

@akira1364 its not, you craft ammunition TYPES not the bullets themselves. Sorry if my wording was misleading.
@milit4nt I didn't give you a "story reason for bad design" I gave you narrative justification as to why subsequent games require unlocking a skill the previous game also had. Far Cry games remain the same genre and so obviously are going to end up having the same skills from title to title. And no, the protagonist being a fan of fashion is not at all the same as that. From my perspective, skills being tied to gear is lame because it creates inconsistencies in gameplay, adds a level of tedium to our playtime and lacks the logic a skill tree intuitively has. Skills on gear is legitimately worse design than a skill tree due to these issues. You're free to feel differently but suggesting skill trees are "outdated game design" in defense of skills being tied to what watch a character is wearing is patently absurd.
@sleezure The M14 you get at the very beginning, coupled with AP bullets, which you also unlock at the beginning, destroys the heaviest of enemy infantry within a couple of body shots. There’s your viability.
@AlexanderBayek only if enemies aren't spec ops 2-3 level higher than player. Then, this rifle will barely make a dent on them, even with AP ammo.
As long as the HUD can be turned off completely that will give a decent challenge in this game. Its the HUD hand-holding in these Ubi games and the superpowers they give that turns it into an arcade experience.
Every Far Cry game before Far Cry 3 didn't have a skill tree. Honestly, I think enough people felt fatigue with skill trees. So many games have them now and sometimes people just want to go straight to the action. I remember some gamers were upset that Mirror's Edge Catalyst has a skill tree because the original didn't. Because most players are familiar with how Far Cry 3 works and the series continued the tradition, it doesn't feel right to them that it's suddenly gone for Far Cry 6. I did notice that some skills in Far Cry 3 were already unlocked in Far Cry 4, and more skills were automatically unlocked from the beginning in Far Cry 5. While they did expand on the skill tree in Far Cry 5, there is a subtle continual trend that the skill tree wouldn't be necessary anymore. I'm actually not surprised it's completely gone in Far Cry 6. When Far Cry 5 and New Dawn allowed us to customize our outfits (Particularly to show off in Arcade multiplayer and co-op), I figured that it would eventually lead outfits going beyond the purpose of cosmetics and they serve a purpose for gameplay.
@sleezure
I'm getting more and more convinced that at some point of it's development Far Cry 6 was some kind of Destiny style game. We get third person in bases because they were supposed to be player hubs full of other players running around (and showcasing their premium skins), we have gear sets with random perks because doing "builds" was going to be much more emphasized, we have the star rating of weapons which is most likely the screeching echo of a gear score system.
Most of the missions are given you via a splash screen instead of a actual cutscene. Because why bother making a bespoke cutscenes outside few key missions when people grinding out missions over and over again will skip them after first time anyway? We have areas on the map that can't be cleared of enemies that also respawn them constantly out of thin air, just like in Destiny.
We have the ammo system and for the first two hours of the game you could argue that there is bullet sponginess to enemies, until you unlock AP rounds and a better gun. I bet that at some point ammo choice and increased enemy damage threshold was a much more integral part of gameplay.
But then, Breakpoint came out. It's reception made Ubisoft delay all of their flagship titles to make unspecified changes, Far Cry 6 among them. This is when they tried to undo much of these systems but development was so far that they couldn't get rid of all of it.
@sleezure
I'm getting more and more convinced that at some point of it's development Far Cry 6 was some kind of Destiny style game. We get third person in bases because they were supposed to be player hubs full of other players running around (and showcasing their premium skins), we have gear sets with random perks because doing "builds" was going to be much more emphasized, we have the star rating of weapons which is most likely the screeching echo of a gear score system.
Most of the missions are given you via a splash screen instead of a actual cutscene. Because why bother making a bespoke cutscenes outside few key missions when people grinding out missions over and over again will skip them after first time anyway? We have areas on the map that can't be cleared of enemies that also respawn them constantly out of thin air, just like in Destiny.
We have the ammo system and for the first two hours of the game you could argue that there is bullet sponginess to enemies, until you unlock AP rounds and a better gun. I bet that at some point ammo choice and increased enemy damage threshold was a much more integral part of gameplay.
But then, Breakpoint came out. It's reception made Ubisoft delay all of their flagship titles to make unspecified changes, Far Cry 6 among them. This is when they tried to undo much of these systems but development was so far that they couldn't get rid of all of it.
That's really interesting, and you might be on to something. Many of menus are somewhat Destiny-ish, as is the mini-map.
So, after playing for quite a while, I realized that people, including myself at first have quite a bit of misconceptions regarding this game. Here I will address a few since this game has been a masterpiece so far for me.
Personally im really loving the new systems, like the gear, los banditos, supremo, all the different grenade types etc...not the biggest fan of the ammo types but its a non issue since you can get Armor piercing rounds on everything, and level gating helps to add a good levelling and progression system. Its a breath of fresh air for the series. I get that some may want a "classic" mode, and I think ubisoft should implement that, but there's too much misinformation going around so I felt i should make this post.
Ive seen a few people say they like the los bandidos garbage, you realise its litterally just a stop watch u interact with, its like some [censored] mobile app, doesnt belong in the game AT ALL. No depth to it what so ever. What i want to know is are the weapons unlocked by playing it unique to that crap or can i find the same rewards without playing it, in other words pretend it doesnt exist.
@hortys_99 rewording my statement with fancy words doesn't change anything, just accept that the game doesn't fit your personal tastes jeez.
@milit4nt I'll just throw in my 2 pence worth here. I agree having to mix and match gear for protection is a great way of doing that. You have to tailor it to your game play style.
I do agree with @hortys_99 that having differenttakedowns dependent on gloves and watches etc is bad design. I don't forget how to do my job if I'm wearing my watch.
@milit4nt It wasn't simply 'rewording' your statement with 'fancy words', I tried (in vein it seems) to explain an opposing point of view another way in the hope that one might understand someone else's perspective. I freely admit that there are multiple elements about this game that do not fit my personal tastes and that I feel are a deterioration of what had previously been. There are a number of changes and additions made that I do enjoy, but in the grand scheme, it is my opinion that this is a middling entry in the franchise with only minor improvements to the Far Cry "formula".
@wild-recon Since FC3 this series has always had significant RPG elements in it. If you wanna argue that FC should not be an RPG, I just have to say too bad, FC will always be this way.
PS I play a lot of mil-sim games like Squad, so please don’t think that I only like fantasy games.
@igrvks … You’re undoubtedly right. Apparently one of the senior execs at Ubisoft around the time of Breakpoint, TD2, the early stages of this game, and others, was a Destiny fanatic. No surprise how all Ubisoft games from that era are like Destiny. Apparently he’s gone now. Thankfully!
Yes its worth looking at what is really going on with the new systems. Yes there is difficulty. At first I thought Ubi had flunked out on providing a challenge until I got to the main island. Maybe a lot of the misconceptions come from the fact that Ubi have really done it well this time. It's like playing catch up. They have taken the best features of the previous games ( 3, 4 and 5) as well as many nods to the original first 2. But especially the environment is much more like FC 1 than even FC 3 was. The sense of scale is back. I can remember especially a scene in FC1 where you are left starting a level on your little boat looking out at this vast chain of islands. That really comes across again in FC 6.
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