedate option

Night Vision Camera Filter - easier to see in darker areas via 47’s digital camera

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Just think if you are REAL casual gamer,you shouldnt care for ranking.