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Post by chuckrw on Mar 6, 2018 10:55:40 GMT
Mike - Good to know, thank you!
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Post by chuckrw on Mar 8, 2018 1:22:32 GMT
I'm not even a good "shooter" but it's too easy to win this game! Another thing that makes this game too easy is the fact that you can hide in a room with an LMG and win any scenario, easily, even the "Hard" fortresses. I think I do need to learn to mod this game, so I'm ready for Far Cry 5! I really want to remove LMGs or lessen their ammo load by a lot. I have the best Signature LMG (forget the name) and it's like a plasma cannon or something.
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Post by mikeweeks2346 on Mar 8, 2018 2:11:22 GMT
I'm not even a good "shooter" but it's too easy to win this game! Another thing that makes this game too easy is the fact that you can hide in a room with an LMG and win any scenario, easily, even the "Hard" fortresses. I think I do need to learn to mod this game, so I'm ready for Far Cry 5! I really want to remove LMGs or lessen their ammo load by a lot. I have the best Signature LMG (forget the name) and it's like a plasma cannon or something. A couple ideas to think about: Play the game from start with only a hunting bow, the revolver, shotgun, and AK - basically what's picked up in the prologue and the tutorial portions of the game. For the fortresses - no detection is the requirement desired. The last guy standing has no idea he's the last one standing IOW. Yes it's much easier if you're using o/p weapons (such as the signature LMG Buzzsaw) and wait for the NPCs to come to you. The Buzzsaw was designed to be o/p and allow players to just go nuts in an arcade style of play. IOW, it's an in-game "fun" weapon to use. Another idea is to only use the in-game weapons that are scattered around. Thus you do not purchase any weapons, not any attachments. Additional rules would be that ammo isn't to be purchased, nor body armor. In addition it's possible to limit yourself to only the skills given to you at the start, as well as the starting crafting limits. No improvements allowed. Since it's a SP game the player can do whatever they like in the way of making it much more challenging without the specific need of a mod - as much as mods that have been created do make the vanilla game more challenging. Simply some ideas thrown out there.
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Post by chuckrw on Mar 8, 2018 2:54:16 GMT
Mike, The problem, for me, is that when I try to impose limits on my weaponry, just by choosing not to use them, it messes with my immersion. Just a personal weakness I guess. I wish I could just choose not to use something, in game. It's a totally different thing when something is just not available in game. For example, I would never choose to stop my game and swap out dat and fat files so that I could use a particular weapon BUT if it's just about going to a base and grabbing the weapon, the effort to resist the temptation messes with me.
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Post by mikeweeks2346 on Mar 8, 2018 4:02:55 GMT
Chuck -
Self discipline in a SP game can at times indeed be a royal pain.
Having returned to FC4 (using Jeff's OW) I'm reminded how un-balanced the game happens to be. Naturally I suspect that'll be the case with Far Cry 5 from right out of the box.
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Post by chuckrw on Mar 8, 2018 5:40:42 GMT
Actually, with the way the game saves work, and the addition of JRaven's no-fast-travel, I am able to have the will-power to leave home without the M79 or the the plasma-cannon, with the intention of using stealth to capture a base, and I am not tempted to go back and switch weapons because it becomes difficult to do. My complaints are pretty minor, this is actually the best SP shooter game ever, imo!
