Ass Creed: Brotherhood - Multiplayer Beta Out Now

played a few games and its surprisingly fun, chases are quite intense
making a few vids to send to machinima, should be up there soon
i'll link em if you like :D
 
Just played a few matches of this. Very fun and unique multiplayer experience, hopefully the full game has a lot of other game modes.
 
Hey the Desmond picture is sort of spoilerish.

Well sort of, I guess not really, but almost.
 
INDIGO_CYCLOPS said:
So NA + members don't get this? Sorry, but what a waste of money. So far Eu+ has been on-point and NA is fucking laughable at best.
Oct. 4th for NA PS+ invites according to the AC forums. I got mine through the preorder code from GS.
 
demolitio said:
Oct. 4th for NA PS+ invites according to the AC forums. I got mine through the preorder code from GS.

I have pre-ordered from Play.com and PSN + US Subscriber... where is my Beta info ???
 
They should really look into the quality of Voice Chat.

Right now, all I hear is static noise, even if I'm playing with friend that has the official Sony headset with HQ enabled. And that really takes a lot out of the fun of this game.
 
I really think it needs work to be honest. The flaws of the lack of fluidity shines through in multiplayer. It "feels" like 'tank control' when you have a hard time turning real fast and there's nothing more frustrating than, when you can see your pray running beneath you but you jump down on the wrong guy - resulting in a loss of your contract.
 
Played 1½ hour yesterday... Never played an Assasins Creed game before. And I actually liked the multiplayer beta. The game feels fluid and fun. It´s fun to blend in, run on the rooftops and everything. It´s all easy to pull of, very simplified controls.

But some things bother me..

- The voice chat is TERRIBLE... static sounds, like some moaner calling my PS3.
- The people all look to much alike. I know it´s there to trick you into killing the wrong guy, but still some variety would have been nice.
- They controls need soom work. One time is was at a haystack trying to kill a victim, and a pursuer was trying to kill me. But because the kill button is the same as the interact button, we all took turns hiding in the haystack instead of killing each other. It looked funny, but not very paractical. Another button is needed.

But the game is still fun.

Some stuff maybe other beta players can answer (because the game is not telling how to do stuff, except the boring start tutorial).

- Is there a counterbutton? I hate it when I see my pursuer, but can not counter his attack.
- why can you sometimes kill people that are not your target, and sometimes not..? I don´t get it..
 
Hanmik said:
- The voice chat is TERRIBLE... static sounds, like some moaner calling my PS3.

Agreed. I think Blur suffers from the same problem.

Hanmik said:
- Is there a counterbutton? I hate it when I see my pursuer, but can not counter his attack.
- why can you sometimes kill people that are not your target, and sometimes not..? I don´t get it..
I don't think there is a counterbutton. It's very frustrating when that happens.
You can kill random NPC's but you cannot kill other players who are not your target.

Where are the beta forums? I think the jump assassination is overpowered, you can't escape it because the warning comes too late. And stealth kills should be more rewarded.

Overall, it's quite fun and fresh. I like the slow pace, it adds to the tension.
 
Konosuke said:
you cannot kill other players who are not your target.

You can, but not everyone (there seem to be "hidden" teams?).


Does someone know what the "circle" button prompt for players (instead of the usual Square button icon) means? I failed at it because I pressed square out of reflex. It appeared for me for my pursuer, so I guess it's either to defend against or to kill your assassin?
 
Konosuke said:
You can kill random NPC's but you cannot kill other players who are not your target.

.

are you sure..? I think I have killed other players that are not my target´.. hmm...
 
MikeDub said:
A stream for anyone who want's to get some impressions.

This actually looks pretty cool. The chases seem intense knowing that it's another person instead of just the AI on the usual scripted paths.

EDIT: The more I watch, the better it looks. Seeing other Assassins, and assassinations around that have nothing to do with you is great, and the stealth options seem to work really well.
 
Net_Wrecker said:
This actually looks pretty cool. The chases seem intense knowing that it's another person instead of just the AI on the usual scripted paths.

EDIT: The more I watch, the better it looks. Seeing other Assassins, and assassinations around that have nothing to do with you is great, and the stealth options seem to work really well.

Yup, definitely has me interested, a PSN+ sub is looking tempting :lol
 
Konosuke said:
Yup, I just checked it now.

that is really strange.. because I´m 99,9% positive that I killed several other non-targets yesterday, and they all gave me points.

