

-You can equip any weapon at any time anywhere. Getting to the weapons in the inventory menu is about as quick as selecting weapons in the weapon wheel. Pretty fkn awful design choice there
-Spawn/despawn system for enemies- i kill a sniper in his tower he respawns if I move 30 meters away. Attack helicopters get randomly erazed from the sky if I move away from them some 50-100 meters. Vehicles pixling in 100 meters away. It's been over a fkn DECADE without this being fixed.
-Turning off all the awful face slap messages doesn't prevent the removal of relevant details like minimap, healthbar/ammo counter etc whenever I cross into a new territory and the "new territory" face slap message is meant to show. Even though I disabled this message from showing, all the other hud details disappear to leave room for it. Can't even use the weapon wheel when this happens.
-Not being able to move arround normally in camps, plus being forced to play in 3rd person(just so Ubi can marketize the game to allso be playable in 3rd person..!).
-Mission distributors teleporting you both to a briefing window- completely taking you out from the game world- is ALLSO BAD FOR IMMERSION.
-Plenty of propaganda signs that are indestructible fasade fillers you can't even spray over.
I'd say it's been a rather glorious plateau since FC2- although FC3 brought some badly needed upgrades to movement and gameplay mechanics. FC4 added shooting while driving and air vehicles(thus less tower climbing). FC5(favourite, SICK prologue) lets you sheath weapons and implemented a more advanced melee combat system(asskicked by ancient Dark Messiah, but still).
FC6 removed the EXCELLENT ammunition management from FC5, dumbed melee combat back to FC4 instead of inventing on that from FC5. I allso had hopes that after allmost a decade, the very situational and often involuntary grabing of ledges/ladders etc, FC6 would come up with something far different than previous games- or at least do it the way Dishonored did it, where you only grab climbables while jump key is pressed down midair. But no. Edit: You CAN let go of the ledges now though, not sure that was a feature before parachutes are quicker too, making glider suit far safer.
FC6 offers very little innovation for movement/acrobatics/melee combat- and adds involuntary 3rd person view plus horrendous movement restrictions in camps. The gameplay is a mutilated FC5- with perks only accessible by frequently changing apparel in the menu -_- FC6 lacks innovation for core gameplay mechanics but introduces so much new aside from that. Might actually be better than FC3 :s
The rate and distance by which enemies, npcs, events, animals, corpses etc etc spawn/respawn/despawn has been pathetic ever since FC3. Just now in FC5, an entire situation of hostages, enemies and a rampaging bull got removed *like that* because I turned by back to skina cougar some meters further away. The chaos was barely 80 meters away- I turn, take a few steps towards the cadaver, loot the skin and turn again. No sign of bull, hostages, enemies or the vehicles that stood nearby. I allso remember this engine glitch was especially hideous in FC4 during the mission "City of Pain" which takes place in a tiny village where enemies would respawn ontop of eachother, completely annihilating the satisfaction and immersion of going full stealth hunter.
DEVS, in FC7 this has to end! At least the distance by which this worthless spawn system operates. No spawning/respawning/despawning within a 200 meter radius- plus a cooldown for any spawning/despawning taking place outside that radius. Corpses, vehicles, weapons left in an arrea should stay for a good five-ten minutes. Otherwise the gameworld will feel fake and therefore soulless.
@aazhyd had the encounters, environments on the road/off road been more engaging, Ubi likely would've dared making those Hideout Networks more hard earned. But since the gameplay and movement mechanics are to 99% identical to that of FC3, while your realistic anonymity as a guerilla leaves enemies passive like you say, exploring FC6 becomes more of a shore. It's as if the gameplay designers for FC3 just put their work into the engine and retired. Such a waste on FC6s fantastic visual designs, acting performances and script moments.
I can appreciate the realism in that you can disappear among the civilians as a guerilla fighter- but there should be wanted posters and videos exposing Dani to the point that this advantage becomes extremely situational.
I turned off most hud elements for my 2nd playthrough- including tag and enemy outlines- and was enjoying a surprizing rize of immersion compared to before- but the red wallhack outlines still appear on enemies?
