I love the invisibility
Ever since I found out you can combine invisibility with ziplines, I haven't stopped doing it.
Ever since I found out you can combine invisibility with ziplines, I haven't stopped doing it.
I'm really loving this game, but the parkour feels a bit slow and easy. Do you think there might be a feature in the future to turn off parkour assistance? (I mean, for instance, having total freedom over where you go and where you leap, rather than the system deciding for you.) I also think it would be great to be able to swing from the wooden planks sticking out of buildings; sometimes it's a bit slow when the character doesn't quite make the jump and has to climb up before continuing the parkour run. Please, Ubi, add a parkour update—something freer, like in \*Mirage\*.
I'm really loving this game, but the parkour feels a bit slow and easy. Do you think there might be a feature in the future to turn off parkour assistance? (I mean, for instance, having total freedom over where you go and where you leap, rather than the system deciding for you.) I also think it would be great to be able to swing from the wooden planks sticking out of buildings; sometimes it's a bit slow when the character doesn't quite make the jump and has to climb up before continuing the parkour run. Please, Ubi, add a parkour update—something freer, like in *Mirage*.
We already know a rework for Crypto is officially expected; what do you think they’ll do to him? Ideally, we’re all hoping for an auto-pilot mode for the drone, but I’d like to hear your thoughts on the changes you think they might make—whether good or bad. I’m also including the perks from *Apex Mobile* here; Crypto had several perks there—like invisibility—that have already been implemented, and it’s possible they might add others. Let me know what you think in the comments.
P.S. I had to delete the previous post because the images weren't showing up.
We already know a rework for Crypto is officially expected; what do you think they’ll do to him? Ideally, we’re all hoping for an auto-pilot mode for the drone, but I’d like to hear your thoughts on the changes you think they might make—whether good or bad. I’m also including the perks from *Apex Mobile* here; Crypto had several perks there—like invisibility—that have already been implemented, and it’s possible they might add others. Let me know what you think in the comments.
These pistols are good, but they are heavily overshadowed by others that are far superior in terms of range and draw speed. Could their range or draw speed be improved? The perk is solid, but as I mentioned, they are outclassed by others with better stats; even blue-rarity pistols perform better than this one, despite it being legendary.
I’m not talking about using them because they look good, but rather for the functionality of their perk—which is otherwise held back by their stats.
Does anyone else feel the same way?
These pistols are good, but they are heavily overshadowed by others that are far superior in terms of range and draw speed. Could their range or draw speed be improved? The perk is solid, but as I mentioned, they are outclassed by others with better stats; even blue-rarity pistols perform better than this one, despite it being legendary. Does anyone else feel the same way?
These pistols are good, but they are heavily overshadowed by others that are far superior in terms of range and draw speed. Could their range or draw speed be improved? The perk is solid, but as I mentioned, they are outclassed by others with better stats; even blue-rarity pistols perform better than this one, despite it being legendary. Does anyone else feel the same way?
I’ve been using both the blowpipe and the rope dart a lot; regarding the latter, I had an idea for hanging enemies who are out of reach. The concept is that if you're in an area where a hanging kill is possible but the target is too far away, you could first aim with the rope dart to pull them closer and then hang them once they're within range. It’s an idea I came up with to encourage the use of this tool. As for the blowpipe, it would be great to have a quick-access button to use it seamlessly during combat or stealth situations.
Also please add poison darts or a poison dart trinket. (The Assassin Brotherhood in Black Flag is Mayan, and the Maya used neurotoxic poisons in their blowpipes).
I’ve been using both the blowpipe and the rope dart a lot; regarding the latter, I had an idea for hanging enemies who are out of reach. The concept is that if you're in an area where a hanging kill is possible but the target is too far away, you could first aim with the rope dart to pull them closer and then hang them once they're within range. It’s an idea I came up with to encourage the use of this tool. As for the blowpipe, it would be great to have a quick-access button to use it seamlessly during combat or stealth situations.
Also:
Please add poison darts or a poison dart trinket. (The Assassin Brotherhood in Black Flag is Mayan, and the Maya used neurotoxic poisons in their blowpipes).
I’ve been using both the blowpipe and the rope dart a lot; regarding the latter, I had an idea for hanging enemies who are out of reach. The concept is that if you're in an area where a hanging kill is possible but the target is too far away, you could first aim with the rope dart to pull them closer and then hang them once they're within range. It’s an idea I came up with to encourage the use of this tool. As for the blowpipe, it would be great to have a quick-access button to use it seamlessly during combat or stealth situations.
Here is a video/demonstration of the rope dart idea—obviously without the actual hanging kill, since the game doesn't allow it.
Please add poison darts or a poison dart trinket. (The Assassin Brotherhood in *Black Flag* is Mayan, and the Maya used neurotoxic poisons in their blowpipes).
