Qol changes and balance adjustments

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?

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.

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Unrestricted offline mode is not gonna happen until the game is end of support life. You have to be realistic.

How am I being unrealistic?

What I mean is it isn’t likely they’re going to offer an unrestricted offline mode and it is a request held by the vast majority of players since 2016 and it has been ignored still to this day. If they do ever provide a full offline experience, it would likely be after they fully stop supporting the game. I’m not disagreeing with you, just saying I don’t think they will ever be convinced, and 007 seems it will follow the always online route as well.

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.

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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.

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

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