The one door in Dubai that leads into the lobby is sort of really weird. It doesn’t make the level too easy or anything. It just made me go… what do I need this for?
It’s odd isn’t it.
Some make the level far too easy in terms of infiltration.
Others…just seem to put you somewhere.
It’s just…a weird system.
For contrast I think literally all of the persistent shortcuts in Dartmoor are pretty good. They aren’t overpowered but I imagine they could be used to make some methods a bit smoother.
For me it’s all about if it makes sense or not. That’s why I don’t like the Dubai lobby door even though it doesn’t really help you a whole lot. The briefing room lady goes on and on about the staff not giving the code to “weirdo rich people” bc they don’t want anyone sneaking off to make sexy time, yet this door is wide open. That’s also why I didn’t hate a couple of the ladders in Dubai, but then other ones I do hate and why the doors in Berlin are silly but the balcony ladder in Dartmoor isn’t bad. It’s a manor in the middle of nowhere and the 2nd* story isn’t really anymore restricted than the 1st* story. (Read 1st floor RDC for you non Yankees).
When you say 1st story/1st floor, do you mean the floor on the ground or the floor up one flight of stairs? I think in America you guys call the ground floor the first floor?
So I was referring to the floor directly above the one at ground level and the one at ground level. Which is 2nd and then 1st in the states. For most of the rest of the world that’s 1st and RDC. That’s why I added the ()
This is why we refer back to the level number on the map! English is a trash language
Also apparently this is French for “rez de chaussée”. I’ve never heard anyone call it that in Britain we just call it the ground floor
So my idea that doors turn in useable ‘locked doors’ may have hit a snag.
In Berlin for example, every starting location begins in the club or biker hideout - therefore negating the shortcut.
The only starting location whereby you could bring a lock pick is the default one.
The problem?
Load out is locked out with this starting location, so if the door is left as’locked’ you basically wouldn’t be able to use it.
Unless of course there’s a drop off point outside the club?
Haven’t looked at that so maybe.
Secondly- a second door in Berlin is maybe equally as troublesome.
It’s the door which leads to the stairwell inside the bikers building.
Why are the bikers allowing a side door to just be left wide open? Who knows. Maybe they’re just that confident.
RDC/ground floor/ floor 0 I have seen all of these. 0 is common in European elevators.
I dislike the shortcuts, but I do think some here (notably whoever referred to them as ‘the cancer of Hitman 3’) are seriously exaggerating their significance. The ladders are mostly harmless; if anything the only harm they do is how ugly the yellow looks in the Dartmoor house. As for the doors, in H1 or 2 these doors would likely be replaced by a locked door. I usually carry a lockpick in most missions (especially Sapienza) and - given most of the PS doors are in secluded spots - I don’t think I would have any trouble breaking in to these spots anyway. The main difference between the PS doors and their H1 and 2 alternatives, would be the 5 seconds I need to wait while 47 lockpicks them. I think the PS addition was pointless, but it affects my experience so little that I really can’t see a huge issue with them.
and you would also sacrifice one equipment slot and risk being spotted while doing so
Is the xbox achievement related to these shortcuts (as well as the one for playstyles) bugged for anyone else?
I’m not at 15 yet I think, but normally it shows progression at least.
Please play through Sapienza - a mission free from persistent shortcuts - without a lockpick, and tell me if you enjoy seeing the hollowed out prompt indicating all the doors you can’t get into.
ever heard of crowbars? gas canisters? bags of powder? alternative routes? simply finding keys? you’re like the first person ever that has an issue with locked doors in this game
They might as well just leave all doors unlocked permanently then.
And I’ll write to Hokkaido hospital and tell them to remove their security systems.
What’s the point in all these locked doors eh.
It’s almost like Hitman has puzzle elements to it, which gets lessened once doors are left unlocked and wide open.
They should remove the security guards from all locations whilst they’re at it. Just a waste of time. I’m going to get round them eventually anyway.
That’s a funny example because when I think of shortcuts in Hitman the first place my mind goes is the wall outside the apartment that lets you in & out of the mansion grounds, completely free. The only functional difference between that & a big clumsy yellow door, is if you started a new save file you’d have to go through the frisk to unlock the door again.
I don’t know if anyone noticed, but it look like some doors stay unlocked forever once you put in their code. In Dubai anyway. The staff doors behind both bars.
Not sure if it’s a bug or a feature?
Do you mean between different play throughs? I thought I had to keep putting it in each new level, but bc of the “always OFFline” issue I can’t tell how it’s supposed to be if you’re online.
Yup. It makes me question if they ever were actually locked. Although, I’m pretty certain the double door one was.
To be clear, it’s these two doors.
For balance, after my criticism of the Berlin shortcuts…
As I’ve just written in the Chonquing thread, I spent many hours on the mission last night (fell in love with it a bit) and the shortcuts in Chonquing are perfectly fine from what I’ve seen.
Their placements do not make the mission vastly easier and even when the shortcuts are opened, they are usually still held behind some other obstruction.
A ladder leading to Hush’s building is guarded by 2 guards and is locked behind a fence or doors - requiring a lockpick or crowbar etc.
A door leading to a rear entrance for the ICA base is only accessible through a corridor, guarded by a facility member having a smoking break, of which you just either sneak past or incapacitate.
The shortcuts are useful and shorten lengthy routes, but are still somewhat obstructed and aren’t just a ‘hole in the wall’.
Edit - Also I’ve just noticed that that the rear entrance to the ICA facility is also locked.
Which means the shortcut has a guarded alleyway which leads to a locked door, requiring a lockpick or other item.
This is how you do persistent shortcuts.