As you know, there was a big Winter update planned for this December. Don't worry, it's still coming! Since there is a lot of new content, we decided to split it in two updates in order to gain more time to deliver high quality stuff.
So here's Part 1 of the Winter Update:
Features: - Can now paint floors in the editor + several other editor improvements. - Added shortcut for stealth Fire button (F). - New mod: Winter Games (example for implementing weapons with projectiles and custom map music). - Improved loading speed.
Fixes: - One single-mission map was missing on Linux and Mac. - Broken Mac OSX scroll for magic mouse and trackpad. - Re-added Right-Click keyboard shortcut useful for trackpads (now C, instead of Shift). - Pointmen not being able to switch weapon from tazer to pistol. - Incorrect reload time stats for cyclic reload weapons (shotguns, revolvers). - Sniper hud disappearing from multi-storey maps. - Showing campaign success screen even when losing all missions. - Crash related to mods and picking locks. - Crash when enabling and disabling certain mods. - Enemies not shooting back after recovering from a tazer shock. - Pre-planning more than 1 breaching charge not working. - A bug with failing final campaign map, restarting it and still finishing campaign. - Sometimes campaign would not finish even when all troopers were dead. - Hostages not always following you when changing floors. - Trooper switching to primary weapon after detonating a door while pistol was equipped.
Modding: - Weapons can now shoot with projectiles, check out the two examples in equipment_patch_4.xml (Grenade Launcher and Bow) and the "Winter Games" mod. - Can now set custom music for a map. Check the "Winter Games" mod for an example. - Added "ejectShells" option for firearms (revolvers no longer eject shells).
Coming up in Part2: - new campaign (longest yet) - new single missions - new weapons - new scenario type - new enemies
In the meantime, let's see those maps made with the new editor, we feel a contest coming up!
Quote from: Caine on December 12, 2014, 06:57:41 PM
Buddy system needs to come back. While it really played into the overarching plot of FC2, it made the game a lot more fun and was a huge reason why FC2 is a better game in many ways, even now.
Better reputation system. FC2 nailed this as your enemies would react to you based on your skill and would actually try to rescue their friends or flee out of fear. FC3/4 simply has enemies that try to kill you by coming right at you and occasionally hiding behind cover.
Really agree with these two points . I thought FC2 was pretty awesome as well.
Picked FC4 back up after being on vacation for a week. I'm now at 70% complete. I've topped out in XP and Karma so I've got little reason to go around picking up loot chests and other collectibles or saving the occasional citizen. I'm still enjoying the game, but the same thing is happening now in FC4 that happened to me in FC3 at about the same point, I'm just kinda burned out on the gameplay.
Quote from: YellowKing on December 02, 2014, 08:21:44 PM
I don't think Ubisoft is lazy, but I do think they are greedy. They need to stop trying to push out an Assassin's Creed installment every year. There is example after example of them over-promising and under-delivering, and I don't believe it's because they want to make bad games. I think their publishing arm is just pressuring to ship ship ship and damn the consequences.
Just today it was revealed there is a bug in The Crew that makes it impossible to actually join a crew. They had to release a day one patch for it. When you're shipping product that has core gameplay features that just don't work, you need to slow the fuck down.
Ubisoft is a business and if they make money pushing out an AC edition each year, they will continue to do it. You can be unhappy about it, but like King Canute (and Auburn!), you can't stop the Tide
Just when you thought you absolutely need that game that's on sale, here’s some new stuff for your Door Kickers. A LOT of fixes, but a new campaign too. Don’t worry, its a short one, or so it seems at first sight.
It shouldn’t be too hard to finish it, right? Well, then … the first person to send us a screenshot with the “Terror at Sea” Campaign Victory screen, in Iron Man mode, wins a trooper portrait and a limited run Door Kickers T-Shirt. Mail the screenshot to [email protected].
Now for the actual patch briefing: --------------------------------------------------------------------------------------------------------------
New Features: - New campaign: Terror at Sea. - 7 new weapons: 2 pistols, 4 long guns, 1 shotgun. You might find some new favorites here. - Can now compare stats for weapons/armor/shields with the ones currently equipped. - Campaign missions can be replayed as long as you don't play the next mission in line. - Added "Delta" Go Code for all those that plan ahead. - Two new ambient music tracks. - Sniper: use TAB key for cycling between visible enemies. - Added a "keep previous plan" checkbox in deploy screen. - Replaced “switch to primary/secondary” waypoint action with a single switch-weapons waypoint. This will make planning ahead easier. - Added campaign restart button. - Added "how to play" video for Snipers. - Red screen border when HUD is minimized and game is paused. - Game will auto-restart when changing active mods or window resolution. - When a flashbang waypoint is set on a door that gets opened by an AI, that waypoint is cancelled. - Trooper no longer stops when given a direct "Reload" command. He stops at reload waypoints though. - In-game Mods menu now has filters to help you browse more efficiently.
