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.
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.
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.
Pretty much agree. I remember when final fantasy tried going back to linear and it was a huge incredibly dull failure that highlighted exactly how archaic the system felt.
The complaints about game size are from game journalists who hate having to play through large games in order to be able to review them and for whom games aren’t pleasure or an investment. They have a fundamentally skewed viewpoint, their needs are to be able to quickly go through a game, make a pronouncement and then move on to the next game as quickly as possible, large games break their economy and frustrate the heck out of them.
Now complaints about thin content is another matter. Many Ubisoft games have way too much repetition to feel alive or maintain interest, for example watchdogs legion. It’s fundamentally a boring game because you endlessly repeat the action of breaking in to an enemy stronghold that looks and feels exactly like every other enemy stronghold, stealing the same 4 things (upgrade mod, lore, access key and a key item) and escaping, very easily. AC is one of the better series for this, usually the worlds feel a little more alive with random street events and opportunities, fewer but bigger forts, more variation in activities, side quests and secondary challenges. They don’t need to be cut down to maintain content interest.
As for the idea that tighter control = tighter narrative. Well sure, but you don’t play a game to read a book or watch a film, you play it to have your own adventure. Open world games have some of the best stories out there, there’s little evidence that linear games are better in that regards.
Valhalla was never going to be every game, honestly the weak points are bugs and the game itself is good.
You have to remember that AC isn’t a Rockstar game where they burn out thousands of artists in sweatshops in Asia over a ten year period to make one game that will make a billion dollars. Instead Ubisoft burn out a thousand artists in Quebec over a 2 year period and make a few hundred million. It’s much more humanitarian with far lower chance of the Polish government threatening to send you to jail because of your bugs than working for CD Project Red for example.
It’s also unlikely to result in a game that’s all things to all men. There just isn’t time. Ubisoft make beautiful environments and props but when it comes to the mechanics and mission structure it feels like a series of presets that they drop in with different configurations for each game. Where Valhalla’s world may feel hand built and full of detail none of the mechanics or story has that same bespoke feel. It has a samey proceduralness that makes the choices and gameplay actions we make feel strangely inconsequential.
I would love to see as much time spent on the story paths, side missions and various sub-games as is obviously spent on the visuals. I think for many players yes these are entertainment but they’re also games as art and that’s why it’s more annoying when you spot stuff that lets it down.
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.
My own thoughts are that it's likely polarizing. Could be great, could be a disaster.
They don't mention multiplayer, but if there is an optional PVE multiplayer component the same way the division and ghost recon do things it could be really great as I've often wanted to play these games with my friends.
Replayability could also be fantastic, one of the best things about Odyssey was how much you could carry on playing and how the world felt a little more alive even when you'd completed story and side-quests in a region due to daily and weekly quests, the mercs, pirates and so on. A world that feels and operates that way in a games as service could be fantastic, even just as single player.
The multiple era's thing I'm hesitant on
- Multiple maps is just a step backwards for open-world games, ideally even DLC would just expand on the existing map rather than add new areas.
- The lack of a single protagonist, or worse the idea that the utterly unlikable modern day characters would be the main protagonists as some sort of way of punishing players into liking them (which like is totally going to work yah?) sounds pretty awful.
- And then there's the fear that it could end up like Watchdogs Legion, a bland game where you've no investment in any of the characters you play as none have any real story.
- Narratively how will this work in a way that keeps you invested if you don't spend much time with any character?
On the plus side you could instead see the modern world as a meta game hub, and every new AC game from now on would be accessible through the same modern world UI as just another era for this AC universe. The flip side there is we already have that in the OS of our computer or console, why do we need to go through an extra menu that will probably involve a horrible "slow walk" every time (that no-one ever anywhere has ever said "hey slow walk is cool, lets do this") as well as interacting with those godawful modern world characters, and locking AC for years to come to an already outdated Anvil engine.
It could either be a collection of every half-baked feature that everyone loathes and huge steps backwards towards a "golden" era that only exists in spectacles tinted so rose that they're opaque, misguided into existence in a single engine in the name of ensuring that AC remains diverse and unique from other Ubi titles by literally making it terrible and killing the franchise the process the same way Legion has for Watchdogs. Or it could be a stroke of genius that revitalizes AC into something new and truly unique, and creating that glorious ever evolving and replayable playground that would allow Ubisoft to finally have their own GTA/RD online, or WoW/Diablo.
Latest posts made by pesto.
Well I don’t want them to remove the content but I also don't want more of it and I absolutely agree what’s there needs better design. The game theory might appeal to fans of “Mastermind” but personally I always felt unsatisfied and bored by that game.
IMO More difficult and complex “end game” activity is a good thing, but as a player I want to chose my own path to success rather than be on rails. Leave that stuff for easy but beautiful QuickTime cinematic sequences. If AC had dungeons with super tough bosses in different rooms or high level forts with a timer before your target leaves the area, may/e chases across the whole map after an escaping bounty target, or even heist style multistage content with setups then so long as I have the freedom to chose my own path it could all be very fun, it is after all in other games that utilize the same mechanics.
