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  1. #1

    Things you LIKE about the FC3 MP gameplay

    I know this MP gets a ton of hate and much of it might be well-deserved but there are many things that FC3 does that I really do enjoy.

    The first time I played, I really got a few perfectly flawless games - no lag, no problems getting into games, etc - that got me hooked, I think, and that has been enough to keep me personally sticking around.

    I know many of you will be tempted to just chime in with "nothing" and we'll get our fair share of trolls but that's not what this thread is for - so if you do that, know that you're only making yourself seem immature and petulant because you've got more than your share of threads to do your complaining in. If you think I don't experience any of the issues you do, look at the threads I've made before, and my posts in the MP feedback sticky.

    Also, I don't care if other games did these types of things first, even if it was FC2. You can be grateful about the inclusion of a certain gameplay mechanic even if it's not 100% original. I like to think of it as "yes, this feature may be inspired by game X, but at least they didn't go with game Y's mechanic."



    1. Killcam.
    Brilliant mix of pre- and post-mortem. You see where how you died, like regular killcams on, say, CoD, but at the same time it's only a ghost image of the past superimposed upon an image of the current game. You can kind of see what's going on NOW if that's the type of player you are and you want to plan ahead for when you spawn, but you can also look at how you were killed if the first thing you said was "WTF" - like if he was behind cover and still got you, you can see what he saw at least, or if he jumped and shot you in mid-air and so on, or where his lucky grenade originated.

    2. Team support structure
    Limited but it's not all about kills and in fact it takes probably ten kills just to get one tier, and so forces people to do some team activities like reviving or shouting. Encourages clustering, which on good maps happens automatically around objectives, which moves the game right along. Nothing you get as a reward is too overpowered (I'd say poison gas is the worst so far in terms of destruction it can do when placed on an objective with a timer). The explosions are almost an afterthought, a consolation prize for forgetting to use your poison or scouts.

    3. Shouts.
    Fun buff for your team, seem mostly useless to me in most games but if you get shot badly and shout at your team they almost instinctively seem to shout back which heals you a little and that makes it a very multifaceted tool, useful in games with randoms and games with good teams that cluster. I do it as a thank you for being revived as it refills your timer when that happens, I use it to get to the top of the scoreboard, I use it while sprinting in a general direction to tell my teammate to follow. It all seems to just work intuitively despite at first look seeming to be a stupid idea. I like it.

    4. Punish/Mercy system
    Maybe this is just me. I like getting a glimpse into the minds of other players during the game, and I use mercy every time. If the other player destroyed me and I happen to just have the most points of the lobby in a draw (see #3) I still give him the nicest mercy you can give - "Good game" where everyone shakes hands and compliments each other a bit. I do this regardless of their playstyle, regardless of how aggravated I got at what they did during the game. Other people as everyone has noticed do not do this, and they generally punish. I've noticed, though, that people who punish tend to leave immediately after doing so. They must've had a bad experience (at your hands, if you're the one they punished) and it just makes them seem like sore losers. So when I mercy the top player on the other team, and then the next game their team wins and that same player punishes me, they'll usually leave. If they don't, hopefully the game after I get a chance to punish them back (or mercy, if it's not them). It's like psychological warfare. I might be building it up more than it should, maybe this whole psyching the enemy out thing is in my head, but I love how this plays out in terms of ragequits and future mercies and punishing.

    5. Revives opt-in
    Too many games lately have revives that are opt-OUT or just the inability to have any say in it whatsoever. I hate that. When I run out of ammo and I die in a blaze of machete-rushing glory, I usually feel as though I'm due for a respawn. This is minor but I can't imagine my frustration if this game, which forces you to generally stick very close to your team, with massive incentives to revive your team, had opt-out or no say in revivability of self. I could have a thousand complaints about a certain game but if one of them is "I get revived when I don't want to be" by ReviveRambo it immediately moves to the top of the list. FC3 particularly would be unplayable if this little unremarkable feature wasn't in.

    6. Low ammo
    I like running out of ammo and having to pick up another gun, and I do like that there's never much ammo in whatever gun you pick up. Nothing like being completely out of ammo and relying on constantly picking up guns while you're on a spree to really make you feel awesome. On big, snipey maps eventually. Being forced to run around to survive and literally scavenge off people you kill makes you feel like an incredible bad-***, and discourages people from camping back 300 miles from the action.

    7. 25 loadouts
    So sick of being limited to 5, or 10. I hate going in between every game and adjusting one of my loadouts in some minute way to best fit what I believe is going to be the necessary playstyle of the upcoming map. I only use 3 to 5 guns, ever, but in any given game there'll always be a time where I'll say “God, I wish I had this exact kit but with C4 instead of this crummy grenade.” And then I'll answer myself and say “Son, it's #23 down.” Always fun. I never have time to really plan ahead in lobbies since that's when I wander away from the TV and contemplate having better hobbies.

