yeah expect to have 20-30 inaccessible online mission markers, prompts and community chests on your map all the time when you play offline/yarr
its the Ubisoft version of nudge psychology, like AC4 but worse, they also swapped the A/B button prompts in Trials so you keep accidentally connecting online after a race, and don't forget the locked online progression stats/unlocks in Watch_Dogs (at least that was rather minor). that's all intentional
And that's fine how? So tired of their crap with online nonsense that does absolutely nothing... it's gotta' be there though, because online is so cool and... and... pirates!
thats the new way to reintroduce UbiDRM , leaving game playable offline bu hiding more and more features behind online wall or making it SP/Coop with "persistent mmoish world"(Settlers8,crew)
this has very little to do with anti-piracy, studios want their user base online so they can prevent them from trading in games, collect behavioural data, bind & influence them with regular events & microtransactions, and most of all abuse them as native advertising agents via viral exposure (get your friends to do x, tell 10 people about y. like, share, tweet, stream etc.)
Adding such things gives a longevity to games, that's the point. Many gamers want all this social stuff even in their SP games, I guess most people want to socialize even if they're online.
As long as the MP parts aren't essential to the SP part, which wasn't the case untill now, I'm fine.
this has very little to do with anti-piracy, studios want their user base online so they can prevent them from trading in games, collect behavioural data, bind & influence them with regular events & microtransactions, and most of all abuse them as native advertising agents via viral exposure (get your friends to do x, tell 10 people about y. like, share, tweet, stream etc.)
Yeah, pretty much this, but the anti-piracy is a bonus. From some of the leaked beta/alpha videos from Unity I noticed that they introduced the "rate this mission" stuff everywhere now, and considering just how much Unity has revamped stuff that was bothersome for years (clunky parkour sometimes, running up walls when you didn't want to, tailing missions), I wouldn't be surprised if that was the way to go for Ubisoft for the foreseeable future, I'm surprised they didn't introduce the rating system in Watch_Dogs to be honest.
The worst shit by Ubi with those online-only items was in Might and Magic Heroes 6 with those Dynasty weapons. Which you couldn't use or level up when you were offline.
But what would be in those chests in a game like AC? Probably just money or minor equipment
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
At least on PC a huge majority of players are always online anyway, imagine the butthurt of XBO and PS4 users (the screen is from XBO alpha version of the game, and I do mean alpha - there are no guards in the leaked footage, no fighting system, music is missing, textures are missing, tons of clipping and physics bugs, collectibles missing etc.)
yeah expect to have 20-30 inaccessible online mission markers, prompts and community chests on your map all the time when you play offline/yarr
its the Ubisoft version of nudge psychology, like AC4 but worse, they also swapped the A/B button prompts in Trials so you keep accidentally connecting online after a race, and don't forget the locked online progression stats/unlocks in Watch_Dogs (at least that was rather minor). that's all intentional
Something tells me that this one will be the last "classic" AssCreed in terms of offline/online structure. From single-player only game, to single-player + separated multiplayer, to single-player & co-op with integrated online structure. The next one will be likely 100% social with the "option" to play single player too, but only if you really insist, you spoiled gamers. Make some friends ffs, you loners!
Cause of all the prettinesssss and the possibilities entangled by a detailed world, a living environment that leds us to imagine the game(s) they could build upon it.
yet they never do deliver
yeah why do you men still care!
The latest entry in the franchise will now launch on PS4, Xbox One and PC on November 11 in North America and November 13 in Europe and Australasia. The delay has been attributed to the developer's desire to polish the game.
The way I see it, every life is a pile of good things and bad things. The good things don’t always soften the bad things, but vice versa, the bad things don’t always spoil the good things and make them unimportant.
The way I see it, every life is a pile of good things and bad things. The good things don’t always soften the bad things, but vice versa, the bad things don’t always spoil the good things and make them unimportant.
it is from XBO alpha version of the game, and I do mean alpha - there are no guards in the leaked footage, no fighting system, music is missing, textures are missing, tons of clipping and physics bugs, collectibles missing etc.)
