Assassin's Creed Syndicate
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JBeckman
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Posts: 35026
Location: Sweden
PostPosted: Mon, 30th Nov 2015 22:13    Post subject:
Oh that, that's the signature of Ubisoft Kiev, every patch note they do have that there at the end so you know it's them. Very Happy
(Well I guess most patch notes have that vague little thing, technically one less crash and a 0.1% performance gain still count. Very Happy )
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The_Zeel




Posts: 14922

PostPosted: Mon, 30th Nov 2015 22:14    Post subject:
Quote:
· decreased draw distance, fov and shadow distance


fixed
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JBeckman
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Location: Sweden
PostPosted: Mon, 30th Nov 2015 22:15    Post subject:
I don't think it can be reduced much further though. Very Happy
(Building LOD in particular has been a issue since oh AC2 or so and there's no way to bypass it, though console commands for adjusting the LOD distance do exist but without a actual debug mode or similar available it's of little use.)
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Janz




Posts: 14001

PostPosted: Mon, 30th Nov 2015 22:30    Post subject:
is the patch already live?
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Drowning_witch




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Location: Strawberry fields
PostPosted: Mon, 30th Nov 2015 22:32    Post subject:
The_Zeel wrote:
Quote:

· decreased draw distance, fov and shadow distance
· npc's may dissapear out of thin air. this is not a donwgrade, but an animus glitch.


fixed
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demde




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Location: Lake Karachay
PostPosted: Mon, 30th Nov 2015 22:39    Post subject:
Janz wrote:
is the patch already live?


Dec 1


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Janz




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PostPosted: Mon, 30th Nov 2015 22:41    Post subject:
you know there are places in the world where it already is dec 1th Wink and even the most relevant countries enter that date in less than 90minutes
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ixigia
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Posts: 65098
Location: Italy
PostPosted: Tue, 1st Dec 2015 00:24    Post subject:
4treyu wrote:
Mister_s wrote:
I don't know how this is possible, but they managed to make an easy game even easier. It's so horribly easy now, damn. I don't like London that much, Paris looked so fantastic


Yep, the main reasons (especially the London looking bad) why I decided I wouldn't buy/play this a long time ago. It was made very obvious with the early trailers.

You really aren't missing anything, believe me. Razz I'm 6 sequences in, and not only it's ridiculously easy like Mister_s mentioned (something almost unthinkable given the non-complexity of the dynamics based on the onebutton party), but the atmosphere is also severely lacking.

Usually the aspect that keeps me interested in these games is the immersion, the historical background and attention to details when it comes to recreating architectures and situations, and in Syndicate there's none of the above. The city is big, but most of the districts are made of copy-pasted assets/buildings, the yellowish tint and fog are almost always present, and even the iconic figures of that time are portrayed in a silly way.

Add to that a combat system that is beyond redemption, the Need for Carriages driving mode that speaks for itself, a 'story' that is just an excuse to generate cutscenes, the usual deja-vu Ass'assin tropes, the pointless filler activities, and you have the final result.
The game really feels rushed and put together in a few months, which is exactly what happened, so nothing new under the sun xD
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prudislav
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PostPosted: Tue, 1st Dec 2015 00:51    Post subject:
i guess i am still only one wo puts ACS london above ACU Paris Neutral


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Sometimes i just want to see NFOHUMP burn \o/
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Janz




Posts: 14001

PostPosted: Tue, 1st Dec 2015 00:56    Post subject:
there are two big problems with syndicate:
- no real persons to kill, related to the setting -> they havent done that cause they feared to get sued by ancestors of them. and that leads to a character like starridge which is just meeeh as the main bad guy
- its piss easy! think i havent died once in 8 hrs of gameplay now. combat is way to powerful, not much left of "kinda" silent assassinations
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Subject16




Posts: 625
Location: Bulgaria
PostPosted: Tue, 1st Dec 2015 00:59    Post subject:
prudislav wrote:
i guess i am still only one wo puts ACS london above ACU Paris Neutral
Nope. I put it above ACU Paris too. Very Happy Although Paris was rather beatiful too, I am enjoying ACS's London far more than what Unity had to offer. Still not too good storywise but at least it didn't drop to Unity level piece of crap.