The only thing that I can think of, is that the victim might have been disguised.. so that I mistook it for another victim.. but again, I´m sure my radar wasn´t full, so my target was not in the area when I made the kill..

hmm.. I have to try the game some more tonight then.
 
SolidusDave said:
Does someone know what the "circle" button prompt for players (instead of the usual Square button icon) means? I failed at it because I pressed square out of reflex. It appeared for me for my pursuer, so I guess it's either to defend against or to kill your assassin?
It stuns your pursuer. I think the circle prompt only comes up when they've revealed themselves right? There are still a few game mechanics I'm trying to figure out.
 
it is really cool to play. you have two perks, two abilities, one of which is disguise so far (only lvl 2 right now) and a kill and death streak. it seems that you can go to level 20 something in this beta, but there are more levels in the final version. there are kill boni like jumping from a ledge or staying incognito and so on. there will be team battles as there are team bonus points for a kill. you can choose from 8? characters, but I don't know if they are any different or have different skills.
 
MikeDub said:
A stream for anyone who want's to get some impressions.

Watched your recording and laughed so hard at you getting owned non stop. :lol

I'll def. be renting this game, because I loved Ac1 and Ac2, and at this point I'm invested in the series to see it all the way through, minus any handheld iterations.
 
zlatko said:
Watched your recording and laughed so hard at you getting owned non stop. :lol

I'll def. be renting this game, because I loved Ac1 and Ac2, and at this point I'm invested in the series to see it all the way through, minus any handheld iterations.

Oh, that wasn't me playing, just a stream I found on jtv.
 
MikeDub said:
Oh, that wasn't me playing, just a stream I found on jtv.

Haha that's what they ALL say. :lol

The multiplayer does look like it'll be worth messing around with, but I don't see it being something you do on regular free time as your go to multiplayer game.

I'll be renting it day one. :)
 
subversus said:
Does it screentear a lot?

no.. didn´t notice any screentear. never played AC1 or AC2, so I do not know if those games had screentear. But the maps are not that big in the multiplayer beta.
 
I quie like the multi. Its a lot like The Ship or the Trouble in Terrorist Town gametype for Garry's Mod. I can see myself playing it a lot. I had some great moments where I was being chased, rounded a corner and switched on my disguse and saw my pursuer run right past me.
 
Hanmik said:
- The people all look to much alike. I know it´s there to trick you into killing the wrong guy, but still some variety would have been nice.

There must be something wrong with your TV settings. Each character looks wildly different.

Hanmik said:
- They controls need soom work. One time is was at a haystack trying to kill a victim, and a pursuer was trying to kill me. But because the kill button is the same as the interact button, we all took turns hiding in the haystack instead of killing each other. It looked funny, but not very paractical. Another button is needed.

Odd, I just walk into the haystacks without pressing any buttons. Everytime I've seen a target run into a haystack, a simple press of the square button near it was enough to kill him. I even managed to stun a pursuer as she was jumping out of a haystack to kill me.

Hanmik said:
- Is there a counterbutton? I hate it when I see my pursuer, but can not counter his attack.

The circle button, but you have to be looking at your pursuer.

Hanmik said:
- why can you sometimes kill people that are not your target, and sometimes not..? I don´t get it..

I can only kill NPCs besides my target. Stunning the pursuer is the only other interaction with other players too.
 
Ugh I miss this game! I played it 8 times at E3... practically all day. So much fun, especially when you had every person playing standing right next to you. Hearing them scream when you chase them down! :D

Give me the beta noaw! Can you share the European Beta? If so I'll pay someone for it, or give you Patapon 2... something!
 
some helpfull explaining quotes from the PS blog:

Ah, but you see… you are both pursuer and pursued at the same time! And as far as fighting back goes, you can stun your enemy *if you see them coming* by pressing the circle button when they are near you. Of course, this doesn’t help after your pursuer has already pounced, but that’s how it goes… assassinations happen very quickly! You have to anticipate and be exceptionally perceptive (paranoid, even) in order to counter an incoming attacker.

Thanks so much for your feedback! You’re helping us a lot by providing it!

And I am very pleased to see that you are catching on to the strategic/tactical aspect of the gameplay. It is very true that # of kills pales in comparison to quality of kills.

As a quick and explicit example, just look at how scores add up:
1 kill = 100 points (so if you just run at somebody and kill them, this is the minimum you’ll get)
Silent = +200 points (if you don’t run too much on your way to the kill, you can get this bonus)
Incognito = +300 points (you walk slowly to your target and strike without alerting them in any way)
Focus = +150 points (you stand near your target for a little extra time before attacking)

So, for each kill you earn just running around, you get 100 points. But, if you take your time and plan, you can earn 550 points for a kill.

