

@madhawk80 I miss the perk tree as well, imbued the games with a superior sense of progression without having to sacrifice one skill to gain another. Also made more sense logically. In fc4, when we learned a new skill, we were then capable of doing it from that point on, in fc6, somehow Dani Rojas is only able to do a sidearm takedown when wearing a particular pair of gloves, but when they put on something else, they'll magically forget how to do that apparently? weird... (and by weird I mean stupid)
The misconception I've been seeing most frequently is people dismissing of one of the game's most glaring issues by suggesting that by using AP rounds and going for headshots the game doesn't have any bullet sponge problems...
Prior Far Cry games had skill trees and didn't have skills on gear, this game has skills on gear but does not have a skill tree, and yet somehow skills on gear is NOT a replacement of the skill tree... huh... well imo, skill tree > this game's gear system. Just because they liked doing it in AC doesn't mean they need to do it in FC. Listen up Ubisoft, It is ok to have different systems of progression in your different franchises Ubisoft! Sometimes people who play one game aren't looking for the same systems from another!! That's why everyone got sick of radio towers because you did it in all your games!
Some sort of outfit system would be a welcome addition here if they insist on pushing this gear system in every franchise.
@dv20katana Well, you didn't have to, because literally nothing happened if you didn't defend it. The other issue with how it worked in that game was that they only ever attacked outposts you were just leaving making you have to turn back around if you did want to fight them.
Haven't pre-ordered as I find such actions to be wholly unnecessary, however I do plan on picking it up. From what I've seen of the game it's clear there are a number of elements and changes I'm not particularly a fan of, but generally I think it looks like a good time. The few legitimate new weapons they've added seem to mostly be decent to good, I'm glad to see a machete again and previously omitted takedowns restored (though a little bummed they don't appear to have been expanded upon.) I have my reservations about the lack of a skill tree and how well perks on gear will work, and I straight up don't like the alternate ammo types situation atnd having to access workbenches to change them. I know that's going to be annoying already. We'll see though, I think at this point it'd be hard for them to make a FC game I like less than the last couple...
The 3rd person elements they added to this game don't improve the experience in the slightest imo. I have zero support for any and all suggestions of increasing the 3rd person elements and hope they back track on them a bit in the next game. Cutscenes are the one element where I am sort of indifferent, but even then, the fact that the cutscenes utilized default gear and weapons detracted from them (I never used the PPK, so why was Dani always pulling it out in cutscenes?) I boo all talk of wanting more 3rd person in the FC franchise, BOOOOO!
That said, RDR2 has both perspectives and it's a better game than FC6 could ever hope to be. I didn't read that post, I don't know the context of why a RDR2 screen is being used, but it's the better game here, by a lot.
@rickidoo2010 Wait you liked New Dawn but not blood dragon?
@milit4nt I've not dismissed or disregarded the 'central mechanic', I put AP rounds in all my guns because that's really all you have to do, which ultimately makes the entire alternate ammo type system utterly meaningless if just switching to a particular type is all you have to do. The gear system, I find, is far more limiting and less consistent than a skill tree. You're restricted to a measly 6 perks at any time and you have to take the time to stop and navigate the stupid menus with the dumb cursor to change out your gear if you want to be more efficient at something else. Not something I bother doing, but if I were so inclined (and I'm sure there are players that likely are) and I have a set of gear on that is focused on combat, I'd have to stop and change everything to make myself more effective at looting and navigation if I just wanted to go exploring. Some sort of outfit system would at least ease the tedium of that particular issue.
And of course you have to unlock skills you've had in previous games, you're playing as different characters in each game. There is no reason Ajay in FC4 should have already had all the skills Jason Brody had learned in FC3 or that the Deputy should've already had all the skills Ajay had gained. Completely different characters in each game makes that a moot point, the only way it'd make sense for a wholly new skill tree without any previously learned abilities would be if we played as the same character in 2 different games and started the 2nd game with all the abilities from the last one.
@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.
@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".
The 3rd person elements they added to this game don't improve the experience in the slightest imo. I have zero support for any and all suggestions of increasing the 3rd person elements and hope they back track on them a bit in the next game. Cutscenes are the one element where I am sort of indifferent, but even then, the fact that the cutscenes utilized default gear and weapons detracted from them (I never used the PPK, so why was Dani always pulling it out in cutscenes?) I boo all talk of wanting more 3rd person in the FC franchise, BOOOOO!
That said, RDR2 has both perspectives and it's a better game than FC6 could ever hope to be. I didn't read that post, I don't know the context of why a RDR2 screen is being used, but it's the better game here, by a lot.
@dv20katana Well, you didn't have to, because literally nothing happened if you didn't defend it. The other issue with how it worked in that game was that they only ever attacked outposts you were just leaving making you have to turn back around if you did want to fight them.
Red Dead Redemption 2 gives players like 20 save slots to choose from in addition to the auto-saves the game employs. Ubisoft decided they'd rather players sacrifice all progress from one playthrough if they want to play the game a 2nd time.
Lack of financing.
Don't compare!
Do you know how much money was invested in these Rockstar games?!!!
Have you heard about Rockstar exploitation?!!!
Slavery is always more effective
Lack of financing? Please, Rockstar simply subscribes to the idea of quality over quantity and Ubi prefers to do things the other way around. I don't think Rockstar's labor troubles are really any more significant than is standard practice across the industry, it's just made more of a focus when they do it because they produce higher profile titles.
I've been askin' em to do this since they took them away in Far Cry 4, a baffling decision then that makes even less sense now. I mean WTactualF?
Some sort of outfit system would be a welcome addition here if they insist on pushing this gear system in every franchise.
@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".
@madhawk80 I miss the perk tree as well, imbued the games with a superior sense of progression without having to sacrifice one skill to gain another. Also made more sense logically. In fc4, when we learned a new skill, we were then capable of doing it from that point on, in fc6, somehow Dani Rojas is only able to do a sidearm takedown when wearing a particular pair of gloves, but when they put on something else, they'll magically forget how to do that apparently? weird... (and by weird I mean stupid)
@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.
@milit4nt I've not dismissed or disregarded the 'central mechanic', I put AP rounds in all my guns because that's really all you have to do, which ultimately makes the entire alternate ammo type system utterly meaningless if just switching to a particular type is all you have to do. The gear system, I find, is far more limiting and less consistent than a skill tree. You're restricted to a measly 6 perks at any time and you have to take the time to stop and navigate the stupid menus with the dumb cursor to change out your gear if you want to be more efficient at something else. Not something I bother doing, but if I were so inclined (and I'm sure there are players that likely are) and I have a set of gear on that is focused on combat, I'd have to stop and change everything to make myself more effective at looting and navigation if I just wanted to go exploring. Some sort of outfit system would at least ease the tedium of that particular issue.
And of course you have to unlock skills you've had in previous games, you're playing as different characters in each game. There is no reason Ajay in FC4 should have already had all the skills Jason Brody had learned in FC3 or that the Deputy should've already had all the skills Ajay had gained. Completely different characters in each game makes that a moot point, the only way it'd make sense for a wholly new skill tree without any previously learned abilities would be if we played as the same character in 2 different games and started the 2nd game with all the abilities from the last one.