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  1. #41
    Fallen-Champ's Avatar Senior Member
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    Originally Posted by AW LOST SOLDIER Go to original post
    The only reason to add gun jamming to a multiplayer game is if you wanted to drop the player community from 100000 a day to 100. it would kill it dead.
    Like I said when I purchased OVERRUN mode for Far Cry 4 I was the only one playing so your figures are a little bit out - Far Cry multiplayer will never be what COD and Battlefield are if it grows it would have to be consistent game after game so you would be looking at many years - I don't see an issue because it could be done as a modifier so you turn it on if you want gun jamming and if you don't leave it as normal.
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  2. #42
    HorTyS's Avatar Senior Member
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    Originally Posted by Viragoxv535 Go to original post
    The gun jamming is a great mechanic. That's why i still love Far Cry 2 because it never makes you feel you have the situation under control. Enemies, malaria or the gun jamming can screw you up at any time.
    I support the return of gun jamming but I felt like malaria sort of served the same purpose and was therefore redundant. Gun-jamming yay, malaria nay.

    Originally Posted by Fallen-Champ Go to original post
    I loved it and would like to see this in Multiplayer because no matter how good someone might be or how much of a host advantage they might have if their guns jam then the other guy stands a better chance so even lag switchers might occasionally get whats coming to them.

    Seriously I have never known gun jamming in a PvP game it would be very interesting indeed.
    I don't think it was that popular though so can't see it been in Far Cry 5 unfortunately
    .
    Yeah I remember reading online when the game came out tons of people did not like the jamming and complained about it. Unfortunately I have to agree with you, the chances of jamming coming back are slim to none, it was such a detested feature and even though many of us liked it, we are a vocal minority and the majority did not see it's value sad to say.
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  3. #43
    Razrback16's Avatar Senior Member
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    I found this very annoying in FC2 - I'd say if they do re-enable this feature, maybe make it a feature that can be "toggled" to make everyone happy.
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  4. #44
    Farcryisdead's Avatar
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    I loved far cry 2 for it's custom map lobby system, but lets face it, the mp in fc2 was clunky and sluggish/unresponsive and the malaria effect just killed the multiplayer. i just hosted my maps in dedicated server mode in mp, the mp was just sluggish, it was like playing in quicksand. but fc2 will always have a place in my heart as a map builder because of the lobby system.
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  5. #45
    HorTyS's Avatar Senior Member
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    Originally Posted by AW LOST SOLDIER Go to original post
    I loved far cry 2 for it's custom map lobby system, but lets face it, the mp in fc2 was clunky and sluggish/unresponsive and the malaria effect just killed the multiplayer. i just hosted my maps in dedicared server mode in mp, the mp was just sluggish, it was like playing in quicksand. but fc2 will always have a place in my heart as a map builder because of the lobby system.
    Yeah exactly man, thats what I've been saying. I think the Map editor is FC's "hook" but they need a solid MP foundation to keep people engaged. If the actual feel of playing the MP isn't responsive & intuitive, people will drop it quickly.
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  6. #46
    Fallen-Champ's Avatar Senior Member
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    Originally Posted by AW LOST SOLDIER Go to original post
    I loved far cry 2 for it's custom map lobby system, but lets face it, the mp in fc2 was clunky and sluggish/unresponsive and the malaria effect just killed the multiplayer, the mp was just sluggish, it was like playing in quicksand.
    I have always thought this, lots let their heart rule their head when talking about Far Cry 2's multiplayer.
    The turning and movement on players was very clunky and when sprinting the malaria effect was horrible, I liked the self healing animations but the animation when healing another player and getting killed while doing it - that was dreadful.

    The Instincts games also had clunky movement but because they were faster paced they got away with it better plus the rag doll physics on the players made it more fun back then.
    When you get your head around Far Cry 2's MP and see it for what it is you can enjoy it, but yeah been honest it was very average at the best of times - if you put in the Far Cry 3 method for playing maps it was dead in the first week for map builders.
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  7. #47
    Fallen-Champ's Avatar Senior Member
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    I would love to have COD player movement / aiming etc or Destiny movement they both feel better - slightly more responsive and fluid.
    Remember that Far Cry's multiplayer movement comes from whatever they use in the single player game I would much prefer it to branch off and maybe we could get some tweaks to it.