    8. Custom maps
    I know, I know what you're going to say. “They're broken,” you'll say. “There's a massive lack of functionality and the whole aspect seems rushed!” you'll say. In the end, if they fix the gameplay issues that people are complaining about, and properly maintain a decent multiplayer experience (once they get their main complaints fixed – I'm talking about a few months from now when this game is no longer brand new and they've had more time to tinker)... This'll be a game with a map editor which means it won't get as stale as 99% of other games inevitably do as you've exhausted their maps, or gotten very, very sick of paying, say, $15 dollars for 3 or 4 new (sub-par and rushed) maps made by people who did not play the game to death and don't have the same level of nuanced understanding of the game as people who have literally been throwing entire weeks of their lives at it, playing it. I know other games have a map editor and theirs might be better done (or not, I don't really know). But when Call of Duty 8: Return of the Son of the Modern Warfare Experience Volume 362 comes out next year it'll take about two months before people are sick of the maps it came with and sick of having already paid for 3 map packs. People do complain that FC3 is more like CoD than FC2. I don't know if that's true, but if it is, at least now we've got a CoD-type experience with a map editor. No matter how you look at it, just this little detail moves mainstream gaming forward a bit.

    9. Holy ****, look at the wall of text. I'm stopping this here but I might add on to it later. Feel free to post your own? Try to keep it about things you like... even if you disagree with my points I'm sure there's SOMETHING you like about the MP gameplay. If there isn't, well, then... there's lots of other threads for you.
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  2. #2
    I agree with every one of your points except # 6. I don't mind running out of ammo, but I at least expect to pick up an enemy weapon that contains ammo. Enemy weapons only contain 10 rounds on average. I think I even made a separate thread about this issue. The mercy/punish system should be a staple in every FPS going forward. It is hilarious! Great post by the way!
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  3. #3
    Thanks! Always glad when the first response is a positive one... was expecting a lot of flaming about this thread to be honest. About the low ammo, I get what you mean, sometimes there really isn't enough ammo in a gun you picked up, especially on assault rifles and SMGs. You really only have enough bullets for a single person. But that just becomes something you expect and have to deal with, it changes the strategies you have to use. It also strongly discourages campers from just sitting there and waiting for people to walk by. But still, you're right, 10 rounds of an SMG is hardly enough to kill someone. When writing that I mostly was just thinking about sniper rifles. Big maps, everyone forced to snipe, you've got a 10-15 killstreak, you run out of ammo, you go hunting. You sneak to the other side of the map (if the map allows it, if it's all open you probably didn't get a 15 killstreak anyway so...) and use your pistol to kill a few more. At that point you're stuck literally scavenging 4 rounds at a time on your sniper rifle. It adds an awesome tension.
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  4. #4
    It is easy for me to go on a 5+ kill streak, no problem. Once, I went on a 10 kill streak with my BZ19 and scavenged weapons. It sure was exciting, but I don't expect the 10 kill streak to happen often. I had BEAST MODE turned on that game with Lady Luck on my side! I guess 5+ kill streaks don't satisfy me enough! LMAO
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  5. #5
    This game is just a few tweaks away from being amazing!
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  6. #6
    Mr Cataluchi's Avatar Member
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    Nice thread! It's refreshing to see something positive on this forum for a change. I agree, for the most part, with everything you said. I have some additional things which make me excited for multiplayer...

    1. Tagging. I don't know if other games have implemented this before, so I can't tell if it's an original concept. But it doesn't matter. It's awesome and I use it all the time. I like to think it helps out my teammates, even though they never address it. There have been many times when I've tagged someone who went behind a rock or a wall, and I traced the eye icon all the way to the other side surprising them with my rocket launcher!

    2. FarCryOutpost.com. I understand it's buggy at times, but I enjoy having a site to visit where I can spend hours creating a variety of loadouts and naming them! It's nice to have time to actually plot out a character's weapons, check out mods, decode data, and check out stats / challenges while you're supposed to be working. It gets me excited to play the game the second I get home.

    3. Small maps. I've come to realize I'm not a fan of huge, open maps. In my experience, big maps equates to low scoring or heavy sniping. After a while, that gets boring. (At least if you're the one constantly dying from snipers while trying to reach your destination miles away.) I associate small maps with fast-paced action, and frequent gun fights. I understand some people want bigger maps, and that's fine. But this is the first multiplayer shooter I've ever played where I'm not disappointed with any of the maps in terms of re-playability. I do believe a lot of the official maps Ubisoft made look the same visually, but it doesn't really bother me because I can play custom-made maps by users which really look different. Which leads me to...

