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Assassin's Creed Origins - it's an RPG now

koyota

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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is.
Someone called this game like Witcher 3, realized I already owned, so started playing it.

Are there any mods that turn off the UBISOFT open world "Just follow the pretty compass markers!" and makes it more difficult / death matter?

This is one of the few games I`ve played where the only thing dying does is make it easier....
All the quest progression is saved, but the fire alerts go away. Which means the best strategy for many missions is to just kamikaze yourself into completing mission objectives (Who cares if the rescue / assassination target is guarded by 20 people, as long as you press Y on them before you die, you win!)
 
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cvv

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Enjoy the Revolution! Another revolution around the sun that is.
Yeah, it's still much more of a AAA action romp than an RPG.

If you want a proper open-world RPG play Elex or Kingdom Come.
 

Lord_Potato

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Which means the best strategy for many missions just to kamikaze yourself into completing mission objectives (Who cares if the rescue / assassination target is guarded by 20 people, as long as you press Y on them before you die, you win!)

Well, that's exactly how the historical assassins operated, only without respawning :)
 

Darth Canoli

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Which means the best strategy for many missions just to kamikaze yourself into completing mission objectives (Who cares if the rescue / assassination target is guarded by 20 people, as long as you press Y on them before you die, you win!)
Well, that's exactly how the historical assassins operated, only without respawning :)

Successful assassins poison their victims or organize an "accident" with some accomplices covering their story.
Or even better, they hire someone to do just that and then make him disappear...

Anyway, what would you expect when playing Assassin Creed?
If it's wasn't some huge pile of shit coated with chocolate, we would know.
 

lycanwarrior

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Yeah, it's still much more of a AAA action romp than an RPG.

If you want a proper open-world RPG play Elex or Kingdom Come.

Agreed although they are supposedly adding more RPG elements to the next AC entry, so we'll see.
 

Stella Brando

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In what order should I play these games?

Origins came out first, but deals with Julius Caesar -- who (spoilers) died in 44 BC. On the other hand, the 'sequel' Odyssey is set during the Peloponnesian War, way back in the 400's.

Do I want to go with release order or historical order?
 

HoboForEternity

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Steve gets a Kidney but I don't even get a tag.
In what order should I play these games?

Origins came out first, but deals with Julius Caesar -- who (spoilers) died in 44 BC. On the other hand, the 'sequel' Odyssey is set during the Peloponnesian War, way back in the 400's.

Do I want to go with release order or historical order?
You probably better off jerking off to futa porn. Cheaper and guaranteed better time.
 
Joined
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In what order should I play these games?

Origins came out first, but deals with Julius Caesar -- who (spoilers) died in 44 BC. On the other hand, the 'sequel' Odyssey is set during the Peloponnesian War, way back in the 400's.

Do I want to go with release order or historical order?
If you must play them then I'd suggest going with release order. Even if it's unlikely you'll care for the modern day parallel storyline (should have ended with AC3) which is meant to be seen in release order, they simply added more gameplay aspects with each successive game which you may end up missing going back (such as dialog choices).

ACOrigins is worth playing at least up till you get to check out some pyramids and the beautiful deserts, for the virtual tourism graphics whoring aspect. The game is plagued by tacked on "rpg elements" which means there are lv1 master swordmen and lv100 cows roaming the world. The purpose of the level/xp mechanics which artificially gatekeep content from the player until he's leveled up enough is to encourage players to spend real world money on XP boost microtransactions because you can't otherwise simply progress through the main story by sticking to the main quest and associated side quests in a coherent manner, you'd have to comb the areas for meaningless POIs for xp with the default/nerfed rate. You can get the same intended XP rate you'd get from the MTX/DLC by using cheat engine.

Compared to ACOr, ACOdyssey added some better writing, actual characters and dialogs with choices and some consequences for quests. Gameworld isn't as interesting to look at, combat took a nosedive into the realm of generic flashy fantasy stuff. No shields in a spartan game. Most of the armor & outfits look like they were designed by Liberace. Maybe play up till you meet the Spartan general, then quit if you're not having fun.

ACValhalla builds on ACOd, least interesting-looking gameworld of the 3, combat more polished than ACOd but still flashy fantasy stuff. Likewise most of the armor sets/outfits look like crap out of World of Warcraft. Content-wise it's spread too thin. Maybe play up till you get to go on a viking raid and start building your homebase.
 
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Yeah the no-shields thing in Odyssey was a real head-scratcher.

