Posts made by Varjag31
@johnnyr72 Yeah that's what I ment, I didn't word it well probably. For me it is everywhere except the conquerable areas like checkpoints, while you are in the process of taking them over. Once you take them over and they're bluee, the respawning starts and you can get a never ending stream of enemies coming to the chekpoing.
The only place that it doesn't happen at least in my case, are the things you can take over ... like checkpoints and military installations that become permanently "yours" afterwards. Everywhere else in the world outside of those places it has been a constant issue not just with enemies, but also with objects like vehicles, animals, destructibles etc.
Which is precisely what I was trying to say. There were members female
resistance members, numbers depending on region and country. I might have falsely interpreted the original
post saying "composed of women", to "composed of women only" or "mostly"
something similar, in that case my bad.
Italy is a little bit of a special case because it was a Fascist regime and a member of Hitler's pact, in which, at least in the beginning of the war, men did join, or were drafted into the fascist army. I would say that French example is closer to what it was all over the board.
Don't forget that numbers of women in the resistance does not mean combatants. My own grandmother was a member of a resistance, she was smuggling stuff across Italian checkpoints in my uncles dirty diapers. She never picked up a gun in her life though. Not saying her role was any less important.
Not invested into this topic one way or another, just from a historian standpoint and as someone coming from one of the countries with a more active resistance during WW2, with family history in the resistance -
None of the resistance groups in europe were made out of women. Most of them had female (and child) fighters - percentages were different by country, but they were predominantly composed by men. Militaries in most of the occupied countries fell apart as they were conquered and men who did not get killed in the initial fighting, went to form the resistance movements. A little bit different in the countries that collaborated, but the principle was the same.
Mind that this is only my opinion, so I don't expect everyone to agree with me. I didn't finish the game, but I am at about 2/3s and not rushing through, doing the side stuff, uncovering the map etc.
There are many things to like in FC6, but there are also so many reductions and step backs that I really wonder how the game was getting so much praise. It intrigued me to fire up New Dawn, as one of the less liked instalments and play it side to side just for comparison. There is so much more to that game, even though it's almost universally regarded as not that good. I guess people were tired of the FC5 by the time New Dawn came up, but I'm playing that game thinking how much more of everything there is in there.
Yara is relatively flat. There is no verticality to it. Wherever you turn, you find hills at best. I know it's due to geographic location, but Cuba which obviously inspired the game, is not THAT flat. I've been there in real life, and I can obviously recognise many locations. They did manage to catch the spirit and feel of many of the places I visited, but everything seems so small and restricted in scale. Cities and towns are tiny.
Enemies are all the same. You are non stop killing two different male and two different female soldiers. The rebels you meet on the path that give you quests are same two models in each region.
Weapons are limited by the leveling system. The moment you pick up a weapon with max slots, which is very early in the game, you have no incentive to use the older ones. Even the uniques become a bit useless. I stopped caring entirely about any new weapon I pick up. They could have included some kind of upgrade system - since they already designed it in RPG fassion, so that you can keep playing with the ones you like the most. Either go full in and design the upgrade system, or ditch the RPG and allow people to use whichever weapon they feel like.
Backpack is a gimmick that is fun at first, but entirely forgettable. Armor and clothes are not you upgrading your character, its you picking things up that remove most of the gimping. You don't feel like getting an upgrade, you feel like reducing a penalty. And even that most of the times you don't notice that much.
World is static. You don't take over anything. The story progresses, but the same non-capturable objectives keep being in enemy hands all over the map. You never get a feeling you are progressing in your rebellion and you are taking over teritory, even though the story is trying to tell you so. You finish the storyline, take over a region, but it functions exactly the same as when you first entered it. The world just reverts to it's default state the moment you turn around. What is the point of taking over enemy check points, if it doesn't result in a lessened enemy presence in the area, or more rebels popping up. Probably the only imactful thing is destroying enemy anti air so you can fly.
Weapons not dropping to the ground reduced the dynamics of the combat so much. Before I was many time forced to pick up random weapons from the floor because I ran out of ammo, or it was maybe a good opportunity to use a weapon that I don't have on me. That is gone.
None of the characters in FC games are a peak of storytelling, but I'm not sure they can not go much more shallow than this. The main villain and his son are interesting (especially the kid), but they get so little exposure. The rest of the cast is forgettable. Your allies are caricatures with no depth or character arc. They stay mostly the same. I just can't get over the fact that an insurrection against an oppressive regime is lead by edgy, angry, frustrated teenagers. If they wanted to insert real world problems into the game, they could have done so much more. Kids who had to start working early in the modern serfdom. Child soldiers. Dissilusioned intelectuals. Opressed priests and religious communities. Dissilusioned military or police. Intelligence service surveillance. Where are the workers, the farmers, medical personel etc. The rebelling military ... there is so much more they could do.
Let's not talk about atrocious respawn out of thin air. Yeah it was more or less there before, but you do expect things to improve not get even more broken. The world is not filled with independent NPC agents that do their stuff, it is literally popping out of thin air. If you drive fast with a boat, you can notice other boats popping out of air into the water in front of you. It is the same with most of the other things. Vehicles, enemies, distructable objects, animals. The world doesn't even try to create an illusion of stuff moving through it's life on it's own when you're not looking at it. The civillian actors just stand there most of the times. You don't get a feeling of life in the world.
When people complain about Ubi copy pasting the same game over and over, I don't think they mean they would want Far Cry to become anything else but Far Cry. I'm not one of those people who want to see everything turned upside down, I would just like to see a bit of evolution all over the board from one game to the next one. The base premise of the game and the base mechanics are ok. It's just that you would expect from one entry into the series to another to have some visible improvements in the mechanics and density of the game. The way story is delivered, the way AI interacts with you progressed since Bioshock invented tape recordings everywhere. Ubi seems to be stuck in time considering those things.
