Take: it is a game design mistake for Assassin's Creed games to have enemies with things like "hit points" and "elemental vulnerabilities or restrictions" or anything beyond "haha human body get stabbed/thrown/incinerated"
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I mean, on the other hand I respect games like TL oU that show humans can short term survive injuries and cause you a lot of trouble when they're in fight or flight, but as decades of tabletop game design show, that doesn't translate well to "hit points"
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Like, if a skilled assassin gets behind a human with a dagger, she should be able to kill him no questions asked game mechanic wise, and silently. If she gets spotted, then what should happen is he probably still dies, after a reasonable number of stabs, and makes a lot of noise
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Which was a pretty competently done part of the gameplay in the old games
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I still hate how AC1 is the only one in the series that lets me actually stealth kill all of the targets.
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Hitman 2 uses this exact mechanic. And it makes for a good game.
Thanks. Twitter will use this to make your timeline better. UndoUndo
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look i know this sounds plausible but you are both wrong, we can look to tht example of henry clay frick to see what happens when some level 1 noob glitches their way into the boss room and gets the drop on the regional boss spoiler it does not go well for the noob
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gavrilo princip rolled four nat 20s in a row, is what i'm saying
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