Qol/Balance changes

Edit: February 2026 - Sadly, the latest roadmap also doesn’t incorporate any of my suggested changes. Hoping that will change in the future.

Qol/Balance changes:

1 - A fully functioning offline mode. The current one has certain functions, but it needs to be fleshed out to match the online experience, as in reality most of this game’s content doesn’t need internet to function.

2 - Fps limiter would be very useful for those who prefer a more stable game performance. Currently you can only limit fps by turning on v-sync, but we need an option that works without it. Options should include 30, 40, 60, 90, and the current unlimited fps.

3 - Prestige objectives should be optional to choose in hardcore Freelancer. Them being required to complete a mission if chosen is fine, however, always having to do an extra objective during a mission affects the freedom of choice, and makes hardcore Freelancer much less fun to play.

4 - Add at least 1 safe spawn to every map in Freelancer. It’s an odd design choice to be able to get this objective without any remaining maps to complete it on. Simply add 1 safe spawn for each map, so we can always do this objective.

5 – More options to customize controls. Things like opening doors, unlocking doors, dumping bodies are something you should be able to do with just the E key.

However, all these actions are on 2 separate keys, called Interact and Use Item and the game doesn’t allow for them to share the same keybind, despite them being combined to Y/Triangle on controller. I use Autohotkey to get around this, but I should be able to change controls the official way.

To fix this simply remove keybind restrictions on Interact and Use Item controls. Also, adding the ability to rebind the default keys used during various mission stories (E, G, Space) would allow the player to easily avoid control conflicts, in case they combine Interact and Use Item.

6 - In Gameplay/General tab in the options, running and slow walking are presented together as options, forcing you to choose both as either hold/press/toggle. Separating them would allow for more choice, for instance having run as hold and slow walk as toggle, which isn’t something you can do right now.

7 – When recorded by a camera, you will get an alternating yellow camera/yellow guns icon in the hud indicating that you can retain your silent assassin status if you destroy the cctv footage.

However, there is no such indicator for killing a target before they alert someone. Instead of alternating yellow icons, the yellow guns should appear when killing your target would retain your silent assassin rating, and the yellow camera icon should appear when destroying the cctv footage would retain your silent assassin rating. If both are needed to retain your silent assassin rating, both the yellow guns/yellow camera icons would appear next to each other.

8 – Alternative lock-on option that would allow you to manually swap between throwing and lock-on by pressing the reload button while aiming any throwable object.

9 - Ability to show only missions or cutscenes in the ui, to improve menu navigation. It would work like the filter for challenges. You can choose between showing both, showing only missions or showing only cutscenes. The game should remember your choice as well, just like it does when you use the challenges filter.

10 - Elusive Target Arcade needs to be changed, so it can be what most fans wanted it to be, a permanent way to replay elusive targets without any changes to them, and earn the suits you would get for their completion.

Make all elusive targets individual missions, instead of grouping them up together.

When elusive targets stop being reactivated, make their rewards unlockable in Arcade with their original requirements.

Certain missions with mandatory complications like more enforcers/restricted loadouts need them removed and replaced with optional complications.

Now that elusive targets would no longer be grouped up, and would be individual missions, the arcade rewards (Banana, Ducky suit, etc…) would be given whenever you complete one of the 2 sets of 3 targets that would previously unlock these rewards. Completing a target unlocks progress for all rewards related to them.

6 Likes

Thanks for starting this topic. My main suggestion is to add an additional icon to Silent Assassin HUD. Currently, if you are spotted by target, it turns red, despite the fact SA can still be obtained if you kill the target. My proposed change to is add yellow skull or target icon (similliar to yellow camera), that would turn back to green pistols, if you manage to kill target without alerting others.

6 Likes

That would be a great change. Definitely would make sense to make it a yellow skull so the player is aware they can still salvage their silent assassin ranking by killing the target before they alert someone.

3 Likes

In addition to the SA indicator turning yellow, ideally there would also be a snippet of text in place of the “erase camera footage” message which would read: “kill alerted target (to retain SA)”.

1 Like

These are some pretty important changes to the game, that i hope will be implemented relatively soon.

1 - A fully functioning offline mode. The current one has certain functions, but it needs to be fleshed out to match the online experience, as in reality most of this game’s content doesn’t need internet to function.

