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It's certainly not a feature and the more you play, the more you notice how buggy and glitchy the game actually is. Limiting the sniping distance in a game about sniping is just one of those things, but that's CI Games for you. Back in the day they've produced all sorts of crappy games and SGW was actually their first halfway proper game, but it seems their attitude towards the quality of their games didn't really adjust to that.
Most noticeably in the Sabotage DLC: https://steamcommunity.com/sharedfiles/filedetails/?id=1723302812
Anyway, you might want to check out the unofficial patch ( https://steamcommunity.com/app/368070/discussions/0/1473096694442202737/ ) which - among other things - increases the drawing distance from 250 to 500 or 600 meters (not sure anymore), which makes the game at least halfway playable.
Thank you!
This has to be one of the weirdest concepts I have ever seen in a game, keeping in mind that I am FAR from a "gamer."
Having the ability, without warning, to do things within the game, that when done "out of sequence," nerfs your game play. I ran into the "elevator at the rocket base "doesn't work"" scenario the same night. Reading the official response of "The elevator works just fine. You didn't do the mission sequence in the correct order" left me scratching my head wondering why we're even allowed to enter the elevator in the first place then. Do the employees in that building have to hack the rockets too in order to get to their desks in the morning?
Anyway, if you're looking for a better sniper game, you should definitely check out Sniper Elite.
The only one of the series I didn't fall in love with was the first. Four has been an awesome play.
The DLC was likely a much lower development priority. Singleplayer DLC usually is, TBH. So you tend to get more bugs.
SGW3 had a troubled dev cycle. It has problems. I'm the first to admit that. But it's important to understand why those problems exist. The NPC draw distance problems are largely desperate, last-ditch efforts to fix performance, particularly on consoles. It's not like they wanted to have such short draw distances. But the project went off the rails. I've talked to people who worked on the game, and it was a mess. It was overambitious, poorly managed, and it had a major story rewrite fairly late in production that I think was for the worse. The game's many bugs are the product of poor priorities and developers being allocated to go work on the ill-fated MP to meet obligations. The MP, IMO, was largely a waste of resources. If they'd put that work into fixing the main game as much as possible -- pulling a No Man's Sky-esque "let's revamp this puppy as much as possible to make it a better game", they might have seen a genuine turnaround of the game's general reputation. But they were obligated to release the MP because it was sold on the promise of MP coming later so I really don't blame them.
In an ideal world SGW3 would get another patch that implements the various fixes I've made in SGW3 Improvement Project/Unofficial Patch. A lot of the fixes are minor stuff, but some are really important and they make the game feel better to play.
Most other devs tend to fix those bugs after the DLC is released, though. And judging by the amount of bugs and glitches, it feels like neither the DLC nor the base game itself had a significantly high priority. I'm not salty or mad or anything... it's just annoying because the game could've been a way more enjoyable experience than it ended up being, which is extra annoying because there aren't really that much good alternatives when it comes to sniper games.
I'm not saying they wanted to, but they certainly could've handled the problem a lot better - at least on PC. Adding a slider to adjust the draw distance would've been the easiest way IMO, where you can adjust it and set it to some value that gives you a decent draw distance without having too much impact on the performance. At least that's how I think it could work...heh.
Yeah, I read about that and it certainly sucks, but still... as both the developer AND publisher of the game, I feel it should've been in their own interest to polish the game a bit more before the release. After all, they re-branded themselves to lay off that cheapo-turd-game-developer image from when they were still named City Interactive. I don't really see that happening anytime soon...
I can only speak for myself, but even if such patch would be released, I couldn't care less. I finished the game and the DLCs already and have absolutely no desire to replay the game ever again because, even without the bugs and glitches, it's still a rather mediocre game at best. I just hope that they don't repeat all those mistakes with SGW4/Contracts.
There's two reasons story DLC tends to be less polished. One is the smaller teams, tighter resources, etc. The other is that way fewer people play the story DLC. Including QA testers. The Sabotage got some fixes, but they were cases where heaps of people were reporting this particular issue and it was easy to reproduce.
To some degree developers are wary of having one version of the game being noticeably better than the other versions. Boosting the NPC spawn zone distance and then adding a checkbox in the options to revert it for low end PCs would make sense. But there are complications. Increasing the spawn distance means that the PC version behaves differently to the console versions. It can misbehave in different ways. One example that comes to mind is how NPCs can wander around instead of staying in a smaller area. The other problem is that the console market can get upset because they feel they're being sold an inferior experience. A game that's being held back. Also, SGW3 had, and still has, some performance issues on PC.
And this comes down to persistent management issues from the top-down at the company. It's all about priorities and brand value. For example, with SGW Contracts on the way, the logical thing to do would be to allocate a small team to fix SGW3 as much as possible because people are going to buy it when they hear about the new game. People who've never played the series before are gonna say, "Oh, that looks interesting. Oh, look, the previous game is on sale. I should check it out. Oh, the reviews seem very... mixed, but hey, let's see." A recent example of this is how Ubisoft released Far Cry New Dawn, and they went back and patched Far Cry 5 some more because people were going back to play Far Cry 5. That increases public perception of the brand, of the developer, of the game itself. Heck, THQ Nordic do something similar. They have a new Red Faction coming according to leaks. Prior to this, they patched the PC version of Red Faction 3. Then they released a remaster. What this does is increase people's perception of Red Faction 3. And when people have a better impression of Red Faction 3, they're more likely to buy the next game. SGW3 vanilla being so broken will have a negative impact on Contracts. I hope for the best with Contracts, I really do. But this perception of CI Games as a company that releases games that are buggy and janky and who move on instead of hanging around to fix them properly causes negative vibes around their games.
To use an example, one reason why STALKER and its original studio are remembered so fondly is because Call of Pripyat was polished. People's expections of STALKER 2 which is currently in development are based on how Call of Pripyat was so well put together that it doesn't really have a fan patch to speak of. Shadow of Chernobyl was buggy. Clear Sky was a technical disaster where the fan patch is essentially mandatory. Those games are amazing in their own right, but releasing one truly polished, cohesive game can do so much to improve perception of a series. Of a developer. Contracts needs to be a slick, polished, fun game. It needs to run well, it needs to look decent. It doesn't have to have Far Cry 5-tier graphics, but it needs to look decent. It needs to have solid writing. IMO it basically needs to be FPS Hitman. Have gadgets, hacking, lockpicking, all that good stuff.