

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.
@Ubi-Perseids then they should fix that. They’re simply describing a bug, it’s not suddenly “a feature”. Having to restart your game multiple times (you cannot change scaling without exit and reload) in order to get all your due daily quests is not a valid workflow or intended workaround. It’s emblematic of a broken game.
It’s quite simple, the finely tuned and balanced “logic” is clearly trash, there is nothing stopping selection apart from faulty logic or buggy code. All you need are two default local quests on each map (or ideally close to each vendor location) that do not exist in the randomized quest pool. Then if one slot fails it defaults to that rather than empty.
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.
I like the sound of this one, Baghdad is a great and rich setting. Hopefully it will have proper night time, you know, because stealth…
+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 following bugs I've noticed.
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.
@bielik01 hah, good one! That’s a solid nope from me. I’m not being paid to do this and having completed these challenges a few days ago have little desire to go back. It’s up to Ubisoft to look into and fix for other players.
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.
Skybox
Water
Humans
@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…
@longjohn119 ah, well yeah with mods you can do anything. But for us console players we’re stuck with washed out Skyrim graphics.
Are you playing with HDR? That look like LDR output which has increased contrast and saturation over Ubisofts implementation of HDR which washes out and applies massively over-strong exposure compensation.
Ubisoft need to look into the exposure compensation with HDR (and reduce it a lot) and also based on how grey everything looks they’re still using traditional sRGB linear color workflow and should include a better tone mapping algorithm. Ideally use the ACES pipeline for color handling.
Thank you for fixing this!
None of the caves are remotely dark in Odyssey, in Origins though they went pitch black and it was much better for it.
There was never a need to use the torch in Odyssey unless you calibrated so that daytime brightness is so dark as to make Greece appear permanently muddy and like it’s heavily overcast.
@AnimusLover caves haven’t been dark since Origins and the torch light spread is so low as to be meaningless, it’s like standing next to a lit match. Even enemies don’t notice it. The only use I’ve had for torches from Odyssey onwards is for a weak fire element attack.
It’s just a request. With good lighting design and functional gameplay you don’t need to resort to washing everything out at night in order that players can tell what they’re doing.
If they’re not going to have night time that’s dark they should remove the torch, which would free up control for something useful.
The request is for a true night time mode. One where a torch actually matters, and shadows are strategically important for stealth.
Also because the games would look so much better if you could defeat the ridiculously over-zealous HDR auto-exposure/brightness behavior.
Night time looks very washed out and bad and adds so little to AC’s that I almost feel it’s either do it right or don’t have a day/night cycle. This is an opportunity, the city at night could be amazing and not just a thing to meditate through,
I’d love to see that but please fix the lighting, otherwise it’ll result in epileptic fits.
At some point I expect him to break the fourth wall, or at least the animus wall. Maybe he’s a glitch in the animus itself rather than an Isu. Perhaps he’s the final big bad, or just a rogue agent programming himself in with false memories to gather the artifacts today with the unwitting help of the assassins.
To be honest I like him being mysterious, no matter what he is, just some inside joke at Ubisoft most likely, like any mcguffin any real explanation would be less satisfying than our imaginations, and less fun than the journey and clues.
This is a general problem, but especially prevalent in Valhalla that the sky doesn’t match what’s going on around Eivor. Neither rain or the cloud shadows.
You can be in full Sunlight but look up and the sun is obscured by a huge cloud and vice-versa.
Rain rarely occurs when there are clouds overhead, there might be a few clouds somewhere in the sky but almost never in a convincing way. When it does rain it’s almost always sunny at the same time with very rare full grey sky and ground, and even when the sky is grey the ground can still magically be sunny.
It’s actually very jarring and breaks immersion hard.