Far Cry 3 adding optional outpost respawns, Master difficulty

"The definition of insanity," Ubisoft made a point of having Far Cry 3 antagonist Vaas say in most trailers, "is doing the exact same fucking thing over and over again, expecting shit to change." If you like to get a little crazy, though, Ubi is working on an option to reset all outposts, letting you retake them and retake them to your heart's content. A new, harder 'Master' difficulty level is coming too, along with new multiplayer and map-making features.

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"The definition of insanity," Ubisoft made a point of having Far Cry 3 antagonist Vaas declare in trailers, "is doing the exact same fucking thing over and over again, expecting sh-t to change." If you like to get a little crazy, though, Ubi is working on an option to reset all outposts, letting you retake them and retake them to your heart's content. A new, harder 'Master' difficulty level is coming too, along with new multiplayer and map-making features.

Ubisoft detailed a variety of new features in a forum post, not offering any specific time or even timeline, but saying they'll come in "upcoming patches."

If you want to reset outposts, Far Cry 3 will have a simple option in the Gameplay menu to make it so. They'll be refilled with enemies, and you'll need to retake them to get any incomplete side-missions and quests back. You can shake up your approach, try new things, but ultimately you'll still be conquering outposts and Vaas will be proven right, right? Right. Right on.

As for Master difficulty, Ubi offers no specific details, but says, "Seasoned veterans will find themselves challenged by more aggressive wildlife, tougher pirates, and more deadly privateers."

It's also working on a map testing system, improved custom map feedback options, ways to find all maps from a particular author, disabling the idle kick time on custom maps, and more.

Thanks to the mysterious reader known only as 'trout' for the tip.

From The Chatty
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    February 18, 2013 11:00 AM

    Alice O'Connor posted a new article, Far Cry 3 adding optional outpost respawns, Master difficulty.

    "The definition of insanity," Ubisoft made a point of having Far Cry 3 antagonist Vaas say in most trailers, "is doing the exact same fucking thing over and over again, expecting shit to change." If you like to get a little crazy, though, Ubi is working on an option to reset all outposts, letting you retake them and retake them to your heart's content. A new, harder 'Master' difficulty level is coming too, along with new multiplayer and map-making features.

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      February 18, 2013 11:08 AM

      That would be fun. There aren't enough bad guys left...just some treasure and relics to hunt down for me.

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      February 18, 2013 11:09 AM

      One night... she goes off crazier than usual... mommy gets the kitchen knife to defend herself...

      http://chattypics.com/files/Untitled_ugrdaj4qcd.png

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      February 18, 2013 11:13 AM

      I don't often replay games but I think I'm down for both of those updates

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      February 18, 2013 11:19 AM

      Are the "Chatty" "Home" "News" etc. tabs cursive on top of this page for anyone else?

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        February 18, 2013 11:28 AM

        There was an unclosed italics tag in this post. Fixed!

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      February 18, 2013 11:48 AM

      so glad they are allowing editing for this game. Far Cry 2 would have been great if they gave tools to the fan community to fix the game

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      February 18, 2013 11:49 AM

      [deleted]

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        February 18, 2013 1:06 PM

        Yeah, that is really just the definition of practice.

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      February 18, 2013 11:50 AM

      Far Cry 2 = players wanted to turn checkpoint respawning off. Far Cry 3 = players want to turn checkpoint spawning back on. :P

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        February 18, 2013 12:22 PM

        Yeah, funny how that works.

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        February 18, 2013 12:26 PM

        Outposts are pretty different, from what I can tell there aren't multiples of them blocking every road to every mission.

        And most people wouldn't have cared if the checkpoints respawned in Far Cry 2 after a day or two or some period of in game time. The problem is they immediately respawned once you were out of range, so the thing you had just cleared was instantly rebuilt and restocked when you turned around a minute later.

        The complaint I hear about Far Cry 3 is that since things outposts stay empty the world becomes more and more lifeless as you clear it. They went too far in the opposite direction, both games should have had implementations somewhere in the middle, but at least they are patching this one and making it optional on top of it.

