Perfect! Wouldn't change a thing!
I love it, but it could use a little more tweaking
I like it, but there are things that could be done to make it better
I dislike it, there are too many things wrong with it
I do not play Survival Mode / I don't care
Smarkaka!
My name is RogueSurvivor, and I am new to this forum. Actually this is my first post ever, and I'm very excited to be a part of the Far Cry Primal Forum! I've been an avid fan of this game even before its release and have been vigorously playing through the game ever since I purchased it.
The purpose of this thread is to compose a list of relevant, easy-to-read requests for a future update to Survival Mode, should Ubisoft and the Far Cry Primal Development Team ever browse this thread and take notes.
I have been eagerly awaiting Survival Mode and have been playing it ever since it came out. That being said, we have a couple things to say about it, and I really hope the Far Cry Primal Development Team reads this and knows that we love this game so much it's almost immeasurable. I also really want you all to give your honest opinion of the new game mode and offer suggestions for a future update! I will frequently update the page with ideas from all of you!
1) Stamina Bar This is an awesome feature, but we feel there is a little unbalance and we'd like to see some additions to the replenishment of stamina and an individual toggle on the interface.
- Drinking replenishes a small amount of stamina (and increases encounters with crocodiles/bitefish)
- Independent enable/disable option in interface or an immersive option that only displays stamina when dangerously low and fully depleted/replenished by food and sleep
2) Club Damage
- Clubs should inflict slightly more damage, and increase enemy knock-back/stun time
3) Healing In Combat
- Quicker eating time during combat./high alert situations
4) Fire Damage Range is Too Sensitive
- Player should have to get closer to fire to get burned (fire damage is too sensitive)
5) Vaulting
- Vaulting action needs improvement, as vaulting does not always work properly
6) Disabling and Skipping
- Option to disable/skip introduction and tutorial upon death/restart of Survival Mode
- Option to completely disable all main objective markers (ON, Smart, and OFF)
- Option to enable/disable waypoint marker separately from world icons (Player can disable all elements of HUD but still create reference points / waypoints)
7) Hunter Vision
- Simplify Hunter Vision to outlining/increasing vibrancy and retain colour/saturation
8) Carrying Capacity
- Reduced upgrade carrying capacity for loot, bair, shards, and throwables
9) Crafting at Campfires
- Crafting should be limited to any campfire / bonfire / claimed outpost to encourage looting enemies
10) Crafting Armor
- Players should be able to craft armor that takes melee / fire damage and increases survival rates (Crafting Armor = 5 Bones + 2 Tortoise Shells + Wooly Rhino Skin + Rare Red Bitefish Skin) or something along these lines
11) Poisoned Weapons
- Players should be able to loot Snake bodies to acquire "Snake Venom", from which they can poison arrows and spears to inflict prolonged damage to tougher enemies (draining health and stamina from enemies after they are attacked) - at this point, there are no uses for Snakes other than harming the player.
12) Dodge Animals!
- Players should have the ability to dodge charging animals - when playing Survival Mode, it is way too easy to die from a charging animal, from which there is no real escape or recovery once knocked down
13) Convert Village Resources
- The player should be able to convert village resources into more relevant and usable items. For example, if there is an abundance of animal skins in the player's cache, the player should have the option to turn the individual skins into animal hide or meat or animal fat.
14) Raids/Attacks on Wenja Village
- If away for long periods of time, the player should return, sleep, and wake up to an attack or raid from an enemy tribe, and Wenja losses should count from the total population. This would encourage the player to return "home" often and would also create a sense of danger for the player's village, as well as offer a source of loot from fallen enemies.
