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  1. #31



    I can take this thing in two ways, in the game....with two emotions.

    1) As something for granted.
    2) With JOY.

    To take this thing with JOY I have to need it.
    Without it I should suffer.

    If I can kill enemies easily using fists or some cold weapon - I won't need a gun so much.
    Getting a gun won't bring me JOY.
    May be some little joy - "Ooops! New weapon."

    Only suffering without a gun will make me full of JOY when I get it.

    Developers should create that suffering without a gun.
    They should create it beautifully.


    O.k. I get a gun and I enjoy it for some time...






    But...

    Gun is loud.

    It attracts the whole neighborhood for miles.

    I should suffer again!
    From its noise now.

    It attracts enemies.

    Now I'm in need again.
    I need a quite gun. I need a silencer.

    But before getting a slinencer I should suffer without a silencer, using a loud gun.

    Developers should create a suffering with a loud gun, now.

    Before, it was suffering without a gun, now its a suffering with a loud gun.
    And so on....
    It can be 1) a more accurate gun. Which means developers should create suffering with not so accurate gun.
    2) a longer range gun. Which means developers should create suffering with not long range gun.

    Then we came to the moment when no matter how good is a gun - we're suffering.

    It's time to give us an assault rifle.
    Developers should lead us to that moment.
    They should make it so - that when we get an assault rifle we will feel JOY.

    We won't take it as something for granted, routine, without emotions.

    So with a sniper rifle and every type of weapon!

    First developers create need and suffering without something - and then they give that thing to us.
    How we will take this or that thing, what emotions we will feel, depends on how developers will create the need.
    It depends on how masterfully they will create suffering.





    The same with money.

    To enjoy the money in the game - we should enjoy every dollar.
    We must be in need of money.

    To be in need of money - we must need to spend it on something.

    On some thing we suffer without.
    The more we suffer the more we need money for which we can get that thing.

    Nothing spoils money than their overabundance in the game.

    We must be happy to every dollar!





    The same with perks.

    Developers should create our suffering without this or that perk. Our need of that perk.
    Need in many perks.
    We should choose among so needed perks. Analyzing and comparing.
    Choosing the most advantageous for us.
    Sacrificing one for the other.

    There should be no useless perks!

    We should need so much all of them.

    So, to be happy for some thing, to feel JOY when you get it - you should need it.
    The more you need it - the more you will be happy and full of JOY when you get it.

    This simple existential rule should be used in the game.

    All developers need is to create a good need.
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  2. #32
    @HorTyS
    You did propose a hybrid solution with xp rewards rather than perk rewards some time ago. This would be better than nothing, but I still hope FC6 leans towards how FC2 was constructed. We'll just have to see
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  3. #33
    @GameGuru2018

    Yes, this "suffering without a gun" reminds me of Condemned btw. Very linear game, where you mostly rely on pipes, boards and wrenches to defend yourself with. Could make for a good introduction to whatever improvements made on FC6's melee combat. Putting that underdog concept into FC6 should make sense- especially if Yara is anything like North Korea where civilians are neither allowed to own cars or firearms. Judging by the trailer too, the Yaran regime seems keen to seize further control over the roads and streets. This could be what has happened when the game starts, a total curfew with tanks and convoys that fire at anyone daring the curfew- basically forcing you to stay off road much of the time- until you have the weapons to fight back.

    Foreign nations arming rebel groups to defeat oppressive regimes isn't a novelty. It would therefore make sense for access to modern weapons to depend on how much you've aided underground networks in reaching out to foreign powers. NPC Agent Willis could surely play a role here. Allso, the more money you spend into the underground networks, the more their agents can bribe militaries/police for information on military camps, factories, political prisoners and convoy routes(sea, air and land)- that guard either unique weapons, vehicles or military leaders(for kidnapping or assassination).
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  4. #34
    Borkaman87, I don't say that the most of the game we should roam with wrenches.
    Far Cry 6 is not a zombie survival game.

    I've tried to express a general formula.

    To get something in the game with joy, with emotion - you must need it.
    You should suffer without it.
    It can be a weapon, it can be a perk, armor, money......just everything.

    Developers should organize that need and suffering.
    They should organize it according to Far Cry.
    To be more precise according to Far Cry 6.

    Situation in the game, blockade, let them do it well.


    As usual regimes can be of two types.
    1) Most of people don't like it.
    2) Most people are brainwashed.

    Judging by the fact that we're going to take part in guerrilla warfare - it will be the first type.

    As usual, the most terrible thing in such situation that that those too types are mixed.
    And there are still many brainwashed people.

    But the stuation is taking place in alternative Cuba and the situation is close to Batista regime, as far as I understand.
    And people there, in overwheling majority, didn't like regime, if not to say more.


    Batista was a scuuum of scuuums, scoundrel of scoundrels.

    He used to say democracy, democracy....
    But if you said something against him or something he didn't like, if you did something against his interests....unknown people found you and broke your legs, or beat you badly.
    Just without explanation.

    That "without explanation" created very heavy atmoshere of hopelessness.

    People in the majority didn't like him.
    Situation in Cuba, in that period, was unique.

    Cuba itself is not an ordinary latin american country.
    Cuba was always more developed.
    It is close to U.S and was closely linked to U.S economically.
    Cuba was heavily depended on trade with the U.S.

