Far Cry 3 didn't have DM mode unfortunately, it forced shared spawns after the initial team spawn - those shared spawns would have been perfect for DM mode and I might have enjoyed the game had it done that.Originally Posted by Lillestoel Go to original post
It had TDM - no explanation needed.
Domination - should have allowed the game to finish a lot quicker - the matches just went on and on and it was misery for a losing unorganised team.
FireStorm which was a con, sounded good on paper but was a massive lie, only the Ubisoft maps could use fire to block off areas and then we didn't really see it in action as the spawns forced the player past the fire so it wasn't that often thay you had your path blocked forcing you down a different route - could have been a cool mode but failed because the green spawns gave the losing players hope by spawning very close to the final objective - most games were either draws or one team won as the other didn't have a clue what was going on.
Transmission could have been great but again the matches played until the time ended.
So with this an objective marker pops up and everyone rushes to it so one team can capture it - at first only one at a time, later on it throws up 2 then one again - If it wasn't for the timer if a team dominating could capture say 3 or 5 times to win I would have enjoyed it.
Then there was this massive fail called OVERRUN which could have been a good laugh but it was DLC at a cost and is almost impossible to get a game on this mode.
I played it and the capturing area is huge, was very disappointed and didn't want to play it again.
Far Cry has amazing vehicles and should have a mode where vehicles are used.
Gold Rush seems interesting.
The fact that I can't even recall the modes just shows how memorable they are, haha :POriginally Posted by Anorexic_Buddah Go to original post
Thanks. What do you think of "Snitch"? It may be hard to implement due to NPC involvement, and would also be demanding for map creators, but I think it's got to be the most inventive one on the list, and possibly the most fun.Originally Posted by Anorexic_Buddah Go to original post
Originally Posted by Lillestoel Go to original postTo be honest I played quite a lot of Far Cry 3's multiplayer only on the maps that came with the game, I looked at lots of other peoples maps in the editor but playing them was such a pain that I gave up.
Snitch is interesting but I think it would end up like the end of The Hunger Games where everyone just kills each other quickly and the last 2 one would be the snitch and the other would then duel it out - Think it would be too confusing to understand for a lot of people or they might not have the patience, It seems a little like a cross between FPS / RTS if that makes any sense, not for me but would be interested to see what others think.
Friendly fire is always a bit controversial and scary considering that one person gets the ability to ruin someone elses fun. But most games manages to make it work. Rainbow 6 has friendly fire in every single game mode, and it actually works. Which probably is because if you kill friendlies enough, you get banned for a certain amount of time. A system like this could also be used in Far Cry, or potentially even putting team killers together in matchmaking, and not put them in teams with those who play like they should. Also, considering that you die yourself when killing innocents, means people will not wish to attack anyone until they are certain.Originally Posted by Anorexic_Buddah Go to original post
I do agree however that it may seem complicated at first glance, but hopefully a pre-game lobby interface would do a better job at describing the mode briefly and accurately. And after a couple of matches, people will get the hang of it I'm sureThere's a lot of games that seem complicated at first, a lot more than this, but if it's fun, then people will learn it
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Isn't Rainbow Six more simulation in it's style - Far Cry was always fun in multiplayer when it first started, unsure if they push it more tactical if that would force a lot of those who loved the game away and bring in new flesh but then it wouldn't be the same game.
They pushed a lot out with FC2 when it switched to weapon classes and dropped weapon placement but most games had gone that way, I hear Overwatch is very popular I think serious play is not really a trait of Far Cry, people do play in a competitive way but the overall mood is crazy fun from what I have witnessed.
Although I think the editor should be kept as simple as possible, I have always felt that the "Object Properties" window is a bit underused. It should be relatively easy to add more properties to it.
For a fact, the engine can already overrule Materials (textures), sounds and colors for objects, it just isn't in the editor. But aside from this, imagine having somewhat more "interactive" objects that allow for some basic scripting logic. If done right, it would allow for all sorts of interesting options, including custom game-modes, only limited to a map maker's imagination.
For instance, imagine having these 3 Object Properties, optional on all objects:
- Trigger: when one or more event/conditions are satisfied with the object... (like player pressing/holding 'use', comes close to it, object is hit by bullet/explosion/light, proximity, hasininventory, team A/B/C/D is the initiator, etc.)...
- Action: ...perform 1 or more actions... (spawn, despawn, explode, rotate/move, scale, colorize, opendoor, closedoor, endmap, etc.)...
- Target: ...on 1 or more target objects (another 'Interactive' object, or door, rock, npc, vehicle, tree, branch, health, etc).
With this, you can make your own scripted events, quests and even gametypes, like:
- Racing: Place a "proximity" object with a large radius, that despawnsitself&spawns another proximity object when player comes close to it: this can be chained and used for 'racing' style maps with checkpoints following each other up.
- Capture the Flag/Diamond/whatever: Place a "proximity" object with low radius to simulate player 'picking up' the object, and have another object be the "dropoff" sector that checks for Proximity and hasinventory, allowing the object to be 'dropped' to score a point
- 'Secure' doors: have a "player use" object, that target a door object, to open it remotely.
- 'Destructible' doors: have a "hit explosion" object, that despawns when it's hit, to make an item destructible.
- Ambushes: have a "proximity object" that triggers an enemy AI spawn around the corner when you approach it.
- Objective-based (UnrealTournament-Assault-type) map: have team Red 'guard the base', and team Blue attack. If object 'Door Lock' is destroyed by Blue team, open door. Then Blue Team can get through the door & target the 'Red Base' object; when destroyed, Game Over.
If we had this sort of power in the map editor, game modes would transcend the game, and enter the domain of mappers.
The problem is people all want the editor & then they also want these complex, convoluted modes to go with it. Just keep the modes simple and let the map editor be the draw. IMO all they need to do is put in like 4-5 simple, standard FPS MP modes, DM, TDM, CTF, Domination/ King of the hill types, and then let the map makers create a never ending pool of maps to play those modes that no one really needs to learn the rules of because every one knows what to do...
The thing they need to really nail is just performance. FC3 & 4's MP modes were janky AF. They need to have a solid consistent foundation. I still think they should just go bare bones on the modes and keep it simple, not only will that streamline development, but it would help put the editor front and center and make that the defacto reason to play the MP in the first place.... not some gimmicky mode thats supposed to be great.....