Fixes: - Campaigns sometimes not finishing. - Bug where trooper would go inside a door after lockpicking it. - Breaching charge waypoints disabling themselves. - Bug where trooper would kick doors while looking the opposite way. - Deploying on maps with no deploy zones is done with the current equipment, instead of the default one. - Can no longer interact with bystanders. - Reload commands cancelling orientation commands. - Broken sound/crashes for some Creative sound cards (replaced OpenAL with OpenAL Soft). - Bolt cutters no longer show up for for Breachers when they don't have it equipped. - Broken backgrounds for "no intel" maps. - Some replays were impossible to export to video. - Several bugs related to maps (impossible challenges, impossible to arrest enemies etc.). - The random killhouse generator will generate *at least* a room. - You no longer need to retrieve ALL dope items to get three stars. - Increased timeout values when connecting to Steam Workshop.\ - Fixed enemies destroying dope even when stunned. - Tooltips now show key shortcuts (if available). - Out-of-screen indicators not correctly aligned for certain game resolutions. - A bug related to restoring a plan that had hold/move waypoints. - Enemies not patrolling on paths on floors other than the starting one. - Linux/OSX not detecting conflicts between mods. - Removed SHIFT=Right Click in OSX (would interact badly with path-lock and Steam overlay).
Have fun, keep eyes peeled for new game content coming out this December
And $7.50 for Civ V Complete? That's insane, anyone who is even slightly on the fence about it should pick it up.
Hmm, I'm seeing Civ V Complete for $12.49 USD, still a good deal. I have the base game but wasn't that impressed with it. With the two big DLC (Brave New World and Gods and Kings) is it now a must get? I've been a Civ lover since the first one, but Civ V left me cold. Oh, I'm also guessing that it's cheaper to buy the Complete edition than just the two DLC .
Grand Theft Auto V launched for the previous generation consoles last year, and only last week for the Xbox One and PS4, but it looks like Rockstar has a few tricks up its sleeve for the PC version of the open-world fun-a-thon.
WCCFTech is reporting that the PC version of GTA V will include a video editor mode, which is a 'Just for PC' feature. This feature alone would be a great addition to GTA V, and would fit better on the PC version thanks to the mouse and keyboard combination. Extending on this feature, is the ability to mod the game, something that turned GTA IV on the PC into something absolutely remarkable.
Grand Theft Auto V launches on the PC on January 27, 2015.
Quote from: Teggy on November 25, 2014, 03:59:59 AM
Quote from: jztemple2 on November 23, 2014, 06:08:10 AM
This has already beat out Door Kickers?
Yeah, Door Kickers is pretty good, but Far Cry 4 is just so much fun to play for hours. I'd burn out on DK if I played too many missions in a row, so that's why I picked up creating mods and levels, but even that gets old after a while. It's not that DK isn't a great game, it's just that FC4 is a better great game
In FC4 I just captured my first of the four fortresses after an awesome "sneak around at night near the enemy" mission. I also played the second Hurk mission. It wasn't quite as extensive as the first one, but it still was a lot of fun.
I'd have to say that if you are playing FC4 just for the campaign and quests then it isn't anywhere near as enjoyable as going around in the open world, unlocking those "?" locations, collecting loot chests and picking up collectibles. Looking for them takes you to such interesting places it makes the game a lot more fun. There's a lot more vertical exploring in Kyrat than on Rook Island (Islands?) and even though I think the total count of different animal types is less, FC4 has so much more to just *do*.
wwg: Reading the game bio, we know that Rainbow Six and SWAT were the primary influences for the premise of Door Kickers. What other games influenced the creation of the game?
DD: One of the earliest influences was Flight Control and its path drawing mechanics; that was the trigger that started us on the design-brainstorm-path that lead indirectly to the “a-ha moment” of Door Kickers.
Big influencers are also XCOM - I’m a big fan of the original but the latest can hold its own very well, and indie titles like Faster Than Light. In case you wonder, we were kinda set on having an Iron Man Mode after those two, yeah.