    I agree on the infinite number of maps and re-playability with Far Cry Instincts and FC2 especially with the lobbies and hosting options.
    One thing I liked the sound of with FC3 was the gifting of weapons - on paper it was great but I never got given anything worth having and when giving out weapons everyone already had them.

    I would like to point out that Far Cry 2's Ranked matches were mostly made up of Cowards and Trophy Hunters with solo DM mode.
    The number of times I got into the lead and was voted off by the Host I lost count.

    Also the team games I would say 80% or more in Ranked had players with high stats all jumping into the same team - seems people didn't want a balanced match and couldn't handle the thoughts of a possible defeat - I would hang in sometimes with 2 or 3 players getting smashed to pieces by these knobs with fully upgraded weapons thinking they were good at the game but reality was they were cowards.
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  8. #48
    HorTyS's Avatar Senior Member
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    Originally Posted by Fallen-Champ Go to original post
    I would love to have COD player movement / aiming etc or Destiny movement they both feel better - slightly more responsive and fluid.
    Remember that Far Cry's multiplayer movement comes from whatever they use in the single player game I would much prefer it to branch off and maybe we could get some tweaks to it.
    CoD & Destiny's movement are more than just slightly better than FC's MP movement, they are lightyears ahead. The movement in FC3's MP was not based on the SP, it was noticably different. The whole MP / coop modes for FC3 were developed by an entirely different team, and you could tell that in the feeling of movement & aiming among everything else.

    Originally Posted by Sabotur Go to original post
    Well it must just be me.

    I always saw COD movement etc as like an arcade game compared to a much more realistic feel to Far Cry's.
    I disagree, I find that fast, intuitive & responsive control of a character is not 'arcade-y', nor is it realistic to have clunky, slow & unresponsive control. That to me has very little to do with realism v arcade-y gameplay. The game and it's controls should be tuned to allow the player to move, aim & play the way they mean to, not have to fight the responsiveness of the controls in order to do so.

    Maybe if you're referring to things like wall running, boost jumping, double jumping etc, that is arcadey, but when talking specifically about basic environmental navigation & aiming, nothing about that seems "arcade-y" to me
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  9. #49
    HorTyS's Avatar Senior Member
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    Originally Posted by Sabotur Go to original post
    Well I find it very arcadey. Have you actually tried running around at those speeds with several weapons and reloading in 200ms? Not very realistic is it?

    I remember SOCOM actually having grenades as a separate weapon slot so you had to swap out your gun - much better. In many FPS games you don't even pull the pin out lol and just press a button and its thrown immediately - I mean come on, that's nothing like the real world.
    It's not even the movement speed that we're talking about here man, it' is the responsiveness & intuitiveness of the controls. FC2's responsiveness was lackluster. CoD is a faster paced game than FC for sure, it's closer to a "twitch shooter' like counter-strike, but there is a high degree of responsiveness in the controls that just feels right, and while it improved in FC3 & onward, the FC games still have a ways to go to catch up. I dunno, if you had no issue with how FC2 played then I really don't think you'll understand what it is we're getting at. I don't know how better to explain it though. If you don't understand by now I guess it's just not going to be something I am able to properly convey....
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  10. #50
    HorTyS's Avatar Senior Member
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    Originally Posted by Sabotur Go to original post
    You mean you turn left and right and its slow or what?
    Well thats the sensitivity, which is part of it, though that can be adjusted (god forbid we have to go to a menu and adjust a setting, total immersion killer amiright?). Like I said, if you don't get what we're describing already, we can't really explain it... Fallen-Champ obviously feels the same way I do. It may just be that for what ever reason you prefer the way it was in FC2, if you're calling CoD's basic movement/ aiming "arcade-y" (whatever that means), but I'd rather see improvement to the intuitiveness & responsiveness in the controls personally...
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