Monday, September 20th, 2021

Hood: Comment on Law and Legend

With the development of the game premise, it is difficult to beat Hood: Outlaws & Legends. Robin Hood’s fantasy robbery game, where you and the criminals steal from the tightly protected fortress of the rich and give it to the poor? Sign me and all my friends! But, in this breathtaking world of assassins and knights that provide awe-inspiring moments, it seems regrettable that it seems to be designed to reward the tenacious brute force attacks brought about by cunning stealth behavior, and there is not enough Content to maintain the interest of greedy crooks it wants to please.

The main idea is that you and the three thieves have to try to steal the stolen goods from the extremely incompetent power in three stages: first, you steal the key to the vault, then break into the vault, and finally take the goods. Given that the defenders controlled by AI are a bunch of clumsy people, this should be easy…except for a hostile gang of four people occupying the same map and will do their best to put a wrench in your plan so that they You can rob the spoils first. So Hood is just stealth and cooperation… and when this situation inevitably fails, he frantically kills NPCs and opponent players until a team takes away the treasure.

Each of the four roles in the team has unique roles and abilities, and under the right circumstances (although you can use any team composition you like) can prove its infinite value. For example, Robin Ranger is an archer type that can silently kill distant enemies and open new paths on the map through rope arrows that others can climb. At the other end of the pedigree is the melee tank rider John (John the Brawler), who can use his strong lumberjack arms to open doors to allies and can transport treasures faster than any other class.

Depending on the stage of the game you are in, the sense of balance will be somewhat shaken.

Each character also has its own consumables, such as dazzling flash grenades or deadly grenades, and special skills that can be used every few minutes. Marianne, a hunter who focuses on invisibility, can be invisible for a few seconds, while Tooke the Mystic, who focuses on support, can heal his allies and mark nearby enemies. Each level of the game feels unique and unique, although the sense of balance changes a bit according to the different stages of the game. For example, Marian is undoubtedly the best stealth level, but the competition is not fierce, especially when the final scene dominates. One of the main problems facing Hood is that secret operations are not enough to reward rewards, and embracing open battles cannot be punished enough. Inevitably, this means that once the enemy team meets each other, they will give way to a full-fledged street fight. However, no matter how long you persist, almost every game I participate in ends in a drawing order. In this drawing order, the opposing team fights to control the winch and they must bend over to grab the spoils. This stage may delay the rigid battle for more than 10 minutes. During this period, the team will kill each other desperately, and the slow and stupid NPC will wander around and kill anyone who approaches. In contrast, compared to stealing the key and breaking into the vault, this only takes a few minutes and can be done tangibly while invisible-it’s a bit unbalanced.Don’t get me wrong: wild, Lu Combat’s battle may be fun, but through trivial invisibility, it also destroys Robin Hood’s fantasy. In one example, my friends and I decided to proceed with caution and drive with a whole team of John Broller heavy tanks. We don’t even want to be invisible and openly attack every enemy in sight, but we can steal the keys, break into the vault, and take the treasure before the opposing team even knows what hit them. When entering the heavy battle escape stage, our John Squad™ (John Connery, Kim John-Un, John Claude Van Damme and Dead of John) easily overwhelmed our naive and balanced opponents, which is what they played as expected Fatal sin. It just feels wrong!

If another team decides to raise Leeroy Jenkins, they will almost always drag your team into battle.

What’s worse than if you choose not to do this, invisibility won’t be rewarded or worse, you usually have no choice in this matter. If the team you are fighting against decides to make Leeroy Jenkins full, they will almost always drag your team into battle: the area is locked and all the cards in the area are closed, and the defender keeps expanding and starts to play Run on the map and attack anything that happens to be encountered. In fact, my team even deployed an incredibly annoying strategy of deliberately catching it and leading our followers directly into the enemy team, causing them to fall into a protracted battle. This may Will keep them busy for a while. Choosing to give up invisibility is one thing, but when the enemy team (whether accidentally or intentionally) makes that decision for you, it does feel very bad.