Black Flag Resynced - Stealth & QoL Suggestions
First of all, I'd like to thank Ubisoft Singapore for bringing Black Flag back. I've been having an amazing time with the remake, and it's clear how much care has gone into it.
After spending quite a few hours playing—especially focusing on stealth—I've come up with a few quality-of-life ideas that I think would fit naturally into the game without changing its identity.
Stealth:
Allow sprinting while crouched, or have sprinting automatically cancel the crouch state. There are many situations where a guard spots you from a distance and you simply don't have enough time to reach them before they alert everyone.
Add more assassination animations, especially for crouched, low-profile and high-profile assassinations. The current selection feels a bit limited.
Make double assassinations a little smoother and faster. Right now the animation leaves the player exposed for quite a while.
I love the animation for hanging an enemy with the rope dart, but I would also like the classic rapid-descent animation—where Edward quickly returns to the ground after hoisting an enemy up. I often avoid using the rope dart because the current animation gives nearby guards enough time to react.
Add quick access to tools (similar to the original game), so players can instantly equip the blowpipe or smoke bombs during stealth encounters.
Increase the effective range of pistols and the blowpipe. At the moment it feels like you have to get very close before you're able to fire.
Consider adding a new trinket that grants Poison Darts, or a mechanic where two Berserk Darts kill an enemy, inspired by Assassin's Creed Unity. The first dart would still create a distraction, while the second would eliminate the target.
Smoke Bombs don't feel as reliable as they used to. Enemies sometimes run out of the smoke immediately or the entire camp becomes alerted after using one, making them less effective as a stealth tool. It would be great if they prioritized confusion instead of instantly alerting everyone.
Combat:
Bring back Hidden Blade and Fist combat. I know it isn't the most realistic way to fight against swords, but it was one of the most enjoyable combat styles in previous Assassin's Creed games.
Add more finishers for the sword-pistol, since they currently seem to share the same execution animation.
World & Progression:
Add more guards patrolling cities and rooftops. Some areas feel a little empty compared to the original.
Reduce the time required to reach the maximum income cap at Great Inagua, or slightly increase Kenway's Fleet rewards. The current progression feels slower than the reward justifies.
Add more outfits to unlock.
Add more trinkets with unique gameplay effects to encourage different playstyles.
Final Thoughts
These aren't requests for huge additions like giant monsters or entirely new game systems. They're mostly quality-of-life improvements and gameplay tweaks that I think would naturally fit Black Flag's design while making stealth even more enjoyable.
If anyone else has ideas, I'd love to read them in the comments.
And once again, thank you to Ubisoft Singapore for this remake. I've genuinely been having a fantastic time with it.
What quality-of-life improvements would you like to see in future updates? I'd love to hear everyone else's ideas.
Things to improve:
\- Sprinting should cancel the crouch state, or pressing sprint while crouching should make the character move faster while crouched
\- Smoother double-kill animations (the current double-kill animation takes too long; more animation variety could be added)
\- A trinket that grants poison darts (for stealth kills; there is already a similar item in the Demon Pack that sets Berserkers on fire)
\- More assassination animations, whether quick or brutal (high and low profile)
\- Combat using fists and the hidden blade (these look great)
\- Kill animations for the sword-pistol (they all share the same finisher)
\- I'd also like to see the old rope dart animation, where you could hang enemies more quickly.
Things I love:
\- The combat is excellent and very well-crafted, though adding hidden blade and fist combat would be a great option
\- I also love the stealth mechanics
\- Parkour is more fluid than in other installments since \*Origins\*
\- The graphics are stunning
\- The hood toggle button is amazing for those of us who like to dress like Assassins
\- The remastered outfits are beautiful
I haven't finished the game yet, but I'd like to hear your opinions or suggestions for changes regarding this.
Ubisoft did an excellent job; thank you very much for this incredible remake.
With AC Black Flag Resynced on the way, I'm curious to know which mechanics you'd like to see, whether they're brand new or returning from older Assassin's Creed games.
My pick would be the Berserk Dart Overdose mechanic from Assassin's Creed Unity. A single Berserk Dart would send an enemy into a frenzy, but hitting the same target with a second dart would trigger an overdose instead. Rather than extending the berserk effect, the poison would become lethal, leading to a unique death animation.
I think it would fit Black Flag really well. It would add more depth to stealth and infiltration by giving players two options: use a single dart to create a distraction as guards fight each other, or use a second dart to quietly eliminate the target if necessary. It rewarded planning instead of relying only on direct combat, and I'd love to see a mechanic like that return.
I know the game is already in its Gold stage, so something like this is probably too late to make it into the launch version. However, if enough of the community liked the idea, I think it would be an awesome addition in a future update or patch.
What mechanic would you like to see in AC Black Flag Resynced?
Video credits: LeoKRouge.
Do you think they kept the animation, changed it, or that both animations now exist?
Hi, does anyone know how to unlock Naoe and Yasuke's outfits in AC Resynced?