    4. You can level-up playing custom-made maps. This was a big disappointment for me with Far Cry 2. I wanted to reach Level 30 badly, but everybody stopped playing Ranked matches. Those that still played FC2, typically played Player matches because they wanted to play their custom-made maps. The points you earned in Player matches didn't apply to leveling-up and your progress disappeared once you closed out the game. Not the case in FC3.
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  7. #7
    Strongly disagree with tagging. Strongly. I think it's implemented wallhack. But it's better than the other games that had it - the Battlefield series is a big fan of spotting systems. BFBC2 had an attachable scope that auto-spotted everything you looked at through your scope. It ruined that game completely. On FC3 at least it doesn't last very long but I don't like the thought of enemies not being fast enough to kill me but still tagging me so everyone on their team magically knows where I am. On another level at least it makes up for no microphone support on PS3, you can tell alert teammates where the enemy is. Anyway, all of the 5 times I've used it (I only have 5 spotting assists) were actually when I was using Skype with a friend and I saw an enemy behind him that I had no way of killing and I couldn't just leave it at "LOOK BEHIND YOU" so I jokingly tag the enemy and just say "BEHIND YOU! THERE'S A GIANT EYE CHASING YOU!" upon which he dispatches the Giant Cyclops.

    I get that it helps out a lot in keeping track of an enemy, but it detracts from the overall game. There should be absolutely no method of seeing through walls available in any game, ever, unless it's integral to the game itself. Would be better if it just marked the area where you saw him only to teammates who are nearby. Put an exclamation mark where he's spotted for 3 seconds and only to people nearby. For example: "Hey teammate 5, I see a bad guy by that tree to your left!" I can believe. But "I've used my knowledge of the dark arcane arts and some strategic goat sacrificing to conjure forth an all-seeing perpetual orb above THAT ENEMY OVER THERE..." not so much. I also firmly believe that gamers should get no such assistance from the game's code - that playing an FPS is supposed to be a test of fast deductive reasoning. If you see an enemy disappear behind cover, knowing the map or the general location he's in, you should THINK about where he'll pop out next, think about what he's going to do next and surprise him there. Get into their head and look at how they move to decide if they're someone who will continuously pop out of the same cover or if he'll try to **** with YOUR head and keep popping out somewhere else.

    All the fun of FPSes, especially close quarter ones where you actually have gunfights rather than just distant engagements, are screwing with the enemy's head. Everyone has had hundreds of moments where you get shot, you duck behind cover, and patiently turn around to wait for the inevitable enemy who shot you to come sprinting after you. Going through their head is not "He'll be waiting for me, or he'll pop out over there" but rather "OMG ENEMY KILL KILL KILL," and that's their entire mentality and it's SO much fun to screw with those kinds of people. I have a friend who is unreasonably good at shooter games because he never panics or never loses his cool, he's always, always thinking in the moment and I've yet to ever see him play a game in which he doesn't quickly become one of the most feared opponents, or becomes famous through his mastery of some aspect of the game. Over the years of playing various FPS games with him it's made me realize that that one quality, more than any other such as reflexes or what have you, is what makes people good at these kinds of games. Tagging, in part, destroys the advantage of this type of "sentient" gameplay. .

    Sorry about the rant, and I'm glad you added to the list and I agree with all of your other points. Just had to share my distaste for tagging or any kind of "anti-thinking" assist.
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  8. #8
    To be honest, I only ever seen tagging used online a couple of times. I think no one wants to take the time/risk to push select while in a gun battle! LOL
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  9. #9
    Mr Cataluchi's Avatar Member
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    Look what you did! You just turned your own positive thread into a rant! Shame on you. LOL.

    No, I can understand your point. It's not going to stop me from using it, but I can understand it. What gets me is that in many matches I've played, there's usually a point where you'll see silhouettes or outlines of the enemy. I don't know if it's a glitch, but I haven't seen it as an option for Team Support. It's odd. Usually it happens near the end of a match, once per game. Now that's an anti-thinking assist.
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  10. #10
    Originally Posted by THRIZZLE Go to original post
    To be honest, I only ever seen tagging used online a couple of times. I think no one wants to take the time/risk to push select while in a gun battle! LOL
    That's because luckily it's mapped to the select button so you have to stop shooting to do it. People would rather spray at an enemy they won't be able to kill than help their team kill the guy. Hahah. Thankfully. I have seen it a fair amount of times though. At least once every game for sure. But I see a lot of the same people online (probably because my matchmaking group of people I can connect to is so small) so that might explain it too.

    I sent you a friend request by the way Thrizzle. Should get some games in before 1.04 comes out and removes the MP option.


    Originally Posted by Mr Cataluchi Go to original post
    Look what you did! You just turned your own positive thread into a rant! Shame on you. LOL.

    No, I can understand your point. It's not going to stop me from using it, but I can understand it. What gets me is that in many matches I've played, there's usually a point where you'll see silhouettes or outlines of the enemy. I don't know if it's a glitch, but I haven't seen it as an option for Team Support. It's odd. Usually it happens near the end of a match, once per game. Now that's an anti-thinking assist.
    Those silhouettes are usually when you have a 3-death streak. It's that "Survivor" bonus or whatever it is and I think it lasts until you get a single kill. God, don't even ****ing get me started on death streak assists. I understand the idea of them though, and it's a good way to get out of a funky bit of playing by at least getting you back into the killing mindset. But I'm sure you can imagine how much I hate this particular one. In the spirit of my own thread I won't write 5 more pages of ranting. Hahaha.
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