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Assassin's Creed III |OT| Easier to read than Ratonhnhaké:ton

jett

D-Member
I hope they are looking at how they made this game, the ending result, end up being honest with themselves and decide this is the last time they're doing this. Sure they're making a lot of money now. However I hope they're looking at the long term. People are going be or should be wary of the next game. So it's in their best interest not to pull this again.

You'll be seeing AC: Freedom Isn't Free in 2013 and AC: Liberty Boogaloo in 2014. Just the way it is.
 

Akainu

Member
Speaking of bugs the one that annoys me the most is the french naval axe. All the other axes are fine but this one is constantly at the wrong angle and clips through Connor.
 

nib95

Banned
Just finished the game. One of the worst endings I've experienced in a game (Desmond's), but I still very much enjoyed the experience over all. I liked the way Conner's end game played out, so it's not all bad. Desmond's was just....well...nvm.

Game definitely needed more time in the cooker, but I appreciate just how ambitious and grand an experience it all was.
 
Just finished it.

I think the game had a lot of potential but what in the world happened to the QA on this game? So many bugs...trapped in a tree, load in a mission point that just desyncs me, having the notification for getting the
piece of eden
show up every time I load after I finished that mission. Ugh...

I can see Connor's character growing more but his overall arc felt very flat for this game.

Ending Stuff
One of my favorite parts of these games are the dialogs with the enemies after you kill them. It has some of the best dialog imo but why not on the last kill?! I would have loved to hear what Lee thought...Don't even get me started on Desmond's story. Lazy, just lazy.

Swing and a miss :/ I can only hope they can pull off another Brotherhood with the next one...
 

rdrr gnr

Member
I agree that there is the possibility of redemption via the next iteration -- but that iteration will likely have Connor. So...
 

conman

Member
I hope they are looking at how they made this game, the ending result, end up being honest with themselves and decide this is the last time they're doing this. Sure they're making a lot of money now. However I hope they're looking at the long term. People are going be or should be wary of the next game. So it's in their best interest not to pull this again.
I hope so, too. But as long as this one sold a shit-ton (and I'm sure it did), then I don't think they'll change their approach for the next one. If they release another in 2013, the series is done for me.
 
I hope so, too. But as long as this one sold a shit-ton (and I'm sure it did), then I don't think they'll change their approach for the next one. If they release another in 2013, the series is done for me.

It's not done for you already? You been complaining about it for the past 2 weeks nonstop. I think it's time you be done. Haha
 

SJRB

Gold Member
This is why having your entire storyline revolve around a set date is a bad idea. They started the 21 december 2012 storyline 5 years ago, they literally had no choice but to release this game now regardless of the technical state.

Delaying into 2013 would have botched the entire storyline.
 

Akainu

Member
Another thing that bothers me, though it's not a bug, is that Connors outfit doesn't stay the same in all the cutscenes.
 
Finished this now after getting annoyed half way though and just main-lining the plot the rest of the way plus the homestead missions as they were fun (The one's that didn't mysteriously vanish.)

I feel I understand Connors plot and what they were trying to do storywise, but the overall structure is like a forgotten word on the tip of my tongue just out of reach, never quite getting there. AC3 attempts to be profound, and has some elements, but it's duct taped together so badly it just doesn't work.

All the plot points with
Haytham
were just squandered. As a character he's pretty squandered all round.
The way he's fast forwarded from bad guy > Son, I hope you'd understand > YOU MUST DIE is laughably quick.

Theres just too much side options that are poorly explained. I agree ship combat was good, but 3x Guilds, Feathers, chests, pages, etc. If it clearly showed what you got out of completing each task it'd be easier to swallow, but I'm still unclear on what unlocks cash/recipes and what's purely achievement fodder.

it has some neat elements, parts of it are beautiful. Some of the script on a scene by scene basis is nicely done, and I even didn't mind Connors VO, but it just didn't all merge like Brotherhood did.

Re the last mission
I have to do yet another hokey, misdirected chase sequence as the last plot mission? About 8 times before I get it. Fabulous. Then magical random dock man gets me a boat to exactly where Lee has gone. The spawn point is right next to a fort, and AC3 says in massive typeface to infiltrate the fort. I walk towards it in my staggered state to being to de-sync, then notice the green point where Lee is. Stabby stabby. Hide the thingy

Now the ending!
. Now Desmond. It appears I'm being given a Deus Ex type choose the ending choice, but nope. The only Deus Ex machina here is that magically, whilst imprisoned since the first flare, Mrs God lady has somehow found a way to save the world after just describing how nothing they tried worked through the whole game.