    All their economy was tied to the American....and blockade hit and hits it greatly.


    Situation was unique and people hated Batista.

    When Fidel arrived to Cuba, after ambush firefight, only 12 people survived.
    Atmoshere was very depressing.
    Fidel asked - "How many of us stay alive?"
    Raoul, his brother, answered - "Twelve...."
    Fidel said - "Revolution has won!"

    The squad members looked at each other...
    Raoul said, we looked at each other as if saying - "Sh-t! We're in trouble. Dude is insane!"

    But he was not insane, he felt atmosphere very good.
    People's mood.
    Everyone hated Batista.

    As we know - history is developing not in circle, repeating itelf, but in spiral.
    Something similar but on another, higher level.

    Something similar may happen again.

    Far Cry 6 alternative Cuba is rather interesting concept.
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  5. #35
    HorTyS's Avatar Senior Member
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    Originally Posted by Borkaman87 Go to original post
    @HorTyS
    You did propose a hybrid solution with xp rewards rather than perk rewards some time ago. This would be better than nothing, but I still hope FC6 leans towards how FC2 was constructed. We'll just have to see

    We already know the game will be more in line with the more recent FC games than FC2. FC3 rejuvenated the series and sold nearly twice what FC2 ever did, they're not going to go back to they structure of a less successful entry, despite it having some good elements to it, especially considering FC5 was the fastest selling entry to date. They're going to continue to make small iterations on the formula until they run it into the ground just like they did with AC. And just like I did with AC, I'll jump ship when I stop enjoying it.
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  6. #36
    It's always exciting to find some things in the game, to search for favors, treasures.....

    I think they should be hidden well in the ouposts as well.
    Some things that we can find.

    "Can" but not "must"!

    Rage 2, for example, remained in my memory - as containers searcher.
    Always looking for those containers.

    Research should be something easy and exciting, but not something very bothering.
    We shouldn't be forced to search for something.
    It shouldn't turn into a tedious routine.

    It should be something like - you can do it you can not.
    But if you do it you won't regret.

    Searching should be rewarded.
    But rewarding it too much - it will turn to necessity.

    It can be something that can be sold or something for crafting.


    It can be even so.....

    For example, to upgrade yourself 100%, fully, with all perks, should be impossible.
    There should always be something to strive for, something impossible to achieve.
    We should sacrifice one for the other.

    And if you find all hidden things it will help you to upgrade yourself 100%.
    You'll be able to see yourself in your full glory.

    But if you don't even find them you won't lose much.

    When somebody finds everything and upgrades 100% - there should be some sign or he should flash for a moment - "In all glory!"
    It will warm somebody's Ego.


    For me, to look for something, to search, to research is always exciting.
    Especially if developers hide it very well, in sophisticated manner.
    Like real snakes.
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  7. #37
    Ol Barakus's Avatar Far Cry 3 Elite Member
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    Originally Posted by GameGuru2018 Go to original post
    It's always exciting to find some things in the game, to search for favors, treasures.....
    Good post.

    For me, no game as accomplished the sense of discovery better than Morrowind (pre-youtube).
    The amount of secret gear you could find in that game, always amazed me..but ultimately didnt really need. It rewarded those who went off the desired path, with some great unique items (Boots of blinding speed, etc)
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  8. #38
    To find some nessary for crafting materials, in the enemies' outposts, will also be good.

    We should have a shortage of everything, first.
    Everything that we have should be worse than Anton's soldiers.

    Even flashlights!

    It should be dim, periodically dying flashlights.

    "Dim and periodically dying" effect will be very good in one of the Horror Missions.
    Which should be in the game.

    Such weak flashlights will be very good in exploring some swampy region in the night and voodo village, for instance.
    Even outside Horror Missions. In open world.

    I'm sure one of Far Cry should be a Horror Game.
    Good horror shooter!
    Why not?!

    Horrors are always popular.


    Poor, dying flashlight will be good and immersive.
    Especially against Anton's soldiers.

    I think developers should develop night and darkness more and more in Far Cry!



     1 people found this helpful
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  9. #39
    And if there is a Screamer in the game, it should be loud, and most importantly - Penetrating.


    Such a trick can be made:

    Before the Screamer we have to listen to something, some information.
    It can be a radio message, a cutscene....or something that we have to listen.
    It should be necessary to hear everything well.

    But the sound of that should be less.
    It should be quiter than usual radio-meassages or cutscenes in the game.

    Developers deliberately should made it quiter.

    It will make gamers to turn up the sound.
    It will force them to make the sound louder in the game.

    Then everything should go with this "quite" sound for a while.

    And the Sreamer should be in the sound that was before - normal for the game.
    Since the gamers have already turned up the sound before - it will be very loud and penetrating for them.

    Such Screamer will crush their souls!
    It will pound the hell out of them!

    Moreover, to make such hell screamer work better, gamers should be caught off guard.
    In the moment when they're more or less relaxed and don't expect it.

    It depends on the given situation.
    But in every scary situation there are such moments, when gamers can be caught off guard.


    It's also important - every trick works only once!

    Next time to catch the gamers - a new trick is needed.
    Every "kick the hell out" moment needs a new trick.


    But, in general, for good horror screamers is the last thing.
    Atmosphere rules there.

    The most Immersive Atmosphere are in horrors.
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