2 - Prestige objectives should be optional to choose in hardcore Freelancer. Them being required to complete a mission if chosen is fine, however, always having to do an extra objective during a mission affects the freedom of choice, and makes hardcore much less fun to play.

3 - Add at least 1 safe spawn to every map in Freelancer. It’s a strange design choice to be able to get this objective without any remaining maps to complete it on. Simply add 1 safe spawn for each map, so we can always do this objective.

4 – More options to customize controls. Things like opening doors, dumping bodies and climbing pipes are something I want to be able to do with just the E key. However, all these actions are on 3 separate keys, and the game doesn’t allow for them to share the same keybind. I use Autohotkey to get around this, but I should be able to change controls the official way.

To fix this simply remove keybind restrictions on interact/use item/agility actions. Also, certain assassination opportunities like the tattoo artist kill on Rico Delgado, would need to have one of their keys changed, as with the default E, G, and Space, the first 2 would conflict. Changing G to Q, the default melee key, would fix this conflict, and would also match the controller controls for the same interactions.

5 - In Gameplay/General tab in the options, running and slow walking are presented together as options, forcing you to choose both as either hold/press/toggle. Separating them would allow for more choice, for instance having run as hold and slow walk as toggle, which isn’t something you can do right now.

6 – When recorded by a camera, you will get an alternating yellow camera/yellow guns icon in the hud indicating that you can retain your silent assassin status if you destroy the cctv footage. However, there is no such indicator for killing a target before they alert someone. Instead of alternating yellow icons, the yellow guns should appear when killing your target would retain your silent assassin rating, and the yellow camera icon should appear when destroying the cctv footage would retain your silent assassin rating. If both are needed to retain your silent assassin rating, both the yellow guns/yellow camera icons would appear next to each other.

7 – Elusive Target Arcade needs to be changed, so it can be what most fans wanted it to be, a permanent way to replay elusive targets without any changes to them, and earn the suits you would get for their completion.

Make all elusive targets individual missions, instead of grouping them up together.

When elusive targets stop being reactivated, make their rewards unlockable in Arcade with their original requirements.

Certain missions with mandatory complications like more enforcers/restricted loadouts need them removed and replaced with optional complications.

Now that elusive targets would no longer be grouped up, and would be individual missions, the arcade rewards (Banana, Ducky suit, etc…) would be given whenever you complete one of the 2 sets of 3 targets that would previously unlock these rewards. Completing a target unlocks progress for all rewards related to them.

8 Likes

agree with most of these but want to add:

i think a compromise should be that in order to progress in Hardcore a certain threshold of money should be earned on either a by-mission or by-syndicate basis. with maybe the extra gimmick of hardcore is there’s always a Silent Assassin prestige objective in addition to whatever one you pick before going out, so you can do two prestige objectives in order to make Hardcore the BIG BUX mode

this could replace the difficulty levels syndicates were originally going to have, where easier syndicates cost more and you will have to amass enough money to afford the next leg of the campaign

I think also that sometimes maps should generate more than one supplier or more than one safe

I agree with this but what I’d make it is it alternates between the red ballers icon and a red skull, to differentiate it from a glance from the other icon variants. so if you see a red icon you know you’ve been caught by an NPC, yellow you know it’s a camera, but if colorblind you can then look and see if it alternates between a skull or a camera or just stays unfilled to count as an SA yet. then when you kill the target it returns to the icon it was before a target caught you. or the target seen icon can be orange ballers and an orange skull to indicate it’s a mix between the recoverability of a yellow icon and being tied to an NPC seeing u like the red icon

i also think prestiging Locations should be a thing ala prestiging in freelancer, so we could reset mastery or challenges at will

2 Likes

I have to disagree with you. I see no reason for any kind of compromise. I’d rather have freedom in how I approach a mission and not be artificially blocked by bad prestige objectives. For those who want the added challenge and the extra money you get with doing prestige objectives the option is still there.

As for your 2nd point. sure, I wouldn’t mind more safes and suppliers, though I would be satisfied as long as we get at least 1 guaranteed safe spawn for every map.

As for your 3rd point, red is already a color when you fail sa, so it wouldn’t help with the confusion, as the game already gives you red guns even when killing the target would salvage the rating.

