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  1. #11
    HorTyS's Avatar Senior Member
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    People hated in in FC2 because it was fairly poorly implemented. I think I suggested a fairly elegant way to handle it imo, but the balance of the feature was not good in FC2, and that is what I think frustrated people the most. I think people hated the malaria more because that was not controllable at all and was purely a reactionary mechanic that honestly added nothing to the gameplay.

    In my dream of dreams for a FC game, we go back to Africa, and in the opening cut-scene the player character wakes up on a bus heading to a town, rubbing the sore spot on his arm from his malaria vaccine, hahaha.
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  2. #12
    I liked the way fc2 did it. You had to bring new guns from your safe house with you or you'd be stuck with unreliable weapons off the ground
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  3. #13
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    Originally Posted by usmovers_02 Go to original post
    I liked the way fc2 did it. You had to bring new guns from your safe house with you or you'd be stuck with unreliable weapons off the ground
    Yeah, but felt like even your new guns degraded to quickly, and alot of times I'd have to drive way out of the way to find a gun shop just to replace a gun before a mission. That is why I suggest the field cleaning kit as something we buy in the game so we can partially repair degraded weaponry. Imagine pulling up to your mission objective, working your way around the parameter scouting it all out and planning your attack. Ok, I've tagged a few guys, planned out your infiltration path and ex-filtration point, you're about to sneak in only to switch to your silenced MP5 or something and seeing that it is heavily degraded, now you have to travel back to a safehouse just to replace it. OOOORRR, you pull it out, see that it is scratched & rusted and remember it jammed up about 10 minutes ago, so you pull out the field cleaning kit, see the character bore out the barrel, maybe wipe out the ejection chamber, give the caulking (again, just avoiding the forum auto censor, haha) mechanism a few test pulls, and boom, your MP5 is back to 75% efficiency and plenty of reliability to complete your mission now... Seems like a cool way to handle it to me anyway....
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  4. #14
    Agreed, it could be a nice feature, but it was handled poorly in the past. Brand new guns degraded WAY too quickly. Iirc, brand new dart rifles would break after like 3-4 uses.
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  5. #15
    HorTyS's Avatar Senior Member
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    I really think the balance of it is what turned people off. It became frustrating how quickly the weapons deteriorated and that the only solution was going to gun shops to replace them. So I think slower degrading and a system to counter act or delay further deterioration would help a lot...
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  6. #16
    Originally Posted by HorTyS Go to original post
    There is a niche group of us who agree. I'd love to see it return as I thought that it added a layer of tension to shootouts and provided for some interesting moments of required improvisation. I do think it would need to be implemented better and balanced more. My idea for handling it was this:

    A) make the degradation take longer to happen. Unless you had a gold AK. weapons started locking up and jamming after like 5 uses. It should be double, or even triple that long before the weapon is jamming on us.

    B) have a field cleaning kit. This should be something you can buy at the shops, it should be somewhat, but not uber-expensive, so you don't get it super early on, but have to work for it but would realize fairly early that it'd be worth investing in. After purchase the kit would be a permanent inventory item, perhaps requiring replacement oils to be purchased periodically. To initiate cleaning a degraded/ jamming weapon, you could select it from your weapon wheel, maybe from the syringe menu? There was room to add more options there. You'd want to not be in the middle of a fight, because it should be like a 30+ second animation of the character using the kit to bore out the barrel and clear the ejection chamber & such.... Field cleaning should repair the weapon to 75-85% condition, so fully replacing weapon back at safehouses would still be beneficial as well....
    Nice ideas, yeah 5 uses was short. I'm not sure what measurement you were thinking when you said 'uses', but I think like 15-20 full magazines should do it... if people are like me and tend to have a favourite gun (or two) that they only use then they would end up doing nothing but cleaning lol I also like you idea that in the field there is a maximum of 85% repair quality. on the side note of syringes, I hope they aren't in this game... seeing as it's a modern town then he should have medkits not stimpaks lol
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  7. #17
    HorTyS's Avatar Senior Member
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    Originally Posted by EdEddnED-E Go to original post
    Nice ideas, yeah 5 uses was short. I'm not sure what measurement you were thinking when you said 'uses', but I think like 15-20 full magazines should do it... if people are like me and tend to have a favourite gun (or two) that they only use then they would end up doing nothing but cleaning lol I also like you idea that in the field there is a maximum of 85% repair quality. on the side note of syringes, I hope they aren't in this game... seeing as it's a modern town then he should have medkits not stimpaks lol
    By uses I mean like, significant engagements haha, yeah definitely not 5 rounds or magazines, it wasn't that fast... but even if you primarily use your fav gun, I also said they should slow down weapon deterioration overall, so even just using 1 weapon for the most part, you shouldn't have to be constantly cleaning it. As for syringes, I dunno. I feel like their complete removal would be removing an element of the game that has the potential to add something meaningful, and when it comes to useful gameplay additions, I'm never in favor of the omission of something potentially good.

