

I've been playing Assassin's creed for years and i love this series, although it doesn't seem like a big problem, there is a huge problem affecting the gameplay, why do i have to ''toggle'' the left shift key while sprinting with my character, it's confusing sometimes, why is there no "hold" option ? ? ? ? ? ? ? ? ? ?
I've seen people raise this issue in many forums, why hasn't there been a solution since the game was released ?
I just bought the game years later and there is still such a deficiency.
How can i solve this situation ? ? ?
Thanks..
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@Suezir No solution because there is no toggle/hold to sprint setting in the game. This problem is no platform related, same on consoles. Check on the replies under my post about this. https://discussions.ubisoft.com/topic/158965/toggle-hold-to-sprint-control-setting-missing-from-the-options?lang=en-US&_=1662422559444
Honestly, why would you hold sprint? That's just taxing. It doesn't do enough to justify a "hold". To me this issue is a traditional one and not a functional one.
Holding wouldn't work with a controller as sprint is put on the stick. Rightfully so because sprint is unimportant. Short sprinting is done with dodge and for long runs there's no quick button needed. It's not like stealth where it significantly changes your speed and status.
You should relearn and get on with it. Sprint is not the same here as in other games, and there too a toggle is preferable, in my view, because holding for extended periods is taxing, just needless unless there's a concrete meaning. In Valhalla it doesn't make sense, the sprint is only a slight alteration on movement speed and it provides only modest combat options for initiating, or mostly add flavour rather than functionality*, but after that the standard moves are better.
*Getting into this: Knee on heavy is a knockback and may break blocks but does low damage, a regular heavy makes more sense. The light is a running attack but it would be superior to open with a dodge into light or heavy depending on if you want to expend stamina, but you can't do that because while sprinting you will do a long dodge into roll instead of a short dodge which prevents, very much on purpose, heavy and light attacks. If it didn't do that there would be no reason to have sprinting attacks and that would lose sprinting itself flavour as sprint is weak, which is also very much intentional.
The solution is that you learn the game you are playing instead of trying to make it look like games you've played before. Sorry, it's the truth. And sorry I'm such a snarky [censored]. Don't hate me, old-timers; I'm one of you!! And yea, adapt; don't grow stale. There's only one thing certain: Change.
They haven't included this option because it doesn't make sense beyond tradition. It doesn't add much of anything to Valhalla if included. That's my opinion on this.
Edit: I never know what speed I'm traveling at. It's not that sprint isn't annoying how it is set up, it's that "hold" wouldn't do for fixing it. A "hold" just would not work for controller the way it's made. Then, for keyboard, how does it makes sense to implement the feature when sprint itself is not important enough in combat to warrant it? Sprint's mostly designed to run longer distances and for that reason, as it is a traveling skill much more than a combat skill, the "hold" option just don't make any sense. It only makes sense in a differently configurated game where sprint has a different purpose.
@Polyedra
-What you say may be true, hold sprint may not be necessary, but if there are many settings in the game like ( hold setting for walk - hold setting for crouch ) this setting should be in the game too,
because there are a lot of settings in game,
-This setting must be in game, whether they use it or not this setting, it is up to the player.
-And it seems, according to you, let's not make any setting change in the game and let's play exactly as it was given to us...
@Suezir I'm just saying why I think the setting is not there. The game you want to play does not exist.
The reason I know what you're looking for is because holding sprint implies it is a combat feature as holding for traveling makes no sense at all.
That's why I explain that it's actually not a combat feature like you wish and envision it to be, it's a travel function that gives a minor speed boost.
Then I go on and explain why it is not a combat feature and how that comes to be: Sprint is replaced by dodge in its functionality. That's done by dodge being superior in speed to sprint with its mere 15% increased movement. Because of this design sprint is worthless for combat and both sprint attack and knee bash is only good as openers, both are inferior to dodge into light or heavy attack. Because of this sprint is not the feature you like to use. You're living in the past, dreaming of a different game where sprint is a different feature.
It's conceited of me to make this argument, of course, but it's what I think nevertheless. It's the reason why sprint has no hold option. Holding would not make it usuable in combat like you believe, it would only tax your hands as you hold sprint over hours of gameplay.
