It is.Originally Posted by Shade_Kid Go to original post
Ubisoft seriously pushed their laziness to the limit. This is the most lazy thing i have ever seen in my life and you also have to pay for it.
lmao Ubisoft.
It is lazy. And doesn't bode well for FC5.Originally Posted by xRaDRoacHx Go to original post
You do keep getting better with every run though. So you'll die a lot less once you upgraded your health bars and healing skills. I agree it would have been more fun if they didn't put in the timer/start-over but gave us some more missions. But once you collect your first skills, better gear and some green leaves you can just run around and take outposts and have fun.Originally Posted by JPIEFER Go to original post
Hi there!
I have noticed an important issue (imo) regarding the timer. Starting the dlc the timer works fine awarding time for Karma events and Mani wheels, but later on during the game it stops to award the time. Given that there are at least 15 Mani wheels, it means a time loss of more than 30 min. I have Reset&Restart 3-4 times starting without weapons and the same problem/bug appears. I have saved the game data on usb having the weapons I prefer and I play the game facing this issue, but I cannot improve my score because of time shortage.
Is there any other player having the same issue? What support could advice to solve this issue?
While I feel removing the timer would make the DLC as designed somewhat pointless and too much like the north half of the main game, I DO feel they could have used more realistic methods of expediting and/or scaling your escape difficulty.
Instead of a timer, maybe more and/or tougher Royal Army forces as you go. Instead of liberating outposts and menial chores adding time, they would instead add helper tokens to help aid with the added troops you face.
This would give you time to plan, hunt, etc, but engaging in anything substantial would alert the Royal Army to strengthen the pursuit. You could even scale how quickly it strengthens by your tactics. If an outpost is liberated undetected, it would take a fairly long time for them to find out,. literally via road patrols. If detected but no alarms raised, a flare would be shot and they'd come a bit sooner. If you raise alarms and radio coms are sent, they would come the fastest.
This would give the player more control and be more realistic. It would also pace the experience somewhat, allowing you to use either fast action or slow stealth tactics. To be honest, I don't even like the leaderboard structure. It is based on longest life with some vague scoring system attached, vs quickest escape. If they wanted to have that kind of structure they should have also had a quickest escape option and you could pick which mode you want to play. With the escape option you wouldn't be able to spam the hide and repair tactic for a quick, easy escape. They need to make the extraction scenario something you really DO have to gear up for, on ANY difficulty mode.
As designed, this is too much of a linear survival DLC than "escape" DLC. You're literally forced to quickly chain together liberations, chores and missions, supposedly all to gear up for an escape, yet the only thing tallied is how long you live before death makes you reset and start over, and some vague score that has zero to do with escaping. It's a survival grind DLC, not an escape DLC.
Poor implementation of what could have been a pretty good DLC.