Best posts made by pesto.
Not only is it creepy but not everyone has the means to record a video, it’s QA’s job to test and try to recreate bugs reported and honestly when it’s applied to every single report no matter how prevalent, obvious or simple and clear the explanation it feels like it’s being used as a means to raise the bar for entry to avoid getting bugs reported and fixed around here.
This isn’t the right way to treat customers who go to the effort of reporting bugs. I don’t believe anyone here wants to join a beta team or join QA themselves, most have other jobs and this is what we do for pleasure with what little free time is available to us. Please just look into the bugs, test and see if you can reproduce, then if you really are unable to follow or reproduce the bug ask more questions and eventually if all else fails then ask for the video. If you can reproduce then also please communicate with us. Just leave videos for the last option, not first.
Ubisoft should make an assassins creed taking place during ww1 or ww2 in The Empire of Russia or the USSR.
Socialism is only a cynical and pernicious attempt to reassert feudalist hegemony by convincing serfs that they don’t really want to be journeymen, what’s best for them is being looked after by the lords, by working together for the system all boats rise! And that the world is different now, we have technology and medicine and a military to look after them all they have to do is work for the lor… system.
There need not be bloodshed to get there, idiots will sell themselves out, they already try to emulate the atrocities of the GRU on social media, social credit. The real bloodshed will happen at the next peasants revolt. Each time eventually the populace rises up, they don’t always win, but in the end one way or another change occurs and freedoms are won. No-one (but a fool) fights for their own oppression. Which is also why education is a dangerous thing to oppressive states and political regimes and they have a tendency to try and infiltrate and subvert it into indoctrination, and why those who work for the state should be very careful of their actions and what they are asked to do. They fight only for privilege which is not the same thing as freedom; guard dogs have chains, wolves don’t.
There is absolutely no need to do an AC either lionizing or antagonizing Russia right now. The world doesn’t need or want the propaganda. Frankly even posting that here at this time sounds like a shallow attempt.
As a gamer right now what I crave is escapist fantasy. We have enough problems with our smorgasbord of nightmare apocalypse options.
+1 on wanting horseback weapons back. It’s such a small thing but it feels like the game is incomplete somehow without it. You’re more vulnerable on horseback but can do more damage, it’s a glass cannon.
The main thing I’ve realized from mastery is just how underdeveloped archery and stealth are compared to melee combat. All the combat challenges are easy outside of waiting for enemies to die from fire, the archery and stealth are much harder, or rather require much more patience.
They also highlight glitches in the game, e.g. a map where you need to kill a certain number of enemies using explosives, but where some of the oil urns required instantly smash on spawn in killing some enemies with fire that you would need to gold master the game. Or they die from an explosion but it doesn’t count because it was caused by knocking them into the urn rather than firing an arrow at it. And if you’d played previous games you’d assume poison + any fire source = explosive, not the case in Valhalla. Or the not so much glitch as behavior of enemy AI and alerting, occasional random rubber banding of distant enemies, poison not working if you don’t hang around and keep enemies in view etc. You kind of see the janky edges of the game engine with this mode more than with the game itself.
Also this is really bad game design - You have exactly the number of enemies required to do each challenge. The challenges are framed as within an area designed with one solution to get gold you have to get x points doing y deed. Spot the UX problem? You have no way of knowing how many enemies need to die a specific way until you kill one in that way and then pause, see how many points that cost and do the math, at which point you may have made it impossible to complete this challenge for gold. Better design would be “you need to kill x number of people y way”.
In general the mode makes me think someone at Ubisoft wanted to point out how bad things were in the past and get players to agree by frustrating them with examples that basically are like hardcore versions of previous AC game mechanics.
The following bugs I've noticed.
- On the archery challenge where you have to blow up enemies, poison them and get headshots often one of the oil urns will explode on spawn in killing the guard next to it by fire (not explosion)
- If you set poison traps they are only triggered and only kill if you stick around keeping the poisoned NPC in view, otherwise they lose their status and instantly gain all health back
- All enemies seem to have a re-gen effect (is this intentional?), you knock them down to a sliver of health in order to complete mastery challenges involving specific death types (as the character isn't strong enough to kill them from full health or even half sometimes) and turn around, a minute later their health is back up. Sometimes this shows as a dual health gauge split vertically, with a red portion refilling.
- Enemy crit points are randomized (is this intentional?), archers left or right hand may be the crit point, on some challenges this makes it luck as to whether you'll have an easy or hard run.
- Enemy archers are really dumb. They will literally shoot their own platform to try and hit you which will kill them from fall damage if you are under them.
- Death from secondary action doesn't count when it should. e.g. knocking an enemy into an oil urn causing them to die from the explosion should count as an explosion kill.
- UX is poor. It should display the number of enemies required for each death type rather than a points system which is arbitrary and requires you to kill first before calculating how many enemies it will require to complete.
