Really? Five would be slightly unrealistic, I think. I mean, even four is often pretty implausible, if you consider that you can have an assault rifle, an LMG, a sniper rifle, and an RPG, not to mention stacks of ammo. There's no need for five, you just have to learn to be selective. In Far Cry 2, you could have 3 weapons (and a machete, which was useless) and I always thought that to be more than enough. This is one area that doesn't need to change.Originally Posted by king_clarke Go to original post
Really? I've been playing for many, many hours by now, and I absolutely love it! I'm sorry you don't seem to be having a good time with it...Originally Posted by leijonasisu Go to original post
In reply to leijonasisu massive rant about "why this game sucks":
Jesus, bro. You need to get back on those anti-psychotics. If you hate this game that much, just don't play it, instead of forcing yourself through it and then writing a 20000 word essay on how terrible it is. I pretty much disagree with most of your complaints, or at least found them too minor to be worth spoiling what I consider to be one of the best games I've ever played. I'm sorry it's got you so stressed - really.
Just completed the game, it was allot of fun! But however, got one major problem with the game. After completion i tried to find all the relics, but you can;t get the first spider relic from the cave under Dr, Earnhardts house. Would love to see some way you can collect this relic even after completion.
Well, in case you missed Kagurra's answer which already explains what I mean, I'm talking about the ability to holster whichever weapon you're currently armed with so that your hands are free. I know this sounds stupid as having your hands 'free' of a weapon doesn't make any difference to what you're able to do. I just think it would add to the immersion if when I'm casually wandering around I didn't have a gun floating about in front of my face.Originally Posted by hudbegone Go to original post
If I was writing a game like this, I would constantly be asking myself at every point, "What would I be doing at this point in a real situation?". I think if the programmers had done that they'd have realised that in a real-life situation, stuck on a huge island, you wouldn't really be walking around with a gun constantly cocked. Sure, you'd be armed, but most of the time your weapons would be holstered.
It would even be an improvement if you had a button which allowed you to lower your gun to a more casual carrying position.
Well said lol Why anyone would waste their time like that is beyond me. Talk about having absolutely no value for your own time. Suffer through a game that you apparantly hate then spamming a forum with tons of garbage as to why you hated it LOLOL I feel so sorry for anyone who has such little value for their timeOriginally Posted by alex.boisot Go to original postHe also has no respect for forum rules either as it says right at the beginning of the thread NO SPOILERS
OH and the game rocked. I'm on my second playthrough and having a blast![]()
Having now played this game almost to the end, and having had enough time to become well acquainted with its gameplay dynamics, I feel I am finally in a position to give some proper feedback about Far Cry 3. Let me qualify the following points by saying, as many others have in this thread, that although I will be focusing on the negative here, or generally on areas that could stand to be improved, this should not be taken to mean that I am disappointed or dislike this game. On the contrary, Far Cry 3 seems to me to be groundbreaking in many ways, and has certainly set the new benchmark for open-world first person shooters. It is precisely because I thought it so good that I find it worthwhile to take the time and explain what I thought was lacking and how it can be improved, whether through patches or - further down the line - downloadable content.
So without further ado, here is a compiled list of problems and / or suggestions, proceeding (roughly) from what are clearly glitches through to what seems more likely to have been design choices. Also note that the following is based on my experience with the Single Player mode, playing on PC. I will therefore have nothing to say about Multiplayer or Co-op.
- Object-Stuck-in-Hand Glitch: Although this glitch is not of "game-breaking" type per se, having a moltov cocktail or rock permanently sticking out of Jason's arm is at best mildly frustrating, but more often deeply irritating. In my own case, it eventually led me to start a new game altogether (so far, the only known "fix", if we may call it that). Thankfully, it has so far not happened again, but numerous reports of this bug can be found across this forum.
- Crash to desktop when selling items: This one has been pretty frequent for me, and seems to be particularly likely when selling items that the game has deemed "crafting items". Moreover, the entire selling interface could stand to be improved in a number of ways, for instance by not having to constantly revalidate a decision to sell a crafting item by clicking "yes" in the "Confirm Sale" screen, or allowing you to scroll down without having to manually click on the scroll bar on the right of the screen.
- Graphical problems on "Low" video settings: Far Cry 3 is a tremendously demanding game for computers, and while I am not particularly literate on technical issues of graphics processing, I have noticed some mildly annoying visual quirks when playing it with everything set to "low". I am hesitant to suggest any improvements in an area I know little about, so suffice to say that if there is any way of decreasing the extent of environmental objects disappearing and reappearing with distance, among other irregularities, it would be most welcome.