Be methodical. Observe your target. But be aware of your surroundings as well! Other assassins are doing the exact same thing you are, so you have a complicated balancing act on your hands… always weigh the value of taking extra time to get a kill just perfect against the possibility that that Doctor is winding up to sink four inches of syringe in your aorta!

Could you describe how people are cheating? Do they just have really high scores or are you seeing them do things that should not be possible?

I ask because players that focus specifically on carefully orchestrated kills can rack up a lot of points with a single kill, and I could see how that might be viewed as cheating. Those players aren’t cheating, they are using the mechanics of the game to their advantage.

In addition to the Silent (200), Incognito (300) and Focus (150) point bonuses, there are also other special bonuses you can earn for things like attacking from within a crowd (Hidden) and mixing up the methods for attack (Variety gives you a 200 point bonus just for killing differently from your other kills). That is just a few bonuses, there are actually many more and they impact the “per kill” point values greatly. For example, I’ve earned up to 700 points on a single kill!

And a forum to feedback in..

http://forums.ubi.com/eve/forums/a/frm/f/3371024388
 
Got myself up to level 9 and so far I have really enjoyed the beta.

You can tell its still not ready for release since I have noticed some bugs while playing, there was a crazy tear going across the sky at one point in a game but it still plays well.

The stun button for pursuers is very annoying though, sometimes you can tell you pressed it before the enemy did but they still suddenly override your attack and kill you.

Otherwise it seems it will be a great game and Im looking forward to it even more now.
 
The stun button for retaliation has worked for me a few times now, and it really is best to use the environment for such feats. Usually, turning corners when you've got a tail who is trying to keep a low profile is the best scenario for a stun; it is optimal at walking speed...no dashing. Just walk around the corner when you know they're stalking you, stay close to the wall when you turn around and wait. Then, the camera will keep them in the frame as they get closer and you should trigger it *just* as they reach the corner.

Fat humiliation. Makes you feel like the ultimate hard arse. "Not bad, you got this close. Now FUCK OFF!"

Brilliant game. Some folks amaze me with their tracking skills.
 
Keyser Soze said:
BillyGunn.JPG

Coma/Umbi?
 
Pylon_Trooper said:
The stun button for retaliation has worked for me a few times now, and it really is best to use the environment for such feats. Usually, turning corners when you've got a tail who is trying to keep a low profile is the best scenario for a stun; it is optimal at walking speed...no dashing. Just walk around the corner when you know they're stalking you, stay close to the wall when you turn around and wait. Then, the camera will keep them in the frame as they get closer and you should trigger it *just* as they reach the corner.

Fat humiliation. Makes you feel like the ultimate hard arse. "Not bad, you got this close. Now FUCK OFF!"

Brilliant game. Some folks amaze me with their tracking skills.
It does sometimes work for me but it seems a bit temperamental at the moment but maybe it’s just meant to be hard to time properly.

The most annoying/great thing is when you are there busy trying to sneak up and get your kill when suddenly someone comes flying down from a nearby building to kill you where you stand. Makes the whole game very nerve racking :D
 
Im really loving how smooth the game runs, and how responsive the controls are. If this is what the Brotherhood singleplayer plays like this ill be really happy. Those are two things that held back the first two games. Especially the frame rate. Though i'm gonna have two spend more time with it to get it figured out. One big problem is that the players always end up running across rooftops, so its really easy to tell who's AI and who's an actual player. If they would tone down the meter gauge that tells you were they are, then i think people wouldn't be so frantic and running all over the roofs.

Its still fun, and has gotten me stoked for the singleplayer.
 
Dirtyshubb said:
It does sometimes work for me but it seems a bit temperamental at the moment but maybe it’s just meant to be hard to time properly.

The most annoying/great thing is when you are there busy trying to sneak up and get your kill when suddenly someone comes flying down from a nearby building to kill you where you stand. Makes the whole game very nerve racking :D

I hope the counter is tweaked a little more in the final thing. Nothing like a button-masher "Mash X to overpower assailant!", just a little more lenient. However, it should be difficult, only for the fact stalking someone properly is quite the achievement.