No need to complicate it, green guns means you’re good, red guns means you lost the sa rating, yellow guns means you can salvage the rating by killing the target, and yellow cameras mean you can salvage the rating by destroying the cctv evidence.

3 Likes

Sadly, with the newest update none of the suggested changes I made have been implemented, so I’m here posting again. I did add a new qol suggestion though. @Combatglue could you please pass these suggestions to the dev team?

1 - A fully functioning offline mode. The current one has certain functions, but it needs to be fleshed out to match the online experience, as in reality most of this game’s content doesn’t need internet to function.

2 - Fps limiter would be very useful for those who prefer better game performance. Currently you can only limit fps by turning on vsync, but we need an option that works without it. Options should include 30, 40, 50, 60, 70, 80, 90, and unlimited fps.

3 - Prestige objectives should be optional to choose in hardcore Freelancer. Them being required to complete a mission if chosen is fine, however, always having to do an extra objective during a mission affects the freedom of choice, and makes hardcore much less fun to play.

4 - Add at least 1 safe spawn to every map in Freelancer. It’s a strange design choice to be able to get this objective without any remaining maps to complete it on. Simply add 1 safe spawn for each map, so we can always do this objective.

5 – More options to customize controls. Things like opening doors, unlocking doors, dumping bodies are something I want to be able to do with just the E key.

However, all these actions are on 2 separate keys, called Interact and Use Item and the game doesn’t allow for them to share the same keybind, despite them being combined to Y/Triangle on controller. I use Autohotkey to get around this, but I should be able to change controls the official way.

To fix this simply remove keybind restrictions on Interact and Use Item controls. Also, various assassination opportunities, one example being the tattoo artist kill on Rico Delgado, would need to have one of their keys changed, as with the default E, G, and Space, the first 2 would conflict. Changing G to Q, the default melee key, would fix this conflict, and would also match the controller controls for the same interactions.

Previously I wanted Agility Actions to be rebindable to the same key as well, but I realize now it works fine as a separate key. Hopefully this makes the work easier for the devs.

6 - In Gameplay/General tab in the options, running and slow walking are presented together as options, forcing you to choose both as either hold/press/toggle. Separating them would allow for more choice, for instance having run as hold and slow walk as toggle, which isn’t something you can do right now.

7 – When recorded by a camera, you will get an alternating yellow camera/yellow guns icon in the hud indicating that you can retain your silent assassin status if you destroy the cctv footage.

However, there is no such indicator for killing a target before they alert someone. Instead of alternating yellow icons, the yellow guns should appear when killing your target would retain your silent assassin rating, and the yellow camera icon should appear when destroying the cctv footage would retain your silent assassin rating. If both are needed to retain your silent assassin rating, both the yellow guns/yellow camera icons would appear next to each other.

8 – Alternative lock-on option that would allow you to manually swap between throwing and lock-on by pressing the reload button while aiming.

9 - Elusive Target Arcade needs to be changed, so it can be what most fans wanted it to be, a permanent way to replay elusive targets without any changes to them, and earn the suits you would get for their completion.

Make all elusive targets individual missions, instead of grouping them up together.

When elusive targets stop being reactivated, make their rewards unlockable in Arcade with their original requirements.

Certain missions with mandatory complications like more enforcers/restricted loadouts need them removed and replaced with optional complications.

Now that elusive targets would no longer be grouped up, and would be individual missions, the arcade rewards (Banana, Ducky suit, etc…) would be given whenever you complete one of the 2 sets of 3 targets that would previously unlock these rewards. Completing a target unlocks progress for all rewards related to them.

2 Likes

If I may, in regards to the above, if we could also have it so that there is always a lookout and at least 1 assassin in every showdown. It’s crazy that, like with the open a safe with an explosive objective when there is no safe, you can get the neutralize a lookout/assassin prestige objectives and have neither appear in the first showdown of a campaign.

So, the newest update also didn’t include a single one of my proposed changes, so I’m posting here again, with a new qol change added. Not sure if @Combatglue passed along my proposed changes last time, but hopefully he’ll let the dev team know of this topic.

1 - A fully functioning offline mode. The current one has certain functions, but it needs to be fleshed out to match the online experience, as in reality most of this game’s content doesn’t need internet to function.

