Originally Posted by Borkaman87 Go to original post
May be.
It would be better to start a new thread!
City needs a separate thread.
But we know so little about Esperanza.
What is one of the most important thing in the city? In computer games.
INTERACTION.
Interaction with its people.
Interaction among people.
Interaction with the city: buildings, vehicles, destructibility of objects......etc.
The thread is called "Maneuvring - interaction - polishing - in Far Cry 6"...
To write about the City and its interaction would be not so "no sense".
So instead of starting a new thread about something we don't know and writing general things there (like - interaction! more interaction in the city!) .....I thought it would be better just to add it here.
But the City itself demands a big thread.
And not only one!
Props to you both. By interaction I only intended what affects action gameplay- rather than gameworld immersion. A poorly stated threat title by me.
So to the threat I didn't mean to create- you truly made a valuable contribution GameGury2018. My apologies. I hope the devs take notice too. Do repost it if you like, for a fresher thread position.
Good thread, Borkman87! Don't apologize!
All threads are good! (Except spumming)
Even angry threads..... If they're written from the heart.
Good criticism is useful.
As for interaction...
Intercation is interaction.
Without it City will look like a lifeless model. Esperanza will be ....."It's like a city! Don't nitpick!"
And such a city will cause appropriate emotions....
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Dive and swimming animations..
just like many other involuntary maneuvre animations, these have proven to be very disruptive in some situations. Whenever you enter bodies of water deeper than knee deep- the character drops all he/she does and takes a swim. It allso takes much too long to get up from water. I've experimented with this in FC ND, south of Prosperity- by that collapsed bridge beneath the house with Duct Tape.
The dive animation allso complicates use of Glider Suit.
I'm thinking that in order to swim, you'd have to hold "crouch"(tapped 'crouch' should allways mean crouch, even if it submerges you) while standing in water- and in order to dive(which really only serves a visual purpose) you'd have to double tap jump while sprinting towards the water body.
I do like that they have a dive animation, and I wouldn't want it to be done away with, but there can be situations where you just want to jump into water feet first or simply don't want the dive animation to initiate so having a bit more control over how it happens would be a good thing.
I also think it'd be cool if they utilized the grappling hook more and made it a little more free-form in it's implementation. I understand making it capable of grappling everywhere would be overly complex, but they should at least place a lot more grapple points around and make using it quicker and more intuitive rather than an extended press of a button.
Yes, the grappling hook was mentioned earlier too. The idea came up it could be like another throwable that based off of physics sticks in whatever ledge, branch, edge you throw it at. Not as console friendly as the platform autoaim solution, but definately realistic and diverse. What the previous throwable idea would enable is obvioulsy a far more varied use of the hook for things other than climbing- but perhaps we got an overdose of that in the Just Cause franchiseand perhaps not.
Allso, a minor thing barely mentionable to the thread- the auto-aim for gamepads returns as enabled by default after each game launch. Would be nice if the choice you make for that remains. Free aim during melee makes for a huge difference on PC port. With auto aim your hit box latches on to the enemy and you're in no control of the swing whatsoever uhhhg..
Annd.. auto-vault, just like auto-grab or auto-dive.. when I'm one bullet away from dying, I move over and behind low wall or a rock and I'm stuck in that vault animation. Just like grabing onto ledges mid-air, vaulting over obstacles should only be done while HOLDING jump key.