Just a heads up to folks playing this, it's a minor issue (*not* a bug) effecting how some skills are unlocked (minor spoiler not related to plot, only to skills unlocking)
Spoiler for Hiden:
If you check out the skill tree progression in detail (which I did not, to my later annoyance ), there is a skill that cannot be unlocked until you have captured two outposts without being detected. I didn't notice this till I had already captured all the outposts rated as "Easy". And you cannot use the Outpost Master quest (which replays capturing an outpost) to satisfy the skill unlock. So I had to try to capture a medium difficulty outpost undetected, which took a few tries. I wished I had noticed that constraint on the skill unlock earlier, so I'm passing that info along.
Quote from: Teggy on November 23, 2014, 04:17:11 AM
Getting blindsided by a rhino is not fun. Happened to me twice.
It will happen to you again
Actually riding on elephants is a nice way to get around, if you don't mind the motion sickness . Nothing can attack you that high up, except I assume for eagles, although I haven't had that happen riding on an elephant... yet.
The game (for me) is full of great moments. I was directed to a Karma event where I had to save a hostage. As I sneaked up, I suddenly heard the cry "Eagle!" and sure enough, a black eagle attacked the hostage, but the gallant(!?) bad guy shot the eagle off the hostage and chased him away. Seemed a shame to kill him, but you know...
I had my first "I can't get to the top of this damn @#$$%#% $@%#^%$ bell tower!" event. Details are in the spoiler tags (no plot spoilers, just heads up on this pain in the ass)
Spoiler for Hiden:
The bell tower is at X231.6, Y575. You have to do a couple of platform jumps inside the tower and I finally just got pissed at missing them about twenty times in a row. If this had been FC3 I might have been stuck, but in FC4, why, I just used a Buzzer and flew up a couple of levels on the outside and hopped out
According to the progress page I'm 52% done and 24 hours of gameplay, but I've only completed about 40% of the campaign missions and haven't even unlocked half of the bell towers, so I think I'm getting more credit for the locations I've discovered. My GOTY
Played my first Hurk mission last night, those are the pre-order specials that will probably be available as DLC. Much better than the Hurk missions in FC3 which were somewhat throwaways. The first FC4 Hurk mission was quite long and really very interesting with a nice change of environments all in one mission.
One significant change from FC3 to FC4 is the accumulation of points for upgrading skills. In FC3 you got these by finding statues all over the islands, which pushed you to do more exploring early if you wanted to build up your skills. In FC4 you get these skill points by getting XP, which you get through a variety of sources. Personally I have been exploring every unknown site, finding every loot chest and all the other collectibles and so I'm maxed out on skills except for the ones I haven't unlocked yet by playing certain missions, and this with less than half the campaign complete.
It's a shame that some folks are having issues with the FC4 gameplay, I'm enjoying the heck out of it.
Newcomers to Far Cry 4: greetings! I hope you're enjoying your time in Kyrat so far. It's a pretty dangerous place though, isn't it? Here are some of the things I've discovered that help me stay alive.
Before I get into the nitty gritty details (and there are a lot of those in a game like this), I should make something clear: I'm currently focusing on beginner-level tips for players who are just starting out their journey. Since Far Cry 4 is a gigantic, open-ended, and multifaceted game, there's a ton of stuff that I'm not going to go into too much detail about yet. Part of the reason I don't want to do that is because Far Cry has always been one of those games that becomes more and more interesting as adventurous and inventive players figure out new ways to do stuff and share those techniques with one another. If you are one of those Far Cry 4 players, I'd love to hear how you've been messing with the game. But first, let's make sure we've all got the basics covered.
Quote from: Teggy on November 21, 2014, 06:45:08 AM
I've only played about 2 hours but wow does this feel like a Far Cry 3 mod so far. I mean, that doesn't mean it's not fun, but it feels a little too familiar.
You'll notice the differences as you go on. It does have FC3 as a basis, but they enhanced so many things. One of them are the side missions and quests. In FC3 they were just throwaway story lines that felt tacked on. In FC4 the side missions and quests are all associated with the main story.
Another good thing are the unknown locations (marked with a question mark). I wasn't sure what to make of these at first, but while they aren't integral with the main campaign they do add substance and meaning to your explorations. I just came across one yesterday that had that "oh, wow" factor in abundance...
