Official: H3 Freelancer Closed Technical Test feedback Thread (CTT)

Imagine a mod which let you grow a banana tree in the backyard…

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Only done a bit of Freelancer today already, but I’m already preparing myself to write up a little document of thoughts and potential feedback on the XP, Merces, and even Weapon/Item acquisition systems.

(Like, for instance, it’s very hard to build up enough currency to fulfill some objectives early game, when you have little money. Maybe include a small chance to get a Rarity Item in Random Crates? Or a guarantee in Safes? – Are you really telling me those beefy, thicc Safes only ever have a handful of Merces coins in them??)

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My feedback -

The freelancer is a breath of fresh air, very addictive.
This mode capitalizes on our knowledge of the maps and the game to offer us a kind of very nice arcade.
What frees us is the absence of the silent assassin rating (except for some challenges), which has always been the norm ; as a result, the games are more dynamic and the action is increased tenfold.
With the secondary objectives, the player is naturally driven to take big risks, even to play like a nag.
This could be great fun to play with friends, one at a time until one dies.
I’m impressed by the new mechanic of luring suspects during a showdown + the alert system with lookouts that triggers an evacuation at the end.
Sometimes the objectives are contradictory, so you have to choose the one that pays the most.
The safehouse is spacious and classy, worthy of agent 47 with all his needs, although the interactions are limited and not necessarily interesting (it can be a playground and relaxation area for role players).
A lot of remarkable items are present, such as the antique sedative syringe and the canisters ; it would be wonderful to unlock them in the coming months in the game.
Cutscenes are immersive, but a bit redundant. The ambient music is really chill.
The challenges seem to hold over time, which promises long hours of play.
In short, I can’t wait to see its full potential in 2023.

My suggestions -

  • More customizations, for everything in the safehouse (maybe it was just a demo).
  • Have automatic outdoor lighting at night when you go out + the ability of brandish a flashlight.
  • The possibility of choosing the desired time.
  • Benefit from a tailor in the maps, like the arms dealers, to buy costumes (cause a lot are missing).
  • A system of automatic sale of guard weapons that we collected during a mission and that we already own in the safehouse, to recover extra Merces (or a resale system with an arms dealer as in Assassin Creed).
  • Have a safe to allow us to store Merces.
  • You can run marathons in the future according to your rules, i.e. complete a special campaign, with prizes to be won (like a collectible piece of art or an amount of Merces).
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I can see that being very imbalanced for in game economy and getting out of hand quick. If I’m farming money and that’s in the game I’m immediately going out of my way to subdue and takedown every easy or isolated guard for their guns and the precious shekels they are worth. Kinda defeats the purpose of the mode to acquire wealth naturally through completing missions

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They’ve taken all the car batteries off the maps, but I don’t think I’ve ever seen one in a crate? So if you want to do the water trap objective you have to bring the water AND a taser/battery, which is like 6 or 7 weight units just for that. Kinda seems like the objective itself is the real trap!

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I’d prefer this to be fixed by adjusting the algorithm which generates the objectives. Or give two alternatives but each with increased payout.

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I mean you could use a sink, so emetically poisoning or dragging the target is also a choice instead of bringing a water canister

There’s an objective for any electrocution but the “trap kill” one I’m talking about says you have to use the can

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Oof, something really needs to change about the amount of Lookouts and Assassins can be on a level, and how they behave regarding alerting a Leader.

Just took out one Lookout in Whittleton. Great! But the notification was still there. So, I go to the empty upstairs to find two suspicious Enforcers. I take out one, the other one gets caught with a punch-glitch turn-around, alerting all the potential targets!
(I also had a “Assassin Alerted” notif., I don’t know if they alert Targets to flee too…)

The whole alert system (and how to contain it) is pretty broken IMO, and is needlessly difficult.

  1. All Targets getting alerted immediately, running for an exit needs to change. It’s too chaotic especially when they’re all running for different ones!
  2. The only way to contain this is by killing any and all fleeing targets – there’s no going back from this Alert mode, no way to identify them with the list I was given earlier!
    However!! Most of the time, the only way to kill them is by entering open combat in a public area! And what happens then? Guards appear and shoot you very quickly! It should only alert the Real Target itself, so that you have much less chance of entering combat at different areas of the map!
  3. I’ve just discovered that Fake Targets – when they manage to Escape after a certain amount of time – don’t immediately fail the mission. However! The time it would take to get to them would limit the time it takes to get to the real target! So just make the Real Target escape, giving us somewhat of a chaotic chance at succeeding! (And you’ll most likely get shot to death before you can see more than one leave)

The “Level” of the Syndicate Mission feels way, way too stacked against the player in Alert mode. I get there’s supposed to be a massive Roguelike penalty, but at the very very least 47’s weapons should be buffed and Guards decreased, if you’re going to be pushed into open combat so forcefully.

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Does anyone have the ICA Outstanding Service Coin? It’s the only tool I’m missing, but I haven’t seen it at suppliers or safehouse crates.

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Ooh, okay, just had a “Open Safe - Explosive” prestige challenge on a mission that had no Merces safes available.
Does this mean you need to open an in-level safe? It was Mendoza, so I tried the Meeting Room safe.

…I didn’t find out though.
I brought a Micro Proximity Explosive and blew that up attached to the safe. And it didn’t open! Do only the Breaching Explosives open safes?

The prestige applies only to the Merces safes. If there isn’t one on the level then it really shouldn’t be offered at all.

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I tried opening a Freelancer safe in Miami with the car bomb and it didn’t open, so I believe it’s an in-level safe.

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Uhhh okay thanks for the conflicting opinions you two lol :laughing:

Regardless, I died as guards got alerted, found me, and shot me. I’ve gotten back to the safehouse, moved onto Mission #2 Alerted Mode, and I have the same challenges.
Now that’s not normal, is it?
Probably bugs as this unfortunate test has a lot of them

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I managed to open the safes with propane flasks and sentex, phone and proximity explosive didn’t work for me. Hope it helps mate!

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Oh, maybe it’s specific types of explosives? I dunno what would change between specific bombs.

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All available tools (minus coin, because I can’t find it anywhere).

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That’s an interesting idea, but I think it could be tweaked to fit with the current Mastery System.

Currently, there are points where a Mastery Level earns you a bit of Merces (I don’t know what, I haven’t reached it yet)
But that Merces, like any of it, can disappear very easily and I think is a waste of a Mastery Level.

I propose that it should be changed to a “minimum Merces threshold”. A number that your Merces won’t ever drop below, upon a death or failure.

  • It would start at Zero, but at every Merces Mastery point should increase, by, say 3 or 5. But, not go too high, say above 30-40. So you can at least buy something when at high mastery, but fall prey to a terrible sequence of deaths.
  • It would also fit the theme of other Roguelikes/Lites, where even upon death you can still make a little bit more progress based on what you’ve earned back home.

Maybe that would change the balance too far, or be much more work than its worth, but that’s how I see it

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I read there’s a notoriety system? True? And if so, how does it work and how is it?

It’s for the merces safe, I’ve done it before (with the Miami car bomb in fact lol)

The prestige objectives are there before you choose a destination, I find it’s best to check all of those & the crate before making any decisions

Edit: here’s a fun bug – if you pick up the rusty nail in the safehouse, you can’t drop it

Edit 2: ok protip do NOT have a big showdown on Whittleton Creek, all the suspects (+ orbiters) flock to the party & saturate it with enforcers, it’s completely impenetrable

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