I liked Origins more, mostly for the setting, but I also found the protagonist more likeable than either of Odyssey’s.
Both games majorly overstay their welcome, but Odyssey is especially offensive in this regard. A completionist play through of Odyssey will take around 150hours, and the game only has enough mechanically interesting gameplay to support maaayyyybe 30 hours of play.

Odyssey also puts a larger emphasis on the absolutely dogshit retarded meta-plot than Origins, and, while the historicity of all AC games is laughable, Odyssey is particularly revisionist.
 

Falksi

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Yeah, it's still much more of a AAA action romp than an RPG.

If you want a proper open-world RPG play Elex or Kingdom Come.

It's about as much of an RPG as Streets of Rage is.

Great game, I had a blast with it, but it was dumb as fuck and in no way an RPG

The comparisons with Witcher 3 should be waking people up to how little of an RPG that game is too, not thinking AC:O is more of one.
 

covr

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Warszawa
Titan quest is a boring slog.

Dark Sun Shattered Lands is a proper desert cRPG you are looking for.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
Are there any mods that turn off the UBISOFT open world "Just follow the pretty compass markers!" and makes it more difficult / death matter?

I started playing this a few days ago, and am playing it with interface set to minimal. I only get quest markers if I select a quest in my journal, otherwise there is nothing on my screen except the actual world. NPCs even give you rough directions so you can play a good chunk of it without markers, and questgivers will shout that they need help so you notice them even when you got the markers switched off. Pretty surprising for an Ubislop game tbh.

The only annoying thing about the interface settings is that you only get to choose from certain presets. I set it to minimal because I still want to know what I can loot and what I can't, and if I set it to disabled not even the interaction prompt shows up when I'm in front of a lootable bag. But minimal also leaves in the markers for merchants when I walk through the market street. What minimal does remove, however, is your health bar and ammo counter in combat so you just have to roll with the punches and estimate how much damage you're taking, same with how many arrows you have left. I'm fine with that, makes it a more immersive experience, but it would have been so much better to enable and disable individual interface elements rather than having to go with a list of presets that might include or exclude things you don't want.

It's quite the enjoyable game for an explorefag like me, but the one thing I dislike about it is the level system.
Not the leveling up, that's pretty solid. You gain perk points which you can invest into perks that actually give you new skills. Action RPG character development done right!
No, the problem is the power scaling attached to levels. If an enemy is 5 levels above you, you can't even stealth assassinate them because their health is too high. In a fucking Assassin's Creed game! And if an enemy's health is too high to insta-kill them with an assassination, it's no use trying to fight them, either. Their HP and damage are so inflated you have to hit them 100 times while they one hit kill you.
And when you play with minimal interface, you can't really see which enemies are too tough for you. With all the retarded interface elements turned on, too tough enemies have a skull icon above them. With the interface off, they just look like every other regular dude. They just happen to have ten times the hitpoints as all the other regular dudes you've been fighting so far. I hate it.

I like it when an open world RPG has actual level zones instead of scaling to yours. Gives you that experience of going to a place too tough for you, and coming back later when you're stronger.
The problem is when level itself, rather than the skills and attributes that come with it, is a power scaler.
This is not unique to Assassin's Creed Origins. Divinity Original Sin had the same problem. Even if you don't spend any of your attribute points on levelup, being 5 levels higher than an enemy will make you immensely more powerful, and vice versa. Just a ridiculous amount of health and damage scaling based on level.

This essentially forces some degree of linearity into the open world, as you can never explore an area that's too high level for you, no matter how good your twitch skills or your tactical decisions. It's a raw numbers game.

Really drags down what is otherwise an enjoyable game.
 

Tihskael

Learned
Joined
Jun 22, 2020
Messages
347
Are there any mods that turn off the UBISOFT open world "Just follow the pretty compass markers!" and makes it more difficult / death matter?

I started playing this a few days ago, and am playing it with interface set to minimal. I only get quest markers if I select a quest in my journal, otherwise there is nothing on my screen except the actual world. NPCs even give you rough directions so you can play a good chunk of it without markers, and questgivers will shout that they need help so you notice them even when you got the markers switched off. Pretty surprising for an Ubislop game tbh.

The only annoying thing about the interface settings is that you only get to choose from certain presets. I set it to minimal because I still want to know what I can loot and what I can't, and if I set it to disabled not even the interaction prompt shows up when I'm in front of a lootable bag. But minimal also leaves in the markers for merchants when I walk through the market street. What minimal does remove, however, is your health bar and ammo counter in combat so you just have to roll with the punches and estimate how much damage you're taking, same with how many arrows you have left. I'm fine with that, makes it a more immersive experience, but it would have been so much better to enable and disable individual interface elements rather than having to go with a list of presets that might include or exclude things you don't want.

