Originally Posted by
xMiiSTY
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Here is our official response from our Production team.
“When playing co-op, personal progression (skills, XP, money, and so on) is saved for both players, but world progression (outposts, bell towers, quests, and so on) is saved for the host only. Allowing world progress to be saved for the client can cause issues with our gating system (where the northern open world is locked until a specific point in the campaign). For example, if a client travels to a host’s world to play co-op and unlocks outposts in the northern open world, and then returns to his world with them unlocked, he could fast travel to an area that should be locked. Resolving these issues would be very messy and potentially cause more complications. So, for the sake of a technically stable co-op game we decided to leave this system as-is.”
Then why have Co-Op, honestly. Have a sandbox mode or something. This is the worst co-op mode I've ever seen.
I can think of a number of solutions, actually. If one person doesn't have the north unlocked, then the north is locked for both players in that specific sequence of co-op play. Genius. Oh here's another one.. don't tell us we can experience the campaign with each other when in fact, we actually cant experience any of the campaign together let alone save the progress of the things we do together.
You might as well not have co-op at all. Or don't call it co-op because it's not. I'm really worked up about a game I know you don't have to tell me, but this is the worst co-op mode I've ever played. Forward that official response to your production team.
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