Far Cry 5 First Impressions. (Spoiler: I finished the game already)

Started by Dweller_Benthos, March 28, 2018, 06:45:29 AM

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PZ

I've not done any of these challenges, but they sound better than the boss mission challenges in Origins - feels like just busy w0#k to keep the gamer entertained for a short while without any real substance.

LowPolyOWG

"AAA games is a job, except you're the one paying for it" -Jim Sterling

"Graphics don't matter, it's all about visibility"

Dweller_Benthos

The challenges aren't to exciting, and neither are the rewards really. They mostly are geared towards keeping the player base active after the game is over, I think. They really seem to be pushing arcade as an online extension. I've said before I think they desperately want to do the same thing Rockstar has with GTA online. But from what I've read, the multiplayer is pretty bad, and it's not like you can form a gang online and then use the main game world as a place to play like in GTA, but it's just the same set of boring multiplayer deathmatch arena maps over and over.

The coop play is what's different about Farcry, and what they should focus on. I've been playing the arcade in hero mode where you try out user made maps and rate them. Some real dreck there, that's for sure, with a few rare gems that are not too bad.
"You've read it, you can't un-read it."
D_B

LowPolyOWG

"AAA games is a job, except you're the one paying for it" -Jim Sterling

"Graphics don't matter, it's all about visibility"

Art Blade


Dweller_Benthos

The maps made by Ubisoft are at least decent looking, and usually fairly well thought out and balanced. User made maps are a random assortment, maybe 1% are good quality stuff, with well thought out theme, terrain & object placement, weapon loadout, etc. The rest are a declining slope from there. Sometimes you find a map that's decent enough, but maybe terrain and object placement are a little wonky, but it's still fun to play. Then there's the ones that are just random objects placed on a random or almost flat terrain, or uses one of the default terrain types, but still has some decent qualities or ideas. Then there's the other 96% which are complete dreck, no thought for terrain or object placement, or just toss some random things around and a bunch of weapons and a ton of enemies to shoot at. Some have glitches or bugs that either make it unplayable or in one case of a maze map that was slightly interesting, a glitch kept me from getting any forward progress where I had to go, but let me get outside the maze and run along the top to the exit so I skipped 30% of it.

The thing is, there's no scale to rate the maps on, it's just like or dislike and no provision to give any comment or constructive criticism, so a map can be downvoted and the author have no idea why.

There's also no easy way to pick and choose what map to play. You just get a random one picked for you. Which also means if you do find a good one, there's no way to recommend it to anyone else, except for one clunky method. You can go to the web browser in game (it might be available outside the game, I haven't checked) and browse user made maps, then pick one as a favorite, then RESTART THE GAME because it doesn't refresh your favorites list while it's running, then go back to arcade, pick your favorites list, then choose the map there. Not the best system.

I've hit one or two out of the dozen or so that were somewhat fun to play.
"You've read it, you can't un-read it."
D_B

PZ

I tried a few UBI*bleep* maps, and there was even one called Sepoko, like one of the areas in FC2 (but in name only).

I would probably play more if I could use my own weapon load out, perks earned, vehicles, etc just like in the base game, but the way it is, to me it is no better than what we had in FC2.

I too think a focus on co-op in the base game would be the best way to keep people interested like in GTA. As it is, once you and your friends have completed the map, there is nothing more to do that keeps people engaged.

Dweller_Benthos

I played that map as well, it was interesting. I can see why loadouts are limited though, to keep the player from bringing too-powerful weapons to make the map too easy to finish. I always look at the loadouts in the map screen before I play it to see what they are giving you, to get an idea of what the map is about. But usually there is a choice of what loadout to pick that usually suits most play styles.

Most of your perks do carry over, though, I think.
"You've read it, you can't un-read it."
D_B

PZ

Quote from: Dweller_Benthos on May 15, 2018, 08:24:09 AM
Most of your perks do carry over, though, I think.

Now, that would be a step in the right direction. However as to weapons, I'm still all about choice - I don't mind at all if someone wants to be seriously challenged and go in with a minimum load out, but me, I don't mind going in with overwhelming firepower  :evil2:

Art Blade


Dweller_Benthos

The thing is, a lot of the user made maps are like that. They give you a load out to choose from, but then 10 steps from spawn is a pile of weapons to pick up whatever you want. Why bother putting in a load out selection then? A couple had ammo scattered all over the place, on a map with the infinite ammo modifier set to on, so why bother placing ammo? Those are bothersome points, but not enough for me to downvote a map. Some are meant to be melee / stealth missions, and can usually be played that way, until you kill a person who's carrying a gun and then you can pick that up, so it's no longer melee stealth, is it?

I'm pretty sure most of the perks list "Also works in arcade" so I presume once you've acquired it in SP mode, it will carry over into any arcade maps.

I did the weekly challenge last night, which was to snipe 6 enemies from at least 160 meters away. That's a bit of a distance, but not the longest shot I've made in the game, which was well over 200m if I recall. The issue was I had Grace with me and she kept stealing my kills, which was funny, so I didn't mind too much. I would notice an enemy a distance away then spot him with the binoculars to see how far it was, then start backing off to get the correct distance, then, boom, Grace takes them out. Ah well. Finally settled at a gas station that had an outpost up the road just far enough away to count for the challenge, so I'd get on the roof and pop the guy who is scouting from there, climb down the ladder inside the station, then walk around a bit, then back up on the roof and most times one or two guys would have respawned up the road and I'd take them out. Since sniping is something I do for fun in the game it was an enjoyable time. And I got a new airplane out of it. Not that I'll ever use it, but hey.
"You've read it, you can't un-read it."
D_B

PZ

Quote from: Dweller_Benthos on May 16, 2018, 07:51:17 AM
... The issue was I had Grace with me and she kept stealing my kills, which was funny, so I didn't mind too much...

:D :thumbsup:

Art Blade


Dweller_Benthos

It's going to take a while to get the 350,000 sniper kills for the community part of the challenge, it's not an easy thing to get a shot from 160m out. I got a few more last night without even trying too hard though, so it might not be too bad.
"You've read it, you can't un-read it."
D_B

Art Blade

Quote from: Dweller_Benthos on May 17, 2018, 07:53:49 AMIt's going to take a while to get the 350,000 sniper kills

seriously, 350,000 kills? It would mean that, if on average you got one kill per minute, it would take five years, assuming 8 hours shooting straight every day, and no weekends to chill out.

Alright, maybe the emphasis is on "community" so a total of 350k racked up by an unknown number of players. Well, it would still mean that you'd need 35,000 players with 10 kills each.

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