It meant a lot to me, and I am very sad to not see them still here
I dunno. I liked the satisfaction of earning those Difficult Master challenges as the ultimate challenge. Itās all psychological this issue. But itās nice to have ingame recognition for accomplishment. Also I genuinely donāt think games with extensive 100% Co pletiton rates need to be worried about catering to everyone.
Sure. Donāt put a suit unlock behind it but theyāre called āChallengesā. And Master SASI is a Challenge.
Again itās all about psychology. But I feel the people who are annoyed they canāt get 100% psychologically because they donāt like Master or find it too difficult have less of a leg to stand on than those who would like an ingame challenge marker recognising, in game, that they did a difficult challenge.
On the topic of allowing everyone to get 100% completion, Iām not sympathetic. This isnāt a āgit gudā kind of attitude either. Challenges and achievements in games are there to perform multiple functions. First, they reward a player for doing things that may go above and beyond in a game. Challenges (and achievements) like Tuppence a Wish, Pink Army, The Classics, and all the various assassinations in every level didnāt/donāt exist to give a player a participation trophy. These are things that many players probably wonāt do their first time through and they reward a player for coming back to the game and trying something they didnāt their first time though.
Second, they allow a bit more guidance on some things that you might not think of without them. I know I look to that challenge list for ideas on what else I can do with a level. Thereās a challenge (a Feat, actually) in Chongqing where you have to hit a dancing guard with an umbrella twice. Who would ever think, just normally playing the game, to do that? It encourages extra play beyond āi beat the level so now Iām doneā. I say add as many of them as possible!
I still think if they were going to get rid of difficulty challenges, they should have just left in the Master mode versions and removed the Casual and Professional ones instead of taking out the difficulty altogether.
It could even be a toggle in the game settings interface [On] or [Off] , off by default so they can see 100%
And if you turn it [On] it would only give you more exp for your user level, no unfairness or items theyād also want. They could even make it a tiny optional DLC āmaster packā or whatever.
99% of challenges are for exploring the maps, finding things, trying stuff out. Meanwhile anything thatās hard to execute gets removed. Seems fairly clear what theyāre trying to reward here is just sticking around & seeing all the stuff they made.
The developers do seem rather consistent in removing challenges that are overly hard. I think they should try to, and in many cases have, found a balance between simple exploration challenges (I.e., the ādiscoveryā groups) and the next to impossible ones. Thereās a reason why Tuppence a Wish and Slam Dunk were so famous. They were next to impossible without reloading tons of times. Some additional items helped but originally, these were extremely difficult. Maybe they tried to get rid of the ones that were next to impossible and over-reached a bit?
Is master mode bugged?
I feel like some of the maps donāt change the amount of enforcers and cameras.
I really think that removing the bad or redundant challenges was a good thing. But they still shouldāve had the classics challenges tripled to make it easier to level up a map. I also wouldāve liked a No KO classic challenge added to replace no evidence.
As a long time player, I was disappointed at how easy I could complete the challenges.
Like most, I tend to play on professional to play around and learn the level. Then roll up my sleeves to do master, and nail the SA/SO in the most classic form.
I basically popped all the challenges messing around in Berlin and Romania, and Iāve yet to play on master mode at all. Dartmoor was the only level I felt was close to a true challenge, with the complexity of the whole environment being hostile in suit, and needing to gather the evidence at the end. The mystery mechanics made it different enough to add some spice.
Respect that some folks want the difficulty challenges optional. It would be great to add something that presents a hard challenge, or hopeful the DLC might be able to make up for it.
I donāt like the Colorado level, but I enjoy the challenge it creates.
Iām not wanting to sound disrespectful here but having read this thereās a lot of āIām as good as you guys now because I get the unlock/achievement for SA/SO.ā āIām a 100 percent completionistā posts.
And youāre not. The master difficulty is in the game and the people who used to get those unlocks will either play it for fun or forgo it but would have gotten it.
What youāre celebrating is having things nerfed so you can get things you otherwise couldnāt. You getting SA/SO on Hitman 3 professional is the same as you getting it on Hitman 2. Only you get the award for master this time. The unlock has changed, not you as a player or the masters as players.
If you didnāt want to spend the time to get 100 percent in the older games, the answer was to not get 100 percent. Not everyone can and thatās okay.
I will still do it because Iām a completionist and itās still there to be completed but I feel itās a shame thereās nothing to mark the achievement because people cried on forums. But congratulations on your nerfed challenge I guess.
Yep
And they remove lot of challanges that was before⦠challange packs and challanges like āYoung Hiroā for example.
I have asked this in Reddit, may as well ask it here:
I am always wonderingā¦
So in hitman 3, the classic challenges, such as SA, SO, SASO and such, do NOT consider whether you are playing on professional or master difficulty. May I just ask, why? Such system exists in Hitman 1 and 2, and frankly it is one of the reasons I would challenge myself in master.
Is it because IO is running out of things to unlock for these challenges?
I doubt it was due to unlockables. There are plenty of challenges that only give XP rewards for the location. I think it was probably just to make the game either easier overall, or they just thought that having multiple challenges with the only difference being difficulty was redundant. I think quite a few players managed to get three-in-one challenge completion by just doing it on Master in the first place. Once you did the level Silent Assassin on Master, it unlocked Casual and Professional at the same time.
Without having read the entire thread, my guess is that IOI did this in an attempt to appeal to and keep the largest possible player base.
H3 sold way more than H2 or H1 right? Itās the most commercially successful game in the trilogy. (And quite possibly IOIās career? Donāt quote me on that.) H3 was THE big game of January (during a pandemic, etc) and got lots of new players. My guess is that reworking all the unlocks was another aspect of IOIās āstreamliningā of the game for greater mass appeal.
Yes it is always best to make every game cater to the majority of people who might play it, they should dumb down more so people who donāt even know how to play a videogame before they start this game up can easily get SASO on every map. It only improves games to give access to every conceivable player. Also they should dumb down the story more so people who have problems following it are able to easily understand everything that is going on.
The more you simplify the game the more you can sell, which is what puzzle games are all about.
I donāt think much of anyone was aware of them removing the different difficulty challenges and that was why they bought the game. Sure appealing to a large audience is good, but I canāt imagine a scenario where the removal of these challenges played a big part in improving sales.