Ubisoft Talks ACU Tech: Multi-core CPUs, Lighting System, Mouse Acceleration, Next-Gen Development
Quote:
DSOG: One of the biggest gripes we had with AC IV: Black Flag was the fact that it was mainly using one CPU core. Will Assassin’s Creed: Unity be better optimized on the PC than AC IV: Black Flag? Will it take advantage of more than four CPU cores?
JT: Globally, our engine scales very well to multiple cores. Unfortunately, we hit different bottlenecks on different platforms. Traditionally, on higher-end PCs, we would be graphic driver bound, negating the benefits of having more cores. On ACU we completely changed the renderer architecture to drastically reduce the number of draw-calls we make to the driver. You should see much more scalability on ACU.
Quote:
DSOG: We know that Ubisoft has a strong relationship with Nvidia. Can we expect any specific PC features for the PC version of Assassin’s Creed: Unity?
JT: Yes. We have a strong and productive collaboration with NVIDIA. And players can expect some PC-specific features for Assassin’s Creed Unity. The exact list is going to be announced later.
Quote:
DSOG: Pop-in of distant objects has been an issue in most AC titles. Since this is a current-gen only game, have you found ways to eliminate it?
JT: We’ve greatly reduced it. The loading range is further; we’ve also been looking at different techniques to have a smoother transition.
DSOG: Assassin’s Creed: Unity is only coming to current-gen consoles and PC. What are the advantages of developing a game for only these platforms, without the need to compromise your vision for old-gen consoles?
JT: It’s quite liberating to design for a new generation. We also were fortunate enough to have enough time and a talented team to push the boundaries. We were able to think about all the elements that make up the game: rendering, lighting, animation, characters, etc. We also had time
DSOG: Assassin’s Creed IV: Black Flag was CPU limited for a lot of gamers. Have you considered taking advantage of AMD’s Mantle API and what’s your opinion about it? Are there any plans of implementing it to the AnvilNext engine or will you wait for DX12?
JT: As I said, we totally rewrote the low-level renderer for ACU. One of the reasons is to deal with the same types of issues that are solved with Mantle and DX12. We’re finding ways to push the hardware to its limits. I can’t speak for future projects, but we’re always on the lookout for the best technology to improve our game experience.
Quote:
DSOG: Assassin’s Creed: Unity is coming only to current-gen platforms. Which brings the question: Will it be scalable so it can run on weaker PCs or will PC gamers need to upgrade their systems to enjoy it even on Low settings?
JT: You are right; a big challenge of the ACU PC team is scaling down, not up. Our game is truly next gen and will require more powerful PCs than in the past. We’re doing all we can to make sure the most people can enjoy the game.
Quote:
DSOG: All previous Assassin’s Creed titles suffered from mouse smoothing/acceleration side effects on the PC. Will there be an option in ACU to toggle mouse smoothing?
JT: Yes, we are aware that some of the users did experience some mouse smoothing/acceleration issues. It’s one of the elements we are trying to address on ACU.
DSOG: Will there be any graphical differences between the current-gen console (PS4 and Xbox One) version and the PC version? Will you take advantage of the additional raw power of current-gen PC GPUs or are you targeting for parity across all platforms?
JT: We try to deliver the best experience we can. If you have the very latest GPU and a very beefy PC, you should be able to run ACU at higher resolution and with somewhat better settings. But whatever the platform, you will see a Paris and its inhabitants like you have never seen it before.
Quote:
DSOG: What’s your opinion about PC gaming in general? Is it a profitable platform and do you consider it as important as the current-gen consoles?
JT: I can’t speak about the business side of things, but technically I think we have a short window where the consoles and the PC are close in terms of architecture and horsepower. This is great news. Because of this, the major re-work we did on the renderer was made for PC first. This is not something we could have done in the past. This convergence is an opportunity for everyone to have access to better games!
But...but... I thought AC IV were created on PC as well?
"Our game is truly next gen and will require more powerful PCs than in the past."
Of course, it's not like AC III and the likes were even close to playable - even if they easily could have - no they required hardware that were more than enough and people still had issues sometimes, fuck you.
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