Minerva states the constant fighting between the Assassins & Templars has been a pointless waste of time. After finishing this game, I'd tend to agree.
 

Mael

Member
If they're doing another next year or after that I'd expect it to be more polished than this one, after all the bugs may be tied to the new engine...
(not saying it's acceptable though)
 

8bit

Knows the Score
I think I'll just put the odd bugs and glitches down to Desmond sustaining a head injury at some point. I'm pretty sure horses didn't drop in from the sky during the time Connor was alive.
 
Is there any chance at all that Ubisoft could just leave all that First Civilization/Abstergo stuff behind, and just base the next game purely on a historical setting? Is it a viable option for them to completely cut that sci-fi shit out of the game? Because after the god awful ending in AC3, I'm DONE with that bullshit, total nonsense, nobody cares for it anyway, who plays the AC series for Desmond? Nobody. Just make it Assassins versus Templars.
 
Is there any chance at all that Ubisoft could just leave all that First Civilization/Abstergo stuff behind, and just base the next game purely on a historical setting? Is it a viable option for them to completely cut that sci-fi shit out of the game? Because after the god awful ending in AC3, I'm DONE with that bullshit, total nonsense, nobody cares for it anyway, who plays the AC series for Desmond? Nobody. Just make it Assassins versus Templars.
Why are you even playing Assassin's Creed?
 
Why are you even playing Assassin's Creed?
Because I love the historical settings, and it's rare for a huge game to devote so much resources into recreating a living, breathing open world based on ancient cities and do it well. You don't get much of that anywhere else, except maybe in some strategic games like Shogun 2 but that's a complete different genre. But once the narratives switch back to the modern days, it just falls apart, every time. I want to ignore that stuff so much, but it just keeps on throwing that non sensual sci-fi plot in my face whenever it has a chance to, and by putting so much emphasis on it, it ruins the otherwise perfectly enjoyable experience for me. Does that answer your question?

EDIT: But I'm sure there must be people who enjoy the Desmond stuff enormously. I just rushed to the conclusion that 90% of people hated it, based on what I've heard and read.
 

conman

Member
It's not done for you already? You been complaining about it for the past 2 weeks nonstop. I think it's time you be done. Haha
I'm an enormous fan of the series, and I've been one of the most outspoken defenders of AC1 and ACR on this (and other) forums. Hell, I became a regular posting member of GAF just to speak up on behalf of AC1. I've even written up an extensive guide to how to play the first game without maps. I've played through the first game 3+ times, and the AC2 trilogy twice (to 100% completion). That's something like 200-300 hours of AC playing. Not to mention all the time I've spent writing about, talking about, and thinking about the various political and social meanings within the game. I feel like my AC fan credentials are pretty firmly intact, and I probably know and understand the series better than most folks. Maybe I'm wrong, but I feel like I've earned my voice as a critic of AC3.

I'd also like to think that what I've been doing isn't "complaining." I try to be as specific as possible and to be critical.
 

emag

Member
EDIT: But I'm sure there must be people who enjoy the Desmond stuff enormously. I just rushed to the conclusion that 90% of people hated it, based on what I've heard and read.

I really liked the Desmond-Lucy co-op platforming in Brotherhood -- it was reminiscent of the Prince and Farrah in PoP: SoT.

So much wasted potential.
 

rataven

Member
I'm an enormous fan of the series, and I've been one of the most outspoken defenders of AC1 and ACR on this (and other) forums. Hell, I became a regular posting member of GAF just to speak up on behalf of AC1. I've even written up an extensive guide to how to play the first game without maps. I've played through the first game 3+ times, and the AC2 trilogy twice (to 100% completion). That's something like 200-300 hours of AC playing. I feel like my AC fan credentials are pretty firmly intact, and I feel like I've earned my voice as a critic of AC3.

Have you thought about airing your many grievances on Ubisoft's own forums? Or contacting UbiGabe? He's very friendly with the hardcore fanbase, but I'm sure you're aware of that.