Hood: Law and Legend Comment Screenshots

Another frustrating aspect of the way Hood rewards players (or, conversely, no rewards) is that when one party successfully extracts the chest, announcing the winning team, which often feels arbitrary. For example, a team can steal the key, open the vault, move the box to the extraction point, and then the winch rises by 90%, only the opposing team kills them and completes the final 10% and declares the winner. This is actually a completely effective strategy that allows the opposing team to do all the work and then simply dig out the treasure from under their noses-and the possibility of this uneasiness will definitely increase tension-but when the battle is balanced , This method is not feasible. immediately. This is especially painful when your team tries their best to become the ultimate students of the shadows and executes the robbery with skill and precision, but loses to a bunch of clumsy Johns.

The robbery was skilled and precise, but lost to a group of clumsy Johns, which was especially painful.

In addition to the obvious sandbox imbalance, entering the open battle also highlights the fact that most of the time the enemy NPC is completely intimidating. Ordinary guards are easily dispatched and will only slow you down, while more threatening enemies like the sheriff and the watchman will kill with one blow, but they cannot kill themselves. They are so slow and stupid. As for you can totally dance around them. Perhaps, if the enemy is more deadly, it will become stronger once the alarm is given, or if the player’s rebirth time is longer (or even limited), then stealth and caution will be merits worth pursuing. On the contrary, Hood rewards Lure and punishes those who try the correct gameplay, which is really disappointing for those who appreciate covert operations and robbery fantasies.

What makes the battle-dominant metadata even more frustrating is that stealth in Hood is actually well done and very satisfying. Working secretly together and eliminated the three guards together, it made me feel like a badass. The key stolen from under the guard’s nose with a well-placed smoke bomb was very helpful. The assassination animation and accompanying sound effects are ASMR for stealth lovers, which makes me want to avoid more rewarding direct attacks that Hood encourages and even hurts me.Of course, in the process of discovering these balance problems, my team and I had a great time, so they are not something that makes me give up the game. Each of these five maps is unique and beautifully designed, from vast swamps to desolate claustrophobic cemeteries. Learning these areas and tracking the location of randomly generated keys and vaults at the beginning of each game is an exciting thing, especially when your eyes are darts back and forth looking for rival gangs, you know it’s not far away Out of reach. Marking enemies, coordinating the attack plan on the game chat, and working together as a whole is definitely an explosion. When your team is caught by a defender or ambushed by an opponent player, all the hell is broken, and the slow, methodical pace will kill you because you scrambled to smash someone’s head before they can throw the arrow. Shot through you.

Marking enemies, coordinating the attack plan on the game chat, and working together as a whole is definitely an explosion.

However, the biggest problem with Hood is that after a few hours, you will be familiar with a small number of maps and playable characters. After this is done, there is nothing more than repeating the same robbery over and over again. There is no event or story mode at all-in fact, the only taste of the story you get is in the form of collectibles obtained by winning the game and silently killing NPCs that can give you a sense of the backstory of the world.

In addition to the standard 4v4 Heist mode, the only thing you can do is the game training mode, which can simply delete the enemy player’s team so that your team can hone its skills. Given the lack of PvP variables, not only will the training be more repetitive, but since you don’t get much XP or money to play the game, it is useless. The content roadmap for a year has been announced, which includes a new game mode and a new character, but if a new map is not injected, I don’t believe this will solve the problem.

One thing I really appreciate is that even for people who are already in the party chat, Hood will open the game chat by default, which means that the matching team can hear and communicate with their randomly assigned teammates very easily. Since the establishment of Halo, this kind of wild western game chat has not appeared. This has always troubled me in multiplayer games. These games seem to want you to come with your team or to people with more friends. The hands of you have suffered more defeat than you. Even better, you can hear the enemy’s speech nearby or before the game starts, which may cause some interesting interactions and trash talk. Of course, if you feel shy or disturbed by too many chat partners, you can turn them off, but I encourage you to join the social circle!

When you are not robbing or fighting with defenders, you will spend time in stealth. In this social space, you can unlock weapon skins and new clothing and other cosmetics, read knowledge items, and unlock and change characters. The privilege of changing their way of playing. Privileges can be unlocked by upgrading each character, and some subtle adjustments can be made, such as turning Tooke The Mystic’s refueling grenade into a healing grenade, or providing Robin Ranger with more deadly arrows. In most cases, they are not large-scale game changers, but add some changes to the sandbox that desperately needs it. On the other hand, upgrading the hiding place by collecting gold coins only allows you to use new clothing and weapon skins. The strange thing is that the upgraded hideout will not evolve over time, as you think, which is very disappointing.