- Enemy alert system is poorly implemented based on radius rather than line of sight, this causes enemies who should have no idea what is going on being alerted and rushing you. Maybe I'll have to do my own little example of how this should work to demonstrate how enemy AI should handle alerting, but I'd hope you'd get the picture from the feedback here and in many other threads.
- Restart times are too long. We don't need a not so fancy (headache inducing actually) texture fade. Just jump right back in to make it more fun and less punishing for restarting/failing.
- Path-finding seems broken for enemies in the combat kills by fire level. Often enemies will not follow you into another area (where there's fire) and will stand looking at you gormlessly till you get within a very short radius, then they will try to do a short range attack.
- Heavy enemies occasionally rubber band/teleport. Especially noticeable on the archery missions, this seems to be an issue to do with animation LOD handling?
- On the same call hotboxes for enemies when using the guided arrow shot seem to be janky. I've had arrows go right through an enemy and cause no damage.
- This also applies to normal shots with the same bow, enemies are marked as they will take damage, take the shot and they will not.
- After you press the left trigger to ADS pulling the right trigger too soon will not notch the arrow and it will not fire, you must release and then press again even though the ADS animation has finished.
- Same occurs if you try to fire again too soon after the last arrow. This is especially noticeable with the "guided" arrow.
- When firing the "guided arrow" time slows down during the flight in the camera view... but not for enemies attacking you out of the cameras FOV. They attack and move at full speed, so the time dilation effect doesn't work correctly across the entire arena.
- There is no indication of direction damage is coming from while ADS with the bow (and really there ought to be proximity warning too).
- The location to meditate in front of the totems is incorrectly placed for several of the totems off to the side and in a very small hit zone. This should be adjusted to be in front facing the totem or just within a radius of the totem.
AC a has always been a visual feast and testament to the artistry of Ubisoft and its employees, but the hardware lags behind the vision. So with absolute respect because I know how much goes into this stuff here are a few visual things I would love to see opened up and improved upon now that we have next gen consoles with more memory and processing power as the baseline.
- Lighting - in Valhalla there’s separate shadow gobos from the sky and while it gives great distance effect on the ground the fact that it doesn’t match the clouds is really jarring, you’re in shade, you look up the sun is in a clear blue sky, or conversely you’re in bright sunlight and you look up into storm clouds, speaking of…
- Localized weather, there are foggy regions but no other localized weather effects, it would be nice if when you rode towards a storm it would continue to get darker and murkier and more wet.
- Sun through clouds, should not be visible beyond at the very edge of cumulonimbus clouds, they're thick with great dispersion, storm clouds often fail to obscure the sun and act more like thin stratus cloud cover.
- Moon light source volumetric, it’s jarring to look at the moon and actually see the center of the spotlight used, it would be better if the volumetric didn’t go all the way to the tip of the cone but stopped at the point where it visually just covers the moon.
- Occluded specular, would be a big step up. It’s very weird to look across the snow-pack in mountains at where the sun went down 5 minutes ago and still see specular reflections of the sun light source. With ray tracing turned on this eventually dithers itself out but you could also use the primary shadowmap used on diffuse to mask the specular at the same time (and should).
- Semi-accurate night sky, just phases of the moon with respective lighting strength and stars rotating with the sky would be a step up.
- Dark mode for night sky, same as in breakpoint. Makes a big difference to the look as well as improving night gameplay.
- Improved ocean shader. The bump/displacement often synchronizes into coherence showing obvious tiling, it would be really nice if this didn’t happen.
- Water edge interaction and “wetting”, I would love to see this extended to sand and porous materials not just the cloth on the lead character. Also an even faster fading “glisten” map for where things have just been splashed on all materials interacting with water.
- Better water edge tension shader, uses an iso bevel to mimic the water tension effect at the edge of water, puddles, streams etc
- Improved flow map on rivers and streams. RDR2 has water running faster at the center of rivers than at the edges and this helps sell the illusion. Bonus pints if you can do eddies and whirlpools that you get at more turbulent areas so rivers.
- Foam effect, both in rivers and oceans. This can be simulated effectively with 2D particles.
- Tides. Not so easy to add, but would really help sell the sense of passage of time in port areas.
- Underwater shader, it was good in Odyssey, but Valhalla shows the limits of this engine, check out the underwater in the next Horizon Zero Dawn. Lovely stuff.
- All dialog scenes need major improvement on animation, either full Motion capture for NPCs in all dialog cutscenes (and camera moves), or a lot more involved facial animation.
- Improve facial rigs and shading, get rid of creepy dead Skyrim eyes.
Look there’s no easy way to say this, but didn’t Eivor have the ability to mount the horse from behind before?
What happens now is invariably Eivor will call the horse in. It will run in front of him. You will press the “mount horse” button, and then you’ll watch in horror as Eivor rubs his face in horse nethers for the next five minutes and the horse runs in front obvious disturbed by this but unable to escape the molestation.