The way people live and work. Just compare it to chages from one GTA installment to another, or RDR to RDR 2. Yes it's the same underlying mechanics, but so many things are handled differently that you can obviously notice that it was developed with some innovation in mind.
Amigos are same or worse than before. I don't feel any improvement has been made to the system. Like everything else, you can easily forget they even exist. I love that they included Boomer, but that is just them playing on the nostalgia strings. Not to say that Boomer is the only one who can actually travel with you, because they already had it done from the previous game, while all the other ones are running behind your car, in a game where you mostly drive long distances with vehicles. They made the little handicapped dog with wheels instead back paws and a crock in a jacket run behind your vehicle wherever you go. Thats just lazy.
It's an ok game in the end, I'm having some fun with it, but I feel I overpayed for what I got. There are better shooters out there, there are better immersive RPGs out there, heck, there are better Far Cry games out there. If I turn half of my brain off and just go shoot stuff and not try to be immersed, it can be fun for a short time. Most of the funny occasions come from janky AI occurences that you don't expect in a full price, big studio game. Ultimately it's a forgettable, average installment of a series that doesn't seem to make any visible progress. I don't think it's nowhere near worth a full price.
It happens all over the gameworld. Both in red areas that are not bases for takeover and outside in the regular world. It happens both in missions and in free roaming. The only place I did not notice the crazy spawn is in enemy bases that you can take over, so called "Military targets". This morning it happened to me in the oil refinery right across from the crocodile farm in the north of Madrugada, where both crocodiles kept spawning, and the soldiers on horses just kept coming down the road 3 by 3 as they were spawning somewhere out of sight. My wanted status was at zero.
Later I took a water scooter and landed on one of the little islands close by. I killed a shark and there was immediately a new one in it's place. I kept hearing the sound as something splashes into the water, just outside of my view to the left or right. Which means game was spawning stuff right next to me, just outside my vision.
When you ride a boat, enemy boats were spawning to my right, just outside of my vision in regular intervals.
I can see this not bothering some people who just want to run around and blow things up without context, but for everyone else this has to be jarring. How it passed any quality test, because it is not isolated to a single location and enemy type, is beyond me. You just need to sit down and play a game beyond the tutorial island to notice multiple instances of it. It breaks my immersion hard when things I kill don't stay dead at least for the duration of me being in the location. You could respawn things on player leaving the location, or populate the world on reload or any of those things, but enemies popping out of thin air all over the place kills any sense of achievement.
Any effort you guys have done with how the world looks like and functions is wasted if the spawn system is dumping things on top of our heads as we walk.
I sincerely hope this whole thing is a bug and that it can be fixed in a reasonable timeframe. To consider that it would not be a bug and is intended that way would be mind blowing. Just look through the amount of grief Cyberpunk got because of those kind of spawns.
It's not just the billboards. It's the enemies, vehicles etc.
Basically the spawn system is such that player leaves no mark on the world. It seems that outside of what is the storyline, the world reverts to it's default state the moment the player looks away.
Not just the enemies, also the objects.
I'm walking down a beach and I hear a bubbling sound of a water scooter spawning 10m in front of me. It kept happening on regular intervals as I was walking down the beach. I guess the idea is that you would have a vehicle available close by wherever you go, but it is so crudely done that it breaks any sense of immersion you have. There has to be a more elegant way to do it.
There is something wrong with the spawning of both enemies and objects in this game.
First, like many other people noticed and is already mentioned in other threads, enemies spawn right outside the players cone of vision on a very short timer even though I'm playing stealthy and the wanted meter is zero. It is impossible to "clear" a location because enemies will spawn right behind your back. There is this infamous mission on the airfield with infinitely spawning snipers, but that is not the only case, majority of the world is like that. So far the place that it did not happen were the bases that you have to "liberate" but everywhere outside of that it's going on.
I walked down a road for example, killing a patrol of two, came to a house, went in and out which took me a few seconds, went back the same way and the guards patroling were back on the road. This has to be a bug, I can't believe someone would design it like that by choice.
I have also noticed that vehicles do the same. I'm walking down the beach and the water scooters are spawning into the water (making the bubbling sound) 10 meters infront of me, on regular intervals (every 20ish meters as soon as I cleared the previous one) throughout the beach. That can't be normal, that is something that should be happening "behind the scenes". I went through a tunel on the starting island and enemies in jeeps just kept coming faster than I can shoot them, until I ran out of ammo. At that point there was a traffic jam of about 30+ identical jeeps right outide the tunnel and they kept coming.
In the lighthouse on a certain island, I released the three prisoners. By the time I ran out of the basement after them, they were just standing outside of the entrance of the dreadful place where they have been tortured and the guards have respawned. So they have been all just standing there staring into the sea, before I came out of the building and shot the guards in the back of the head. I'm sad I didn't take a screenshot of that comedy.
I have no issues with infinite respawn in an open world game, but this is like Cyberpunk police all over again. Respawns should happen either on reload, on player leaving the location far enough or as reinforcements coming to the place after some kind of alarm has been triggered. It invalidates the stealthy playstyle because there is no point in taking care of patrols, alarms and cameras if everything will going to combe back the second you look away and then notice you from behind where you are sure you dealth with all the threaths. It also destroys any feeling of immersion and illusion of a cohesive world with more or less reality based rules. As it is, you are almost required to just sprint forward and shoot, to kill the enemies faster than they can spawn so that you can actually make some progress. Either way, wether it's a bug or a design, it is ruining my playthrouh of an othervise good game.