- Jason gets stuck on even the smallest "steps": By and large, the movement system in the game is splendid and seamless. Turning and aiming have both been well calibrated and feel adequately smooth, sliding down steep slopes is a brilliant addition to the usual dynamics. However, there is one aspect of the movement system that seems somewhat bugged and repeatedly comes up, generally in rather trivial contexts, but occasionally in highly frustrating ones. It is this: when Jason encounters even the slightest "step up" from the surface he is currently walking on, often no more than a wooden ramp only a few inches thick or other similarly small increments in height, he is unable to proceed by simply "walking forward", as one would intuitively expect possible, instead getting stuck against it, as if he were walking into a brick wall. Now, this in itself would generally not be cause for enough annoyance to be worth mentioning here, except that not infrequently this problem arises in stealthy contexts, where Jason is walking around crouched and trying to make as little noise as possible. At this point, the only solution is to stand up and jump forward - a sequence that generally creates enough noise to draw the attention of nearby hostiles - and all of that simply to proceed along a wooden platform that lies a few centimeters higher than the surface Jason had been on. Although this entire point may seem rather trivial for the game as a whole (and it generally is), I find that it is often the smallest of details - such as this one - that break the immersion more than anything else.
- Fire Arrows: This point acts as the transition between "glitches" and "poor design choices", and I am honestly not sure which of those two it pertains to. The problem is simple: fire arrows do not set anything on fire. At all. Which begs the question: how exactly do they differ from normal arrows? When I first acquired the recipe for these special arrows, I was anxious with excitement as to their potential. I imagined standing on an elevated position, maybe 200 meters away from a large hostile encampment, and peppering the area with what would essentially amount to a long-range, completely stealthy Molotov Cocktail. You can surely imagine the disappointment that ensued ... If this is indeed a glitch, I would rate it as pretty high-priority for any upcoming patches. If this was, on the other hand, a design choice, I would urge you to reconsider and include a fix for this in any upcoming patches nevertheless. As an afterthought, if you really want to add a touch of realism to fire arrows, you may also wish to include some kind of dynamic by which Jason becomes far more visible to hostiles when using these at night.
- Saving & Loading: This issue seems to have been widely addressed in this forum, as well as others, and would appear to rank very high in the list of grievances people had about Far Cry 3, particularly among the PC community (of which I am a part). I do not have much to add to these complaints, so there is no need to go into a lengthy discussion here except to say that - perhaps unlike certain others - I am not necessarily advocating a Quicksave / Quickload system such as the one in Far Cry 2. But it is indisputable the the current system needs to be revised. This includes by-products of the current system, such as the fact that accidentally walking to close to a mission marker on the way to do something else will trigger the mission, at which point any attempt to continue along to the original destination will cause the mission to fail, and Jason will be teleported to the nearest respawn point (although "nearest" is in this case a deceptive word, as it could quite easily be halfway across the map). Open-world games such as Far Cry 3 beg for a "total state" save of the type seen in Fallout 3 and New Vegas (which, most importantly, preserves your exact location and that of any other NPCs around you), and I think I speak for many others in the community in saying that I was very surprised not have this feature.
- HUD: Much like the above, it would redundant for me to go on at length about the offensive HUD and constant pop-ups that seem to dominate the screen. Let me in that case simply add myself to the long list of people that find the present system extremely ugly and obtrusive, all the more so because it stands in such sharp contrast to the near-perfect, minimalist HUD that players received in Far Cry 2, and which received such praise upon its release. Creating options to toggle almost if not all of it on and off would go a long way in addressing these grievances. You (that is, Ubisoft) have created such a beautiful, vibrant world to explore in Far Cry 3; now let us see it!
- Tagging enemies: Although I did enjoy making use of the superhuman powers bestowed to me by my magical camera throughout the game, I have to agree with those people who would have wished to at least have the option of toggling this feature, either on or off, or along a slightly more graded range of options, such as having enemies appear on the mini-map but without seeing them through walls. And in response to the frequently made counter-argument, "if you don't like the feature, just don't use the camera", I would say (as was quite aptly said by a user somewhere else in this thread, and whom I would credit for saying it if I could be bothered to find the original post) that, ironically, it is precisely when you try to play the game without using the so-called "wallhack" that the camera becomes an indispensable reconnaissance tool. On that general note, but more broadly, it would be nice if seasoned veterans of First Person Shooters could opt into tweaking a range of options to make things more difficult. The way things are at the moment, it would seem that enemies have trouble noticing Jason if he is any further than 10 meters away, despite conditions of broad daylight and the fact that he is running around in a bright blue T-shirt against a background of a white, sandy beach. Funnily enough, it would seem that once enemies are alerted, their perception becomes almost too realistic, often being able to spot the tip of Jason's head from over a hundred meters away. Some sort of balanced middle ground would be most welcome.
