Post by mikeweeks2346 on Aug 31, 2015 2:39:53 GMT
No offense whatsoever Jeff.
This all evolves around the nightmare cut with its greatly increased weapons damage:
The assumptions here that "There's very few places in the main world space you can't take a land vehicle and get to a safe house within 1 or 2 real world minutes." are that every outpost is liberated. Heck, when that's the situation, sure one can even walk it (going from one o/p to another), staying off the roads.
I've tried a few times to be aggressive (i.e., get to a place quicker because of some stated goal) - I'm lucky to get anywhere without serious damage, or death. Hijacking a royal cargo truck not near a liberated o/p (or at least a straight shot to) is down right suicidal.
I've had a sniper kill Ajay in a buzzer; I've had patrols (both on foot and mounted) bring down the buzzer with gunfire - and this while not doing anything silly, but simply trying to get to a specific place. Yes it's possible to get to high altitude with the buzzer (provided it spawns in the first place) and simply travel to your desired exit point (i.e., a very specific safe house location.) I see no problem/issue with that whatsoever - you want to end your game session at the place you wish to restart next time, and go to bed!!
Here's how I see the NM scenario if there are no buzzers - following Act 1 you force a player to start liberating each and every outpost systematically along with climbing the appropriate nearby tower, in order to establish these multiple safe house locations. One of which most likely would be nearby when the player wishes to wrap up a game session. Of course that approach then adds those never ending "outpost under attack" calls until the appropriate fortress is taken down.
One of the most frustrating aspect of FC3 and -4 is the way Ubisoft designed the games, and when you start to make adjustments you run into those quirks - to say nothing of just trying to understand the coding itself.
As for Far Cry 2 ---
It had a bus system that got you into each sector/region. On the PC you could save anytime, anywhere - plus the standard save points located at the safe houses and bus stations. Why Ubisoft dropped that ever so simple approach is beyond comprehension.
This all evolves around the nightmare cut with its greatly increased weapons damage:
The assumptions here that "There's very few places in the main world space you can't take a land vehicle and get to a safe house within 1 or 2 real world minutes." are that every outpost is liberated. Heck, when that's the situation, sure one can even walk it (going from one o/p to another), staying off the roads.
I've tried a few times to be aggressive (i.e., get to a place quicker because of some stated goal) - I'm lucky to get anywhere without serious damage, or death. Hijacking a royal cargo truck not near a liberated o/p (or at least a straight shot to) is down right suicidal.
I've had a sniper kill Ajay in a buzzer; I've had patrols (both on foot and mounted) bring down the buzzer with gunfire - and this while not doing anything silly, but simply trying to get to a specific place. Yes it's possible to get to high altitude with the buzzer (provided it spawns in the first place) and simply travel to your desired exit point (i.e., a very specific safe house location.) I see no problem/issue with that whatsoever - you want to end your game session at the place you wish to restart next time, and go to bed!!
Here's how I see the NM scenario if there are no buzzers - following Act 1 you force a player to start liberating each and every outpost systematically along with climbing the appropriate nearby tower, in order to establish these multiple safe house locations. One of which most likely would be nearby when the player wishes to wrap up a game session. Of course that approach then adds those never ending "outpost under attack" calls until the appropriate fortress is taken down.
One of the most frustrating aspect of FC3 and -4 is the way Ubisoft designed the games, and when you start to make adjustments you run into those quirks - to say nothing of just trying to understand the coding itself.
As for Far Cry 2 ---
It had a bus system that got you into each sector/region. On the PC you could save anytime, anywhere - plus the standard save points located at the safe houses and bus stations. Why Ubisoft dropped that ever so simple approach is beyond comprehension.