I agree with you Hortys that in my sense Ghost of Tsushima has one of the best collectibles ever made through the haikus bandanas. Cosmetic yet very original. Yet the open world itself is a bit confused for me (very Far Cry like in a sense). I hate the horse mechanics so I m mostly on foot and the environments, even though flamboyant, are a bit repetitive.
Back to FC, I remember having a blast in New Dawn re-conquering the outposts to earn the special outfits. This would be a great cosmetic collectible to have around and force people to go to specific places. For some reason I also enjoyed looking for fishing guides in 5, mostly because it gave us a line on the fish that was reminiscent of 3 and 4 notebook.
Apparently that game is praised for not using gps markers in the 3d world, but instead guides the player forward with birds and wind veils...? Not the right thread for it, but it would be nice if most of the icon and message sets from fc3 onward were replaced with an interface much more like that of FC2; zero interface icons. Have roadsigns tell you where to go instead- BY LOOKING FOR THEM MANUALLY ^^ and buy maps to orient yourself in the game world with. Allso, by default these event icons for especially hostage situations and prison trucks should be inactivated. In FC5 and ND it was impossible to relax between the shootouts because you allways were listening for that distinct prison truck engine and oftentimes you would just see the icon of it as it slowly slid out of range.
One thing that gets to me with FC5 & ND is how you approach an outpost ninja style, cautiously scanning the patrol routes when suddenly this huge message slaps you in the face with "you've found diz outpost now".
Allso to really run the thread title over completely; the spawn system. Damn, and the de-spawn system I suppose- UBISOFT really must fix this. Things appearing and vanishing by you just turning to face a different direction. Something new for how events, vehicles and characters spawn and despawn needs to be implemented for FC6. The way it was in FC5&ND was a true immersion killer.
Map markers and on screen icons may sometimes be bothering the player but sometimes it is a relief. I ve been talking in some post above about Ghost of Tsushima which is more or less a third person FC/AC game with some twists. During three specific moments, I turned almost crazy by looking for the place I was supposed to go during missions. An example is a quest (whispers in the forest I guess) that happens at night and you have to investigate a forest in the dark. You have no idea of where to go but after a few minutes circling around I find what looks like a path with lantern. I find a fire with what looks like a special place but nothing happens. It took me 15 min getting around to finally understand that the game wanted me to go back first on another spot to activate a dialogue and then go back there. No indication, no icon, and a forest where the trees look alike along with lots of useless lanterns spots. Same for another quest where you have to follow footprints. It happened for me during the night and I had no way to see those damm footprints or even know where I was going (if I was doing wrong). Another example is with the good old bird following to an item. The bird flew over a cliff and I was unable to go up there. I circled the cliff to join the bird but once I arrived up there, it went back down waiting for me. If I was to go back on my track, it would fly up again.
So yeah organic ways of finding your path are original and fun. But they must work perfectly in order not to be stupidly frustrating. That s why I m not against a goold old icon for a path to follow once I a while.
Originally Posted by WildCassowary Go to original post
Why the hate for GoT's horse? I mean I admit they're far from the best, only 3 speeds, camera is a bit too close for my preference and you really don't do much with them outside of getting from A to B, but I really loved the action dismount and once you get it, the ability to perform critical strikes to initiate an encounter from them. I wouldn't say I loved the horse riding aspect, but I certainly didn't despise it...
Yeah though, to me Ubisoft & Rockstar are both developers guilty of not properly rewarding exploration and collectible acquisition. I mean literally, instead of just picking up some stupid keepsake that doesn't benefit you in any way, how about when we reach a tucked away little corner of an area, we find a unique new red dot sight to use on weapons, or a new pair of gloves that we'll actually see while we play the game? And to really reward us, maybe when we find the last of a specific collectible, we find a new weapon or something, something significant that we can use, not just a dumb note or audio file...
I don t know. I m not that much of a vehicle fan. My horse in GoT wasn t my best pal mostly because he wasn t able to go on most of the game s terrain due to the islands being rather filled with cliffs. Can t cross water, can t jump other some elements of decors, gets down really easily when crossing enemies... It s fine I guess but I had more fun going on foot. I was the type of guy that made FC2 only on foot due to the fact I crashed all my cars after driving a few meters only back then.
Speaking of vehicles, I hope the perks allowing kills from vehicles will be back. Had lots of fun with it in 4.
It's been a dead thread for a while, but I just thought I'd refresh the dialogue..... in case any moderator has a hot line to the dev board
I've been thinking back and forth about the way skills should be unlocked in FC6 and am now strongly for that any kill challenges- be they by takedowns, weapons accuired, amigos(buddies) etc- should all be thrown out. They really do punish a players own drive to experiment and explore. What should drive a players' gameplay style should be the tactical situations they find themselves in- and the reward from choosing the right weapons, moves and buddies for that task- like XP points from dead enemies, a stash of ammo or the rescue of some random hostage.
FC6 should have the same XP system as FC3&4, with some improvements. Rescuing hostages should yield perk points, a feature I liked alot from FCND(these situations really made me conicder my weapon choices for one). Buddies improving as they get more and more kills could remain, but their kills should allso then add to your XP. Having to sometimes rival with your Buddy over that final kill with a certain weapon so you finally can dispose of it for a weapon you prefer is abit tedious.
Another way to win perk points could be from buying banned litterature, movies and music from abroad through underground networks.(I'm thinking of those networks in North Korea that conduct similar activities) Seeing as the outside world is rather unknown to the Yaran people, whatever bits of it that trickle in, should make perk points accuired to make sense.
Originally Posted by Borkaman87 Go to original post
I mentioned this in another thread but I don't think the challenges system should be thrown out completely, but it should not be the primary means of acquiring skill points. They need to combine these systems. Skill points should be gained through XP, and they could retain the challenges and just have them reward you with larger amounts of XP. This would prevent players from feeling forced to use weapons they don't care for to level up while also rewarding those who give the game's whole arsenal a try, all while not preventing either group from progressing.
I don't think it really makes sense for the AI companions' kills to reward the player with XP though. XP is just short hand for experience, but the player character gains no 'experience' from the actions of another character so I don't really agree with that bit myself...