Eventually either the horse escapes or turns enough that Eivor can clamber on. However I could have sworn that there was an animation in the past where Eivor would do a vault using both his hands on the rump of the beast to get into saddle and not straggle.
This is actually very annoying it wastes time and makes it feel like you have to carefully maneuver into place before attempting any interacting with the horse.
It’s also annoying that theres a lack of Errol Flynn move (jump onto horse from above option), and the very finicky “stow” option who’s sole purpose that I can see is to carry explosive corpses around and kill wildlife or knock enemies down by riding through them, or blow up their buddies in their faces if they’ve backed too far away to chase on foot yet again.
Please fix this. Everything about the horse should feel smooth.
@yvzslmatc even with odyssey and origins people were complaining about the cloth physics being simplified. At least they made horse mains and tails work.
I hope ubisoft will update their engine with good cloth and strand physics. It feels like they’ve been cutting things back every release since Origins. Simplified water and wet maps, simplified and now non-existent cloth physics, no water debris, no particle effects on climbing, skies and ground lighting completely separated (blue skies during thunderstorms, shadows unrelated to cloud positions), overlit interior spaces where there should be no lighting, camera ground intersection bugs, self intersecting geometry on characters and their clothing, audio bugs…
I’m not adverse to fantasy stuff, but It used to be an Easter egg when there was something anachronistic or fantastic in AC that wasn’t the item of power for that game. Now it feels like it’s become padding.
The fantasy elements in AC are beautiful but the most memorable and fun bits of the games for me have always been the human stories rather than the big set pieces. Those tend to just be simple, set in the period, no fancy props.
I’d love to see more of that content, stuff that enriches the open world and make it feel more alive and real.
Latest posts made by pesto.
Finally got to play the new game mode, I enjoyed it and felt it was different enough from other games, not to mention orders of magnitude easier.
The only downside is that like many rogue-lites it’s toooooo long and I couldn’t find a way out, attempting to die by jumping off cliffs just resurrected me at the same location. I got to some dragon boss creature and after one cycle of breaking its legs and then not killing it because I only understood the mechanism of where to hit it when it was down (and not realizing it was down because one leg showed full that I was still trying to get) I decided enough was enough and just let it kill me in the hopes it would have a location I could go to in order to let me leave… it didn’t but the pause menu gave an option of waking up. I’m looking forward to trying it again when I have an empty day just for the job.
Does anyone know if there’s a difficulty setting for this mode? Or how long it is? If it’s only another boss or two then that’s fine but I’d like it to be starting out at nightmare level tougher at least. Also I would like an exit/return to same location so I can leave to do dailies and meander through at my own pace rather than trying to squeeze in complete runs in one go returnal style (which was also outside of the weak ending the only downside to that game which otherwise was awesome).
I don’t get how other people are able to find more quests at other Reda locations or his friends. To me whatever Reda has at the Camo is what’s available are everywhere. There are never more quests elsewhere.
Haven’t seen an avenge quest in a couple of weeks, it felt like there was a week or so about a month back when they’d pop up pretty often but then they stopped.
I really feel the mechanism is just broken at this point. I like the idea, but the implementation evidently doesn’t work. I don’t know what triggers an avenge quest. Maybe it would be better to have some random quest givers in each area who are always there like we had in Odyssey .
Yes confirmed from yesterday just one quest available, the beggars couple. This ticket is not resolved.
As someone who’s received some of the highest awards for innovation available… it’s bunk. There’s only evolution, “innovation” is a marketing term. Nothing is built in a bubble, it all builds on previous knowledge. Go watch that classic documentary “Connections” it puts it as succinctly (and entertainingly) as possible.
Having said that, there’s paying homage, being influenced by and then there’s ripping off.
I haven’t yet played the new mode, I’m pretty excited about it but time is scarce and mostly I play MP when I get online which limits my playtime further for SP experiences. I really hope it’s not just a rip-off of other things but adds to the genre and has some depth.
@TheNorfolkian maybe, I don’t remember if the bug was consistently every 3 days as this one turned out to be. However as I always play on nightmare if it occurs I’ll post here.
@TheNorfolkian we have to wait till the predator quest comes up again. Nightmare scaling lost one Reda mission every few days.
Yeah bug isn’t fixed.
I think they attached level scaling to different quests in some way to make it harder (there are some quests that only appear with harder scaling) which I like although I wish they’d just make the mechanics harder with more enemies and tougher AI rather than more sponginess and offer all missions to all difficulties so that there’s more variety. Or at least offer the shop at all Reda accomplices locations so we don’t always have to go back to the one location.
Anyhow during this level adapted process I think their RNG generator is picking values outside the range of the lookup table or it creates a condition where it has no default option for when a certain mission can’t be picked. If they can’t fix the root cause then they can easily implement a temporary solution that checks the number of available missions on the server and if it isn’t the expected value adds a random one in its place. The server is able to detect if more missions have been activated and will simply not give more opals for the extra missions done.