|
Post by JRavens on May 27, 2018 1:43:42 GMT
Ok this thread is for discussing RP award changes to the Resistance Point bar.
Please make suggestions for other game play elements, changes, etc. to the other FC5 mod thread. Keep this one as a "clean' (sic) discussion of just RP points and how they are awarded.
DEFAULT RP Awards from the files:
Convoys (including Air Chosen) = 200 RP Destroy Cult Vehicle (includes Drug Boats, etc) = 75 RP Loot Truck = 75 RP Cult VIP = 50 RP Rescue Hostage = 50 RP Prisoner Van = 75 RP Destructable Objects (Silos, Shrines, etc) = 100 RP Outposts = 400 RP
Generic Sidequest = 100 Sidequest = 200 Lieutenant Sidequest (?) = 300 (not sure if this is actually used anywhere) Quest = 600 Major Quest = 900
Dutch's Island
2,100 RP
Outposts = (Ranger Station) 1 x 600 RP = 600
Shrines = 2 x 75 = 150
Story Missions 01. A Glimmer of Hope = 0 RP 02. The Resistance = 900 RP 03. Guns for Hire = 600
Prepper Stashes = 1 (Sunken Funds - Boathouse)
ADJUSTMENTS - None necessary.
Fortunately Dutch's island has it's own separate entries for RP awards so we can adjust things like hostage values and cult VIP kills without it upsetting the necessary 2100 RP required to finish the tutorial island and move onto the other three regions.
|
|
|
Post by JRavens on May 27, 2018 1:43:46 GMT
Holland Valley - John's Region
13,000 RP
Stage 2 = ? ? ? RP (triggers "The Cleansing" capture mission) Stage 3 = ? ? ? RP (triggers "The Confession" capture mission) Stage 4 = 13,000 RP (triggers "The Atonement" mission)
Outposts = 7 x 400 RP = 2,800
Silos = 14 x 100 = 1,400
Story Missions 5 x 900 + 8 x 600 + 200 = 9,900 01. Liberate Falls End = 900 RP 02. Man's Best Friend (Boomer) = 600 RP 03. Razing the Steaks (Zip)= 600 04. Blow their Mine (Zip) = 900 05. Grace Under Fire (Grace) = 600 RP 06. Free Larry (Larry) = none (0) ?? 07. Wingman (Nick) = 900 08. Light 'Em Up (Nick) = 200 09. Air Raid (Nick) = 600 10. Special Delivery (Kim) = none (0) ?? 11. Widowmaker (Mary May) = 600 RP 12. Hit The Gas (Mary May) = 600 13. The Revelator (Mary May) = 900 14. Good Samaritan (Pastor Jerome) = 600 RP 15. The Scattered Flock (Pastor Jerome) = 600 16. Jumping Ship (Pastor Jerome) = 900 17. The Cleansing (John) = none (0) 18. The Confession (John) = none (0) 19. The Atonement (John) = none (0) 20. Wrath (John) = none (0) 21. The Quality of Mercy (John) = none (0) 22. No Means No = 600 RP
Side Missions 6 x 100 + 9 x 200 = 2,400 01. Bear Necessities = 100 02. Patriot Act (Willis) = 200 03. Uncrate = 100 04. Judge Moose = 100 05. Golden Age Nostalgia = 200 06. Water Works = 100 07. Exodus = 100 RP 08. The Hero's Journey (Larry) = 200 09. Close Encounters (Larry) = 200 10. Out of This World (Larry) = 200 11. Testy Festy (Casey) = 200 RP 12. Prairie Oyster hunt (Casey) = 200 13. What They Carried = 200 14. Cow Punching = 100 15. Valley Armed Convoy = 200
Clutch Nixon Missions = 2 x 200 RP = 400 RP (Spray and Pray & Baptism of Fire)
Prepper Stashes = 12
SUBTOTALS Outposts = 2,800 Silos = 1,400 Story = 9,900 Side = 2,400 Clutch = 400
Total = 16,900
|
|
|
Post by JRavens on May 27, 2018 1:43:50 GMT
Henbane River - Faith's Region
13,000 RP
Stage 2 = ? ? ? RP Stage 3 = ? ? ? RP Stage 4 = 13,000 RP (triggers "The Lesson" mission)
Outposts = 8 x 400 RP = 3,200
Shrines = 16 x 100 = 1,600
