well after first encounter with jacob you are brought to wolf den so you have to go there at least one timeOriginally Posted by MikeWeeks Go to original post
Understand that, I've interacted w/ Eli, but haven't done his missions, nor have I gone back after the second encounter with Jacob.Originally Posted by Gr4nt8r0dy Go to original post
I'm simply wondering regarding the specifics of the original comment.
But what I don't get is why it matters. Why are people working on the assumption that killing the boss is the very last thing that should be done? I find it quite refreshing that the 'boss level' doesn't spell the end of the game - that's how all other games do it and I don't mind the change at all.Originally Posted by MikeWeeks Go to original post
As for doing the side missions after a boss's death, so what? After I killed Faith there was still a spattering of cultists in the area, clinging on to her reign and carrying out her orders, so destroying the rest of her shrines and carrying out missions that fought against her rule makes perfect sense.
If missions are being auto-completed, then I can confirm it's a bug and not by design, because I've certainly not encountered it.
A well-designed open-word game shouldn't force you towards the boss fights on its terms, but generally speaking on the terms the player decides. Unfortunately by just interacting with the game world that's what obtaining those RPs does, and the impression is clearly Ubisoft wants the player to do the boss fights rather quickly given the current RP numbers structure.Originally Posted by OurJud Go to original post
I'm currently doing as much free-roaming as possible and avoiding specific activities because of the RP structure. I really shouldn't have to do that as I explore the world - especially for the first play through.
But this is what I don't get. Why can't you explore the world after killing the boss?Originally Posted by MikeWeeks Go to original post
I decided early on that my aim was going to be to trigger the encounter with the bosses as quickly as possible, so that I could free-roam, do side missions etc in peace, as free-roaming is what I enjoy most about open-world games.
I think I'm probably in the minority, but I really don't mind the way the game's been structured. The forced captures are a pain, but I see them as a separate irritation to the one being discussed here.
Basically in an open-world FPS environment that's doing it backwards, IMHO. Once free of the tutorial, you should wish to explore, see what it has to offer without it quickly drawing towards a boss fight, with forced captures that in turn dump you on some far reach of the map from where you were "captured".Originally Posted by OurJud Go to original post
There have been multiple posts on the ideas by others as to what should be the game's reaction when you engage the gaming world while in free-roaming - not speeding up the meter drawing you towards a boss fight.
There's a world of difference in exploring following the boss fights versus prior, if I'm understanding what others have posted. For example I'm not interested in having the resistance interact when attempting to take an outpost. I'd rather be that solo player attempting to take it, with the possibility that even more enemies might show up if my attempt goes south.
Do Eli missions before filling up the bar for Jacobs regionOriginally Posted by MikeWeeks Go to original post
i don't want to go into spoilers just trust me
not including the scripted stuff, like missions auto-completing (couldn't care less tho), but the REAL content being the various random encounters, allowing you to dispatch and destroy things in creative/improvised ways. the random, dumb ****, is the only redeeming quality for the series.Originally Posted by OurJud Go to original post
again, when a region is liberated, the enemy encounters go bye-bye. it's the worst sandbox design since the emergent stuff is the core content, which eventually disappears.
are you purposely being obtuse, or do you really not understand the concept of a sandbox, or even the main attraction of the far cry series? the resistance meter is stupid af, period
ubi trash
Oh, I do understand.Originally Posted by AgentSeta Go to original post
However, w/o any spoilers, actually do the missions, or have them available to be done?
What missions auto-completing?? I'm not seeing any of this. It wouldn't have mattered if I'd killed faith within the first ten minutes of the game, I'd still have as much to do afterwards than I would if I'd spent five weeks chasing her down.Originally Posted by studnoth1n Go to original post
It just sounds like nothing more than conditioning if you ask me. You're so used to games where the boss is the ultimate goal, the end of the game, the main aim. It seems you're unable to accept the way it's been done here, not because it doesn't make sense or it (supposedly) robs you of content, but because it's an approach you're not familiar with.
I understand the concept of sandbox games perfectly - I play them exclusively.Originally Posted by studnoth1n Go to original post
You say this like it's a fact. It's not. It's an opinion, and not one I share. Deal with it.Originally Posted by studnoth1n Go to original post