I know it's the same principle as saving a windrower or combine course in courseplay but it does feel like Giants missed an opportunity to incorporate AD and CP in the basegame. It feels more like a happy accident than something designed into the game from the outset. I haven't seen anyone attempting to do the AD type harvesting unload/delivery and I'm guessing it's not an option. I can't be the only one who thinks that would have been a better addition from a gameplay perspective than tyre tracks atop a clamp full of grass or in some mud. I'm trying to like it but it's 22 with a bit of a refresh and nothing more than that. I haven't seen anything yet that's making me want me to buy it.
No that they missed the opportunity, We asked this specific question to Stefan the lead developer at Farmcon He said they wanted something that would be simple and easy to use for the masses, Courseplay and Autodrive are a lot to get your head around if you are just a casual player. I think CP and AD cater to a different audience to the majority of players
@@TheFarmSimGuy I would argue that it depends on how its implemented. I agree with you, if it was implemented as it is in CP and AD. But if they put their heads together, I guarantee they could find a solution that would be easy to use and functional. It would take a lot of work on their part, but absolutely possible. I totally agree with @glenjones6980 here. Focus has been on the wrong place. And it makes me sad. Playability and useability is always more important than graphics. Thanks for making the video though farmsimguy :) Good job.
I appreciate the insight there, I now know for certain I won't be buying it. They're not qualified to decide if I or anyone else has the intelligence to use it or not but are quick to use it as the excuse for their inadequacies. How much more patronising can they be? The fact they will pass a new version as a mod at some point is obvious even to this Giants' accredited intellectually challenged delinquent. I've enjoyed what you've put together on the channel but I'm about to purge my subscriptions and socials of anything featuring their products. Cheers
@@glenjones6980 He already said Giants means the casual players. A lot of kids for an example are playing Farming Sim with maybe only 1-2 hours a day maximum. And I know for a fact when I was a kid and a game showed me a huge screen with man's different buttons and numbers to select and set up I'd just stop playing the game immediately. The biggest amount of the Farming Sim players are, unfortunately for us who like more in depth features, casuals. I'd have liked a base game course play with all functions too, but I understand Giant's decision making because the more specialized the game gets the smaller the community becomes.
@@glenjones6980 I think they are qualified to say they know their playerbase. The millions of copies they sold, the percentage of players asking for things, they know better than anyone. It's also easy to find a ton of people who can't even figure out how to make TMR, as one example. It's not calling you stupid, it's saying "that's what mods are for", to fill the gaps don't fit the base game objective. There are plenty of places online you can see the issues people have with courseplay and autodrive, getting them to do basic things. You have to understand that Farming Simulator is interactive advertising. They are paid millions to put the equipment into the game that they do, and they need the game to be accessible to the largest amount of players, because that is how you convince these companies to pay you for this. That is why the game has the rating it does, so that it is open to kids all the way to adults. That's why they can't have animal slaughter, wine or even cars that flip over. They need the largest audience possible, because that the entire point of advertising. You want to take it personally, that's your issue. The fact you think the game should cater to YOU is a YOU problem. Do you visit a theme park and tell them to make the rides faster or slower? That's what mods are for, so you can change the game to fit your specific needs. I can tell you one thing though, your comment just proves this is not a game for you, and you aren't the intended audience.
I imagine the developers meeting when they were discussing this to be along the lines of “courseplay is a really popular mod, let’s add it to the game, but not make it as useful”. Interestingly the exact opposite of what they did with the production mods from fs 19
No I know the conversation they had as we grilled them about it at FarmCon, and they wanted to make it easy for anyone to use, Courseplay and AD are at the other end of the nerd scale and it puts a lot of people off so they wanted to try and bring something similar to the masses. I do think it's useful, but the baler thing is an oversight
@@TheFarmSimGuy This could change in the future. Stefan Maurus from Giants said in an interview that they are trying to make GPS courses saveable. If it’s not available at release, they plan to add it in later patches. This could also make baling work.
@@TheFarmSimGuy this makes no sense. if they think its complicated they should just make it anyway and players who want things simple just wont use it.