Story Missions 5 x 900 + 8 x 600 + 200 = 9,500 01. Liberate Hope County Jail = 900 RP 02. Clean Water Act = 900 03. Here Kitty, Kitty (Peaches) = 600 04. Friendly Skies (Adelaide) = 600 05. Eco-Warriors (Xander) = 900 06. Doctor’s Orders = 600 07. Burn Baby Burn (Sharky) = 600 08. Salvation (Whitehorse) = 600 09. Serve and Protect (Whitehorse) = 600 10. Sins of the Father (Virgil) = 900 11. War on Drugs (Virgil) = 600 12. False Prophet (Tracey) = 900 13. False Idols (Tracey) = 200 14. Clinical Study = 600 15. A Leap of Faith (Faith) = none (0) 16. The Bliss (Faith) = none (0) 17. Ignorance Is Bliss (Faith) = none (0) 18. The Lesson (Faith) = none (0) 19. Paradise Lost (Faith) = none (0) 20. Walk the Path (Faith) = none (0)
Side Missions 6 x 100 + 6 x 200 = 1,800 01. Whiskey River = 200 02. Ragnar the Terrible = 100 03. Broken Path = 100 04. The Judge Cougar = 100 05. The Judge Bear = 100 06. Quiet on the Set (Guy Marvel) = 200 07. Blood Dragon 3 (Guy Marvel) = 200 08. Refuel = 100 09. Fast (Tweak) = 200 10. Furious (Tweak) = 200 11. Our Better Angels = 100 12. River Armed Convoy = 200
Clutch Nixon Missions = 3 x 200 = 600 (Godspeed, Old Glory Holes, & Descente Dans La Folie )
Prepper Stashes = 9
SUBTOTALS Outposts = 3,200 Shrines = 1,600 Story = 9,500 Side = 1,800 Clutch = 600
Total = 16,700
|
|
|
Post by JRavens on May 27, 2018 2:11:02 GMT
Whitetail Mountains - Jacob's Region
10,000 RP
Stage 2 = ? ? ? RP (triggers "The World is Weak" capture mission) Stage 3 = ? ? ? RP (triggers "We Must Be Strong" capture mission) Stage 4 = 10,000 RP (triggers "Only You" mission)
Outposts = 4 x 400 RP = 1,600 (Does not include Baron Lumber Mill which is a mission)
Wolf Beacons = 10 x 100 = 1,000
Story Missions 4 x 900 + 7 x 600 + 400 = 8,200 01. Liberate Baron Lumber Mill (Jess) = 400 02. A Right to Bear Arms (Cheeseburger) = 600 03. A Dish Served Cold (Jess) = 900 04. The Prodigal Son (Hurk) = 600 05. Make Hope Great Again = 600 06. Dinner Time = 600 07. Missing in Action = 600 08. Get Free = 900 09. Search and Rescue = 600 10. Radio Silence = 900 11. Eviction Notice = 900 12. Gearing Up = 600 13. The World Is Weak = none (0) 14. We Must Be Strong = none (0) 15. Sacrifice the Weak = none (0) 16. Only You = none (0) 17. Casualties of War = none (0)
Side Missions 3 x 100 + 11 x 200 = 2,500 01. Static Frequency = 100 02. Shooting Gallery = 100 03. Nature Provides = 200 04. Flavor Country = 200 05. Grill Streak = 200 06. Welcome Party = 100 07. Call of the Wild = 200 08. Turn the Tables = 200 09. Grand Slam = 200 10. Tools of the Trade = 200 11. Gone Fishin’ = 200 12. The Admiral = 200 13. Mint Condition = 200 14. Mountain Armed Convoy = 200
Clutch Nixon Missions = 3 x 200 = 600 (Quadzilla, Mooseknuckle Run & The Lord of the Wings)
Prepper Stashes = 7
SUBTOTALS Outposts = 1,600 Beacons = 1,000 Story = 8,200 Side = 2,500 Clutch = 600
Total = 13,900
|
|
|
Post by mikeweeks2346 on May 27, 2018 4:18:45 GMT
Dutch's Island: would there be any reason to change the RP values in the tutorial, since it's unique to begin with? For a guide of the current RP awards for missions, I believe this site will help out: guides.gamepressure.com/far_cry_5/Holland Valley - Falls End; if it auto-completes I understand there's no 900 RP reward. Henbane River - Hope County Jail; the player must do that mission at some point; either on your terms, or it will be forced upon the player after the second trip to the Bliss (when you wake up inside the jail - IIRC, Flanker had that happen to him). Whitetail Mountains - Don't believe Dutch's mission of liberating Baron Lumber Mill is required.
|
|
|
Post by JRavens on May 27, 2018 4:56:44 GMT
>Dutch's Island: would there be any reason to change the RP values in the tutorial, since it's unique to begin with?