You're very upset, and that's apparent, but since you're no longer playing the game, and haven't been for a while, your posts airing the same complaints ad nauseum become frustrating for those of us who are playing the game and are trying to navigate this thread for helpful info or varied discussion.
 

conman

Member
Have you thought about airing your many grievances on Ubisoft's own forums? Or contacting UbiGabe? He's very friendly with the hardcore fanbase, but I'm sure you're aware of that.

You're very upset, and that's apparent, but since you're no longer playing the game, and haven't been for a while, your posts airing the same complaints ad nauseum become frustrating for those of us who are playing the game and are trying to navigate this thread for helpful info or varied discussion.
I'm not remotely "upset." Though I realize that the instant I deny it, I end up affirming it in your eyes.

Anyhow, I've said my piece. I feel like I've said all I need to say. I'm fine with moving on for now.
 

Ricker

Member
Did any of you actually made it through a fort without killing guards at first?...just seems impossible to me and if I fight,there is just too many of them so I just end up running away...should I just take a chance and head straight to the reservoir,destroy it,get out and come back and go straight to the Captain and kill him?...I still have very basic stuff(trying to do this in Sequence 6).
 
Did any of you actually made it through a fort without killing guards at first?...just seems impossible to me and if I fight,there is just too many of them so I just end up running away...should I just take a chance and head straight to the reservoir,destroy it,get out and come back and go straight to the Captain and kill him?...I still have very basic stuff(trying to do this in Sequence 6).

Hahaha no, I just run straight to the fort captain, fight him and anyone around him, and kill enough guards so I can just walk up to the powder storage and flag.
 
Can someone explain pivots?

oh god. it is super difficult to explain. pivots are hacks in the animus that are cheats for the game. for example, season change cheat, no bullet damage cheat, a cheat that causes lightning to strike every time you assassinate someone.

To find pivots you have to run around the world placing other pivots to try and triangulate where the new pivot is placed. Pivots that you collect, you can also place in the world for other people to try and find....sort of a multiplayer in singleplayer sort of thing.

FYI...pivots can only be placed ontop of Conner's current location in the world. So to place 3 pivots Conner will have to travel or fast travel to three different areas.

There is a youtube video that examples it in detail.

http://youtu.be/K-NKyjP2Puo
 
Hahaha no, I just run straight to the fort captain, fight him and anyone around him, and kill enough guards so I can just walk up to the powder storage and flag.

Yup. I head for the Captain because he is usually around the bastards that shoot you from the 2nd level.

If you sprint and reach a line of guards mash O, Connor does a roll that dodges enemy attacks.
 

TripOpt55

Member
I finished it. Ending was really lame as were the last couple of sequences. It is too bad this game didn't turn out better. I think I will go back for some more of the naval missions I missed. Maybe explore some more of the side content too. I was just getting so frustrated by some of this game's missteps I decided to shoot for the ending and see where they went with it. I'd say I still enjoyed this game, but no getting around the fact that it was disappointing for me.
 
I really hate the underground portions in Boston and NYC. What a stupid pain in the ass this is. The cities are so small the fast travel is practically meaningless anyway. What was wrong with the old way?
 

one_kill

Member
The optional objectives of the last mission of sequence 6 are badly designed. In particular, the last objective,
Perform a swan dive to escape
, is just stupid. The more annoying thing about it all is the fact that if you fail the last optional objective, you have to run through the whole mission again!

And one more thing, gotta hate those parts when you're talking to someone and then a cut scene all of a sudden triggers. Who planned these sequences?

The game's gotten better when you start playing as Connor, but it's hard to ignore how poorly conceived some of the game's design were.
 

Akainu

Member
Do not tackle of shove anyone.

The optional objectives of the last mission of sequence 6 are badly designed. In particular, the last objective,
Perform a swan dive to escape
, is just stupid. The more annoying thing about it all is the fact that if you fail the last optional objective, you have to run through the whole mission again!
Just be quick and reload last check point.
 

Blader

Member
Correct me if I'm wrong, but wasn't this game in development for like 3 years? How could there be so many bugs and technical issues with something that, on paper, wasn't on a rushed schedule?
 
Do not tackle of shove anyone.


Screw that one. I have to redo that whole "follow someone and listen in on their convo" sequence because I bumped into the target while I was chasing him (tackle button was being unresponsive) and that counted against me...BUT the only way to stop him is to tackle him. I've been pretty good at getting 100% synch on all the other missions, but I hate having to redo them for something so dumb.
 

hlhbk

Member
So after playing till conner became an assassin on the PS3 and seeing how aweful the performance was on the consoles I have sucessfully held out for the PC release next week. Here is to hoping the PC release is not half assed and actually lets the game run with the power it needs.
 