    The syringes just need to have more interesting or useful effects. I literally never use the overdose or survival syringes (double damage or reduced melee damage respectively) and only on very rare occasions used the hunter vision syringe. My most commonly used one was the speed boost/ longer breath one, and that was just so I could run through a forest more quickly to get to an outpost or something. And FC3's speed boost syringe was way better, you could catch up with jeeps on the road using that, FC4's version barely increased your running speed at all. I can tell you with absolute certainty if they had a syringe that gave us a 15 second slow motion effect I would use it constantly. Hope County MT would be picked clean of all plants required for its creation! haha. Also what is the difference between med kits or stimpaks? What would change when we hold Y/triangle/whatever button on pc to heal if it was a medkit if it's not a syringe?
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  8. #18
    Originally Posted by HorTyS Go to original post
    By uses I mean like, significant engagements haha, yeah definitely not 5 rounds or magazines, it wasn't that fast... but even if you primarily use your fav gun, I also said they should slow down weapon deterioration overall, so even just using 1 weapon for the most part, you shouldn't have to be constantly cleaning it. As for syringes, I dunno. I feel like their complete removal would be removing an element of the game that has the potential to add something meaningful, and when it comes to useful gameplay additions, I'm never in favor of the omission of something potentially good.

    The syringes just need to have more interesting or useful effects. I literally never use the overdose or survival syringes (double damage or reduced melee damage respectively) and only on very rare occasions used the hunter vision syringe. My most commonly used one was the speed boost/ longer breath one, and that was just so I could run through a forest more quickly to get to an outpost or something. And FC3's speed boost syringe was way better, you could catch up with jeeps on the road using that, FC4's version barely increased your running speed at all. I can tell you with absolute certainty if they had a syringe that gave us a 15 second slow motion effect I would use it constantly. Hope County MT would be picked clean of all plants required for its creation! haha. Also what is the difference between med kits or stimpaks? What would change when we hold Y/triangle/whatever button on pc to heal if it was a medkit if it's not a syringe?
    haha I just meant visually, as in you would wrap your arm or leg with a bandage (medkit) to gain health back. And you could have morphine for damage resistance. Stuff like holding breath should be reserved for the skill tree I think. I tend to let my need for immersion make me avoid using things like faster run, hunter vision etc but thats just my style of play. But immersive or not I would so use a slow time syringe from time to time!
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  9. #19
    HorTyS's Avatar Senior Member
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    Originally Posted by EdEddnED-E Go to original post
    haha I just meant visually, as in you would wrap your arm or leg with a bandage (medkit) to gain health back. And you could have morphine for damage resistance. Stuff like holding breath should be reserved for the skill tree I think. I tend to let my need for immersion make me avoid using things like faster run, hunter vision etc but thats just my style of play. But immersive or not I would so use a slow time syringe from time to time!
    I prefer spending skill points on active skills than passive buffs like holding breath. I don't snipe much and it's easy enough to surface and go back under when swimming, that I wouldn't want a hold your breath skill to have to be bought just to get access to another skill further in a tree ya know? As for the speed boost, I just liked to use it in situations like when an outpost I was headed to was like 500 meters away & my car just blew up and I was hoofin' it... A slow time syringe would be cool AF though right?
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  10. #20
    Jams and exploding guns make some sense, if you use unsuitable munitions :P or you don't clean your gun.... overheat on auto and such. It makes no sense if you are playing two seconds and it jams right away.

    Would be nice to have those fanatics in multiplayer (hihihi ) slow a little down. Making people clean their gun after about 300 rounds or so to prevent having it jam, or explode sounds nice.

    The fact is though, that I have seen very little guns explode in real life..... I see a lot of jams at the target range though caused by bad maintenance.
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