Yes, where you get the big on screen prompt to "return to mission area" when you're just trying a different approach to the objective than the mission designer intended. Rockstar is even worse about it, but it's a major issue in FC games as well. The freedom players are allowed should not be switched off just because we're on a mission.Originally Posted by SofaJockey Go to original post
This is good to know, specially that last point. What were they thinking with that game mechanic in FC5? Who green lit that idea?! "Let the player be hunted by the baddies and have the baddies kidnap the player, make them play a rats maze game and then let him go again. Lets do this multiple times"Originally Posted by HorTyS Go to original post
The mission area thing is equally bad. How do other open world games not get shackled (good word) to this? Like Fallout 4. A vast open world and suddenly during a mission it turns into Call of Duty complete with invisible walls.
Well tbh, I don't think the captures were a terrible idea, it was the execution of the idea that ruined it. I appreciate the concept of, rather than the player having to instigate each and every encounter in the game, that the enemies you're up against will actually actively seek out and go after you, that is actually kind of a cool idea that no other open world game has really done. The problem was that because of how easy it was to progress the resistance meter, it happened too frequently and they did not give you the ability to fight off the capture parties in any real way. That actually would've made them interesting if you could fight off a few waves they give up and try again later, leaving you free to go back to what you had been doing I'm reminded of weapon jamming in Far Cry 2, an interesting idea, poorly executed.Originally Posted by DV20Katana Go to original post
Rockstar is also pretty bad about putting a bunch of restrictive limitations on player agency when on a story mission, even more so than far cry. It just makes the game feel as if it's trying to be 2 games at once. I'd love to see them (both Ubi and Rockstar) just embrace the open ended nature of the worlds they're creating and let the player play the game the way they want to.
In terms of plot, it makes sense. You're causing so much unwanted chaos, they try to put a stop to it. Both John and Jacob tries to keep you captive. John wants you to give in and say Yes. Jacob wants to use you as a weapon against your will. Faith attempts to further brainwash you and dissuade you from leading the resistance.Originally Posted by DV20Katana Go to original post
As for the maze Jacob puts you through I rather didn't mind that and liked what it was he was doing. Conditioning you to take out your own ally in the region. And it worked, by that last time I think it's safe to say most of us took out Eli without even thinking. The bs part was just how the hunters were actually able to get us every time, even if we're flying a plane they hit us with the magic arrow. I think captures in that region would've worked a lot better if we literally never knew they were after us and it was a total surprise instead of a giant HUD element appearing saying we reached a new resistance level and now the hunters are on the way...
Developers, think about making Fast Travelling paid, for money or something else!
Fast Travelling - is open world killer. Don't forget it!
Better to make Fast Travelling possible only from liberated outpost.
Not from any point.
First you should reach some liberated outpost nearby and only from this liberated outpost you can fast travel to another far away outpost or some other place.
Better if there will be special place where some unpleasant dude will wait for your money saying something like - "No offence, bro, only birds sing free..."
Or repeating other sayings about money.
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Oh dear, this is truly a dreadful suggestion.Originally Posted by GameGuru2018 Go to original post
Why? Because it imposes a restriction on everyone else for no good reason.
I don't like fast travelling, it breaks immersion for me, and I'll typically not use it.
But many people do and to restrict fast travel simply because you don't want others to use it seems beyond selfish. If you don't like fast travel (and don't use it) what possible trouble is it to you that it exists in the game for others to use?
Additionally, fast travel is very useful if you get stuck in the terrain, which will happy occasionally in even the best designed open world.
O.K. And now.......I will explain why.
Oh,sorry, you've explained it yourself....
Originally Posted by SofaJockey Go to original post
And what about other people?
It must break immersion for them as well, n'est-ce pas?
Why you don't want to help them to feel immersion?
I think developers should help them....
Help them, developers!
Help them to feel immersion, to feel your open world...
Help them to love your game more....
That little trouble, that spoke in the wheel, paid fast travel - is a part of your love and help.
You should give people freedom and have many little spokes in the wheels for them.
These spokes will help people to move in the right direction - direction of the game's full revealing. It's full glory. How you planned the game to be felt initially.
Help them to feel your game in its full.
Turn them in the right direction!
And later they will say thank you......
No.Originally Posted by GameGuru2018 Go to original post
Because:
(and i realise this is a concept you have been seen to struggle with)
People have different opinions and approaches to what they enjoy.
And if they want to try not fast travelling, then nothing needs to be done to the game to allow it.
Removing a gameplay convenience out of a misplaced sense that it is 'good for people' is unwarranted and entitled.
Just as well the game is long since 'feature-locked' so your suggestion won't be considered let alone implemented.![]()