. Assassins,

Great news! We have included below the details of our Thanksgiving Patch for Assassin's Creed III. This patch is due out by the end of next week and designed to optimize your player experience. If your console is connected to the internet at the time of release, you will receive a prompt to inform you that a title update is available to download.

Find below a list of changes in the Assassin's Creed III Thanksgiving Patch.


Multiplayer

Multiplayer Modes
- ASSASSINATE - Instances where it was possible for players to kill players that were not their target in Assassinate have been corrected.
- ASSASSINATE - Bodyguards no longer fail to stun when they are locked by the pursuer of the player they protect.
- DEATHMATCH - In Fort Wolcott, fixed a bug where players would remained stuck on warmup screen.
- MANHUNT - The cooldown boosts for loss streak bonus are not permanently active for all abilities during a manhunt round anymore.

Multiplayer Abilities
- Loss Streak now correctly triggers when players lose their contracts five times in a row. Disruption now breaks the hitting player’s lock.
- The Smoke Bomb’s drop behavior has been updated. It now drops at the user’s feet instead of dropping in front of them. However, if players drop it from a ledge, it will drop below them.
- Throwing Knives used against players hiding in haystacks will now make them get out of this haystack.
- Players now have more time to perform stuns after they used Throwing Knives against their pursuer.
- Players are no longer stuck after using the Money Bomb from a ledge.

Multiplayer Ladders
- Several issues which occurred when players would quit a Manhunt pre-session lobby and join their friends the same session later have been corrected.
- After a session ends on a draw, both teams will now receive the same rate for Abstergo ladder, instead of one team getting a winning rate and the other getting a losing rate.
- Players are now granted Abstergo points normally even if one or several players get the idle state at the end of the session (The idle players do not get any Abstergo points)

Multiplayer Misc
- It is now possible for players to lock their target when their target has just stunned them.
- Using money sink three time can no longer reset the ability’s cooldown.
- The X icon no longer inaccurately persistently displays.
- It is no longer possible for players to get up and perform a kill under certain conditions while they’re vulnerable.
- Transitions to join Multiplayer sessions after an invite now work correctly.
- Warm up games are no longer interrupted when the host player leaves.
- It is now possible to stun a vulnerable pursuer.
- The X icon no longer displays above the pursuer’s previous target when they have been stunned after being vulnerable.