No absolutely not. I think tinkering with it would just cause problems so since it has it's own set of values that easily add up to the required 2,100 then there I don't see any reason to change it.
Now what may happen is the values for hostages and the like will change as they are not unique to Dutch (or any region). So if you make hostages worth 5 RP (instead of 50) then on Dutch's island they will also be 5. However this is really a non issue as the two missions + outpost are enough to "solve" the tutorial. The shrines are just icing on the cake. I tested this pretty extensively today and the island is perfectly fine if you leave it's mission and outpost rewards alone.
>For a guide of the current RP awards for missions, I believe this site will help out:
Awesome! Thank you so much! The strat guides I had did not list specific RP rewards and I was checking them by hand (by playing through the game again LOL)
>Holland Valley - Falls End; if it auto-completes I understand there's no 900 RP reward.
What is the trigger for Fall's End to autocomplete? (Your first capture or ??)
>Henbane River - Hope County Jail; the player must do that mission at some point;
I agree. I think it has to be completed so they can introduce the cast of characters there. It and the Wolf's Den and Fall's End being the players intended "bases of operation"
>Whitetail Mountains - Don't believe Dutch's mission of liberating Baron Lumber Mill is required.
Yeah I believe that is just a standard outpost. Probably the game's way to assure they guide you to an Outpost so you can get the tutorial on taking them over.
|
|
|
Post by JRavens on May 27, 2018 5:12:59 GMT
Ok looking at Holland Valley first (since that's the one I completed the RP lists on LOL) it appears that you have a good +3,000 points more than you need to total liberate it BEFORE any random encounters. So long as you do all the missions (including Clutch Nixon) and you clear all the cult Silos.
The 100 and 200 level missions (which include Clutch Nixon) feel like they are unnecessary sources of RP.
You might make the argument that say the Testy Festy raises morale and thumbs the civies nose at the Cult occupation, but you would be hard pressed (reaching really) to say that recreating Clutch Nixon's stunts are a blow to their propaganda... and at 200 RP per Clutch Nixon feat that's a little silly in my estimation. Since individual missions cannot be singled out - only the totals I would say that the 100 RP and 200 RP level missions should not give RP (or a very, very low amount like 1/10 the value).
That still leaves 13,200 RP if you do all the main missions, liberate all the outposts and destroy all the cult property.
Random encounters can be relegated to very small amounts (5-25 RP) so that it takes significantly longer to accidentally bump the meter.
I played for several hours with reduced random encounter values and in that time: I liberated Fall's End, freed Boomer, helped Grace, destroyed two silos and had all kinds of run ins with the locals and I'm still below the first capture point (currently sitting at 2,445)
ATM I'm testing using Hostages and Cult VIPs = 5 RP, Looting Trucks and Destroying Boats = 10 RP, Destroying Trucks and Roadblocks = 15 RP
|
|
|
Post by JRavens on May 27, 2018 5:52:27 GMT
So apparently Faith has an even larger surplus of RP. 3,700 above what is needed. EDIT: and winner, winner chicken dinner Jacob has 3,900 more than needed
|
|
|
Post by mikeweeks2346 on May 27, 2018 6:34:04 GMT
Last play through - got to 13000 in Holland Valley by:
liberating two outposts - 800 liberating Falls End - 900 Recruiting Nick Rye - 900 Doing Kim Rye's Air Raid mission - 600 Doing Mary May's three missions - 2100 Doing Pastor Jerome's three missions - 2100 Doing Dutch's Valley Armed Convoy side mission - 200
Note: Jerome's mission "Scattered Flock" (one of the three) is not shown in the referenced guide, but it's 600 RP and of course in saving civilians if any involve killing VIPs then add those RPs to the running total for the region.
The above activity totals 7600. That means the remaining numbers came from just simply interacting with the game world and having RP accumulate.
What I was not doing was going out of my way to generate RP while free-roaming. So for example wasn't blowing up supply vehicles, nor stopping reaping trucks.
Don't know if it'll help, but have many hard saves that can be re-loaded to check the status of Holland Valley at various points to get a feel for what the RP meter is showing, and what activities had been done.
For example I think stage 2 (i.e., first RP milestone) is reached close to 2750.
BTW, just the reduced numbers being currently tested would help greatly in limiting that darn meter filling up as you simply explore the map. I really, REALLY, hate the concept of taking out NPCs not rewarding you besides any possible loot once the various perk challenges are done.