@@Erich823 Which would in this case mean players who don't have time to read into something for a lot of time simply can't use the helper at all. I also use course play in 22 but it took me a lot of time to finally understand all it's functions, how to properly set it up etc. a new player will just see many different options, not know what any of them mean and not use any helper at all until they don't want to play the game anymore. If anything Giants should try to give us more options for the helper, but keep a "simple" helper there that works like what we already see in 25
@@Erich823 How does it make no sense, they are trying to appeal to a mass audience and sell games, why would you actively make something difficult for people to use?
The sad thing is that it should not be a modders job to do something that arguably should be implemented by the developers. This is very important feature that you'd kind of expect the base game to have. If I hired an employee, he'd be able to make bales... It's sad that they are leaning on modders to make the game for them.
@@bjrnyvindhalvorsen6714 As a real life farmer...the number of employees I have that can't be trusted to run a wheelbarrow is pretty high. Regardless, the game is designed to be as accessible as possible for the largest number of people. That is EXACTLY why they have such a large modding community, so you can specialize it to fit your way of playing. This game is interactive advertising, and it's most important for them to have the game easy to pick up and play for the largest number of people.
@@TheFarmSimGuy tbh I could actually work with that if it’s that simple to set up like you did then it’s fairly straightforward to do it as long as it picks the bales up then it’s good I’m happy with what ever we get.
Major problem I always had with farming simulator is not being able to pick up the traw from ai fields, because it just disappears when you complete the contract it be so beneficial if you can pick up straw from the field because it is the first step required for animals. Even though with some columbines you can connect a baller to the columbine and harvest and bale at the same time on your own field it works, but on an AI field it does not work, because once the straw hits the field, it is restricted meaning you can't pick it up with the baler. Though a baler that is attached directly to the combine should work.
Looks pretty and that’s about it! Gameplay is still the same. So no new gameplay features again I see. Was hoping for AI farmers working the fields on their farms and some sort of competitive farming with the AI farmers to overtake their farms when they go bankrupt. Oh well, sandbox gameplay again
Watched your last live stream and wasn’t able to catch it live put wanted pose a questions. What happens if you expand the rice field? Will it flood a custom expansion of the field?
This is pretty disappointing given they can already track the same area of AI is used to mow or harvest. Loving the rest of fs25 but this is a big miss.
@@TheFarmSimGuy I got it to work on that blue baler but only with certain tractors, that said I have the medium john deere tractor and the 2 beacons on top of it will not work.
It is a shame you can’t just hit “work to path” on the worker and do this automatically. Maybe they’ll add in the big update at the end of year 1 or something. As soon as modding support for code mods hits (or someone works it out beforehand) there’ll be a mod that activates workers on and GPS track you set, I guarantee it. Unfortunately probably only on PC.
Seems a relatively simple idea in principle having seen the same in Courseplay in the past. Set the path using the Steering Assist, then set the work type (maybe narrow it down based on the ground state where the tool is currently located, or the selected field’s state?) and hit the GO button.
I dont use AI any more, feels like I'm robbing myself of gameplay. But the GPS will be so helpful, especially for tasks where it can be difficult to see what areas you've already covered.
I still dont understand why Giants does not compensate the modders that already solved that and many issues and puts that stuff into the game, gets it a streamlined UI/UX ...
Honestly, I don’t mind it. I love doing the baling myself. I am more disappointed with again the seasons for dummies. There’s a ton of people that think FS19 seasons were way better. Seasons now is too simple and not interesting enough. Why doesn’t Giants at least give us a lot more options concerning seasons? Isn’t that what I means to be a simulator?
This situation is happening because the great Giants software wants to make the game easier by force and create an arcade adventure game from the simulator, easier for children and console players with a pdaem and monetization of it. This is nothing more than making the game easier to attract more players who do not want to play a typical simulator. Sad for me because I do not make the game easier for myself and I am even preparing mods that will make the game more realistic.
@ I get that they want to make money, they need money to pay their employees and make new games. But why not add more realism as an option. FS19 seasons is the perfect example on how to do it.
Did the logging physics get any improvements whatoever because they didnt show any logging in none of their teasers. Are the logs just as bad like they always were (they have 0 weight and send your logging equipment to space if you try to grab them?)
What if you put a mower on the front with a square baler in the back and set the workers width to the header width? And also now with placeable chain saws and such do you think there could be a way to get a manual manure system type of mod to work with console. If it uses the same thing that chainsaws have with the fact you can have them snapped to a forwarding trailer
They are not easy to use. The game has a learning curve already, and those mods add more to it. And they are even harder to use with a controller. They want the game as easy to pick up and play as possible, and I can personally say I know a dozen people who can't make courseplay work if they were being paid for it. That's exactly why mods exist, so you can add complexity it you want.