Singleplayer

Platform: All

Location: Sequence 1 - 12
Mission - "A DEADLY PERFORMANCE" - Mission result screen could show an incorrect sync reward
Mission - "A DEADLY PERFORMANCE" - Players could be stuck in the opera if they backtracked in a certain way after killing the target.
Mission - "INFILTRATING SOUTHGATE" - Target would not be spawned if the player failed to perform a meat shield during the firing line tutorial
Mission - "INFILTRATING SOUTHGATE" - Fixed multiple bugs where the guard on the boat could walk in circles, stay stuck or jump on the railing.
Mission - "JOHNSON'S ERRAND" - Fixed floating muskets after a cinematic.
Mission - "JOHNSON'S ERRAND" - Moved HUD icon on the explosive barrel on the ground instead of above the cart, because that's what the player needs to shoot.
Mission - "JOHNSON'S ERRAND" - prevent the player from using hide spots during part the mission to avoid a possible mission break.
Mission - "THE SOLDIER" - Fixed a missing audio line.
Mission - "THE SURGEON" - Fixed a bug where the eavesdropping tutorial couldn't be completed if the mission was restarted.
Mission - "THE SURGEON" - Fixed NPC not reacting to the player's presence during the steal tutorial.
Mission - "THE SURGEON" - Fixed optional objectives that could fail too easily.
Mission - "WELCOME TO BOSTON"- When replaying the mission, when asked to buy a sword and pistol, those items would already be purchased.
Mission - "WELCOME TO BOSTON" - Fixed Possible mission break if the player shoots the horse he's supposed to ride.
Mission - "UNCONVINCED" - Fixed a bug where the player could enter the tavern too early and break the mission.
Mission - "UNCONVINCED" - Blocked accidental blending during the tavern fight, which could break the mission.
Mission - "FEATHERS AND TREES" - Fixed a bug where the optional objective "Do not touch the ground" could fail too easily.
Mission - "HUNTING LESSONS" - Fixed the issue where the bear could flee and eventually freeze.
Mission - "A BOORISH MAN" - After the mission, the candelabra would display an interaction effect while the secret door to the basement was already opened.
Mission - "RIVER RESCUE" - Blocked the player from diving in the river too early which could break the mission.
Mission - "STOP THE PRESSES" - Cinematic could sometimes not trigger, breaking the mission.
Mission - "THE HARD WAY" - Fixed the optional objective "Do not take any damage" that would fail if the player hits rocks even if it doesn't deal damage to the ship
Mission - "ON JOHNSON'S TRAIL" - Fixed issue where Chapheau could become inactive if the player dragged the fight far from where it started.
Mission - "THE ANGRY CHEF" - Fixed issue where the "limit health loss" optional objective would wrongly fail if the player reloads a checkpoint or dies. Also fix the displayed limit to 33% as that's what's actually used.
Mission - "THE ANGRY CHEF" - fixed missing butcher hatchet during cinematic if blood option is turned off
Mission - "BRIDEWELL PRISON" - Closed the cell doors while being escorted to prevent the player from getting stuck in them
Mission - "BRIDEWELL PRISON" - fixed voices becoming muffled mid-eavesdropping
Mission - "SOMETHING ON THE SIDE" - Fixed missing ocean during the chase
Mission - "SOMETHING ON THE SIDE" - Made the chase part easier
Mission - "A BITTER END" - Fixed a camera glitch if the player reloads last checkpoint during a certain cinematic
Mission - "A BITTER END" - Fixed a glitch that could happen if the player restarted the mission during a specific cinematic
Mission - "FATHER AND SON" - Fixed a bug where the guard you're supposed to kill would not reappear if the player starts fighting him and then runs away.
Mission - "FATHER AND SON'' - The mission could not be completed if the guard the player kills the target he's supposed to steal using a stealth kill from bench or a rope-dart hanging move.
Mission - "MISSING SUPPLIES" - Disabled a patrol that would almost guarantee failing the mission if they detected and started fighting Haytham
Mission - "ALTERNATE METHODS" - Made the chase section easier
Mission - "BROKEN TRUST" - fixed a bug where the player could be stuck on a horse if he exited and re-entered the Animus at a specific moment
Mission - "LEE'S LAST STAND" - removed a destructible barrel that could cause problems if used as part of a contextual counter-attack.
Mission - "CHASING LEE'' - Adjusted difficulty on the Charles Lee chase
Mission - "LAID TO REST" - Fixed a bug where the mission could be failed if redcoats start fighting the mission targets


Location: Side Quest
- BOSTON BRAWLERS - Mission "PETER BUNYON", prevent the player from hiding, which would break the mission
- BOSTON BRAWLERS - Mission "THE TOURNAMENT", fixed a bug where the player could blend with spectators and break the mission
- BOSTON BRAWLERS - Prevent using anything else than the fists during all fistfights
- Boston Liberation Missions, North District - fixed an issue where some events would not complete properly if the player used an assassin recruit to kill the target.
- COLLECTIBLES - fixed some chests that were not properly aligned when lock picking
- COLLECTIBLES - removed the glow effect from chests during lock picking
- COURIER MISSIONS - fixed a bug where mission update popup messages could be missing or wrong when delivering letters
- FORT ST-MATHIEU - fixed a bug where the player could respawn inside the fort's reset zone, which could break the fort's logic
- FRONTIERSMEN - Challenge 3, fixed a bug where objective "visit every tavern" would complete after visiting only 1 tavern
- FRONTIERSMEN - mission "MONSTER OF THE SEA", fixed a bug where sometimes eavesdroppings could not be completed
- HUNTING SOCIETY - mission "THE MAN-EATER", fixed a bug where the smaller locate zone would disappear if the player scans all clues outside of it
- HUNTING SOCIETY - mission "THE PATRIARCH", fixed a where the search zone could disappear from the map after interacting with the 1st clue
- New York Liberation Missions - mission "PROTECT THE CLINIC", fixed the mission not failing if the player goes too far from the area to protect.
- New York Liberation Missions - West District, fixed a bug where the NPCs guarding the infected blankets could sometimes not be there.


