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Post by mikeweeks2346 on Apr 13, 2015 2:23:41 GMT
Been wanting to share this for quite some time. Will attempt to do it without overt spoilers:
During the cut scene at the start, at "De Pleur's Palace" and once you have control at the table, ever notice the weather?
During the prologue as you head for the tower, ever pull up the map and notice your location in relationship to other land marks?
During the cut scene as Sabal and Ajay are walking into Banapur to start Act 1, notice what Sabal's response is to Ajay's question regarding how the Golden Path had located Ajay and Darpan related to Min's helicopter?
And lastly, where is Paul's fortress actually located in Kyrat ...
It all suggests what can happen during the development cycle of a game.
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Post by bontainer on Apr 13, 2015 8:20:20 GMT
With the 20 6-1-1-1 beta (with the 999.99 timer) you can even visit the area. If you go into the Mountains starting from Namboche Monastery, you will find it at X:901.8 Y:651.1, its a bit eery like visiting an abandoned film set.
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Post by mikeweeks2346 on Apr 13, 2015 8:32:26 GMT
I wonder how the prologue ended up being placed at that location, and was it produced early in the development cycle, or thrown perhaps together near the end, and "stuck there" - all the while no one was double-checking the dialogue.
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Post by bontainer on Apr 13, 2015 13:20:20 GMT
I asume noone thought that gamers could be as inquisitive as we are.....
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Post by JRavens on Apr 13, 2015 15:58:10 GMT
With the 20 6-1-1-1 beta (with the 999.99 timer) you can even visit the area. If you go into the Mountains starting from Namboche Monastery, you will find it at X:901.8 Y:651.1, its a bit eery like visiting an abandoned film set. I got quite the same feeling when revisiting Vaas prison camp at the start of Far Cry 3. It's very odd to see the back sides and insides of the unfleshed out buildings. Like you say it's very much like the backdrops of a movie set. There are sound triggers too so standing in certain areas still invokes the background noises of pirates mumbling and prisoners wailing. Plus it's odd to see it all in the full light of the day. It's interesting that Ubi creates all of the locations as hidden parts of the map, but a bit disappointing they don't reuse them later and like Mike points out the consistency is all wacky. Even at the end during Pagan's monologue: "Let's see. I was standing right here and you were sitting there and I said..." uhhh no Pagan that's was PAUL'S palace. Remember? You even told him you so rarely get down to HIS part of Kyrat.
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Post by mikeweeks2346 on Apr 13, 2015 17:47:51 GMT
I have wondered where was Vaas' prison camp, and would I come across it in the course of normal free-roaming? To date, haven't.
So, based on the prologue of FC4, I think I'll look beyond just the north and south islands ...
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Post by JRavens on Apr 13, 2015 21:14:20 GMT
It's on a separate island. Escapes my memory at the moment, but I want to say it's west of Citra's temple far in the out of bounds area (obviously) so kind of west/south west of the north island. I think you can hit by taking a trek due west of Doc's house. But again my memory is fuzzy. I actually got teleported there quite by accident. Whenever the mission flow breaks at the beginning it dumps you there because it's the very first entry point.
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Post by mikeweeks2346 on Apr 13, 2015 22:13:49 GMT
I think I'll build a raft, and set out to explore a bit more ...
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Post by 2400baud on Apr 14, 2015 7:40:42 GMT
Hey JR, is there a mod available for FC3 that disables/extends the out of bounds timer? I have found that edit to FC4 to be one of the more enjoyable ones.
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Post by JRavens on Apr 14, 2015 12:28:38 GMT
Hey JR, is there a mod available for FC3 that disables/extends the out of bounds timer? I have found that edit to FC4 to be one of the more enjoyable ones. Not that I could ever find. I spent some time on it myself and the only entry for the 10 seconds I could find in FC3 seemed to make no difference when changed. Oddly once you screw up the mission flow the out of bounds timer doesn't seem to apply. Unfortunately there are no boats on Vaas island so it's a lonnnggg swim to normal play area I'll try to see if I can find a file or notes on how to trigger that "mistake" for people who are interested. Unfortunately you can't really play the normal game when you do it however as a great deal never spawns (can't remember if pirate outposts were even populated...) FC4 has it in a different location (of course!) and I stumbled across it. It's funny how similar these games are and how they share the same engine, but yet how radically different most of the file structure is (the new xml files, the different paths, the new nomadobjects file, etc). I'm not sure why they changed the core structure so much between games... maybe they outsourced it to a different team.
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Post by jimbo63 on Apr 22, 2015 13:45:44 GMT
Hey JR, is there a mod available for FC3 that disables/extends the out of bounds timer? I have found that edit to FC4 to be one of the more enjoyable ones. There are mods available for Far Cry 3 that have the second island open right from the start with no timer. I enjoy capturing all the outposts without having to complete all the missions and because you do not have their uniform the bad guys soon spot you.
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Post by JRavens on Apr 22, 2015 14:25:16 GMT
There are mods available for Far Cry 3 that have the second island open right from the start with no timer. I enjoy capturing all the outposts without having to complete all the missions and because you do not have their uniform the bad guys soon spot you. Yep, but i think he might have meant the out of bounds timer for the entire play area so you could get to some of the other islands and hidden play areas (the pre-burned hotel from the Liza mission, Vaas camp from beginning, etc.)
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