Far Cry 5

Far Cry 5

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1c4ru5 Feb 22, 2019 @ 9:24pm
Bladed Melee weapons
All the melee weapons in this game are for inflicting blunt force trauma like baseball bats and shovels.

Why no knives, daggers or machetes? :steamfacepalm:
Last edited by 1c4ru5; Feb 22, 2019 @ 9:25pm
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Showing 1-15 of 22 comments
Saint.Million Feb 22, 2019 @ 9:43pm 
Because smacking people in the face with a shovel is funnier.
1c4ru5 Feb 22, 2019 @ 10:30pm 
Ok but I want to cut them up too. The animations are getting boring after a while. I wanna see some blood!! :lunar2019madpig:
Saint.Million Feb 22, 2019 @ 10:39pm 
Originally posted by 1c4ru5:
The animations are getting boring after a while.

How is it any different to seeing the same 1-2 knife animations over and over?

At least every blunt weapon had its own animations. Even in New Dawn there are only like 2 takedown animations. FC5 had many more...
Poppi !! Feb 22, 2019 @ 11:17pm 
I have to admit, I do miss the dagger punching out through the chest stealth kills and slitting throats from behind in the earlier Far Cry's. Oh, nostalgia...
HipsterHenio Feb 23, 2019 @ 5:27am 
Originally posted by Crumpocalypse:
Originally posted by 1c4ru5:
The animations are getting boring after a while.

How is it any different to seeing the same 1-2 knife animations over and over?

At least every blunt weapon had its own animations. Even in New Dawn there are only like 2 takedown animations. FC5 had many more...
All blunt weapons have the same takedown animations, only for throwing the shovel has a different animation
1c4ru5 Feb 23, 2019 @ 6:29am 
Originally posted by Henio:
Originally posted by Crumpocalypse:

How is it any different to seeing the same 1-2 knife animations over and over?

At least every blunt weapon had its own animations. Even in New Dawn there are only like 2 takedown animations. FC5 had many more...
All blunt weapons have the same takedown animations, only for throwing the shovel has a different animation
yeah that's what I was talking about. :lunar2019smilingpig:
HipsterHenio Feb 23, 2019 @ 7:35am 
Still it would be cool if we could choose what type of takedowns we would like in far cry 6. Like choose between fists, blunt, knives or even machetes.
GM Pax Feb 23, 2019 @ 8:14am 
Originally posted by 1c4ru5:
All the melee weapons in this game are for inflicting blunt force trauma like baseball bats and shovels.

Why no knives, daggers or machetes? :steamfacepalm:
Economy.

Different weapon types require different animations.

Machetes, axes, etc are chopping weapons. While the arm movements are similar to a clubbing weapon (like the bats, shovels, pipes, and branches actually in the game), the movement and effect on the target of those attacks is very different.

Daggers, straight-blade knives, icepicks, and so on are stabbing weapons. Completely different motions for both the actor and the target.

And then there would be slashing weapons - curved-blade knives and swords - which require yet another entirely different set of animations.

...

Each of these, to get them right, needs another bundle of man-hours from the animation programmer(s). Which means, they cost their own separate slices of the budget.

Going with only one, meant saving money to spend elsewhere.
Last edited by GM Pax; Feb 23, 2019 @ 8:14am
HipsterHenio Feb 23, 2019 @ 8:21am 
Originally posted by GM Pax:
Originally posted by 1c4ru5:
All the melee weapons in this game are for inflicting blunt force trauma like baseball bats and shovels.

Why no knives, daggers or machetes? :steamfacepalm:
Economy.

Different weapon types require different animations.

Machetes, axes, etc are chopping weapons. While the arm movements are similar to a clubbing weapon (like the bats, shovels, pipes, and branches actually in the game), the movement and effect on the target of those attacks is very different.

Daggers, straight-blade knives, icepicks, and so on are stabbing weapons. Completely different motions for both the actor and the target.

And then there would be slashing weapons - curved-blade knives and swords - which require yet another entirely different set of animations.

...

Each of these, to get them right, needs another bundle of man-hours from the animation programmer(s). Which means, they cost their own separate slices of the budget.

Going with only one, meant saving money to spend elsewhere.
Ubisoft is lazy, could've just said this not some technical stuff
GM Pax Feb 23, 2019 @ 8:35am 
Originally posted by Henio:
Ubisoft is lazy, could've just said this not some technical stuff
It's not laziness. It's MONEY.

If, for example, it takes a total of 400 hours of work, at an average of $50/hour, to fully (and glitch-free) animate ONE weapon type being used for ONE variation of a takedown or attack, that's $30,000 spent.

Two or three straight-up-fight variations, maybe two takedown variations, and you're at $150,000.