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prudislav
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PostPosted: Tue, 1st Dec 2015 10:06    Post subject:
Quote:
PC Patch 1.21 [Release Date - December 1st]
Download size (PC): 500 MB (approx)

PC
· Fixed infinite loading screen in Sequence 7.
· Fixed several geometry explosion and missing geometry issues.
· Fixed various render issues.
· Fixed several online issues.
· Minor UI improvements.

out ow
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7thunders




Posts: 1480

PostPosted: Tue, 1st Dec 2015 10:31    Post subject:
Assassins.Creed.Syndicate.Update.v1.21-CODEX
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JBeckman
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Location: Sweden
PostPosted: Tue, 1st Dec 2015 10:35    Post subject:
From the readme.

Quote:

################################################################################
Ubisoft Entertainment
Assassin's Creed® Syndicate v1.21
################################################################################

Fixed infinite loading screen in Sequence 7.
Fixed geometry explosion and missing geometry on Windows 10.
Fixed geometry explosion on multi-monitor.
Fixed image shaking in Train Hideout with enabled FXAA.
Fixed single-display resolutions in Surround/Eyefinity mode.
Fixed various render issues.
Fixed several online issues.
Minor UI improvements.

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RohiR




Posts: 143

PostPosted: Tue, 1st Dec 2015 11:39    Post subject:
Syndicate December 1 Patch Notes:

PC

Fixed infinite loading screen in Sequence 7
Fixed several geometry explosion and missing geometry issues
Fixed various render issues
Fixed several online issues
Minor UI improvements
Online

Fixed an issue where there was no rating for the final mission
Audio

Fixed an issue where the lip-sync was not synchronized with the cinematics
Fixed an issue where the subtitles weren't exactly matching the audio
Fixed some issues with some audio missing or being played incorrectly
Vehicles

Fixed some collisions issues for carriages and trains
Fixed some spawning issues with the vehicles
AI/NPC

Fixed some popping issues
Improved reactions for the allies
Improved reactions for NPC on the ground
Improved reactions for NPC on carts and trains
Improved navigation for NPC
Game System

Fixed some issues with the replay system
Fixed some balancing issues
Fixed an issue where the gun might be missing in the inventory after acquiring it in the "Whitechapel Conquest" mission
Fixed an unlocking issue with the Train Raids
Fixed an issue with the "Artisan" Trophy/Achievement
World/3D/Menu/HUD

The Time Anomaly icon was increased to have a better visibility on the map
Fixed some issues with the messages for the mission in the HUD
Fixed some icon issues
Fixed some lighting issues
Fixed some low resolution and corrupted texture issues
Fixed some level of detail issues
Fixed issues with props in the world
Fight

Fixed some issues during fights with NPCs
Fixed issues with counter attacks
Fixed some camera issues
Mission

Fixed an issue in the Fight Club
Fixed an issue where the player could not enter the Time Anomaly mission
Fixed some issues with the mission objectives and secondary constraints not updating properly
Fixed issues with the fast travel
Fixed some issues where the missions could be blocked after some cinematics
Fixed some issues with Crawford Starrick in the last mission, "A Night To Remember"
Behavior

Fixed some issues with the coerce system
Fixed some issues with the cover system
Fixed some issues with the parkour and navigation
Fixed some animation issues
Fixed some camera issues
Fixed some issues with the rope launcher
Fixed an issue where the player could sometimes fall under the map
Stability/Performance

Improved performance and stability
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Janz




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PostPosted: Tue, 1st Dec 2015 15:23    Post subject:
performance is indeed improved
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harry_theone




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PostPosted: Tue, 1st Dec 2015 15:25    Post subject:
@Janz Are You Serious Are You Serious But but! Ubisoft??? Mind Is Full Of Fuck Are You Serious
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Janz




Posts: 14001

PostPosted: Tue, 1st Dec 2015 15:42    Post subject:
i said improved, not huuuuuge improved Razz just tried it, seems to run slightly smoother overall (havent made screenshots to check if they turned down other things, but so far couldnt notice anything)
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harry_theone