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Post by JRavens on Mar 8, 2018 17:32:54 GMT
So I should have these customs up soon for the Patreon contributors. Sorry for the delay - been insanely busy the last few days. This shot was from the Ghale homestead so I can say conclusively that means on the NO BUZZERS mod it does in fact mean NO buzzers (they will all be Quad ATVs instead) I created 3 versions - Fragile Buzzers, Fewer Buzzers and No Buzzers (in addition to the previous aspects of no fast travel and RPG ammo is now used by the three carryable grenade launchers) "Fragile" is a bit of a misnomer. There doesn't seem to be a granular way to control health very well. The fragile buzzers do blow up awfully easy, but their rotors still seem overly accommodating of trees. I suspect behind the scenes the game does a % of the buzzers health as you trim trees rather than flat numbers which it seems to use for collisions and weapon damage. It does seem to beep warnings much sooner when you chop trees but it's just not instant-death when brushing through a forest. Again I have NO idea what other effects lower health can cause. These things tend to cascade into other problems when changed in ways the devs didn't program for. One example I immediately noticed was the buzzer can be nearly instantly healed with the repair torch because the game (rightly) assumes it has way less health and the repair torch repairs X amount of health per second. Essentially there may be other long term and undesirable effects yet to be found. Anyway I will post these on the Patreon later for you and the others to try out. Hopefully they make the game more interesting or at least more difficult
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Post by chuckrw on Mar 8, 2018 20:30:55 GMT
Please don't be "sorry for the delay"..are you kidding? It's awesome you did this! I just tried out the fragile buzzers a little bit and they seem perfect. Now they are risky. 2 rifle shots took me out of the sky, as it should be! I only tried it against one tree, so far, and though it forgave the branches, it did not forgive the tree. I understand how things like this can have unforeseen consequences, but if the consequences are limited to the buzzers themselves, I think it will work out fine. In reality contraptions like that are ridiculously fragile and dangerous and unpredictable. I'll have a chance to play more later tonight.
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Post by chuckrw on Mar 9, 2018 4:15:39 GMT
Finished my first campaign. Fragile buzzers seem just fine, nothing weird happened, you just have to be careful or you will die in a buzzer. Perfect. I have a couple more "hopefully simple" ideas, but I don't want to be "piling on". I'm not sure if I want to start another campaign in FC4 (I would wait for a one more mod) or if I should give FC Primal a go. I have a tiny SSD C:drive, so I would have to uninstall FC4 to make room for Primal but that's not a big deal for me. Now that I've completed a campaign I think I know what I want from this game. Would it be possible to make purchasing ammo completely impossible or raise it's cost by 100 times? That would solve all my issues with OP weapons. Relying on ammo you loot and find, only, would really make it tough and would negate the OP nature of the signature weapons. With this general ammo limitation, the GLs could be allowed their full ammo load because it would very hard to stock up that much ammo for them, anyway. So, I have one more request, then I'll not bother you for a good while. I can wait as long as it takes. I still play FC2 and I want to check out Primal, also. A mod with these features. 1.) No fast-travel 2.) 1 fragile buzzer anywhere (somewhere instead of the Ghale House to make it even harder). Or few and fragile if "one" is not possible. 3.) Cannot buy ammo, of any kind, or it is so expensive it's almost impossible to buy. (no need to mod GL ammo load). If it is not possible to make it so you can't buy ammo, could you make it so all stores and sherpas are unavailable? (The upgrades to the Ghale House could be left "available") Then it's weapons and ammo you pick up, only. The only con to this, I think, is that you lose the fun of leveling up weapons. If none of that weapon modding is possible, maybe just get rid of the LMGs or severely limit their ammo? It's the GLs and LMGs that are too OP, IMO, so it's them I'm trying to limit, but I think scrounging for ammo for all weapons, or scrounging for weapons themselves, would be awesome, too. As Mike suggested earlier! Any thoughts on Primal, JR or Mike?
