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  1. #1

    Ubisoft, I can help Far Cry Evolve.

    For many years now, many games use a skill system that has been done to death. I am fine with the skills as we need them, but take issue with how they are distributed. Currently, you do some missions or side missions that give you experience with leads acquiring points to be assigned to skills.
    Instead of assigning skill points I believe it would benefit the game genre and the gamers if the skills were actually learned.

    For example, the skill that involves a stealth pull down kill. I would recommend that this skill is learned when you are actually in the situation. Lets say you are climbing up a ledge and the enemy walks up and the button prompt appears to pull the person down as this makes sense. See, you can learn certain skills by being in the situation.

    Another example. You are traveling through the country side and come across a hermit which leads to a cut scene where you introduce yourselves to each other and he/she tells you that he/she is planning to go on a hunt today and would like for you to tag along. You tag along and help the person to kill a boar and a small in game cut scene starts up congratulating each other on the kill and he/she asks you if you want to take part in the butchering. Your person then says sure but admits that they are not that good at it and the hermits says just follow my lead and I can teach you a few things. The mission completes and your animal harvesting skill gets boosted. You now get more items when you butcher an animal.

    I am not saying that every skill needs to be done like this but feel that this would be a more fun experience versus just assigning points and learning random skills just because I picked it out of a list.

    Thanks.
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  2. #2
    Is it not frustrating to think that you in the future could be playing Far Cry or any game that is similar and come across an enemy that can be pulled down but can't just because you have not picked it out of a list yet.

    My idea makes use of the exact same skills but makes them available when they make sense.

    Its different because it makes use of a protagonists common sense and yours as a player.
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  3. #3
    Along with what I said in my first post, does it not make more sense in becoming better as a butcher of animals (resource gathering) because you were taught the skill from a situation vs I just picked it out of a list?
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  4. #4
    HorTyS's Avatar Senior Member
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    Originally Posted by Viragoxv535 Go to original post
    That's interesting. But how would a "first time action" be different from an already acquired skill?
    That is what I was going to ask. It seems that with that set up, you no longer even need to gain XP & work toward unlocking some skills, merely find situations to use them (which is a lot easier to do than actually earn the XP required for the skill points) and you get the skill for no cost to the player at all. I do think the other half of his suggestion is good though. I definitely feel like they sort of gloss over your learning of new abilities. Look at FC4 for example. Amita sends you to kill wolves, sort of half mentions keeping the pelts, and when you try to give them to her at the end she says you keep them as if we already know how to craft holsters, ammo pouches & quivers... There should be more depth & explanation & progression to learning these abilities.

    You know, I just started thinking about it and what if rather than just gaining a skill point & accessing a menu to unlock a skill, what if you then had to go to various characters in the world in order to unlock the skill. Heres an example. I've just gained a skill point, the ability I want to get is to gather twice as many resources from plants. To do this, I head to one of multiple characters scattered throughout the world (perhaps marked with a symbol appropriate to the types of abilities they unlock) and tell them I'd like to learn the "harvester" skill. This would then show that character lead us to a garden they have with all sorts of pick-able plants and after we pick the first one, maybe they say, "oh, you should do it like this" and shows them sort of gather the plant in a more deliberate way.

    Thats the other thing I want. I want the skills you obtain to actually display the progression of that skill when you perform it. So like before you get the harvester skill, the animation for picking plants is the standard pluck/ pull animation or whatever, but after you unlock the skill, the animation is faster & more effective. Same kind of thing goes for skills like "ammo wrangler" initially our reloads should look a bit clumsy and haphazard, but when we unlock the skill, the animation should be all new and show a more confident & efficient reload, rather than simply speeding up the base reload animation by 20% or whatever...
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  5. #5
    I am just trying to make it so that they can fill their worlds with more interesting situations. Many, many games struggle with making interesting/good side missions and this would be an easy way to fix that. I know they are already planning to have a large amount of unlockable skills so why not make them tied to your adventure?
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  6. #6
    HorTyS's Avatar Senior Member
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    Originally Posted by OmegaStriver Go to original post
    I am just trying to make it so that they can fill their worlds with more interesting situations. Many, many games struggle with making interesting/good side missions and this would be an easy way to fix that. I know they are already planning to have a large amount of unlockable skills so why not make them tied to your adventure?
    We are in agreement sir. I feel like they sort of rely to heavily on collectibles & outposts filling the world, rather than having narrative focused side-missions as well. Longinus, the Yogi & Reggie missions seemed very trivial and lacked depth or much reason to complete them (aside from the cool rocket launcher Longinus eventually gives you) to really fit the bill. Longer more in-depth side-questlines would be a great addition.... The Witcher 3's side missions I think ended up totally more narrative content than it's main quest-line, a main quest that was NOT short... that is how you do side-quests...
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  7. #7
    This statement is applied toward my first post.

    I am not trying to say make the game more realistic, but in life how do we get skills? We are taught some, and some come from common sense. For example, if you were climbing a ledge and you knew there were persons above you with the intention to kill and you had the opportunity to pull a person down, you would do so because it is common sense and would not be restricted in doing so because you had not unlocked it in a skill list.
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  8. #8
    Steve64b's Avatar Senior Member
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    What if a takedown or ledge climb/whatever skill would at first require quite some 'effort'. And the more you perform it, the less effort it will eventually take. Effort can for example be implemented in the form of a consumable item you require (and later won't need anymore), a stamina meter that runs out and replenishes over time, or a QTE sequence that will get shorter.
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  9. #9
    HorTyS's Avatar Senior Member
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    Originally Posted by OmegaStriver Go to original post
    This statement is applied toward my first post.

    I am not trying to say make the game more realistic, but in life how do we get skills? We are taught some, and some come from common sense. For example, if you were climbing a ledge and you knew there were persons above you with the intention to kill and you had the opportunity to pull a person down, you would do so because it is common sense and would not be restricted in doing so because you had not unlocked it in a skill list.
    Well yes but the ability to effectively do that is not common. I think the issue is just that going the route you described would enable people to obtain a bunch of skills very early on and disrupt the games pace & balance. If all I had to do to get the death from above/ below, chain takedowns, etc was find situations where I could use them I'd have all those abilities within the first hour of the game. My suggestion to handle the situation is that maybe we get the option to try the takedown is there, but because we do not have the skill to do it, the attempt fails.

    Lets use your example, there is an enemy on the ledge above us, we press the takedown button, but rather than immediately having the skill, we grab him, he shakes us off & spots us & the takedown fails, we have to fight him and anyone else now. We now know we want that skill, and so as I suggested before, we seek out characters in the world who can teach us. In this case, say someone who knows how to handle himself in a fight, maybe just a tough lookin' guy in a bar, and we approach this character & start a little mission where they set up scenarios in which to use the skill we are learning. The first try ends same as before, but then this character says, "No, you've gotta do it like this" and we see him do a DFB (death from below), now we've learned the skill, now we can do it, because we've been taught the skill, not just arbitrarily had it given... So it still requires gaining the XP for unlocking the skill, but is also still learned in a justifiable way.
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  10. #10
    From what I have read,everyone's ideas seem to be better than the current set up. Well, I am not going to say better, but the current set up has been done to death and it would be nice to actually experience something new to the fundamental/core elements of the game or games.
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