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          February 18, 2013 12:49 PM

          What happens is you no longer run into random enemy encounters in the zones you have cleared. Instead there are your troops patrolling... I wish instead of totally emptying all enemies it just added backup. It would be really cool to defend an outpost too, if you could craft some sort of warning radio and one went down every day or two but you could fast travel to prepare for it.

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            February 18, 2013 1:29 PM

            Yeah, keep the enemy jeep patrols but have your own guys wandering around too. I always love it when you hear distant gunfire and you can creep up and watch your dudes and the pirates have a shootout, usually with reinforcements arriving too.

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              February 18, 2013 3:35 PM

              They should have made it like that Rift MMO, where it's kind of like a creep wave from MOBA games and it's up to the player to tip the balance - then presumably if you capture the right set of outposts it will be a long while before the opposing side takes them back. Then instead of just throwing a bunch of dudes at the player, have different types of forces (patrols, reconnaissance, attack squads) with better AI that work together (at least Crysis or STALKER level not the level of retardation that's in the current game) and it's the start of a better game (imo)

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                February 18, 2013 3:41 PM

                The back and forth shit just feels pointless in the end. See: WvWvW in Guild Wars 2.

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          February 18, 2013 4:47 PM

          They should have done something like the gangs in San Andreas where eventually the bad guys would make a move to retake areas. The key is making it not happen too often as things would get annoying.

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        February 18, 2013 1:18 PM

        This isn't adding respawning to FC3. And the FC2 repopulation of checkpoints was over the top. I could fight through a checkpoint, run a very quick mission, and the checkpoint would already have guards back on my way back. It's silly to repopulate those every 5-10 minutes. Keep them empty for a half hour or until I reload the game and it would have been fine.

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      February 18, 2013 12:07 PM

      This game is pretty cool, it's too bad you experience basicaly everything it has to offer in the first 3 hours or so. It suffers from lack of variety.

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        February 18, 2013 12:26 PM

        This was my impression as well.

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        February 18, 2013 1:31 PM

        The outposts have a lot of variety to them later on, usually requiring a bit of scouting before you can hit them safely.

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        February 18, 2013 1:34 PM

        yeah i wish there were more crafting items or guns..i don't like that guns become free over time, because im left with a rucksack full of stuff i can't sell and money i can't use.

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        February 18, 2013 2:54 PM

        Hmm, I found that it never really got stale though. I loved taking each outpost - I would approach each one differently and sometimes challenge myself to get the most XP I could (no detection / alarms / etc). Sometimes it was fun just going in there balls to the wall though.

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        February 18, 2013 3:42 PM

        It's not so much that there isn't variety - it's just that the core loop is pretty boring. Basically walking around opening boxes and running into AI that are barely evolved over MMO fodder. It's kind of fun for a while until you realize there isn't much to really discover and enemies are retarded. Some are saying you can approach things differently blah blah but the solution to every situation is pretty much just sitting down and picking enemies off as they run out in the open (or stand in cover completely exposed) with no teamwork whatsoever

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          February 18, 2013 3:45 PM

          I mean I like stealth and use stealth too, but it blows compared to some of the other games I've played years ago (Crysis, Operation Flashpoint, etc). The only good thing about it is the takedowns look cool the first few times.

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      February 18, 2013 2:19 PM

      Is the "Testing Unit" DLC a meaty addon? I have no idea how but I've got some UbiBucks to buy it with.

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        February 18, 2013 2:34 PM

        nope. but i mean, it's free for forty points. it's just some underground science facility that has a bunch of rabid dogs innit and some explosions. took me 5 minutes to get through.

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          February 18, 2013 2:51 PM

          Hmm, might as well I guess. Was hoping for a unique gun or something.

          ..although I don't see myself saving up these UbiPoints for anything

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      February 18, 2013 3:47 PM

      HAHAHAHAHAHAHA! <turns away from mic to breathe> HAHAHAHAHAHAHA! I told y'all.

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      February 18, 2013 5:04 PM

      [deleted]

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