@borkaman87 ah, another immersion breaker is Danis frequent monologues- "[censored] truck!" when I haven't even noticed a truck. "take this!" when I toss a dynamite at a very NONsentient AA cannon. and when I climb into the tank I've been driving arround for half an hour: "this should work! no stopping me now! oh hell yes! "
@robertemerald oh yeah? ... well ok then, good points actually. I suspect you're ok with Far Cry becoming more and more like Just Cause- which in mayhem action sense is a good thing. But what I want is for Far Cry to be more survival centred, refining the vulnerability the protagonist had in FC2- over and over by each title. Off road in FC2 it did feel like you were out in the wild- while being off road in FC6 is like strolling arround in beautiful city parks. VERY beautiful city parks.
Btw, I realized you CAN use the weapon wheel just fine during those HUD wiping face slap messages(which I hate with a vengence). My bad.
@ruboe Turning off detection meter and the radar implantado brings the AI up a notch, experience wise. It's far better than Doom93 at least, you savage you I was allready amazed by the driver pathfinding the AI had in FC2 when they chased you down on and off road- and the scripts to search for cover when hurt or fired upon, avoiding fires and assisting fallen comrades. I doubt FC6s engine itself delivers worse AI than FC2 did, but perhaps it's not implemented as favourably.
As for the AI awareness, it's range is too short and it seems like the absurd spawn/despawn distance of enemies allmost is meant to make up for it with numbers.
FEAR has been praised for it's AI, though it's a corridor shooter. Haven't tried it in a while myself, but perhaps Ubi should look into it just in case.
@carshop22 the current spawn & despawn distance for vehicles, NPCs and especially enemies is a true immersion crime- but a proud tradition over at Ubisoft since FC fkn 3. Crysis didn't do this, Stalker SoC didn't do this- and the immersion was strong, just like the satisfaction from emerging the victor in large shootouts. This topic can't ever get old with the FarCry franchise.
@Ubi-Akatsirin not interested in wasting the resources to find out, plenty of ugly bugs to go arround as it is. PRETTY sure that glitch is still there
@UbiChrisMANG apologies, I assumed I posted on the FarCry 6 forum. Thanks!
A woman with a pacemaker wants me to pull the plug on a power generator standing in a puddle. I walk up tothe [censored] plug and press 'F' and just before the plug gets pulled i get knocked down by the electricity in the water. Over and over and over.
DEVS, if your miserable gameplay mechanics don't work with a quest, don't [censored] create the quest. Like I didn't hate the worthless melee/knockdown gameplay in Far Cry enough allready.
@Ubi-SleepyGoat I started a new game after that, but if the devs are interested enough in it I'm sure they have easy ways to test my glitch. Might be the same as with that bug causing an awful spawn-/despawn distance (of some 50-100 meters) for vehicles, NPCs, animals, corpses etc etc- I was told months ago that it would be forwarded, yet it hasn't been fixed.
This bug occurs wIth the upgrade to add bait to the harpoons. Switching ammo remains a feature in the weapon wheel, but instead of the ammo type getting switched(shaft colors change though) the harpoons are restocked. Would be nice if this bug was replaced with harpoons that you can pick up after shooting them- perhaps with the "Titanium Harpoons" upgrade. Allso, making the 'bait' feature for the harpoons untoggable in the weapon wheel would be great.
Hats off for all the fantastic stuff FC6 features though, La Clavadora included
I like to assign F1,F2,F3,F4 to throwables/equipment in all games that feature it, like far cry. I allso like to be able to sprint while managing my equipment on the fly, imagine that..! Still not being able to rebind the stupid SHIFT+F2 for the in-game overlay is worthless. Make the developers fix this please.
@DanielZod do you experience that the spawn/de-/respawn system for NPCs, vehicles etc- the disgusting [censored] that's been infecting the franchise since FC3- has finally been improved upon? Allmost a rhetorical question, despite it being months since the support team said they would inform the devs about it
FC6 did bring some improvements to previous titles but.. here might be some more.
all these options could perhaps be toggable as needed depending on if you're a PC warrior or.. console person
how the hell did I miss this. YES! this is a must have. beautifully put!
WORD. Allso, for a PC enthusiast like myself it would be nice if the melee combat from FC5 had been expanded upon, instead of retracted a decade back to fc3. Expanded upon to the point of rivaling Dark Messiah is what I'm talking about, which is about as old a ubi game as fc1.