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  1. #1

    Co-op prpgress not saving for 2nd player

    I have noticed today that playing co-op mode with my mate @ps4 has a bug. It is only saving the progress for the host-the 2nd player gets fcuk all! Is that how it is meant to be or there is a bug or server problem? What is going on? Is anyone else having this problem?
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  2. #2
    for me too... iit is supost to be like this? cant believe...
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  3. #3
    Same here and it's ******* annoying since it's quite wasted time!!
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  4. #4

    Same issue

    I noticed when i play co-op with my brother that the host will have all his progress saved, however player 2 will only have guns and cash exchanges saved. Nothing else, all outposts or radio towers that we jammed in co-op mode will reset once i go back to my single player.
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  5. #5
    If this is intended then I call this the worst coop mode ever. I mean it is completely useless for the second player. I struggled to understand why you can't at the story together (immersion breaking or something) but why can't you do side activities for BOTH players? It is saved in the host's save too.
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  6. #6
    I'm also pissed off with this ********. I'm talking about that in other thread: (give some support)

    http://forums.ubi.com/showthread.php...AKE-quot-Co-op!
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  7. #7
    I also think it is strange that no ubisoft staff answered any thread regarding this issue. Almost every other thread has a post made by ubisoft staff, except the ones regarding issues which involve work, like this.
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  8. #8
    They won't respond to this issue
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  9. #9
    xMiiSTY's Avatar Community Manager
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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.”
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  10. #10
    Originally Posted by xMiiSTY Go to original post
    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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