That's the wonderful nerve-racking experience, though, as you said. It's a question of how much time you're going to give yourself for the ultimate stalk-and-silent despatch as opposed to the dash and smash option. If you take it slow and aim for the silent kill, you leave yourself a lot more open to being stalked and shanked yourself! It's a beautiful and stylish system.

Chip N Chance said:
Im really loving how smooth the game runs, and how responsive the controls are. If this is what the Brotherhood singleplayer plays like this ill be really happy. Those are two things that held back the first two games. Especially the frame rate. Though i'm gonna have two spend more time with it to get it figured out. One big problem is that the players always end up running across rooftops, so its really easy to tell who's AI and who's an actual player. If they would tone down the meter gauge that tells you were they are, then i think people wouldn't be so frantic and running all over the roofs.

I dunno, I think all the high-level play is happening on the ground. The rooftops are, as you say, probably the more dangerous of locations, despite the visual advantage. It's amongst the crowds that really heightens the thrill. I've had moments where I know there's something odd about that guy walking towards me and decided to give the fellow wide birth. It's those fractions of moments where the character slightly alters direction, or falters in anticipation...split-second telltale signs that he could be your assailant. I love it! I find the smaller player count premium conditions for Brotherhood's style of multiplayer.
 
Pylon_Trooper said:
I hope the counter is tweaked a little more in the final thing. Nothing like a button-masher "Mash X to overpower assailant!", just a little more lenient. However, it should be difficult, only for the fact stalking someone properly is quite the achievement.

That's the wonderful nerve-racking experience, though, as you said. It's a question of how much time you're going to give yourself for the ultimate stalk-and-silent despatch as opposed to the dash and smash option. If you take it slow and aim for the silent kill, you leave yourself a lot more open to being stalked and shanked yourself! It's a beautiful and stylish system.
.
Yeah i think there should be some tweaking done for the stun/attack as it can be too easy/hard depending on your role (hunter/hunted).

I always want to go for the perfectly stealthy kill but it sometimes is too risky, especially when you get to higher levels and you have more than 1 person on your tail.

The kills can be so satisfying though, the best is when you know you are coming up on your contract so you start walking and see them running towards you, so you just carry on walking like your just another npc and bamn, they walk right into you and get killed :D
 
Chip N Chance said:
One big problem is that the players always end up running across rooftops, so its really easy to tell who's AI and who's an actual player. If they would tone down the meter gauge that tells you were they are, then i think people wouldn't be so frantic and running all over the roofs.
My first match was like that, and I think it ruins a game like this that is much better when played using stealth. It's pretty easy to fool players like that though by blending with NPC's that match your character. More often then not they'll kill a civilian and you'll get points for luring them. My most satisfying moments thus far haven't been kills but when I had 3 pursuers and avoided them all through 'luring'. So much fun!

It's great to be rewarded for executing stealthy kills, so even though I might have less kills than some of the other players I'm finishing with more points than they are as I'm getting bonuses like 'Incognito' etc.

Another thing I love is the kill chains you see, like you see a Barber kill a Courtesan, who gets killed by a Doctor. You, as a Butcher, kill the Doctor and then get killed by an Engineer. 4 assassinations in the space of 10-15 seconds by players who a moment ago looked just like NPCs. :lol
 
GothPunk said:
My first match was like that, and I think it ruins a game like this that is much better when played using stealth. It's pretty easy to fool players like that though by blending with NPC's that match your character. More often then not they'll kill a civilian and you'll get points for luring them. My most satisfying moments thus far haven't been kills but when I had 3 pursuers and avoided them all through 'luring'. So much fun!
Pylon_Trooper said:
I dunno, I think all the high-level play is happening on the ground. The rooftops are, as you say, probably the more dangerous of locations, despite the visual advantage. It's amongst the crowds that really heightens the thrill. I've had moments where I know there's something odd about that guy walking towards me and decided to give the fellow wide birth. It's those fractions of moments where the character slightly alters direction, or falters in anticipation...split-second telltale signs that he could be your assailant. I love it! I find the smaller player count premium conditions for Brotherhood's style of multiplayer.

I agree with all that. The game realy does have some funny moments. After spending some time with it, ive noticed allot more people playing on the ground. Thats when the matches are fun. Ive had a few moments where i would stand next to a couple clones of my self, and then use the disguise perk. every time someone runs up on us and stabs a civilian :lol. The game reminds me of The Ship, if anyone remembers that.

Thats the problem with high concept multiplayer modes, is that you have to rely on people actually playing right. Other wise you just get a train of people killing each other on a rooftop.
 
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