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Location: The Land of Thread Reports
PostPosted: Tue, 1st Dec 2015 15:43    Post subject:
Wouldn't need that much improvement to be able to kind of enjoy the game at least Laughing Dirty Janz, playing games with me!
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Janz




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PostPosted: Wed, 2nd Dec 2015 11:00    Post subject:
nice surprise yesterday, didnt knew there was a whole (smaller) open world ww1 "secret" part of the game
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Janz




Posts: 14001

PostPosted: Thu, 3rd Dec 2015 09:29    Post subject:
and another "nice" surprise, i think the game maybe is killing my videocard. started yesterday, tabbed out to wrote sth, tabbed in again -> got pixelerrors on map and ingame, though about a bug. restarted it, works fine. played again in the evening, game works fine, something in the backround stole its focus, black screen for a few seconds, game back on top. running in slowmo, quit again, start again, now pixel errors on the map and some strange flickering with the clothes.... meeeeeeh
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JBeckman
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Posts: 35026
Location: Sweden
PostPosted: Thu, 3rd Dec 2015 09:32    Post subject:
If it's just with this game that just sounds like a glitch after alt-tabbing where the GPU has to reload the graphics, you could try borderless or windowed mode and see if the same happens there but I'm fairly certain it's something with the game.

EDIT: Ah so it persisted after quitting the game, could be a glitch with the settings file if so.

C:\Users\USERNAME\Documents\Assassin's Creed Syndicate

Delete both config files here and see if that doesn't help, you will need to reset the in-game visual settings after doing this.
(Could try a reboot too just to clear out the RAM and VRAM data.)

(The game is pretty demanding though so you could try to monitor temps of the GPU and the VRM modules, could be overheating but they should throttle down the GPU clocks before anything can be damaged if it starts heating up to that level.)
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Janz




Posts: 14001

PostPosted: Thu, 3rd Dec 2015 10:29    Post subject:
its not persistent, thats the problem. temps are fine, even though the cards is almost everytime at 95-99% load they are lower than in fifa (gpu temp in unity is about 65°C, fifa 70°C). played 2 games fifa last night after unity, no problems, two times screen flickering for a millisecond but thats engine related to some gfx options i forced with the control panel for fifa.

strange thing is: unity worked fine for ~18 hrs and now starts to acting up. havent changed the driver in that time, gonna upgrade to the newest one now to test it again
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StEFaN7




Posts: 5926
Location: them swamps
PostPosted: Thu, 3rd Dec 2015 10:36    Post subject:
game is so stupid so far, i liberated the first area and felt like i didn't accomplished anything


I can see your soul at the edges of your eyes..
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Janz




Posts: 14001

PostPosted: Thu, 3rd Dec 2015 10:44    Post subject:
its just to easy, cause its always the same stuff i changed my tactics. no silent assassin stuff more on the usual missions, just headshot everything with throwing knifes. one complete area liberated in 5 min instead of 30
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deelix
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Posts: 32062
Location: Norway
PostPosted: Thu, 3rd Dec 2015 12:01    Post subject:
Completed it yesterday (well, the story) with two side missions left. Took about 25 hours. Not liberated much more than required to complete the game. So I guess I could waste 15 hours more... but I don't see the point. lvl 10 with both chars, have all the skills...


Last edited by deelix on Thu, 3rd Dec 2015 16:52; edited 1 time in total
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Danyutz




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Location: Redplanet
PostPosted: Thu, 3rd Dec 2015 12:59    Post subject:
25hrs? Didn't expect it to be that long.
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KamamuraCZ




Posts: 408

PostPosted: Thu, 3rd Dec 2015 14:00    Post subject:
Game is good.

I am currently terrorizing the London railways as the infamous Jack the Disconnector, dismembering innocent trains, one wagon at a time.

It's hilarious how the posh citizens of London are not at all concerned by the fact that they have suddenly stopped and the rest of the train is nowhere to be seen.
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Interinactive
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PostPosted: Thu, 3rd Dec 2015 14:53    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 23:19; edited 1 time in total
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Janz




Posts: 14001

PostPosted: Thu, 3rd Dec 2015 15:14    Post subject:
those finishers can be triggered when the enemies are near to death (only a little piece of the health bar left)
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