EDIT: Jumping Ship story mission is 900, not 600 as shown on the referenced page. Checked one of my saved game files upon reaching 13000 in Holland Valley.
|
|
|
Post by mikeweeks2346 on May 27, 2018 17:10:44 GMT
Before I forget:
> What is the trigger for Fall's End to autocomplete? (Your first capture or ??)
It's after. I believe it'll take place after reaching stage 2 (first RP milestone). There were comments on the Ubi forums that hinted as such. I assume it takes place prior to The Confession (second capture) however.
Thus if you haven't liberated Falls End, the first capture having Pastor Jerome in it, makes no sense.
|
|
|
Post by mikeweeks2346 on May 27, 2018 18:57:07 GMT
Another before I forget:
Is there a plan/idea to adjust the RP rewards for doing the story/side missions? If so then what must be taken into account is the relationship of a side (or even another story) mission and what must happen for it to become available. Not to go into great details now, but as examples:
some side missions are triggered only if an outpost is liberated; some side missions are triggered upon reaching a RP meter milestone - also they may disappear if not done prior to maxing the region, or even if triggering another story mission; some side missions are only available upon recruiting a gun or fang for hire.
In any event, wanted to throw out another aspect of what could be an issue as we squeeze the toothpaste ....
|
|
|
Post by JRavens on May 27, 2018 19:27:59 GMT
Another before I forget: Is there a plan/idea to adjust the RP rewards for doing the story/side missions? If so then what must be taken into account is the relationship of a side (or even another story) mission and what must happen for it to become available. Not to go into great details now, but as examples: some side missions are triggered only if an outpost is liberated; some side missions are triggered upon reaching a RP meter milestone - also they may disappear if not done prior to maxing the region, or even if triggering another story mission; some side missions are only available upon recruiting a gun or fang for hire. In any event, wanted to throw out another aspect of what could be an issue as we squeeze the toothpaste .... I think if we balance the amount of points necessary to just Outpost + Story + Cult Property (silos/shrines/wolf lures) and vastly lower random and side story rewards it will help curtail accidently trigger autocompletes. As those three elements are more or less "FIXED in place" the player has more control of when to push the RP bar forward. Randoms are obviously a big problem in the current system as just running around will quickly become the equivalent of doing several small missions or 1-2 main missions. Side Quests as missions also pop up kind of helter skelter as you play through the game and run across NPCs. If we lower their impact the player can take them as the stumble across them without it pushing the bar unexpectedly high. I put together a test version on Nexus of the numbers I am currently trying out: www.nexusmods.com/farcry5/mods/23At the moment I'm testing: Random encounters 5-20 RP (down from 50-200) Sidequests 25 / 50 RP (down from 100 / 200 ) Story Missions left at 600 / 900 RP Outposts left at 400 RP Cult Property left at 100 RP This seems to be working well in my initial tests. Could use some other people trying this beta version out and seeing how it feels. (Also might be a placebo, but on my post ending game saves I am still seeing a ton of spawning on the roads with the spawn changes I implemented - if someone has a save where they've "cleared the map" and can test to see if they feel enemy spawns are still running that would be great)
|
|
|
Post by mikeweeks2346 on May 27, 2018 20:05:46 GMT
Regarding some testing:
> (Also might be a placebo, but on my post ending game saves I am still seeing a ton of spawning on the roads with the spawn changes I implemented - if someone has a save where they've "cleared the map" and can test to see if they feel enemy spawns are still running that would be great)
I have a save for right after clearing Faith's Henbane River region.
So, I should be able to use a vanilla save file with the beta test version? IOW, don't need to start from scratch, then replace a beta test save file with one from the vanilla game?
|
|
|
Post by JRavens on May 27, 2018 20:41:28 GMT
Yep everything seems to work with existing saves (nice change from overhaul mods of the past that required a completely new playthrough)
|
|
|
Post by mikeweeks2346 on May 27, 2018 20:47:43 GMT
Testing of moving out from Dutch's region into Holland Valley:
Still using the patch 5 files and no issues yet on general game play with the beta.
Went to liberate Gardenview and it worked as advertised; 400 RP, 1 rescued civilian for 5 RP, 1 perk, and $2000 bonus. In getting over there saved Merle and his buddies at the trailer park as well as getting a couple of perk magazines. Game play netted me 4 civilians & 1 VIP, for a total of 25 RP, versus what would have been a total of 250 prior to liberation.
All total siting at 430 RP currently, but would have been at 700 RP in vanilla. Didn't get hit with any random events however so far.
|
|