Best posts made by TheNorfolkian
Previously, I posted a topic about the story opportunities and expectations of how the Siege of Paris expansion would ideally play out. Some of these expectations were based the actual historical events surrounding the almost year-long Siege of Paris. However, I have to say... I am summarily disappointed in not only how Ubisoft has once again made up their own story when history itself would have been enough, but that yet again another opportunity to build on Isu lore has been squandered, just like with Wrath of the Druids.
In fact, I would argue that the Siege of Paris expansion is actually worse than Wrath of the Druids for the following reasons:
- WotD offered a new hit-list that led the player to explore the world looking for clues about the Children of Danu, whereas SoP surprisingly did not feature any official hunt for the Bellatores Dei, though a letter in Charles’ chamber at Amiens implied that they operated like the Order of the Ancients. There could have been a huge sub-plot with Charles requesting that Eivor help deal with the Bellatores threat in Francia (and elsewhere) to meet favorable terms with Sigfred (and Rollo), which would justify a hunt for members of the order.
- WotD introduced a game mechanic involving the manufacture and trade of Irish goods, yet SoP didn’t bother attempting to incorporate something like it. It would have made sense to include something as the Vikings needed to provision themselves off of Frankish land during the long siege. Yet, since Ubisoft decided to create an entirely new mechanic helping Pierre’s rebel resistance, there could have even been missions involving taking back areas that would then start producing trade goods for Eivor to ‘sell’ overseas, thus furthering the rebel cause and building a stronger relationship with the rebel Franks. Instead, the rebel mechanic behaved like a festival shop, where a fixed inventory of goods could only be bought with special currency, and such currency became useless after all goods had been purchased.
- WotD featured the wicked hallucinogenic fog that made gameplay and combat more challenging, and entertaining as the enemies looked more menacing (especially the werewolf!). However, in SoP, we got the absurdly annoying plague rats. Rats... that bite you to death... unless you leap across walls and hop over obstacles, or scare them away... or give them a dead body to fest on. Ugh...
Beyond that stuff, there are some environment issues I was irked by...
- Why are there offering altars in Francia (even in Paris itself), but no hallucinogenic mysteries with mushrooms?
- Why have the player kill turtles and seals, while frogs and rats are invincible?
- Why are there no drinking games in Francia when people are drinking wine in a fair number of cut scenes?
- In England, there were world event mysteries for the Arthurian ‘Treasure of Britain’ tablets, which led to getting Excalibur. Why was there nothing similar for Charlemagne in Francia?
- The expansion has several references to Saint Germain of Paris. Why are there are no world event mysteries related to him like there were for Brendan of Clonfert in England and Vinland?
- What was the point of getting the legendary animal trophy when there’s nowhere to display it?
- Why was there no tattoo shop in Melun?
- Why does fast-traveling back to Francia after the first time always put the player at the Hidden Dock?
And lastly, some story issues I was frustrated by... spoiler alert...
- History doesn’t explicitly record Sinric dying and Sigfred going on a rampage. In fact, history records Sigfred leaving the Siege of Paris in April of 886, but Rollo and his men stayed. Speaking of whom...
- Why wasn’t Rollo even in the story? He’s one of the most famous Vikings in history... the first leader of Normandy!
- The expansion presents an alt-history situation where the Vikings successfully invade and raze Paris in what feels like a matter of a few days... in reality, the Vikings tried to take Paris multiple times with different tactics over the course of eleven months, but were repulsed in each instance.
- History records Gozlin died from a plague during the siege, but in the game he presumably comes back from the ‘dead’ after getting a giant cross dropped on him and fights Eivor at full strength. This could have been a great tie-in for a Shroud of Eden.
- Ubisoft made no attempt to utilize any Isu artifacts to justify a successful Frankish defense of Paris... assuming they didn’t do the alt-history course of events in the first place. Seriously, I really expected to see the Isu Sword of Eden used somehow to repel Viking invaders... or even an Apple of Eden. Speaking of which...
- I was expecting an Isu artifact to explain Charles’ madness, but nothing turned up. I was also expecting ‘more’ from what was beneath Saint-Denis. Ubisoft had a real opportunity to make more connections to AC Unity and blew it.
- We haven’t seen any new ‘present day’ story updates. Why is Loki still exploring Eivor’s memories this far in?
- Following the historical Siege of Paris, the Viking raiders sack Burgundy before getting paid to depart by Charles in the Spring of 887. Why did Ubisoft have Charles be overly concerned about Sigfred attacking Burgundy when historically he was the one who wanted the Vikings to go there, as it was in revolt?
Okay, I’ll stop here... thanks for reading. Please feel free to add anything I probably missed.