@ yeah i fully agree this is a big step in the right direction for console and will make the overall experience a lot more enjoyable for console but still needs plenty of tweaking and i am sure they will get around to it eventually. But as a pc player we get the goodies and usually makes us lazy hahaha.
Have been able to watch a tractor come unload the combine and tip it where ever since fs 15 can’t understand why the ai is so barebones feels like someone spent an afternoon doing the (new ai)
Course play will still have a job that it can do better lol... Heres hoping itll function better then fs22. At least it will have AI workers do things that base game systems cant.
When it comes to baling and grass I don’t want anyone else but me doing it, it’s my favorite thing in the game for years..I can bale and cut hours at a time without getting bored and I don’t know why
I honestly might just return my pre-order. Beyond ridiculous that their simple ai cannot handle a basic task of bailing. Im honestly so irritated about this. We need to stop buying this junk. They cannot even put in a basic mechanic.
The AI backing up, stop, repeatedly makes me mad, I thought they could make it really better than what I watched on it..I was wanting to pull my hair out watching that on the videos
It's weird, the AI in FS22 isn't perfect, but it would leave the field to turn around. This AI is definitely better in some ways, but it tries to do everything in the field without leaving and I don't really understand why they hamstrung it like that. And the fact that you can set up the GPS to run the field exactly how you want in the steering assist section, but can't tell the AI to run that and just stop to drop bales is very odd.
Bruh... it`s like the dev team consists of like 1 guy who tweaks the graphics a bit changes the ui and is just hoping and going with the option that the modders will figure something out eventually. Lucky i only bought the standard version of the game. Big L
So you just did what a lot of people do in fs 22 with GPS mod. Just proved that AI can't do it. A shame really. Once again giants has delivered a half baked product, as they always do.
@@TheFarmSimGuy But you still cant do basic things like have AI bale, Courseplay and Follow Me will have to fix that. Everything added to FS25 was already a mod in 22. Maybe the only new thing is tornados? Giants just have absolutely zero competition and their development budget is already 120% paid for by agri brands to feature their equipment. So they're lazy because they don't need to worry about sales or competition. I'm not saying it's unenjoyable, I played 200 odd hours of vanilla FS22 but I would not have continued without 30 or so QoL mods.
Why use GPS you know where to drive csnt u see the straw without gps. Stupid. What has giants actually made new for fs25 hardly owt more or less same game
Loving these little educational 6,7,8 minute videos
I know it's the same principle as saving a windrower or combine course in courseplay but it does feel like Giants missed an opportunity to incorporate AD and CP in the basegame. It feels more like a happy accident than something designed into the game from the outset.
I haven't seen anyone attempting to do the AD type harvesting unload/delivery and I'm guessing it's not an option. I can't be the only one who thinks that would have been a better addition from a gameplay perspective than tyre tracks atop a clamp full of grass or in some mud.
I'm trying to like it but it's 22 with a bit of a refresh and nothing more than that. I haven't seen anything yet that's making me want me to buy it.
No that they missed the opportunity, We asked this specific question to Stefan the lead developer at Farmcon He said they wanted something that would be simple and easy to use for the masses, Courseplay and Autodrive are a lot to get your head around if you are just a casual player. I think CP and AD cater to a different audience to the majority of players
@@TheFarmSimGuy I would argue that it depends on how its implemented. I agree with you, if it was implemented as it is in CP and AD. But if they put their heads together, I guarantee they could find a solution that would be easy to use and functional. It would take a lot of work on their part, but absolutely possible.
I totally agree with @glenjones6980 here. Focus has been on the wrong place. And it makes me sad. Playability and useability is always more important than graphics.
Thanks for making the video though farmsimguy :) Good job.
I appreciate the insight there, I now know for certain I won't be buying it. They're not qualified to decide if I or anyone else has the intelligence to use it or not but are quick to use it as the excuse for their inadequacies. How much more patronising can they be? The fact they will pass a new version as a mod at some point is obvious even to this Giants' accredited intellectually challenged delinquent.
I've enjoyed what you've put together on the channel but I'm about to purge my subscriptions and socials of anything featuring their products.