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Post by JRavens on Mar 9, 2018 5:14:26 GMT
Hmmm I will mull that over. Making ammo expensive is easy peasy. Fragile buzzers and limited buzzers can be combined, but I can't really limit it to one buzzer so you will have to be OK with just the ones placed by the devs (but those will be of the "fragile" variety ) RE: Primal - I really enjoyed Primal way more than I thought I would. The campaign is very short compared to FC4... or really ANY Far Cry except maybe Blood Dragon. There just isn't that much to it, but it will keep you entertained for 10-20 hours if you stretch it out. I think the world is beautiful and I dig the lighting and color scheme way more than FC4. Unfortunately there isn't nearly as much to discover as previous Far Cry games. It's big and pretty, but relatively devoid of interesting things outside of enemy outposts and animal encounters. There are some collectables and side missions but in my opinion they feel shallow compared to the other games. Having said that I would definately play through it because it is a very interesting and different experience. If you play the survival mode you have to constantly worry about eating food and sleeping to maintain stamina and in the cold regions you have to move from fire source to fire source to stay warm. This puts a timer on you because you cannot simply sit outside of an enemy base scouting it for too long or your stamina will run down. Also fast travel requires food so that makes it a useful, but limited tool. All in all survival mode is the hardest any Far Cry game gets and it's a huge improvement over the standard modes we usually are given. You can also tweak the difficulty a little and even play "ironman" with a permadeath option (or semi-permadeath that gives you 1 life each time you hit a certain amount of the main campaign % completed). It's definitely improved over FC3/4 difficulty modes, but it's still a Far Cry game so don't expect too much from it (you don't have to monitor thirst for example and you have "hunter vision" to show you where everything is and an Owl that works like an orbital spotting drone, etc etc)
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Post by mikeweeks2346 on Mar 9, 2018 10:44:41 GMT
I really don't have anything to add to what Jeff stated regarding Primal; especially using the survival mode. There's material that can be pulled up to give some idea on the differences. I would say that it might be worth at least starting the game without survival mode first and play it awhile to simply get a feel of how the world is structured, then re-start using the survival mode.
For some self-imposed restrictions on what the game allows; don't use the owl. Supposedly it's intended to be early man's set of "binoculars", but really, an airborne spotting drone ... ?
I did enjoy it, but also very glad I didn't acquire it when first released.
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Post by chuckrw on Mar 9, 2018 11:29:10 GMT
I started another campaign in FC4. I not allowing myself to purchase ammo. I'm just getting started, but I think it will work out. I'm unsure if I will be able to pick up exploding/fire arrows. I've only played one campaign before, and I didn't pay close attention to what can be picked up in the world, so I'm unsure of what can be picked up and what can't. If it turns out certain ammo cannot be picked up in the world, maybe VERY expensive ammo is the way to go.
I'll let you know what becomes of this campaign.
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Post by JRavens on Mar 9, 2018 17:27:49 GMT
Yeah I'm not sure. I want to say hunters can drop the fire arrows, but really I don't remember... It might be possible to adjust the loot drops to allow them to drop special arrows in a mod that has ridiculously expensive ammo. I don't think the loot crates supply them nor can supply them simply because the game sees them as a different type of item class (a "recipe" like a syringe instead of "ammo"). Far Cry's ammo system is a hodge podge of weird types to be sure In the shop they are considered ammo (but not in interactive loot crates), on enemies they are considered recipes and on players and NPC drops they are considered gadgets. Aye yi yi my brain hurts Fun fact - wood crates have loot tables, but ammo crates use a special ammo resupply function in the .ark files. So you could easily put fire arrows in every wooden crate in Kyrat, but not the ammo crates. Madness.
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Post by mikeweeks2346 on Mar 9, 2018 19:03:53 GMT
Regarding the special arrows. Store bought only. Can not be picked up in game, from any other source.
One of the worst changes done in 4 compared to the crafting ability of 3.
As a side note, as I played thru the game I've noted the various spots where in-games items are located. Of course since there's that traveling Sherpa popping up about every two minutes ..., Unless it's a no purchase playthrough.
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Post by chuckrw on Mar 10, 2018 3:26:37 GMT
I'm 3.5 hours in, no issues finding enough ammo.
Yes, like Mike says, exploding and fire arrows do not seem to be available to pick up, but, somehow, very early in the game, I acquired a single fire arrow, I don't know where from, could have been DePlure's mansion for all I know.
Maybe making all ammo crazy expensive is the way to go for a mod? Then, if you want, you can make a project of raising the money for exploding arrows.
I haven't destroyed a convoy yet, which gives a full ammo refill, but I doubt that will give fire arrows because the stores don't refill fire arrows with the bulk discount refill. Also, I don't recall, but I imagine a re-fill from destroying a convoy would only refill what you're carrying.
I'm using fragile buzzers and they are having the desired effect. I've started choosing ground or glider transport more often because buzzers are beginning to feel a little scary. Perfect!
By the way, what are harpoons for? I never used them during my entire first campaign.
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