15) Animal Improvements
- Animals do not blow your cover when you are in stealth mode. THIS IS PARAMOUNT. This issue has basically negated the entire purpose of using animals like the Cave Lion and Jaguar for stealth missions...enemies spot them and attack, so it's a death sentence in Survival Mode
- Bears and Sabre Tooth Tigers do almost nothing to fight wild Sabre Tooth Tigers. This can't happen if people are supposed to want to keep playing after this gets them killed
- Petting animation should be disabled / stopped when being attacked
- Animals should not stand directly over bodies, as this prevents looting and prompts the petting action
- Animals should have additional sounds to indicate their health, as there is no way to tell whether or not your beast is going to go down. This often times leaves the player to be overwhelmed by enemies and forces them to search for their beast to revive it which can also lead to a quick death
16) Perks tailored towards Survival Mode (not sure if this is possible or not, but worthy of suggestion)
- Perks tailored to making Survival Mode slightly more survivable (reduced stamina cost, burning spears last longer, recover burning items, better looting on corpses, etc)
Please share your thoughts and ideas on the improvement of Survival ModeShould there ever be an update for it in the future, this is one of the places they will look for community feedback! Every opinion counts! If your idea didn't make it to my main list, it's likely because it would require too much time and money for Ubisoft to remedy, or it would cause an imbalance in other, more relevant aspects of game play. No idea is shunned or overlooked arbitrarily. Some of these ideas are wickedly awesome, and I'm so glad we have eager fans on here who want to contribute!
Been playing it for a while, and even noticed a couple new things yesterday. So now for things I feel could be better.
1. Hunter vision: I know it was not intended for it to show predators unless they were actively hunting you, but yet shows deer a long ways out in bright yellow. Personally I would rather it be something that just enhances what you can already see. (Rather than a bright yellow deer a long ways off, highlight the outline + eyes or spots, something of visual contrast. Do the same for predators, right now it is easier to spot them without hunter vision by the glowing eyes at night.)
2. Hunting things in water: Now that hunter vision doesn't show crocs or bitefish, you need to look hard before you jump in. All good, until trying to hunt a bitefish... The spots that were packed in normal mode might only have 1 in the entire area, and by time you spot it with owl or standing on a high spot it is already swimming a long ways off. Would be nice if bait would attract these predators, because I have a feeling the two bitefish skins that I need for the spear belt upgrade are going to take a long time to get. Right now water is more like a one way mirror, should be able to see at least a couple feet down from most angles if the object is near.
3. Runaway pets: Don't know if it is just an issue on PC or not, but unless you tell your pet to "shoo" when climbing/entering certain areas, they will permanently disappear. Had this happen to a white wolf, two jaguars, and a cave lion. Started to run without pet now unless I need them for something. (Not playing permadeath so if I get jumped and eaten just slows me down a little.) Have gotten good with the bait distract + spear to head on plenty of animals.
Overall most things are working good, water a bit more realistic since you can't see across the lake underwater, but fishing is now next to impossible without some way to lure the bitefish near enough to see. Probably will have more to add later.
More than anything else, I think in permadeath mode you should start at the village ready to do the first real mission imo 'the Hunt for green leaves'. Importantly skipping the initial intro and tutorial as keeping doing that part again and again upon death gets old pretty quickly.
Currently jumping in, where it seems safe, then looking for the crocks from under the water. On dryland as stated it appears you cannot always see them even when directly above - not gone bitefish fishing in survival mode yet. Like the use bait idea that makes sense to me as fishermen use ground bait to attract fish and I am positive a crock should snap up a lump of tasty meat nearby giving itself away.
Right, but when playing on perma death you're not exactly playing it for the story, and you go through the tutorial at least the first time, so the game could just detect if it's your first playthrough or not and skip that part if it's a re-play.... I don't see alot of people going survivor/ expert/ perma-death first time through, and those that do I imagine would have to re-start at some point anyway... all I'm sayin' is skipping it should absolutely be an option....Originally Posted by RogueSurvivor Go to original post
Another thing I think there should be would be drinking water to refill stamina. To me the stamina bar doesn't seem balanced very well and does not have an appropriate number of counter measures to refill it. Drinking and standing still should regenerate depleted stamina... I just think that sleeping is basically the most boring & least interactive way of going about replenishing it, so other options would be more interesting in my mind...