Now, another ~400 hours of work tweaking and polishing for different specific weapons in that category (like, how is the shovel held - which way does the "blade" face while whacking someone), as well as the actual artwork FOR those weapons. You're at $180,000 to get those "Blunt Weapon" attacks and takedowns set up right.

Want to add knives and daggers? DO IT ALL OVER AGAIN, another $180,000 for all the stabbing weapons.

Want to add machetes, axes, etc? DO IT ALL OVER AGAIN, another $180,000 for all the chopping weapons.

Want to add katanas, scimitars, cavalry sabers, etc? DO IT ALL OVER AGAIN, another $180,000 for all the slashing/slicing weapons.

Want to add flails, nunchuks, chains, etc? DO IT ALL OVER AGAIN, another $180,000 for all the flexible/jointed weapons.

...

Each category of weapons you add, is more money that has to be spent.

The game has a fixed budget, based on (a) expected sales, and (b) desired MSRP. If you go over budget, either you have to justify it with increased sales, or, you have to make up for it by raising the price of the game.
HipsterHenio Feb 23, 2019 @ 8:37am 
Originally posted by GM Pax:
Originally posted by Henio:
Ubisoft is lazy, could've just said this not some technical stuff
It's not laziness. It's MONEY.

If, for example, it takes a total of 400 hours of work, at an average of $50/hour, to fully (and glitch-free) animate ONE weapon type being used for ONE variation of a takedown or attack, that's $30,000 spent.

Two or three straight-up-fight variations, maybe two takedown variations, and you're at $150,000.

Now, another ~400 hours of work tweaking and polishing for different specific weapons in that category (like, how is the shovel held - which way does the "blade" face while whacking someone), as well as the actual artwork FOR those weapons. You're at $180,000 to get those "Blunt Weapon" attacks and takedowns set up right.

Want to add knives and daggers? DO IT ALL OVER AGAIN, another $180,000 for all the stabbing weapons.

Want to add machetes, axes, etc? DO IT ALL OVER AGAIN, another $180,000 for all the chopping weapons.

Want to add katanas, scimitars, cavalry sabers, etc? DO IT ALL OVER AGAIN, another $180,000 for all the slashing/slicing weapons.

Want to add flails, nunchuks, chains, etc? DO IT ALL OVER AGAIN, another $180,000 for all the flexible/jointed weapons.

...

Each category of weapons you add, is more money that has to be spent.

The game has a fixed budget, based on (a) expected sales, and (b) desired MSRP. If you go over budget, either you have to justify it with increased sales, or, you have to make up for it by raising the price of the game.
Do you think we as consumers care about money? We just want good games we don't care about how much money goes into making games.
GM Pax Feb 23, 2019 @ 8:47am 
Originally posted by Henio:
Do you think we as consumers care about money? We just want good games we don't care about how much money goes into making games.

You care about the final PRICE of the game, do you not?

For a given number of copies sold, the more money it takes the MAKE the game, the more they will charge you to BUY that game.

A 10% increase in production costs, means a 10% increase in MSRP. So that $60 game, becomes a $66 game.

...

Game development is a zero-sum game. If you add to, or subtract from, ONE side of the equation .... you have to do the same thing to the other.

Increase the production cost = increase the sales price

Decrease the sales price = decrease the production budget
HipsterHenio Feb 23, 2019 @ 8:50am 
Originally posted by GM Pax:
Originally posted by Henio:
Do you think we as consumers care about money? We just want good games we don't care about how much money goes into making games.

You care about the final PRICE of the game, do you not?

For a given number of copies sold, the more money it takes the MAKE the game, the more they will charge you to BUY that game.

A 10% increase in production costs, means a 10% increase in MSRP. So that $60 game, becomes a $66 game.

...

Game development is a zero-sum game. If you add to, or subtract from, ONE side of the equation .... you have to do the same thing to the other.

Increase the production cost = increase the sales price

Decrease the sales price = decrease the production budget
You must be fun at parties lmao
GM Pax Feb 23, 2019 @ 8:52am 
Originally posted by Henio:
You must be fun at parties lmao

.... well, for starters, I don't call the hosts "lazy" or "cheap" just because they didn't throw the party in a fifty-thousand-square-foot convention center, with full catering ...
HipsterHenio Feb 23, 2019 @ 8:55am 
Originally posted by GM Pax:
Originally posted by Henio:
You must be fun at parties lmao

.... well, for starters, I don't call the hosts "lazy" or "cheap" just because they didn't throw the party in a fifty-thousand-square-foot convention center, with full catering ...
Real fun at parties xd. Also chill bro no need to act like you have a stick up your back door.
Edit: I didn't say cheap tho
Last edited by HipsterHenio; Feb 23, 2019 @ 8:56am
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Date Posted: Feb 22, 2019 @ 9:24pm
Posts: 22