- Survival: Moving on from glitches and design choices, allow me to make a few suggestions for the future. I am certainly not expecting any of these to be implemented by means of any upcoming patches, but their inclusion in future episodes made available as DLC's would be greatly appreciated. The first one, which I have (surprisingly) not heard from anyone else concerns survival. Having greatly enjoyed reading through the "Island Survival Guide" included with certain editions of the game, it seems to me to be a missed opportunity not to have included any of this in actual gameplay. I am thinking, specifically, of something vaguely similar to the system that was introduced in Fallout: New Vegas, where the player had to drink, eat, and sleep (in that order of priority) with failure to do this resulting increasingly steep penalties, up to and including death. I am not suggesting that Far Cry 3 should simply import an identical system, but simply pointing out that with 'survival' being one of the key themes running through the game, not to mention the abundance of animals that Jason can hunt, and all the sources of fresh water found around the island, it seems a shame not capitalize on this by adding a survival dimension to the gameplay. I am not suggesting that you force this on anyone either - this would be something that players could opt into and out of at the touch of a button, by means of a relevant menu option. Moreover - and this ties into the next point - the inclusion of a "sleep meter" would invite a reversion to Far Cry 2's brilliant system of being able to sleep in a bed and wait until whatever time the player wanted. This feature has been sorely missed this time around.
- Day / Night Cycles: Again, no need for a lengthy discussion here: these should be longer. Far Cry 2 got it just right, and no one was complaining about it. At present, I am barely able to get five minutes of gameplay during the night (which is, as a stealthy character, when I prefer to play) before dawn begins to break. As an aside, has anyone actually noticed a palpable difference in enemies' ability to spot you at night? Would be nice to know if there's even any point in waiting until dark to be stealthy.
- Pirates / Privateers reclaiming outposts: Many people have asked for this, and while I am tempted to agree, I do so cautiously as I am also aware that the present system was created in direct response to sense of frustration experienced in Far Cry 2, when you cleared an outpost only to have everyone there respawn as soon as your back was turned for three seconds. What is needed, I think, is a sensible middle ground, where hostiles do not simply reappear as soon as you take two steps away from an area, but nor are you left wandering a completely friendly map devoid of any bad guys whatsoever. A number of systems have been suggested by fans, some better, some worse, though I have nothing particularly original to contribute here beyond what has already been said.
- More to spend money on: As a completionist, I dedicated large amounts of time to collecting all those loot chests littered around the map. However, there came a point (about two thirds of the way through the first island) when this ceased to be possible, as my wallet was completely full and upgraded, and there were no weapons or upgrades left for me to purchase. I had to resort to dedicating time to "losing money", which is not as easy as it sounds - or rather, is as easy at it sounds, but also painfully slow and boring. Losing at some of the mini-games is a very slow way of doing it. The fastest way I found was to use up all my explosives just outside an outpost and then go in and buy some more. Doing this for about fifteen minutes will lose you about $6000 - 8000. However, it would be much more convenient if (a) there was just more spend money on (what, specifically, I will leave to the game's creative developers) or, (b), there was some way of storing excess loot and money for future use.
Well, that's all I can presently think of. Let me once again thank Ubisoft for making this incredible game, and re-emphasize that my criticisms should not be taken as indication that I dislike the game. Quite to the contrary - it is because I think it's so good, and that I hope taking the time to put these points to paper will perhaps provide some impetus for future patches, updates, or DLC's that could go a long way to making it even more beautiful and breathtaking .
So far I'm liking the game, but not with the same excited immersive feeling I had with FAR CRY 2. I miss many aspects of that game.
I play on 360, and don't seen to have the same crispy detail and environmental dynamics that FC2 had (or Red Dead), like plant detail, sky and shadows, cloud and distant branch movements (saturated colors make it look cartoonish at times) - I always knew which way the wind was blowing to know where to flame the grass. I miss the sunrise bright sun to use as a glaring shield and the longer day/night cycle that I could program to suit my mission expectation. Like many others, I hate the HUD, and mentioned that in June 2010 along with the other clutter on screen. The background sounds are weak - nature with birds wind bugs. All I hear is growls. The voicing of the AI sounds cartoonish and repetitive with contrived over exaggerated accents, not the scary real and area appropriate Afrikaans and tribal African we heard in FC2 that exemplified immersing. I listen to the game on headphones when I do play, and I hear stereo studio echo instead of flat outdoors when the AI and Jason speak (none of that in Far Cry 2). I would like to be able to buy more things with the money, and would like more verbal and physical interaction with the friendly AI like Red Dead had - more chatter to show that they're not zombies. I don't like breaking what little immersiveness there is by constantly checking the options page, the map page, and crafting page. The vehicle driving is horrible - very swishy like the vehicle has no weight causing it to skid out a lot especially in those timed driving challenges like Saving Oliver - very frustrating doing it over and over again because of vehicle physics. My Far Cry 2 vehicle had the right weight to it.
I'm not fond of the weapon wheel design - Red Dead had it right, but I would like to go back to the Far Cry2 model of collecting and keeping weapons, and why are grenades far and few between? In Far Cry 2, everyone you shot practically had at least one.
Too many animals concentrated in small areas. Red Dead had the right amount and it seemed more random. I would like more random spawning of enemies once an area is cleared out to add more adrenaline to the experience once you've wound down an area.
That's all for now, but you took out a lot of the good things from Far Cry 2 to satisfy a group who didn't understand that game and diluted this one for those who did.