No his opinion or suggestions hold no more merit than anyone else. Also everything he says has been mentioned by others. Don't need to have a degree in game design to mention any of that.
His opinions would matter more in game development not a public forum. 😂Irrelevant and not worth mentioning.
He may as well of put, I'm way more important than any of you guys so they should listen to me and not you. 😁 Such an idiotic thing to even think about writing let alone doing it.
Yup, that adds a lot. Very constructive.Originally Posted by leroy198532 Go to original post![]()
At no point did I claim that it wasn't well thought out or that I even disagreed with any of it. But suggesting that his opinions have more weight than the rest of us because of what he went to college for is arrogant and rather typical of young people who think they learn everything in school. If he hadn't felt the need to brag about his college degree (lol) I would not have taken umbrage with what he posted.Originally Posted by UbiFrostX Go to original post
I have a degree in journalism, that doesn't make me more qualified to criticize any professional and established journalist than the average person. /shrug
You're overreacting here. Frost didn't say anything about the OPs background or those who criticised him for it. He simply remarked about how impressed he was with his suggestions, the format and the thought that went into it.Originally Posted by iainb78 Go to original post
Looking past any essence of arrogance in the OP's message (which I agree carries no weight with me either), I agree with Frost. .....although I felt the OP left out some glaring (or at least what I feel are glaring) issues/quirks in the game design folks have mentioned around here like the weapon selection / stats / balance beyond the MP5 variants and statistical variety (they just don't make any sense in some comparisons), flight control mapping / bad physics, lack of difficulty especially in co-op, forced capture sequences, progression bar forcing some of the final encounters, "dead world" after the game is completed, etc., etc.
Increase the Co-op tether range: I made a 755m shot with my son in GRWildlands and yet in this game can't pass 300m from him. Try flying a dual planes or doing as advertised and flying air cover in a pane for a partner, and you will want to scream with frustration.
Flashlight toggle would be nice.
Either make the controls of the Plane similar to the Helo or at least make it so you don't nose dive everytime you try to turn when using a keyboard.
LEAVE SUPPRESSORS ALONE!! About time a game got them right, or at least close to right.
Difficulty needs to be more people in bases, better AI but with more payoff...but I don't really know what payoff as money is about useless as a bonus cause you can get pretty much everything you want, and even perks aren't all that great as bonus as you can work to get them easily too.
More gun diversity and stat reasons to use them. Right now with a SA50 unlocked with silver, M60 near original Island, and a bow, you are pretty much set for the entire game from the time you get off Dutch's island. There isn't really a reason to use anything else except in some special occasions such as needing rocket launcher or just wanting to use a specific gun.
Bugs...some are funny, but all indicate issues. Me and my son have run into vehicles that are different between our games...meaning one person's game will show a vehicle with guns and the other without. Recently had this with Hurk's mission with me as host showing correctly and my son's game showing a truck without a turret.
Fix the tether range....oh, I said that, well it is worth repeating.
Fix the no enemies in the end. I suggest you tie it to outposts and set it up so you start at all outpost and like minimum resistance and as you take outposts increase resistance until all are cleared and that clears enemies in after play. This way those who want peace to roam and hunt/fish can do so with all outposts taken, but people who want to fight after the main story can reset outposts and have a hostile map.
I will say the ending sux to me, and I am very disappointed in the choices Ubisoft made when creating it. The entire story is heavy handed, in the forced captures and railroaded story. This game was shown to be open world style and encourage freedom of play.....then you set a story to a rail corridor shooter and said take this....Doesn't make sense to me, but it is what it is, and I have to say, it will greatly discourage future purchases by me of FarCry until I see reviews of the game and story. You choice on what you do now and the future, but I will be careful next time. Mostly it was the little things, forced capture, not allowing choices in action in those sequences, not allowing choices at the end but a true railroad run. Why did I have to kill Eli to continue the story? Why did I have to take Joseph with me in the truck at the end?? Why couldn't I kill him as one of my choices?? Why do I have to listen to cutscenes of guys I ran through the blades of my plane(yeah, I killed John that way while he parachuted down), blew Jacobs head off with a SA50(yup he "died" that way) only to have them come back in some sort of death scene....everything they said SHOULD have been said previously. Why did I have to listen to Joseph monologue at me instead of doing what I did before in hostage situations and infiltrating and rescuing them?? If you want to make a railroad story, make one like A Way Out, but then it doesn't advertise open world or play your way. Why spend all the time making it so I can do what I want in the game and move the story along, just to ram the story down my throat in such a heavy handed way?? How about upping the difficulty and when you "die" in a mission you get captured and have the story elements as part of escaping??