2 - Fps limiter would be very useful for those who prefer a more stable game performance. Currently you can only limit fps by turning on v-sync, but we need an option that works without it. Options should include 30, 40, 60, 90, and the current unlimited fps.

3 - Prestige objectives should be optional to choose in hardcore Freelancer. Them being required to complete a mission if chosen is fine, however, always having to do an extra objective during a mission affects the freedom of choice, and makes hardcore Freelancer much less fun to play.

4 - Add at least 1 safe spawn to every map in Freelancer. It’s a strange design choice to be able to get this objective without any remaining maps to complete it on. Simply add 1 safe spawn for each map, so we can always do this objective.

5 – More options to customize controls. Things like opening doors, unlocking doors, dumping bodies are something I want to be able to do with just the E key.

However, all these actions are on 2 separate keys, called Interact and Use Item and the game doesn’t allow for them to share the same keybind, despite them being combined to Y/Triangle on controller. I use Autohotkey to get around this, but I should be able to change controls the official way.

To fix this simply remove keybind restrictions on Interact and Use Item controls. Also, various assassination opportunities, one example being the tattoo artist kill on Rico Delgado, would need to have one of the keys changed, as with the default E, G, and Space, the first 2 would conflict. Changing G to Q, the default melee key, would fix this conflict, and would also match the controller controls for the same interaction.

6 - In Gameplay/General tab in the options, running and slow walking are presented together as options, forcing you to choose both as either hold/press/toggle. Separating them would allow for more choice, for instance having run as hold and slow walk as toggle, which isn’t something you can do right now.

7 – When recorded by a camera, you will get an alternating yellow camera/yellow guns icon in the hud indicating that you can retain your silent assassin status if you destroy the cctv footage.

However, there is no such indicator for killing a target before they alert someone. Instead of alternating yellow icons, the yellow guns should appear when killing your target would retain your silent assassin rating, and the yellow camera icon should appear when destroying the cctv footage would retain your silent assassin rating. If both are needed to retain your silent assassin rating, both the yellow guns/yellow camera icons would appear next to each other.

8 – Alternative lock-on option that would allow you to manually swap between throwing and lock-on by pressing the reload button while aiming any throwable object.

9 - Ability to show only missions or cutscenes in the ui, to improve menu navigation. It would work like the filter for challenges. You can choose between showing both, showing only missions or showing only cutscenes. The game should remember your choice as well, just like it does when you use the challenges filter.

10 - Elusive Target Arcade needs to be changed, so it can be what most fans wanted it to be, a permanent way to replay elusive targets without any changes to them, and earn the suits you would get for their completion.

Make all elusive targets individual missions, instead of grouping them up together.

When elusive targets stop being reactivated, make their rewards unlockable in Arcade with their original requirements.

Certain missions with mandatory complications like more enforcers/restricted loadouts need them removed and replaced with optional complications.

Now that elusive targets would no longer be grouped up, and would be individual missions, the arcade rewards (Banana, Ducky suit, etc…) would be given whenever you complete one of the 2 sets of 3 targets that would previously unlock these rewards. Completing a target unlocks progress for all rewards related to them.

I agree with the reduced need for an online-only component :slight_smile: I understand it’s to ensure updates and new content are available, but I wonder if IOI has plans to make it offline-only once end of service occurs. Or do they just pull the plug?

1 Like

The game doesn’t need an online mode to give us patches, as evidenced by other games that get updates. It’s presence in the game is very arbitrary.

4 Likes

How am I being unrealistic?

I do think that it would be easier for them to start expanding it over the next couple of patches, but I do agree that it’s more likely to happen with the last patch. I highly doubt they would just brick the servers, and leave us with the incomplete offline mode, as it would be a major pr blow for them. I do still make these lists of qol/balance changes each major update in hopes they implement them.

While 007 doesn’t look bad, I already made the decision not to buy it since it seems they are shoving the online mode into it once again. Hopefully they wisen up, or Stop Killing Games forces their hand by making new laws, because even if the next Hitman is another great game by them, if a proper offline mode is not implemented, I’m simply not buying it.

