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* Tethering - you are always limited regarding how far you can get from your co-op partner before the guest gets teleported to the host. This is pretty annoying if one player tries to support the other from the air using a Buzzer since it is very easy to get too far away (which isn't very far...) from eachother.
* Northern Kyrat - You mention the Act 1 issue and this is equally true for accessing Northern Kyrat (half of the map area) since that requires single player missions to unlock. This means some fortresses and other co-op activities can't be reached until you spend quite some time in single player.
I am one of those players who loves co-op and it IS fun in FC4. Problem is that it feels like it was thrown in at the end of the design process. To be honest I can't understand why they didn't make a full co-op story available.
My wife and I just finished all of the main area and want to enter Northern Kyrat, but of course can't unless we want to go back to single player :(
I'm curious if you could play a session, quit both games, and then copy the host save files over to the other computer which will leave you with the same completion status. In theory, you could also play solo to unlock co-op and then copy that save over to another computer.
Of course I can't say for sure what their plans are, however given the already existing Open World co-op design I doubt they'll provide content similar to FC3. On the other hand it wouldn't be difficult for them to have DLC that adds new and more complex missions meant specifically for co-op.
I never tried so I really can't say.
At this point we've completed all the missions in co-op for both my game and my wife's. I have to admit that the back and forth between games really detracted from the experience and there was a certain amount of forced effort for us to accept this just to get our money's worth out of the game.
The other problem we encountered was the ease of completing most of the content. This is even more true once you unlock some of the more powerful weapons. The Buzzsaw for instance can pretty much demolist an army of men, animals and vehicles with little effort. The only way to make it hard was to try to take all outposts and forts without alerting anyone.
Have you ever tried System Shock 2 as coop?
Also the Devs have painted themselves into a corner by designing the story lines from a single player aspect even though they can make up a story about the 2nd person would be a "hired hand" and make it so they play the campaign as a true team. (Or you marry Amita...)
I would love to play the CAMPAIGN in full with a close friend but no, no imagination on the Dev's part.
Sad.
The invite works through Uplay but the host is running the server in their current game session on their local machine. So it's a LAN connection between machines or an direct internet connection if your friend isn't inside your firewall.
System Shock 2 co-op was Awesome! The game wasn't meant to be co-op when it was released but had the networking built into it. The company did a bad job promoting the game and had no copy protection and consequently went bankrupt despite System Shock 2 being one of the best games of its time. Before closing up shop they released a patch which added the co-op. It was quirky but still worked for the most part and despite the story being single player centrix it didn't detract from it at all and added tons of replay value to the game.
Thanks.
I was just wondering if the bugs, such as the health bug for one, are possibly caused by a failure of the two PCs synching with each other, as opposed to a failure in the coding of the information being shared.
In other words, a hiccup in the connection triggered by either specific occurrences in the code, or caused by a bug in the communication between the machines.