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The series never aimed for absolute realism regarding ballistics, so if @OP wants penetrable surfaces, you might want to look into other games.
Anyway, you actually still can shoot through surfaces but only if you use armor-piercing rounds. Whether you like that system or not is something else, but it is there.
You keep all your collectables (money, throwables, etc.). It's only the story progress that's saved only for the host's campaign. That makes perfect sense though. What if I'm starting up a new campaign and you're almost done with yours--you host a co-op session and we defeat the game on your file; is the game also defeated when I go back to my campaign? Do I just miss the entire bulk of the game?
Also, you're presenting this as if the franchise has handled this differently or better in the past and has now gone downhill from that point in this regard. Did I miss something or is that just not true?
Wait, what are you talking about? Do you mean stuff like how there's an SBS shotgun, but there's also a Whitetail Militia version? Yeah, I wish they just made a "Whitetail Militia" skin option on the original SBS shotgun instead of making it a whole new weapon, but it's not a problem. I guess on the plus side you can carry two SBS shotguns at once now if you want.
If that's not what you're talking about, then I have no idea what you mean.
http://www.imfdb.org/wiki/File:FC3-Baikal-1.jpg
http://www.imfdb.org/wiki/File:FC4-MP133-1.jpg
http://www.imfdb.org/wiki/File:FC5-MP133-1.jpg
Same f Shotgun from Fc 3-4 and in 5
Thus it is okey to call most of the guns reskins... we want somthing new not the same bs that has been since fc3.
In this game we went back to NPCs just talking at us like it was 15 years ago in gaming.. We didn't even get a name, we are just a body with a gun. It really killed my immersion. Make our player character a real person with dialogue.
The actual plot itself was weak to me. In the past games, the main villain's POV was given and you could at least understand why they were that way. Hell, I JOINED Pagan at the end of 4, I saw that the rebels were going to cause just as much strife and chaos, Pagan was a central authority figure Kyrat needed.
In this game we have the cult trying to say they are just minding their own business, and we are hunting them down for no real reason. Repeatedly cultist say that we are the aggressor and we could just walk away and no further bloodshed will occur to the region, yet we see them commit atrocities ISIL would be proud of. Crucifixes, torture, burning families, just general mass genocide. I just didn't feel like the cult was well developed plot wise.
It is still one of my favorite games, I've put several hundred hours into it, the gameplay is a blast. The story was the weakest part for me and a major letdown.
If it's a good a gun, it's a good gun. Keep it coming. No need fixing what isn't broken. In fact, I wish they brought back certain weapons like the flare gun and crossbow.
As for weapons: There aren't enough. Compared to Far Cry 4 and Far Cry 3, there are significantly less. I'm in favor of cutting out the fat, but a number of weapons in game are exactly the same thing as another. Only difference, is that the variant you get at 8 levels of Resistance has one less point of handling/accuracy than the one you get at 4 levels of Resistance. Even worse when some weapons are inferior to others, even though they cost 7,200 to use.
Even more annoying that weapons that are typically referred to as "SMG" are actually under the "Pistol" category, making the gulf between weapons look significantly more massive.
The only thing that would make sense (and honestly, Ubisoft should've already done this) would be if you complete a mission that unlocks something, you unlock it even if you were the guest. If you defeat Jacob as a guest on someone else's file, you still unlock Jacob's Rifle. Now, once you go back to your game and play single player, Jacob himself won't be defeated just because you defeated him on someone else's file, but you'd still have the rifle unlocked. Same thing with the Widowmaker, John's plane, or if you unlock a vehichle from an outpost or a prepper stash, etc. Those things would be unlocked for you, even if the missions aren't completed on your own file. You probably wouldn't get things based on resistance meter though, since that's tied directly to the story progress.
If you're on someone else's account and you complete a prepper stash that unlocks perk points, money, and a vehichle, you get to keep the points and the money... but not the vehichle. That's never made sense to me.
Well, the simple fix would be to make it so that Player 2 has access to those weapons in Player 1's world, and can purchase them while in Player 1's world. If Player 2 goes back to Player 2's world, then they still have whatever weapons they purchase in Player 1's world, but can't modify them or change them in any way until they hit the appropiate Resistance Level.
I'm not saying that I want total carry-over of all things, like boss kills, but I'd at least like to access the same weapons that Player 1 can while in Player 1's world so I can remain a viable help. Having access to little more than Presitge weapons (which are, for the most part, rubbish) and the basic equipment means that my capability in combat goes down significantly, unless I play the game more outside of what I've already played.
It'd be like if Borderlands said "Well, you can play in someone else's world, but you can only pick up White-rarity weapons and purchase White-rarity weapons. Have fun!"
There are ways to fix it. It's just that Ubi is too lazy to figure out the ways to fix it. Bear in mind that this is the same company that didn't let players play through Far Cry 4 in co-op and only allowed co-op missions in Far Cry 3.
Your resistance meter idea might work though, at least for weapons. That said, even if we solve the unlockables part, there's still the synced up story progression aspect (which I think was the original discussion). I can't think of any viable way to make story progression sync up with a co-op partner's without it butchering up Player 2's file. And if even I can't think of a solution, I can't in fairness agree that the reason Ubisoft can't think of one is necessarily due to laziness. Maybe there just isn't one.
Ubisoft may have messed up with the co-op in Far Cry 4 and 3 in terms of being able to go through the campaign, but they've fixed that now with Far Cry 5. This is a completely different issue that can reasonably deduced as having nothing to do with work ethic; there's a lot of variables at play here. Other problems in the game might be due to laziness, perhaps, but I'm not sure this is one of them.