Apparently the “headshots only” objective completes even if you don’t shoot any bullet. I think it should be changed. In contracts mode this was a complication and it most made sense when the kill method was by shooting. When it wasn’t, you could just ignore it. But as an objective with rewards, I think it should be present only when another objective imply shooting.
So another case where a pure random generation of objectives is not enough. The algorithm should be a little smarter.
Have you quit the game during a mission? Happened to me. I kind of get this as you could just quit instead of fail a mission. But I really didn’t have time to finish it and just had to quit the game. Would be nice if there’s some kind of warning if you do this.
I’ve been leaving it running while paused for this reason. I wish it was possible to do a save and quit mid mission, but I know it’d immediately be cheesed.
Thought about leaving it. But leaving it for 10 hours while going to work just wasn’t really an option.
If this mode was not online, it would have been possible to allow saves only on quit. Iirc KCD does this in its harder difficulty.
Played my second CTT session this morning.
Some feedback from my perspective as a naturally very slow player is that the Challenges which are in the format “Do X instances of Y feat” are going to be absolutely horribly grindy for me. I’m generally a 20-ish minutes per mission kinda guy, and completing some of those Challenge requirements look like they’ll take me a decade - this is not a point of positive feedback, for clarity.
Please don’t ruin what should be a fresh and exciting new game mode by giving us the same kind of grind-athon that achieving Mastery Level 20 in the Sniper Assassin mode fell down on.
i probably wont give much feedback today, but diana has stopped giving me free items after every syndicate hit, probably because she only gives freelancer tools.
I hope the final build is a bit more stable than this. I just played through a mission in a slow methodical way to get all of the optional objectives, and after pressing G to exit and reaching the final escape cutscene the game crashes to desktop. Upon restarting the game, I still have the mission marked as not-finished.
Had to rage quit for now.
Yeah, I’m still at odds with the Freelancer challenges… They’ll probably tick off at a faster pace in the full release when we alter between more locations, but the relatively high target numbers in them mean it will still take quite a while for them to properly kick off…
I generally prefer how the challenges get completed more organically in the regular missions and I’m usually left with just the few “tedious” ones which really require something specific and out of the ordinary. I guess the waiting on FL is at least somewhat offset by the 100 lvl. mastery progression in the meantime?
I would probably appreciate some unique unlocks for the “kill XY targets” type of challenges, so that I’m motivated by something else than just 100% completion… (electrocution phone for the GOAT challenge? *wink wink)
Nope, I’ve only ever been quitting from the Safehouse itself. There’s nothing that tells me I’ll lose any Merces by quitting to the menu, so I’m sure it’s a bug.
I’ve got a Syndicate picked out, but haven’t activated a Mission yet, if that’s of any help. "(Maybe it won’t happen if I quit while a Destination is picked?)
A piece of feedback from me.
Something that I HATE about this gamemode is how it replaces weapons on your wall even if you already have them. What I mean by this is, lets say I recover a silenced pistol from a mission and leave successfully with it but I already have that pistol back at the safehouse it punishes me by replacing the silenced pistol I already have on my wall.
So instead of now having an extra silenced pistol I could take with me on my next mission and still have a spare back at base it just deletes one of my silenced pistols. Why am I getting punished for exiting a mission with a weapon I may want to use as a spare the next contract.
Let me take it back to the safehouse and count towards my capacity for the next mission, if I don’t want it and have to dump it on the safehouse floor so be it, then delete it for good. Stop punishing me for thinking ahead and playing the long game.
Sometimes objectives can be conflicting. Other times they can work together really well, though. Here, I had “Silenced Pistol Kill” as an optional objective and chose “Silenced Pistol Kill - Epic” as my prestige objective. So this single shot earned me 35 Merces and a lot of XP
Can confirm, the Merces disappearing after quitting the game is definitely a thing. Last night I quit to the main menu from the safehouse with 298M and when I loaded up the game tonight I only had 198M. I didn’t screenshot it, but I earned a bunch tonight and screenshotted it (401M) so I’ll see if said bug repeats itself tomorrow.
I only played two campaigns while failing the second one – wasn’t playing properly though, was just goofing around and trying out the new gamemode.
I really like the concept of the mode, it makes for a pretty immersive HITMAN experience combined with rogue-like elements that make who look twice before you enter a situation.
I love that you lose all your stuff that’s what rogue-likes are all about anyway.
The only downside I currently see is that Diana has too few voice lines. I got tired of hearing “…you know the drill” in the third mission.
I am looking forward to the release and if some quirks others have pointed out – that are obvious quirks and not part of the rogue-like concept – are taken care of before release it will make my return to the game far, far more pleasing.
The most important thing is: I had fun with HITMAN again.
I believe that I played enough of Freelancer for now (until full version releases in january).
I finished almost entire campaign while failing the very last showdown (ngl that did leave me very salty).
As for the mode itself, I’m gonna say that despite me not liking rogue-like games and my favourite content in HITMAN 3 is the one that let me save, Freelancer is definitely a breath of fresh air.
I do like that regular missions are more or less contracts with randomized targets and additional things that adds depth to them (buying weapons in field and getting money from safes and special NPCs).
Showdowns are good too with figuring out who the target is but it definitely needs more tweaking.
As it currently stands targets appearance sometimes doesn’t allign with intel which misses the entire point of showdowns (hopefully it gets fixed in full version).
Another thing is that during final phases there’s way to many suspects walking around with additional assassins and lookouts.
It’s mostly noticeable in smaller and more cramped maps like Hokkaido where I failed. My target was in the morgue area and there simply wasn’t enough space to freely move around.
When it comes to changes, adjustments and additions to the mode there are things I’d like to see:
- Don’t take away ALL tools we have when we fail. Instead make them work like weapons where we’re losing only the ones that we have on us. After all poisons and explosives already work like consumables so we need to rebuy them after use anyway. Losing everything is just unfair.
- NERF lookouts. As it stands right now lookouts alert targets to escape INSTANTLY which really doesn’t give any room for error (they should at least run to nearest target/assassin/guard before triggering alert).
- During missions give us some indicator next to rarity of weapon that says whenever we already have it or not in hideout (currently it’s hard to collect new “pickable” weapons from the map without knowing if we have it).
- Add some sort of “Banking System” where we can pay 25% of our merces to keep rest safe from losing. For instance let’s say I have 200 merces and I want to deposit 100 of them. In order to do so I need to pay additional 25, which leaves me with 100 merces in bank and 75 merces on me. That system could work as middle ground (75%) between keeping all merces when you’re not failing missions (100%) and when you fail (50%).
- Put us back at the beggining of phase when failing showdown rather then failing entire campaign.
I don’t think I have any other problems with Freelancer right not and I can’t wait to play full version in january.
I still want it to be fixed for his sake
Turns out if you post in the H3 Wishlist thread enough and you’re a really good boy all year long, IOI Santa might visit your house for Christmas:
Now PLEEEEEEEASE, @Travis_IOI and @Clemens_IOI, pleeeeease ask the dev team if they’ll consider making this an unlock in the main-story game so that I can finally do the Sapienza roleplaying run of all my dreams for the last 6.5 years…
you are right, you can see them before choosing them. Thanks, it’s much better this way and it’s not intrusive either.
Is there any way to remove the alerted status from the maps? it would be interesting for example to be able to use Mercers to change identity or falsify some information, something like when you paid to have less notoriety on BM.