It’s kind of silly when returning to England from Ireland that you can’t access the trading chest back home in Ravensthorpe. What’s the point of an ‘Irish Outpost’ if there’s literally nothing to do there after the first time you go to Ireland. It’s even particularly silly that after you come back and visit the outpost, Azar asks if you’re ready to go to Ireland instead of being available to ‘buy’ trading goods. Even after completing Azar’s quest for revenge and fully upgrading all trade posts in Ireland, it’s kind of ridiculous that Azar doesn’t have any kind of surrogates or helpers in a trading network, much like how Reda has agents all across England to dole out a daily quest.
I’ve noticed that other players have reported this similar bug, but I wanted to note my specific experiences to add a little more information. I use a custom control scheme and assigned the ‘A’ button for primary interaction and assassinations. I noticed that when I reassigned the assassination function, the ‘A’ button did work for primary interaction again. However, I am now facing problems with conflicting commands overriding the ability to assassinate the way I would like to.
A stranger issue is that I had the bottom D-Pad button assigned to whistling and calling for my horse, but after the update, my Eivor pulls out a torch. This had never even been a feature in the game before (you have to go through the quick-action wheel to do it). I saw that an instant torch was not even in the command menu for custom controls, so I was pretty perplexed by this bug. I have since switched my quick-action wheel to the lower D-Pad and moved the whistle/horse button to the left D-Pad, which made the torch problem go away.
The strangest problem that I cannot currently figure out is the fact that my right bumper (RB) will not allow my Eivor to crouch/drop/slide. This is particularly weird because I have no other function conflicts with the ‘RB’ button. I even tried holding down the button and nothing happened.
I have not played long enough to see if any of the other controls are broken because not being able to crouch was the game-killer for me (I do a lot of stealth). I sincerely hope a patch is rolled out soon to allow players to resume their desired custom control schemes. I also think Ubisoft should petition Microsoft to allow for custom control assignments to the new capture button. Having another button would certainly help alleviate the amount of control functions featured in this game.
@ubi-keo Can you please pass on to the developers that with the Siege of Paris expansion, it makes even less sense for Eivor to still not use melee weapons on horseback? Seriously, Eivor sees heavy cavalry attacking him with spears in Francia, but doesn’t put two and two together to start using his own spear on horseback? It’s almost silly if it wasn’t frustrating.
@bielik01 Meanwhile... back at Ubisoft...
“Did they solve that Saint Denis mystery?”
“Yes, sir... they went through all that trouble to read the same message we previously hid in the promotional content.”
“Took them long enough... what’s next?”
“We’ve started compiling multiple time-wasting objectives for the next expansion that will end up revealing something they’ve already known since playing Origins.”
“What is it they already know?”
“We haven’t decided yet... but we’ll make sure it’s really simple and obvious.”
So, I just updated on my XBox Series X and when I fast-travel to Dublin, the cutscene for Eivor going to bed kicks in when I arrive. Was he really that tired? But wait... he keeps going to bed! The game is stuck in a sleep-cycle loop that can only be broken when quitting to the title screen of the game. I have tried restarting the game entirely, but the problem keeps persisting. Please fix this ASAP!!
Previously, I posted a topic showing that Mastery Points were in fact increasing Stealth Damage and Ability Damage, even though those stats were not displayed in the mastery categories. I was able to determine that while Ability Damage does increase when points are put towards the Bear category, only Stealth Damage is increase when points are added to the Wolf or Raven category. However, I was never able to figure out the absolute mathematics behind Mastery Points because I suspected there was some other factors in play that might have been generating diminishing returns.
Having acquired another 100 Mastery Points to test that theory, I can now confirm that there are diminishing returns as you continue to add more points into a mastery category. To properly display the difference, I have some video proof. However, before looking at that, take a moment to quickly recap the numbers for Eivor’s starting stats...
Pretty standard... Health=100, Evasion=5, almost everything else=50.
Now, currently my Eivor already has 100 Mastery Points in every category. In my previous post, I noted the impact of 300 points spread out over all three categories compared with the beginning stats displayed very obvious improvements: Health +47.2, Evasion +10.5, Melee Damage and Resistance +10.5, Range Resistance +10.5, Range Damage +10.8 (why the 0.3 more?), Assassination Damage +10.5, Stealth Damage +30, Ability Damage +45. Further, I was able to determined that Ability Damage was improved by all three categories, and Stealth Damage improved by only the Wolf and Raven categories, even though those two stats are not labeled in any mastery category.
Okay, so here’s the new video, where I am pumping 100 more points into the Raven mastery...
