Things we can all agree Far Cry Primal NEEDS!
*Survival mode
I would definitely pay for a survival DLC. Food gives less health and you HAVE to eat. Animals give less resources and resources such as plants, trees, and flint are more scarce. Enemies are more abundant and more aggressive. Idk, just survival of some type.
*Coop
Id also pay good money for a coop DLC.
Theres nothing I want to do more than chuck spears at things with a friend.
Just a few ideas.
A few of my far too many thoughts on the subject
Game does not need more agressive animalls imo it needs carnovores to be more naturally dangerous. The biggest and most lethal predators far less frequently encountered and much more dreaded and respected. When you run into say four hastily spawning sabretooths in a row it does not make them more formidable and scary it turns them into a mundane everyday local threat - sometimes less is more - think about horror movie scares.
Herbivores should be encountered far more often than carnivores. I would make the herbivores very skittish and wary of being hunted requiring careful stalking to get close unless you are lucky, probably requiring scent masking aids and so on unless the local environment allows you to stuimble upon them less seen such as from behind cover due to rocks or bushes.
Imagine if you had some means to guage wind direction in game so you could get upwind for a stalking buff against animals.
The difficulty with the manic everything rushing at you situation that still happens far too often in Primal due to animal density is that it increases action and combat true but at the cost of considered tactical options and a thinking approach. Natuirally prehistory is more saturated with animals but to me an ideal game of this type needs more wilderness and a little less animal density. More species certainly but not just greater animal numbers that would break the game. More obvious animal game trails, dens, lairs watering holes within sandbox action seen being used by the animals I have noticed some of this in Primal but it could be developed further. Obvious animal runs make ideal places to place traps and so on. The more realistic the animals behaviour and reactions become in these sort of games the better the hunting experience ought to be for players and ultimately the more satisfying when you get a kill.
Far Cry should ideally have enough space and scope to give us the best of both worlds within the sandbox alone: areas sure to provide some frantic battle action and areas that allow more careful tracking, hunting stalking and so on not to mentiona all the stuff inbetween.
Ubi seem to be slowly going in the right direction. I would suggest a crafting system that is far more complex with multiple items from one kill too. At the moments kills are somewhat wasted this in game devalues each animals life and death as a singular resource. Would love to see you as the player in this society respecting the spirit of your kills in the way you see others ritually doing. The question is does Far Cry always have to just be kill, kill, kill or can it evolve beyond its simple beginnings to still be a first person action game but less of a mindless romp. I do not think the manic forumla can sustain the franchise over many more iterations. I think FC ineeds to mature a little and offer some deeper gameplay options. Life is progress and gaming is growing up too. Oros is the perfect background to begin evolving FC, it provides the ideal cultural setting that is why I think this game is screaming out for a future expansion.
About the map: I do not want to be too critical but making Oros an enclosed valley was an easy way to have a quick condensed map but is a bit of a cheap solution, especially as given the recent map comparisions the map is obviously smaller than FC4. Just my opinion but I think to get the best possible hunting experience Primal needed to be bigger to facilitate more areas that are not so animal dense and suited to more specialised species.
This game although fun and moving in a great new direction is a bit too streamlined and old school gamish too as others have said it would be better with some new more sophisticated gameplay mechanics. For example why go with a fake gamish resource stack system when you could have had some form of barter that would permit you via trading to bring parts of a kill, (that you did not need for personal crafting), back to the village or to others folk for other good or favours. Oddly after completeing the plot Takkar does not bring back meat skin, furs, bone and other resources to the village instead it seems that the village supplies him something is not correct about the balance of that concept. I know it works fine in the early parts of the game when Takkar is out there making Oros safer for the Wenja but to make the sandbox in general more fun he needs reasons beyond the 300 and I dislike that number cap on population. Sure cap the bonus but not the ability to see exactly how many people you have saved from the pot.
I could write all day about this game which shows it ceratinly has stuff worth yakking about but for now this is a big enough wall of text.