One of the early complaints people have of the game is how the area feels too cluttered with activity because patrols come every few minutes.
The problem is the game doesn't explain why this happens. It's obvious to players who have played games likes saints row and older FC games that the reason for the frequency of enemy is because they control that territory until you take it back off of them and your homies/resistence fighters patrol the area themselves and make it safe for travel.
But for noobs, they have to have that explained to them. Again: always assume the person buying your games know nothing about the series.
Copy capcom with Monster Hunter World and try to teach them as they play. These guys complaining that enemies are spawning and appearing so quickly after a fire fight, wouldn't give negative feedback about that if they understood that the game rewards you for actually doing shit like taking outposts and controlling the zone to make it a friendly territory. That is something that is obvious to US but not to new people to the series or dumb guys.
Also there needs to be emphasis on stealth in Far Cry since it's about an underdog guerilla fighters taking on the big bully who can just use brute strength to have their way. I think it's important to reward the stealthy players a little bit more than those who just want to attract the attention of everything in the area to have fun.
I don't like the new challenge system over the experience points system. You know why? Because it forces people to use a weapon they are not interested in using (due to how they built the character) just to get perk points. So thier motivation for using it seems artificial. That's something people who like to get achievement points go for. But it has no business in a stealth game imo.
In a stealth game, you want to be a ghost as much as possible and so the game should discourage unnecessary risk. Sure what you do is risky stuff. But you do it because the payoff is greater when you take a bigger threat on and topple that challenge. Not because someone had to force you to do that by telling you that they'd give you some perk points to play that way and giving them advantages over others who just play smarter and make wise choice based on the situation.
Do you see the difference: one lets players play the game stealthy because it makes sense not to be seen and to use your weakness (being smaller and harder to find) as a strength. You avoid weapons you are not good with or don't think work for you and choose ones that are good. It's the player adapting to challenges organically within the immediate environment. You see lots of vehicles? you use antiarmor and anti tank weapon. You locked out of buying explosives? You use drugs to make you run faster, hide in bushes, and smoke to escape detection until they give up search. Usage of tools comes as you encounter different challenges through play.
The other just tells players: "I'll give you a cookie if you try all the different toys in the toybox just so you can brag to people that you tried everything. "
I much prefer the old system in FC3. Please don't do the challenge crap anymore. (don't games these days already have the achievement systems for people who care about that crap?) It's a stealth game. I grew up watching action movies like First Blood, Predator, Diehard, and even Conan the Barbarian (where conan actually had to use his brains for once and take on two giants tougher than him and funnel them into traps because he knew he was fucked if he didn't do that) and in these movies the action hero was not the toughest man in the movie but very vulnerable and resourceful and didn't just do things to show off like Vin Diesal in triple X.
They had to be more like ninja since it was a case of one (or a small squad) against many. So stealth was a must in order to getting the missions done without inviting the danger. Go back to that idea of proper action movies from past where you could root for the good guy because he was SMALL and VULNERABLE and the enemy was BIG and NASTY with lots of brutes. Snake Plissken wasn't invincible bad ass. He could be killed. Flying a plane to the top of a building was not so he could show off and win a trophy for pulling it off. It was smart and tactical to sneak in and do the unexpected thing that the regular guys didn't expect. That's what far cry should do: reward your creativity. Not be a Call of Duty with big open world taking orders from a large military force. If you put in challenges you artificially force us to care what style of play you want us to try out when in reality the game should be a stealth action title with the option to play loud when you were detected and when it makes sense to be seen or heard to divert enemy attention away.
The old games respected you more for being a ghost. Now it seems that you only want to complete the weapon challenges just to get perk points to upgrade the character and it's stupid because it means people who just use everything are getting advantages over those who choose a particular playstyle and play that playstyle well. Why the fuck should the latter guy who just plays to the strengths have less reward than the guy who looks at a menu to see what perk point rewards he get when he completes challenges?! See what I'm saying?
The game is a stealth action title and so it should not reward the guy who just uses everything to show off and say "I'm better than you because I used all the tools and you just stuck with a select few.. nya, nya, nya-nyaaah nya!"
Then the guy who got all the challenges done gets to thumb their nose up thinking they are good when in fact they died a million times while the other guy avoided being seen or heard and used his brains.
I think to make a game that would make the loud guy happy is to just copy Call of Duty Ghosts and make a Far Cry spinoff series set in a "what if?" future world. ie set it in a post-apocalpytic world (where doomsday preppers were actually right and the world is a mess so scavenging through trash to make shit like in the mad max movies, and dealing with madmen who were driven crazy due to mental breakdowns are common thing and not just special villains like Vaas from Far Cry 3) .....and then let all playstyles be balanced evenly.
The sneaky guy will be detected by non-human (mutants, biological weapons like super soldier and monsters, robots attached with surveilance system to find you) more easily since governments had access to higher tech than far cry bad guys in the pre-apocalypse world. While the loud guy will eat through way too much ammo if he doesn't care about trying to be accurate with his shots and wastes too many of his grenades on soft targets where weaker attacks would suffice. No matter what style, you are fucked in some way so it becomes about skill using that style and not completing challenges on a list to get stronger. (which has been artificially bolted into the game for people who can't just play games and need to be patted on the back all the time)
"A delayed game is eventually good, but a rushed game is forever bad." -Shigeru Miyamoto