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  1. #601
    Need a patch on console to add alternative controle Legacy and Southpaw. Almost all big franchise offer them, halo, BF, COD, borderlands, left 4 dead, crysis and many more. Ubi your game are pretty awesome and you should make them accessible to every gamer, specialy FC3 Just to make shure you guys know what im talking about http://altgamecontrols.com/ TY and keep good work.
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  2. #602
    Theres a few things I could say that I dislike about the game but I can only think of one at the moment.


    1.
    I dislike the fact you can't put away your weapon.
    If I see an enemy then I can take it out,but having it out 24/7 is kinda annoying,and dulls the experience of exploring (IMO).
    I know theres things out in the game world that wants to attack you such as tigers,but it just takes away the challenge ( since people think it's easier to have your gun out all the time).
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  3. #603
    Butcherbird59's Avatar Senior Member
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    You can holster the weapon with the arrow-down key
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  4. #604
    Originally Posted by Butcherbird59 Go to original post
    You can holster the weapon with the arrow-down key
    On console?
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  5. #605
    Butcherbird59's Avatar Senior Member
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    I would assume it should be the same but no promise - I am on PC
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  6. #606
    I know.
    "arrow-down key" gave it away,that you're on pc


    But probably not for the console cause I've been clicking every button and nothing puts the weapon away (unless i'm miss something lol).
    Still it seems other people on this thread wants the same thing,so I guess on the console you can't holster your weapon :/
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  7. #607
    Butcherbird59's Avatar Senior Member
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  8. #608
    Multiplayer is not considered in this as it and UPlay have far too many issues to waste time with. Fixing elements of the SP game has taken enough of my time.

    The Bad

    Bugs
    The most seams (20K+) in any texture set I have ever seen. Edge seams are one thing, but 3+ seams per texture in the center is something out of a high school project.
    Textures that were released on PC, but were A) not optimized, and B) not recoded (Alpha channels with detail should be DXT5 not DXT3 or they are a blurry mess).
    The Procedural landscape under the vegetation was horrific. It should have been small, seamless tiles.

    The Engine
    Claimed it was new. Claimed it was full DX11. Delivered very little that was not in FC2. Claimed it would be 11 graphically, but only delivered a 7 (9 if the pop-ins can be fixed). Very unoptimized, as it is still using the vast majority of the code from Dunia 1.

    Contrived Elements
    Contrived gameplay loosely strung around a story with pretensions at being something, but does not develop meaningfully. Then it disintegrates into a continuity error called a 'hard choice'.
    There are a million meaningless (they do not even pay that well) mini games that range from minor annoyance, to outright wastes of time.
    The towers are equally silly elements as they could not 'clear' your map since they are radio towers not GPS (and your map is not on a cell equipped PDA).
    Giving free weapons is bizarre but the discount is a much more reasonable element that was (eventually) used.
    Half of the skills. You cannot learn a skill to make you more healthy or make drugs last longer.
    Hunting/Assassination requirements - use a particular weapon - which makes no sense and give out more free weapons.
    Trials - Nothing needs to be said of these. Ancient Warriors did not have modern weapons, and how do these occur anyway, V.R.?
    Being forced to craft small sacks to hold stuff, but not being able to loot the vest and clothes with pockets from the dead NPCs. Also a Continuity Error (especially after seeing the Mercs!).
    Weapon stats are often wrong, and in at least one instance, make a lower weapon less appealing that a more costly one (even it's signature version).

    Repeating Elements
    Outposts, Towers, Relics, Supply Drops, Letters, Loot Chests, much of the architecture (just cut and pasted repeatedly with the same orientation and configuration). People, their clothes (not even basic hue shifting), their skin, their faces, and most annoyingly their voices (far too few to rotate properly given how many are encountered). "Who's the man. Me?" - Have to assume that was not read properly.

    Immersion Breaking Elements - Magic
    Tattoos that appear and give magic abilities
    The knife that was plunged into your chest but did no damage, the compass, Buck teleporting, you teleporting (without time passing), guns teleporting to the magic box of endless weaponry, magic drugs (immunity, and a few others), crafting (roll two green leaves together and ta-da a self-injecting pressurized syringe!), LOD Pop-ins, Tagging, Maps that can list all the hidden and forgotten items, Teleporting enemies (especially when they appear beside you in an area with no entrance from their spawn point)

    The AI
    The rock will distract anything alive (well the main creatures except sharks and crocs). The same predatory AI was used for all, yet half of these creatures would not normally stalk a sound with no smell.
    Very limited tactics for all NPCs. NPC Driving. - 'Nuff said. NPC Throwing Molotovs and shooting RPGs - 'Nuff said.

    Lack of gameplay balancing
    Easy things being given large $ and XP, while near-impossible are worth far less.
    Weapons that have no reason to ever be used. AK-103 (it is not a 47 based on the model), Dragunov SVD, and then just save for the custom weapons. Others will be used but you will never waste money buying them, and you will never use the pistols, most of the SMGs, or even the shotguns except for contrived reasons (hunt a bear).