2 Likes

Preach :slight_smile:

I agree they probably won’t just end the game, and will more likely make a fully offline Definitive Edition that encompasses everything, tie it off and done. I can see that happening sooner rather than later though, because the Bond game looks to be in its final stages and once it’s released, sales figures will determine whether they pitch to make a start on another one. Hitman already seems to be their second priority right now, so I predict it won’t be long until WoA is tied off.

Regardless of the outcome of the Bond game, IO should be free to pursue other projects for a while, an all-new Hitman game now would feel premature when we’re still chewing on the last mouthfuls of the previous trilogy.

2 Likes

The only qol change I need is for the Whittleton Creek clues to be optional after your first play through

3 Likes

Sadly, this is yet another roadmap to include zero of my proposed changes, so here I am posting again. @IOI_Artjoms hopefully you can pass on my proposed changes to the team.

1 - A fully functioning offline mode. The current one has certain functions, but it needs to be fleshed out to match the online experience, as in reality most of this game’s content doesn’t need internet to function.

2 - Fps limiter would be very useful for those who prefer a more stable game performance. Currently you can only limit fps by turning on v-sync, but we need an option that works without it. Options should include 30, 40, 60, 90, and the current unlimited fps.

3 - Prestige objectives should be optional to choose in hardcore Freelancer. Them being required to complete a mission if chosen is fine, however, always having to do an extra objective during a mission affects the freedom of choice, and makes hardcore Freelancer much less fun to play.

4 - Add at least 1 safe spawn to every map in Freelancer. It’s a strange design choice to be able to get this objective without any remaining maps to complete it on. Simply add 1 safe spawn for each map, so we can always do this objective.

5 – More options to customize controls. Things like opening doors, unlocking doors, dumping bodies are something you should be able to do with just the E key.

However, all these actions are on 2 separate keys, called Interact and Use Item and the game doesn’t allow for them to share the same keybind, despite them being combined to Y/Triangle on controller. I use Autohotkey to get around this, but I should be able to change controls the official way.

To fix this simply remove keybind restrictions on Interact and Use Item controls. Also, various assassination opportunities, one example being the tattoo artist kill on Rico Delgado, would need to have one of the keys changed, as with the default E, G, and Space, the first 2 would conflict. Changing G to Q, the default melee key, would fix this conflict, and would also match the controller controls for the same interaction.

6 - In Gameplay/General tab in the options, running and slow walking are presented together as options, forcing you to choose both as either hold/press/toggle. Separating them would allow for more choice, for instance having run as hold and slow walk as toggle, which isn’t something you can do right now.

7 – When recorded by a camera, you will get an alternating yellow camera/yellow guns icon in the hud indicating that you can retain your silent assassin status if you destroy the cctv footage.

However, there is no such indicator for killing a target before they alert someone. Instead of alternating yellow icons, the yellow guns should appear when killing your target would retain your silent assassin rating, and the yellow camera icon should appear when destroying the cctv footage would retain your silent assassin rating. If both are needed to retain your silent assassin rating, both the yellow guns/yellow camera icons would appear next to each other.

8 – Alternative lock-on option that would allow you to manually swap between throwing and lock-on by pressing the reload button while aiming any throwable object.

9 - Ability to show only missions or cutscenes in the ui, to improve menu navigation. It would work like the filter for challenges. You can choose between showing both, showing only missions or showing only cutscenes. The game should remember your choice as well, just like it does when you use the challenges filter.

10 - Elusive Target Arcade needs to be changed, so it can be what most fans wanted it to be, a permanent way to replay elusive targets without any changes to them, and earn the suits you would get for their completion.

Make all elusive targets individual missions, instead of grouping them up together.

When elusive targets stop being reactivated, make their rewards unlockable in Arcade with their original requirements.

Certain missions with mandatory complications like more enforcers/restricted loadouts need them removed and replaced with optional complications.

Now that elusive targets would no longer be grouped up, and would be individual missions, the arcade rewards (Banana, Ducky suit, etc…) would be given whenever you complete one of the 2 sets of 3 targets that would previously unlock these rewards. Completing a target unlocks progress for all rewards related to them.

3 Likes

No offline mode yet after almost ten years is insane

2 Likes

@IOI_Artjoms I updated my 5th bullet point, proposing an even easier solution to solve potential control conflicts. Please have the team take another look at it.

1 Like

AND a way to choose what briefcase you bring to missions in Freelancer. Like the mirror room.