It's quite the enjoyable game for an explorefag like me, but the one thing I dislike about it is the level system.
Not the leveling up, that's pretty solid. You gain perk points which you can invest into perks that actually give you new skills. Action RPG character development done right!
No, the problem is the power scaling attached to levels. If an enemy is 5 levels above you, you can't even stealth assassinate them because their health is too high. In a fucking Assassin's Creed game! And if an enemy's health is too high to insta-kill them with an assassination, it's no use trying to fight them, either. Their HP and damage are so inflated you have to hit them 100 times while they one hit kill you.
And when you play with minimal interface, you can't really see which enemies are too tough for you. With all the retarded interface elements turned on, too tough enemies have a skull icon above them. With the interface off, they just look like every other regular dude. They just happen to have ten times the hitpoints as all the other regular dudes you've been fighting so far. I hate it.

I like it when an open world RPG has actual level zones instead of scaling to yours. Gives you that experience of going to a place too tough for you, and coming back later when you're stronger.
The problem is when level itself, rather than the skills and attributes that come with it, is a power scaler.
This is not unique to Assassin's Creed Origins. Divinity Original Sin had the same problem. Even if you don't spend any of your attribute points on levelup, being 5 levels higher than an enemy will make you immensely more powerful, and vice versa. Just a ridiculous amount of health and damage scaling based on level.

This essentially forces some degree of linearity into the open world, as you can never explore an area that's too high level for you, no matter how good your twitch skills or your tactical decisions. It's a raw numbers game.

Really drags down what is otherwise an enjoyable game.
Fuck 5 levels, a guy 2 levels above can give you a plenty of trouble in AC Odyssey. I loved exploring Greece, however, at level 15 or so, the game slowed down to a fucking grind where I couldn't level up without doing a gazillion copy and paste side quests, so I had to drop it.

On a side note, Odyssey has the best piece of C&C in any game in my book.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
Fuck 5 levels, a guy 2 levels above can give you a plenty of trouble in AC Odyssey. I loved exploring Greece, however, at level 15 or so, the game slowed down to a fucking grind where I couldn't level up without doing a gazillion copy and paste side quests, so I had to drop it.
For Odyssey, I found a mod that lets you customize enemy HP and XP gain. Sadly no such mod exists for Origins.

Here:
https://www.nexusmods.com/assassinscreedodyssey/mods/12

Haven't tested it yet, will play through Origins before I try Odyssey.
 

cvv

Arcane
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Enjoy the Revolution! Another revolution around the sun that is.
I like it when an open world RPG has actual level zones instead of scaling to yours.
Yes, obviously. It's almost like the main point of playing RPGs - the reason to bleed and sweat and level up and then go back and whack the punks that previously beat you up.

Unfortunately we're in the minority. The majority - retards and casuals - always squeal level zones is "content gating". They want to go anywhere from the get go without being "artificially" held back by high level enemies.

Retards, retards never change.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
Yes, but the problem is when higher level zone just means the same enemies but with higher numbers slapped on. There are many better ways to do this than how AC: Origins does it.
I do like how some early areas have one or two high level locations to remember for later (like one particular bandit camp in Siwa, the starting region), but I'm not a fan of the number bloat. Not just here, but in any system - extreme number bloat is lame.
 

cvv

Arcane
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Enjoy the Revolution! Another revolution around the sun that is.
Yes, but the problem is when higher level zone just means the same enemies but with higher numbers slapped on.
Sure. Still better than level scaling. Plus in a huge OW game like Origins/Odyssey it's not even technically possible to have unique enemies in every map sector.
 
Joined
Dec 5, 2010
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Yeah the no-shields thing in Odyssey was a real head-scratcher.
And then swords were sold in a separate dlc for Valhalla.

The problem is when level itself, rather than the skills and attributes that come with it, is a power scaler.
This is not unique to Assassin's Creed Origins. Divinity Original Sin had the same problem.
Higher level chickens
https://youtu.be/VIJKPPh7V4M?t=3
https://youtu.be/b7rYqEg2HTU?t=13
https://youtu.be/nabz1ij41fg?t=10

Might still be able to use the level boost mode they added when they introduced new areas in dlcs. It should kick you up to around lv45 which is about max game level, then check the game's difficulty settings for something that scales all the enemies and npcs up to your level so that the world becomes static and the power differences between enemies have to do with the type of enemy rather than the stat-buffing level randomly attributed to the area they spawned in.
 
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