@freestepper the post about parrying was to the post above mine having a hard time with parrying.
I understand the issues with the mastery challenges, see my previous posts in the thread. All of them are quite possible to get gold in, they’re just not a fun way to do things. They’re about strategizing the right route (and usually there is only one solution) through to get the score once you’ve worked out how many times you need to do each one of the tasks, so in some ways a throwback to the old more rigid AC structure before Origins where missions could fail if you were spotted etc.
In the particular mission you’re highlighting as I recall (it’s been a month or so now since I did it) it’s a case of prioritizing the fire kills from the off and in the second and third arena the fall kills as these are the only locations with high enough scaffold, don’t worry about parrying the ones you plan to kill by kicking off the ledges. You will not be done by the time you reach the final arena with the boss, so while avoiding him you have to kill his henchmen specific ways.
@metroid_meister watch the animations more than the warning itself (they have a bug whereby you can’t turn off the warnings which is annoying as the animations are a better indicator). More or less you just have to learn the attack pattern.
Most enemies have three levels of attack
- Quick attack. An attack with no warning, this usually has a run up to you.
- Medium attack. This shows the orange warning aura.
- Heavy attack. Unblockable, shows the red aura. You must dodge this one.
All three “telegraph” their intent with a wind-up animation. The first two you can always block and should practice doing as much as possible because with good timing you break enemies guard and can trigger status effects with the right runes on, plus the animations are cool.
Aim to parry as the swing is coming in for sword guys, they will signal with a wind up.
For mace wielders they will swing continuously happen as a defense, parry as you move close to them.
Knife welders are the hardest enemies on the quick attack, they will hop leg to leg and jump back just before jumping in for the stab.
Staff etc have a standard wind-up similar to swordsmen.
At distance many enemies will resort to ranged weapons. Unlock the “return to sender” skill and use this to parry when their projectiles reach within a good 20 foot of you (plenty of time) for a good time. But the same parry rules apply even if you don’t have the skill unlocked just to defend yourself.
In general for melee the parry shouldn’t be done while the warning aura is showing as that’s too early, but as the swing towards the player happens. There is a point just before the actual hit where it’s too late for Eivor to react, and earlier in the swing may grant a full guard break which is a great opportunity to “one shot” most enemies.
Slow down, only a couple of enemies will ever attack you simultaneously. It’s like a rhythm game, you just need to find the timing for the different enemies and it’ll become easy.
On the parry just slow down, you have a very forgiving window with Valhalla so it’s almost (but not quite) so long that you could hit the defend button at the time the attack warning comes up and then just wait for it to come in. Your biggest enemy with parry is over-excitement and button mashing.
If it helps practice on a fort and just pretend you’re the terminator walking in slowly, an unstoppable force. Wait for them to come to you and only parry and finish don’t initiate any attacks (unless they’re not running up to attack you). Be patient, take your time, there’s no real rush only a couple will come at you at a time (sadly, I wish you’d get flooded with more at higher difficulties). You’ll soon get the hang of it regardless of how many enemies are approaching you.
Anthem was a development mess though, they didn’t have actual working demos until way later than they claimed, constantly reworked, depending on who you talk to either no direction or being pulled in too many directions.
Unfortunately that’s what everyone is saying “Skull and Bones” is too. We’ll see how that goes, it may temper Ubisoft on these grand multigenerational games as service designs, or embolden them.
What tends to work best is if there’s one person with a strong and focused creative vision in charge. It’s like the movies, you see too many production companies, too many writers, multiple directors in the credits, you know it’s going to be a total (and often bland) mess. Production throws good moneys after bad when a project goes sideways rather than cutting their losses because they’re in too deep and desperately hope that counter to all practical experience they will at least make the money back or be able to offload the debt to some poor schmuck who gets dragged into the pyramid scheme at the last minute.
Its way too early to know’s going on with AC Infinity, the project has literally only just been greenlit and announced as an interest for investors. Maybe it is just one persons pet project and idea, let’s see. Even then success there is like success with battle royale games, there’s only ever room for a couple of big players who make bank, everyone else eats crumbs.
@ubi-woofer they’re all shown as deleted here with an “undelete” option which tells me I don’t have permission to carry out the action after posting under a max 16bit int number of minutes ago when I try to click on it. The original post remains the same as before and doesn’t contain the info from those deleted posts.
As in the title, any ETA? It’s very annoying to do the daily save an npc mission only to have to repeatedly exit restart the game and redo the mission in order to get your reward because of this glitch.
When every single enemy in an area is dead, you are by definition anonymous.
Also the person your saving often starts yelling as if they’re seeing you commit a crime/kill a guard in an enemy controlled city, especially if you opt for a stealthy approach where you don’t kill everyone. They need to always see you as a friend and only call out if they’re being discovered escaping.