As you can see, the new impact is painfully minimal for the Raven mastery: Health +1.5, Evasion +1.1, Assassination Damage +1.1, Stealth Damage +2.5, and Ability Damage +2.5—all huge steps down from the previous improvements. It’s kind of strange how the first 100 points in the Wolf and Raven categories pushed Stealth Damage up by 30 points (15 points per category), but another 100 points only awarded an increase of 2.5 points! How’s that for diminishing returns?
So, I will repeat my original request here... Ubisoft needs to include the labels for the other stats that are improved by Mastery Points, and they need to show the numerical values of what a Mastery Point will do as the player continues to level up higher and higher. For instance, let’s say you had 10 points in the Raven category, so the cursor should display a window that shows what the point increases will be if you add another point to that category, etc., updating the diminishing values as the player levels up each time.
Thank you for reading and please support this cause.
I was starting to get really curious about what real value the Mastery Points actually had, since adding one point in any of the categories didn’t appear to cause any change in my Eivor’s stats. In an attempt to figure out the math, I dropped all the skill points and stripped my Eivor, which would show only the affect of the Mastery Points on my stats since those cannot be returned. I then started a new game and stripped that Eivor as well, finding out what the base stats were. My discovery was that very little is actually gained per Mastery Point, and highly dependent on which stat is being enhanced, but there were a couple other surprises as well. The math*** delivered the following results...
Health: All categories of Mastery Points include health in their improvement, and the math appears to show that no matter where you stock up, you’ll usually get a bonus of 0.4355 points towards health per Mastery Point.
Armor: While no Mastery Point categories include armor, I am speculating that Melee and Ranged Resistance in the Bear and Wolf categories may somehow play a hidden role in the boost. As such, when counting both those categories, the math would appear to indicate that you get 0.016666... armor per Mastery Point.
Evasion: This was amazing to me... every one point you put into the Raven category will snag you 0.2 points towards Evasion.
Melee & Ranged Resistance: Both of these values are enhanced the same way in the Bear and Wolf categories, and the math appears to show you get 0.0577777... resistance per Mastery Point.
Melee Damage: Putting a point into the Bear category appears to net you 0.148888... melee damage per Mastery Point.
Ranged Damage: Putting a point into the Wolf category appears to net you 0.152222... ranged damage per Mastery Point. I have no idea why the game treats Ranged Damage as superior to Melee Damage, but it certainly is an interesting discovery for one’s play style.
Assassination Damage: The game really wants to encourage you to use your hidden blade, because you’ll get 0.95 points towards assassination damage for every Mastery Point you spend in the Raven category. That’s pretty significant for Eivor of the Raven Clan.
Ability Damage: This was another surprise, like Armor. None of the categories specify enhancing Ability Damage, so I’m going to assume that all of them do. If that’s true, then the math calculates 0.1645 points towards Ability Damage per Mastery Point.
So, a few questions are in order. Why aren’t Armor and Ability Damage accounted for in the Mastery Point categories? Or is there something I’m missing here... like, does Eivor somehow gain points in those stat values outside of Mastery Points and Skill Points when nothing is equipped? Also, why are the stat bonuses per Mastery Points so freaking low, except for Assassination Damage? Shouldn’t we as players feel encouraged to keep leveling up our Eivor for appropriate level-up rewards?
I would suggest that a future patch or update actually feature all possible stats in the Mastery Point categories that they may be impacting, and display the numerical values, since all Skills appear to show those values. Keep it consistent. Further, I think the bonuses per Mastery Point needs to be improved to reflect the encouragement to level up. Also, why not simply allow for Mastery Points to increase Eivor’s overall Power? If players want to spend time leveling Eivor up as much as possible, that effort should be acknowledged. As of TU 220.127.116.11, we’re all capped at Power 429. No doubt the Siege of Paris expansion will push this limit up, but the Mastery Points could have been factored into some kind of absolute level cap for the game. Eivor may have a god in him, but he himself can’t be one.
math*** I did my math based on the following calculation... (improved stat value - baseline stat value = point change) ... (point change / total number of mastery points in relevant category = enhancement value per point). I’m not sure if this is consistent regardless of the amount of the point changes and the mastery points, so I would appreciate it if someone checked my math and gave me some confirmation, or provided a better explanation into how the stats are altered.
Latest posts made by TheNorfolkian
@pesto Yeah, this is a pretty big issue... @bielik01 already posted a dedicated thread about the general problem.
@kormac67 I already completed that long ago, but it is a valid observation with the upgrading of the quiver and rations.
I actually didn’t start finding fabric again until the recent update. Let’s chuck this up with other inventory goods that have no further use beyond their intended use.
I just saw that a similar idea with calculations was also presented in another thread... adding the link here: Improving Reda's shop, opal rewards and some other suggestions | Ubisoft Forums