Location: Boston
- Removed map icon on the door of Molyneux Tavern in Boston, until it is required by a specific mission

Location: DLC
- Fixed a bug where the wrong language could be selected even if the proper language DLC is installed

Location: Epilogue
- Animus Synching tutorial, forced subtitles on off-camera voice, so that the player doesn't think the game is frozen

Location: Frontier
- Fixed a bug where players could respawn and desync immediately in a loop if he died in the Valley Forge region before unlocked. Also patches players which savegame are already stuck
- Fixed a bug where the player could respawn under the ground in a loop, in two different places
- Plugged a hole in the ground where players could fall through the map

Location: Global
- A text message is now visible on-screen at all times while a skippable cinematic is playing
- Added a failsafe to the animals navigation, to prevent them from getting stuck
- After the end credits, put the hood back up when not in Homestead
- Disabled special attacks with heavy weapons on animals
- Fixed a bug where the player could not equip a color change on the normal outfit from a shop if they are currently wearing a special outfit.
- Fixed a bug where the player could not finish enemies on ground if they were thrown in deep snow
- Fixed a bug where there wouldn't be any reticle when precision aiming if the SSI option was turned off
- Fixed a few rare bugs where the player could fall through the map while swimming or diving
- Fixed various rare crashes
- Greatly reduced the probability of animals to get stuck inside an object

Location: Homestead
- Fixed a rare bug where the Homestead upgrade progress could be lost after fast-travelling to the homestead
- Mission "BOWLS BEGINNER" - Removed possibility to quit the bowls game after a reload, which would fail the mission.
- Mission "CUTTING TIES", fixed a bug where the NPC could react to fights or dead bodies and flee away, breaking the mission
- Mission "NORRIS GOES COURTING", fixed a bug where Norris would not reappear if the player goes too far from him.
- Mission "THE PROPER TOOLS", fixed multiple glitches where the Quest Log could become inconsistent
- Mission "THE WEDDING", fixed a missing audio line
- Mission "THOUSAND-POUND IDEA", fixed a bug where NPCs required for the mission could disappear and break the mission
- Mission "TOOLS OF THE TRADE", fixed mission not failing if Lance falls in the water
- Mission "WHITE TROPHY", make the cougar immune to explosions to prevent a possible mission break
- Side-quest "ENCYCLOPEDIA OF THE COMMON MAN", fixed a bug where the quest could sometimes not be completed

Location: Menus
- Added a wait message for some cases where the game could appear frozen if some servers are unresponsive
- Animus Database, fixed updates of Kaniehtí:io entry that would be unlocked too early and spoil the fact that... [censored]
- Fixed a bug where the player's friends' Uplay wall would get spammed by previously completed missions and sequences when the player reloads his game
- Fixed leaderboards ranking the player as #1 when he's actually alone on it
- Homestead mission icons are now displayed on the map when selecting the "Missions" filter
- Present pause menu, fixed a possible glitch if the player enters the controls section and leaves it very fast


Platform: PS3

- Fixed wrong message after purchasing a DLC and leaving the store
- Westpoint DLC - mission "A SPY AMONG US", fixed a bug where required characters would disappear and not come back if the player went too far from them
- Westpoint DLC - fixed a bug where the player could fall through the map by going through the gate while in conflict


Platform: Xbox 360

Location: Menus
- Removed Benedict Arnold icon from the map legend
Lol my glitch isn't on there so I'm stuck at 99% for another month or if it even gets fixed at all. Fuck you Ubisoft.
 

Akainu

Member
Screw that one. I have to redo that whole "follow someone and listen in on their convo" sequence because I bumped into the target while I was chasing him (tackle button was being unresponsive) and that counted against me...BUT the only way to stop him is to tackle him. I've been pretty good at getting 100% synch on all the other missions, but I hate having to redo them for something so dumb.
I was commenting on the grammar but that one was annoying.

Lol my glitch isn't on there so I'm stuck at 99% for another month or if it even gets fixed at all. Fuck you Ubisoft.
No French naval axe? Worthless! Also what about selling connors stuff in convoys outside of homestead? Am I looking over that?
 

MG310

Member
I hit a nice bug where most of the stuff on the map in New York disappeared - so I just had to wander around until I triggered all of the liberation missions in 2 districts.
 
They need to make a toogle for the hood, then people can have it how they prefer.

But that's way down the list with the amount of bugs still left to fix.
 

hlhbk

Member
I read somewhere that all the current patches will already be included on the PC version. Anyone know if this patch coming next week will be included?
 
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