Spoiler for Hiden:
The Sleeping Saints
I'm about 37% complete after almost seventeen hours of gameplay. I am trying to find every loot chest since they are the key to finding interesting locations.
UPDATE: And another great article on Kotaku, This Guy Really Hates Far Cry 4's Goats. It's got a video of a playthrough of an entire map created in the map editor with some fantastic narration to go with it.
ANOTHER UPDATE: The french call it a "feu de joie" (fire of joy), firing guns into the air. It happens a lot with the Golden Path, so don't believe them when they say you need to go get more supplies for them. They've got bullets to burn.
OK, more "oh wow" things, this time with pictures!
There are mortars in the game you can control. This one was at an outpost I liberated. I had to use to defend the outpost from the bad guys trying to retake it:
Remember in FC3 (I think it was in FC3, maybe FC2?) that repair blowtorch you never carried because it used a slot in your loadout? In FC4 it appears automatically when you need to repair something, not taking up a slot, which is cool. What is cooler is that you can use it to fight off and kill things like wild dogs:
Quote from: Bullwinkle on November 20, 2014, 12:51:47 PM
There was a little x on the map in FC3 for dead animals, too. If you wander too far away, though (like chasing down another animal or running from a tougher one), it's tough to find that x again.
Hmm, I just fired up FC3 on the PC and I didn't see any little "x" after I killed an animal, either on the radar or the map. Was it maybe only on the consoles? Also I have the Steam version, maybe it was a Uplay only option? I looked in the options menus, I didn't see anything resembling this. I'd love it if it was there in my FC3, now that FC4 has spoiled me .
I'm loving some other things about FC4. In this version (I don't think it was in FC3, and I know it wasn't in FC2), if you pick up a gun on the ground that you don't have yet in your store, you will have it enabled the next time you access the store. Previously if you did pick up a cool gun you were reluctant to swap it out for something else because you wouldn't be able to get it back.
There seem to be more ziplines, not just at the belltowers (the FC4 version of the FC3 radio towers) and something really cool, I saw an *enemy* soldier use one .
And I was shooting up a car while standing in the road and then up comes an enemy pickup. The driver slides it to a stop, and off the back deck (he was sitting there) hops a tank guy, one of those really heavily armed and armored enemies. They move slowly on foot, so what a cool way to deliver him to the stop, on the back of a pickup . I was so flummoxed that I forgot that he was out of the range of my shotgun (which wouldn't do squat against him anyway) and then I started throwing grenades. Well, I though I had grenades enabled. Turns out I was just throwing raw chunks of meat at him instead, which probably just encouraged him . He gunned down my ass.
Weirdly I really liked Watch_Dogs, although it was so hyped I couldn't consider it a sleeper.
As far as a disappointment, I'd have to say Sid Meier's Civilization: Beyond Earth. It has some promise, but I never even finished a second game. I'm waiting for some serious patching.
My sleeper of 2014 is actually an Early Access I picked up in 2013 that was released in 2014: Door Kickers. I recently passed 100 hours of gameplay, although a significant portion of that time included creating new levels. There is a lot of gameplay there for a relatively cheap price.
I'm now at about 20% and 10H 46M. Still having a great time. Best moment so far? Killing bad guys from an auto-gyro (the Buzzer) using an M79 40mm grenade launcher.
Here are a few things that make Far Cry 4 an improvement over Far Cry 3:
Remember in FC3 when you would wander all over trying to find that dead animal you dropped from a distance? Now dead animals are marked with a little "x" on the map.
Using grapples to climb cliffs is a cool mechanic. You are restricted to predefined locations, but there are a lot of them. It makes exploring the map more fun.
Bad guys try to retake outposts, which is cool. And once you take an outpost you have a permanent option to retry taking the outpost in a more efficient way (no alarms, being undetected, headshots, etc).
There is a new control scheme for driving and flying for the X360 controller that only uses the left stick to control the vehicle. This allows you to use the right stick and the triggers to fire a sidearm for more accurate shooting.
There is an auto-drive option for ground vehicles which also allows for better shooting on the move.
There are others, but I can't think of them right now.
Quote from: EngineNo9 on November 19, 2014, 08:22:03 PM
The GeForce Experience sets Optimal settings based on whether you want more Performance or more Quality. I think there is a little wrench or something you can click to set your preference on that sliding scale if you'd prefer performance more than quality than it's currently giving you. Or just manually change things as you did.
Thanks, I'd seen the little wrench but never thought about it! My "wrench" default was dead center between performance and quality, I'll try playing around with it.