Little feedback after unlocking some inventory upgrades : there still too many stuff on the bag as soon as been upgraded a couple of time, i really think survivor mode should rebalance this to be a bit more restrictive, may be by removing lvl4 inventory upgrade levels and add houses level requirement for the lvl3/lvl max.
I also see a bug : the health skill 3 isnt locked on survival.
Looking at the comments and the poll results, it seems we're all pretty happy with survivor mode but feel that there are some necessary changes needing to be implemented.
One that I have seen crop up in numerous other posts and in this one also is the stamina bar - specifically, allowing a few more options for refilling stamina.
I love the idea of drinking water to refill stamina as it would not only make us seek out lakes/rivers but would also increase the danger factor by potentially forcing us out into the open or bringing us within chomping range of a croc lying in wait.
As an aside, for a game about survival, it seems kind of odd that the only time Takkar drinks, it's on those extremely rare occasions that he imbibes some eyeball-filled narcotic.
One caveat that I would add to the stamina refill, though, is that it should have a limit on how much stamina it can replenish.
Realistically, water, food, and standing at ease do not refill your stamina in its entirety. As such, it should go something like this:
Standing at ease can only refill stamina by 5% over its current value. I.e. if you have 50% stamina from running, etc. standing still will only raise it to 55%
Drinking water can only refill stamina by maybe 10 or 15% over its current value.
Eating food could remain the way that it is currently implemented, though perhaps lessened a little given that we would have other options.
And of course, sleep (as in real life) replenishes stamina in its entirety.
I wanted to do a separate post with my other thoughts as I felt the stamina thing is the most urgent and I didn't want to hit anyone with a wall of text.
My two other most highly desired ideas are to do with hunter vision and the village.
Firstly, I'm not overly fond of hunter vision de-saturating the colours of the world while highlighting various elements in neon yellow.
I get the reasoning behind this but FC:P is such a beautiful game and I'm loathe to drain it of it's colours so often.
I like the idea that Thorbet above gave about downplaying the highlighting effect. Currently it's tantamount to a flashing highway hazard sign indicating "DRIVE SLOWLY, DEER UP AHEAD".
As thorbet suggested, perhaps outlines, or highlighting some features of the animal would be more immersive.
More than anything, however, lose the de-saturation. I'm missing so much of this beautiful world when hunting for deer.
Secondly, I find it somewhat frustrating that when I'm in my village at night, I can't pull out a torch and light up my surroundings. This is especially burdensome when I want to go into one of the caves.
Sure there are camp fires but they don't help me as I blunder from one spot to the next.
Incidentally, the game glitched one time and as I approached my village at night with my torch out, it put the torch away but retained the illumination it was casting. It was beautiful. It gave such a warm and welcoming feel to my home. Sadly, I haven't been able to reproduce the effect.
Just as an afterthought - I found bitefish to be a real pain in the arse to hunt even without survivor mode. I haven't had to hunt them in survivor mode yet but Thorbet's idea of bait makes sense!
EDIT: and skipping that god dammed intro! It was fun the first five times but now the thought of having to go through it again and again really just adds to the sting of dying with permadeath![]()
Bitefish in the regular mode were able to be seen with hunter vision, just a matter of hitting them with an arrow while swimming. Found that in survivor mode the easiest way is to capture that outpost on the island in the lake, then kill a croc or two in the water, and wait for a bitefish to come nibble on it. Hard part is hitting the darned thing nearly blind, only the dot turning red to even show where it is. Can't wait till I have to kill the rare one, first off its rare, and then if it grabs you in the water your a goner...
Not sure how it would look to have the yellow highlight on the deer flash up with all or most of the colors still up, may depend on the biome how effective it would be. I don't like how it goes all greyscale either but guessing that without making it very hard to see objects in certain locations.