If the Challenges in the CTT are meant to represent the final list, the requirements for some of them are obscenely large - ie the one requiring 10,000 Syndicate Members be killed. I get you want to give people a reason to play Freelancer to death, but this is just way too far.
I like it so far. I do think the pay outs should be a tiny bit higher, though. Perhaps around 2-5%. I’ve only played 3 hours and managed to get through one and a half campaigns, but I only have about 45 Merces. So if i were to die, losing half of that wouldn’t really be a big deal. Had I a bit more, i might be more worried.
And i know it’s probably too late to change this but, Uncompleted Objectives shouldn’t show as “failed”, it would make more sense for it to say “missed” or just “uncompleted”. Especially since you don’t lose money for not doing the thing. Not doing something is not failing, it’s just not doing it.
Shooting a camera counts as “missing” a shot. Um, no, I hit exactly what I was aiming for.
Edit: And I know that the description says that all shots must hit a person, but a better label than “No Missed Shots” would be a good correction to make. I wasn’t aiming at a person!
I was in the safehouse and exited to menu and lost 50% of all my money
Oh I do remember seeing something like that somewhere, now that you mention it. I’ll try to keep track of item rarity, I thought that was just like their rarity in crates or something.
Yeah it’s kinda strange it’s not named Perfect Shooter like in contracts for consistency :x
I had completed the first 3-mission set and was on the 4th mission of the second set when I failed the mission. I was dropped all the way down to the very beginning of the 3-mission set of missions. It really feels like that’s overkill. I could see losing progress in the current set of missions, but to lose up to 15 levels of progress is really punishing. I’m not even concerned with the loss of the tools and Merces, really. But losing all that progress just really hurts.
This is clearly a reference to Hitman: Codename 47, where it’s only in the fourth mission that you get the key to the bathroom.
Two big issues I saw and a bug in my first couple hours of play.
The bug is that some poison locations seem to have stacked items, like the coffee of the construction guy in Whittleton Creek, so you can poison his drinking spot and waste your poison. There are a lot of poison problems with freelancer right now, and many targets won’t even go near a poison location. Having to guess whether you need a dart gun or a pill bottle can be frustrating when you waste it going into the level.
The first issue is that the unsilenced pistols take up more space than the silenced ones. There should always be an incentive to not just grab the most powerful guns each time other than a required loud pistol kill. The nonsilenced ones should take up less space so that there is a tradeoff to taking the more powerful gun. This would help in reducing the rapid decrease in difficulty as you find the most powerful weapons that trivialize Hitman III gameplay.
The second is that the timed objectives are terrible. At the very least they need to have significantly increased timers, because otherwise they bloat the level and make other objectives nearly impossible to complete. Great idea on the Silent Assassin prestige idea though, having it tied to those alone and not directly to non choosable standard mission objectives is a great way to prevent every level from becoming the same monotonous gameplay.
On a side note, the alerted levels hardly feel different at all, it feels like there should be more of a threat if you mess up badly in a region.
Oh, and conflicting objectives, like different kill objectives when there’s only one target should probably not happen, forcing you to fail one of your forced objectives doesn’t feel good.
Also consider removing the dart guns and emetic bomb from the mode entirely, they really do trivialize most missions once you acquire them. Way too powerful, and are part of the reason hitman content nowadays has become so frustrating, with everything designed around those items, or otherwise being made far too easy by them.
Okay, I’ve already got one simple bit of Feedback:
Merces Payouts should display as “Zero” until you start completing optional objectives and mugging couriers.
Or at the very least, display it as “Potential Payout”
It would help confusion upon exiting a level with an X number, only to see it lower than expected, and improve easy readability at-a-glance.
(I’ve also seen confusion and disappointment on Reddit already about leaving missions but not getting a payout – I think the “Potential Payout” number is related to that)
There is just enough different to make the levels just different enough that when things go bad, they just really go bad. Thousands of hours in this game and I feel like I’ve just picked it up with this. That is NOT a complaint. It’s good if anything because the game is fresh again, but it’s frustrating to lose so much so often!
I said before that a location was alerted because I made a ruckus there earlier in the campaign, but now I think it’s wherever you take out a syndicate leader?
Got a few syndicates down so far & still not sure what I’m supposed to do about “assassins nearby”, is there an NPC coming to stick me if I stay there or what
I think the lack of scoring goes well with the slow accumulation of gear, it’s creating kind of an arc where I started off having to just do whatever worked & now I’ve got a Krugermeier & a few vials of poison & so on I’m able to finesse it a bit better
I’m amazed people are dying so much, I haven’t even been shot at a single time
Not sure if it’s something that could looked to be changed as apparently the CTT is simply for testing the servers and tuning the Merces / XP economy, but:
I failed my Showdown mission because a Lookout spotted me and immediately telepathically alerted the Target (who ran to an exit and escaped), despite the fact that I was spotted in an isolated area and had taken out the Lookout before they could get to another NPC to communicate their knowledge. Like the examples of ‘psychic Target Lockdowns’ in the main game do, this felt a bit cheap and unfair to me as a player and I hope it can get changed before final release.
Strangely, that’s not it. My third leader was in Sapienza but for the fourth campaign it wasn’t altered. I reckon it’s wherever SA has been broken as Paris became alerted after 2 non-target accident kills.
Some clarification would be very nice
I actually think it needs to be a little bit higher in comparison to the other prestige objectives. It requires you to play the level almost perfectly without mistakes, in comparison to other (still interesting) prestige objectives that require a lot less skill or attention
Here is a bug I’ve encountered: I was holding a large item (didgeridoo in miami), and I got another large item from a stash (fire extinguisher). This resulted in the first large item being holstered which shouldn’t be possible. The two then swapped each time I vaulted over a fence .
I’m really enjoying the gamemode so far, I just wish I could save all these items without a rarity. I would love to be able to bring these fishes and coconuts that I’ve found with me to other levels.
Personally I feel the “lose all items on death” is a little too strong. I don’t mind it with the common gear, but now that I’ve played a few times I’d be annoyed if I lost something rare.
I feel like an (expensive) option to buy back the gear you lost would be a good idea. Adds value to the Merces and is relatively punishing without going too far.
I think we’re all hurrying through it because A) it’s a time-limited thing that we can only play until Monday, B) the grind to get mastery is pretty steep so I, at least, feel like I almost need to try to speed run these things, which means a lot of mistakes.
I’ve only died once, early on. But that’s only because somehow three guards from across the map telepathically KNEW I was in a box that no one had seen me get into, and filled me full of lead before I could even get out.