Quote from: Glycerine on November 18, 2014, 11:51:29 AM
Just finished, really enjoyed it overall but the story was all over the place. A really great Assassin's Creed game, but Black Flag is still my favorite.
Glad to heard that it's worth going all the way through. I've been distracted by Far Cry 4 (which was really my most anticipated game of the fall) but I'm planning to back to ACU in a while, maybe after a patch or two
My PC has a GTX 780 which a few months ago was a pretty decent card, but now...
I used the NVIDIA GeForce Experience to give me what it considered optimal settings, but after a while I starting seeing more slight stuttering than I wanted, also when the sun was low I wasn't happy with how things looked. Also I wish I could disable the head-bob when I run.
Anyway, these are the current setting I use after some trial and error. I seem to get a pretty consistent 60 FPS as measured by FRAPS and things still look good too:
I'm about eight hours in. I'm really enjoying it, but then I'm a fan of the series and so making a variation of FC3 was just what I wanted. I'm liking the new gyro-copter; I thought at first it was a bit of a "cheat", you didn't have to walk or drive to get around. However, walking could get tedious in FC3 and driving is risky if there are bad guys around. And since in FC3 you could always Fast Travel between outposts anyway, this just adds a bit of realism since my aim now is to *not* use Fast Travel but instead always move in the game world, even if it is by gyro-copter.
There has been an update to the NVIDIA GeForce Experience and Far Cry 4 is now one of the games that can be optimized. I did so and it did make the game look a bit better, although my frame rate now drops into the forties occasionally, still perfectly acceptable.
Came across my first elephant!
I rode it around and even ran down a couple of bad guys . Sadly, elephants cannot negotiate steep slopes :
A couple of small things. One, you can alter the driving control scheme in the options to use the "classic" Far Cry 3 scheme with the triggers for accel and brake, so that's cool. Two, when I just started a new session, the online servers weren't available so it loaded my local save which annoyingly lost my video pre-sets. Not a big deal, but I hope this doesn't happen too often.
Seriously bummed for you. I got my most recent Falcon NW in February and I'm thrilled with it. With everyone else having issues with Assassin's Creed Unity, it runs on my PC smoothly without a hitch.
Quote from: Lee on November 18, 2014, 04:08:18 PM
I am not convinced it's not just because Windows 8 sucks as well. My Surface Pro has to be re-booted at least once a week because it will start acting flakey.
Yup, that's why I ordered mine when I did, to be sure I could get Windows 7. I'd get on the phone with them to see if they have any ideas.
Also I disabled the auto sleep on mine; if I want to put it to sleep I do Window button+right arrow+right arrow+"s".
You should be able to roll back your video drivers too, I'm running a little older drivers and don't have any problems with ACU or FC4. Don't really know much about the GTX 970 so I can't comment on it.
Loaded and played about an hour. Version in menu says 1.3.0.
I started a campaign with the online option, which turned out to be a bad thing because after about fifteen minutes of cutscenes and some playing, I saw a pop-up that said connection to the online server was lost and it dumped me back to the main menu. Since I hadn't reached a save point I had to restart from the beginning . However, after that I played in off-line mode for about 45 minutes and it's pretty awesome
The game really kicks off with a bang, a couple of great cutscenes and then some gameplay inside a building. After that there's some more stuff (no spoilers!) and then you get some time moving about in the outside in what is a tutorial to learn about the interface and how things work. Then you get the notification that the prologue is complete and then you are into the game proper.
With my rig of i7 4770K 3.5GHz, 16GB RAM, GTX 780 3GB, and Win7 64bit, I was able to run close to, but not solidly at 60FPS with the graphics set at Ultra. I went back to Very High and the framerate stays steady at 60 and it still looks great.
If you are familiar with the gameplay of Far Cry 3 you'll find a lot of similarities but there are some differences in the interface, but it's all pretty logical. Some of the changes are to move more items onto the same menu page, so you don't have to flip through so many pages to find something. About the biggest problem I had was switching from Assassin's Creed Unity where the right trigger was part of movement, whereas in Far Cry 4 it shoots away all your ammo .
UPDATE: I played about half an hour more, doing a simple "kill the wild animals" mission which again was to get you familiar with more gameplay methods.