There's many settings and the more you include the harder it gets to navigate. You can't include all options. There's a literal myriad of them and they're not included because it would be impossible for a player to navigate it due to the sheer volume. Developers rationalise what is good to have and what is not, holding sprint being one that falls out since sprint is a travel skill and not a combat feature where the hold option makes sense.
And it's a fallacy to claim that if this is not given, nothing should be given. There's a reason why it's not given: It's worthless and actually only a problem given the design of the game.
If I had made the game I would've made the special the sprint and I would've made adrenaline empower what you do, not be what you do.
One would make you fast: Quicker attacks and faster sprint.
Another would make you strong: Harder hits and greater momentum when you sprint.
A third would make you nimble: Hit through blocking and nock arrows faster.
The fourth would make you smarter: Slow time and show npc pathways and intent.
Something like that I would make.
And I would weave sprint into the combat so that attacks would be different depending on current movement. I'd make a completely different game... Naturally.. as I am not the developer of this game and I am a completely different person than the other guy who has other ideas.
But dreams are one thing and reality another: Sprint simply is not the feature you wish it to be. Hold for sprint will not elevate its use, it will only tax hands as you travel.
Can you please not be hostile to me just because I am of a different opinion? It's problematic for me and it's not my intent to attack you or your peers. I only write this because I enjoy writing, thinking and communication, not to attack your ideas and wants. I try to explain why I think this and how I believe this to be the truth. Truth-holders are always conceited and I'm no exception, sorry about that. But this is something a developer will not tell you because the reason for how it is made is complicated and woven into the game intricately. Only a stand-alone speculator like me will do it because a developer cannot be entangled in a discussion like this one. And a community manager wouldn't know why it's not included and even if they suspected it they wouldn't try to explain it as it is convoluted and inherently conceited to make decisions for others. It is also inevitable and inherent when making games, or anything, to be that way; at least the tendency will always be there.
If you had this and played with it a few hours I swear you would go back to toggling, I swear! ... Sprint has to be designed to work with holding for it to be usuable like that.
@marako0524 No, you're just not clever enough to realise and it frustrates you.
How is hold going to help?
It will force you to hold endlessly outside of combat and in combat it doesn't even do anything.
Wanting this is delusional as it doesn't help for anything, which is why I tell you're a dreamer that doesn't realise what it does in THIS GAME.
Crouch hold, on the other hand, does have minor application: Standing up immediately if accidently hitting it. That's it, however; making the option of dubious import but is still included because it has a use, contrary to holding sprint which would only introduce a new problem: Taxing hands.
Explaining exactly "how" is not helpful to an ignorant like yourself which is the crazy part. For that I am guilty but I don't do it under the pretense that someone like you would ever realise but rather for people who like to think a little and, of course, for my enjoyment. And for discussion. You do not further discussion and I will report your ad hominem promptly. Being clever or not isn't very important by the way. What's actually of import is kindness, and you lack that; resorting to insult instead of reason. You deserve punishment for that. Be a better person tomorrow.
Let me try to expand the discussion that's supposed to be only comprised of "yes-men" according to the author of the topic, anyone disagreeing being labeled "insane":
A hold will nullify the intended slowdowns from terrain that is interrupting sprint. That would lead us to being forced to constantly press a button to attain a minor speed boost which is such a terrible option that it is not included in the game at all.
A hold will also not work for combat as sprint is completely eclipsed in effectivity by dodge.
I came up with this solution in a different thread on this incredibly fascinating topic:
Instead of hold being an option for sprint the sprint should activate automatically with a gradual increase to maximum speed over a few seconds. The current sprint button should instead of being a toggle be a burst of speed to maximum, removing the ambiguity whether it is activated or not.
This would retain the slowdowns and reach the intended goal of the complaints regarding this feature without being burdensome.
There's no reason to ever let go of sprint and that's the core of the issue I have with a suggestion to remedy the slowdowns afflicted by terrain breaking sprint by enabling a hold option. It only leads into a different problem where you may select between either a toggle that has to be renewed constantly or a hold that has to be maintained constantly, both are plague with the toggle being superior to hold with the current design of sprint.
This is an issue of design. Hold is a horrible option and will never be implemented due to how the game is constructed, but toggle is also bad, I'm not arguing that. I'm saying that a hold option won't do at all what you hope it will. It's a terrible solution for both combat and traveling. There has to be a redesign of sprint itself to have this work satisfactory.
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