    The illogical continuity errors from this game being rushed and spread across so many teams with poor management
    The promised weather does not work reliably, nor does many of the other advertized features and the near total lack of DEV support/feedback on these issues is staggering and will result in fewer future sales.
    Being able to walk into a meeting with Hoyt carrying a full arsenal, and not being allowed to kill him (remember we did not know he had critical information).
    Vaas never taking away your gear until the last time he captures you.
    Sam claiming he had to 'hide a knife in his boot' but is clearly wearing on on his chest!
    The game was only half-finished so the gameplay elements such as the lack individual names and descriptions for relics, or any reason for them to A) Exist, or B) Give XP really detracts from enjoyment.
    A flashlight that you cannot control and does not work based on level of light.
    You spend more time fighting wildlife and tracking down stuff than doing any role playing, that is until you realize the former is just filler and then you rip through the game easily (except for a few set pieces).
    The outposts never gaining a permanent, regenerating contingent of Warriors nor are they ever counter-attacked, even though the Warriors are push-overs.
    Not being able to skip the flash cut scenes or disable the background on the main menu (since it is so buggy/laggy).
    The fact that this game was actually set in the Falkland Islands which is why there are so many African Mercs and Maori and NO Asians! Not sure why the move was made, but it was a bad design choice as it makes so many Africans and Maori ridiculous.
    Not being able to actually do anything in places like Bad Town. For no reason at all, you have to let pimps beat their girls. There are no guards, and you are a master assassin with the knife! You can kill anyone when you want (except Hoyt), any other time.

    The Good

    Environment
    Excellent use of vegetation, shadows, and ambient sounds.

    Animals
    The animal vs animals system can be quite good, when it triggers properly. Animals will hunt and then appear to feed. When it breaks the predator will just kill everything and then idle.

    Weapons
    These felt good and were fairly accurate for effects (if not relative to each other)

    The Initial Story, the Acting, and the Characterizations
    The concept of Alice in Wonderland, or we become like that which we fight, is good. The development and especially the ending are not, but the start was good.
    The Acting was great! If anything was worth of praise it is not an old engine with two DX11 modules that actually work, it was Vass, the Doctor, Sam, Buck, Willis, Citra, Dennis, and Jason's Friends. Perversely, Jason is not amongst those, but that is due to the bad story he was handed. His whining during easy things, and cackling when nearly getting killed was badly designed. He also failed to elicit much empathy with the player, who craved an ending to the cut scenes so we could get back to acting consistently. The rest were all top-notch though.

    Music
    The opening and closing especially. 10/10

    Overall the game has a lot of promise but it requires an overhaul. Releasing mod tools would accomplish this, if the LOD issue can be fixed. It is only through AI improvement and NPC battles that this game will have any meaning for anyone after BioShock Infinite and Crysis 3 are released. So DEVs should really commit to finishing the game (fixing all the bugs on and around Hoyt's island for example), and giving us the controls they promised (then proceeded to locked in the engine).
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  9. #609
    Butcherbird59's Avatar Senior Member
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    Very thoughtful review from Four_Aces_0 above

    to add two more things - healing, weapon dial (PC)

    Healing - we got 3 levels of healing:

    1) syringe shot - quick
    2) fumbling the bullet - not quick
    3) Bandage - longest recovery

    since you never know which healing comes up when you need it, and once you're in a combat/assault situation, only the syringe shot gives a chance to survive - the other two healings are too slow and you're dead in combat.

    Weapon dial:

    when you hold any number key the dial comes up - selecting especially the hand grenade (by mouse) is nearly impossible here and takes many attempts until it highlights - looks to me dial's mouse control is flawed (too fast to be controllable). Throughout the game I was hardly able to ever throw a grenade successfully due to this problem.
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  10. #610
    Thanks Butcherbird!

    Wow, I completely forgot about the dials. They were so useless that I tried them a total of once in my first play-through and never in the second. I only played a second time to test my textures out, but cannot remember ever trying the dial.

    I would add that the mouse wheel did not always work when trying to rotate through grenade types either. Half the time it would work properly, and the other it would ignore the command and just stay with the currently selected grenade type. Since my mouse wheel clicks, this is not a double-rotate error. Just another input bug (so I guess the mouse was not totally working after all). Probably a timing error with the listener.
    The mouse wheel rotate was also not disabled when the mouse wheel was being clicked, so you would often accidentally change grenade types when simply trying to throw one. I really should have remapped that to another key, but kept forgetting (did not use many grenades as the AI kept enemies so exposed).

    I also should have added that in the Good Category - The fire from FC2 was just as good if not better. I cannot recall FC2 as my exposure was very limited (instant dislike though I cannot remember the reasons why), but I believe that fire is improved in FC3, though the AI reactions (many AI events would see NPCs walking into jets of fire, or not noticing the raging inferno behind them) was not.
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