If you are familiar with FC3, you'll find that vehicle driving is a bit changed. Now you control via the left joystick only (oops, forgot to say I'm using the X360 controller on my PC, rather than keyboard & mouse) and not additionally with the left and right triggers for brake and accel. That allows you to use the triggers for shooting. Also, there's a autodrive function, sort of an autopilot if you are heading on roads to an objective. This allows you to aim and shoot easier.
Also, there's a return to the Far Cry 2 safe houses, where you can set your watch and sleep till a particular time; no doubt this will be important for planning for night attacks. Stores are handled like in FC3, where your safehouse has an self-service cabinet to buy weapons, sell stuff and refill ammo.
The campaign also feels a bit like Far Cry 2 (this isn't a spoiler, you'll find this info in the in-game manual), in that you'll be able to fulfill missions for two different entities who have differing overall objectives. So apparently at some point you'll have a choice between which campaign mission to continue with, or that's my assumption at least.
Overall it's been an excellent start to the game with no glitches, crashes or weird behavior. The story line so far is pretty straightforward but still very interesting with the usual great Far Cry style of characters.
The Far Cry 4 development team has been working very hard in anticipation of launch and will continue to do so in post-launch updates and ongoing support for the game and its community. For the optimal Far Cry 4 experience, we highly recommend you download our “Day 1” patch through Uplay or Steam.
Here is the list of known issues fixed by the Day 1 Patch. Note, the patch for PC users contains a number of additional fixes - these are indicated throughout the notes below.
Stability & Performance
Fixed some random crashes on all game modes
Fixed various edge case animation issues Fixed various edge case detection issues Fixed missing VO for edge case reaction issues
Matchmaking, Connectivity & Replication
Fixed matchmaking edge case issues Fixed host migration random & edge case issues Fixed join-in-progress edge case issues Fixed various replication issues between host and clients Fixed edge case replication issues with systems
Menus and HUD
Fixed various edge case menus and pop-up overlap issues Fixed Mission objectives & updates issues Fixed Co-op specific pop-up updates issues Fixed few localization issues (cut-off text, subtitles) Fixed progression displaying 100% too early in progress tab Polished tutorial images
Mission Tweaks (Campaign, Co-Op & Side Content)
Fixed various low repro walkthrough breaks
World & 3D
Fixed various texture issues Deleted some rare floating objects
Rendering & Graphics Features (PC Only)
Fixed rendering features not available under certain configurations Fixed multi-monitor display issues Fixed multiple visual artifacts; added SLI support
Inputs & Controls (PC Only)
Fixed mouse cursor and keyboard functionality
In-Game map editor
Fixed some graphical corruptions Fixed some edge case issue with maps upload
Back from my weekend trip to Sarasota FL to celebrate our anniversary. I did manage to use the Companion App to run some Nomad missions. Also, I finally figured out I was misunderstanding how the glyph puzzles worked; they don't change the location of the hidden symbols if you retry a puzzle after a fail, so you can run through it several times to help learn where the symbols are. That made it more fun than frustrating.
I did do an update to my tablet today and found that there was an update to the Companion App as well, 477MB , but I suspect it just loads an entire new version.
I got in about an hour and a half in ACU this afternoon. I found yet another mission type, the Social Club missions. I thought there was just one when you unlocked the option for the social clubs, but turns out every time you renovate a club you unlock one or more missions there. These are similar to the Paris Stories missions.
I do have to say that I'm not wildly excited over the main campaign story, but part of that is my difficulty in understanding and keeping straight French names . Still, it's good guys versus bad guys, so I'm fine with it.
About how early does Green Man Gaming release pre-order keys, or does it vary from game to game? I've got Far Cry 4 pre-ordered and I'm trying to figure out when I should be checking for a key to start the pre-loading.
Played a couple of Rift mission... bleah, not my cup of tea at all. Much too gimmicky, and of course I suck at them too
Well, I'm done for the night and that's it for the weekend, I'm off to celebrate my thirty-fifth wedding anniversary with a trip, a sail and a fancy dinner. So I'll be away from my PC, but I'll have my tablet so maybe I can sneak in some Nomad stuff
My current progress completion below. It's a bit annoying that since I don't have anyone with whom to coop play, I can only accumulate Sync points, which unlock skills, by playing the campaign missions and even then they accumulate slowly. I've finally unlocked the middle lockpick skill which helps, but damn I suck at lockpicking too . Otherwise however it's been a blast, and that pretty literally in one of the big missions .
Damn, I wish there was some way to figure out play time accumulation in Uplay . I'm guessing maybe twelve hours in total?