Cheers
@@glenjones6980 He already said Giants means the casual players. A lot of kids for an example are playing Farming Sim with maybe only 1-2 hours a day maximum. And I know for a fact when I was a kid and a game showed me a huge screen with man's different buttons and numbers to select and set up I'd just stop playing the game immediately. The biggest amount of the Farming Sim players are, unfortunately for us who like more in depth features, casuals. I'd have liked a base game course play with all functions too, but I understand Giant's decision making because the more specialized the game gets the smaller the community becomes.
@@glenjones6980 I think they are qualified to say they know their playerbase. The millions of copies they sold, the percentage of players asking for things, they know better than anyone.
It's also easy to find a ton of people who can't even figure out how to make TMR, as one example.
It's not calling you stupid, it's saying "that's what mods are for", to fill the gaps don't fit the base game objective. There are plenty of places online you can see the issues people have with courseplay and autodrive, getting them to do basic things.
You have to understand that Farming Simulator is interactive advertising. They are paid millions to put the equipment into the game that they do, and they need the game to be accessible to the largest amount of players, because that is how you convince these companies to pay you for this.
That is why the game has the rating it does, so that it is open to kids all the way to adults. That's why they can't have animal slaughter, wine or even cars that flip over.
They need the largest audience possible, because that the entire point of advertising.
You want to take it personally, that's your issue. The fact you think the game should cater to YOU is a YOU problem. Do you visit a theme park and tell them to make the rides faster or slower?
That's what mods are for, so you can change the game to fit your specific needs.
I can tell you one thing though, your comment just proves this is not a game for you, and you aren't the intended audience.
I imagine the developers meeting when they were discussing this to be along the lines of “courseplay is a really popular mod, let’s add it to the game, but not make it as useful”. Interestingly the exact opposite of what they did with the production mods from fs 19
No I know the conversation they had as we grilled them about it at FarmCon, and they wanted to make it easy for anyone to use, Courseplay and AD are at the other end of the nerd scale and it puts a lot of people off so they wanted to try and bring something similar to the masses. I do think it's useful, but the baler thing is an oversight
@@TheFarmSimGuy This could change in the future. Stefan Maurus from Giants said in an interview that they are trying to make GPS courses saveable. If it’s not available at release, they plan to add it in later patches. This could also make baling work.
@@TheFarmSimGuy this makes no sense. if they think its complicated they should just make it anyway and players who want things simple just wont use it.
@@Erich823 Which would in this case mean players who don't have time to read into something for a lot of time simply can't use the helper at all.
I also use course play in 22 but it took me a lot of time to finally understand all it's functions, how to properly set it up etc. a new player will just see many different options, not know what any of them mean and not use any helper at all until they don't want to play the game anymore. If anything Giants should try to give us more options for the helper, but keep a "simple" helper there that works like what we already see in 25
@@Erich823 How does it make no sense, they are trying to appeal to a mass audience and sell games, why would you actively make something difficult for people to use?
6:02 I like when you drive over in the straw it gets a tire pressure after.
Hmm, interesting, i'm pretty sure that will be a function very soon from a mod!
For PC its a win, but for us console players... Nah
The sad thing is that it should not be a modders job to do something that arguably should be implemented by the developers. This is very important feature that you'd kind of expect the base game to have.
If I hired an employee, he'd be able to make bales...
It's sad that they are leaning on modders to make the game for them.
@@bjrnyvindhalvorsen6714 As a real life farmer...the number of employees I have that can't be trusted to run a wheelbarrow is pretty high.
Regardless, the game is designed to be as accessible as possible for the largest number of people. That is EXACTLY why they have such a large modding community, so you can specialize it to fit your way of playing.
This game is interactive advertising, and it's most important for them to have the game easy to pick up and play for the largest number of people.
@@bjrnyvindhalvorsen6714 they gotta leave some improvements for modders to do
I was afraid we wouldn't need CoursePlay anymore. Glad I was wrong
Was waiting for someone to answer that question of mine, good video
Glad I could help
Still a lot of hands on. You could set that up with courseplay the same way you did there. Hopefully they will have it with FS25.
If I did this I’d use a square balor instead so you didn’t have to stop and unload
@@andrewsamson9603 Yeah same here.
Agreed, it's much improved byt still not the same as Courseplay and AD
@@TheFarmSimGuy tbh I could actually work with that if it’s that simple to set up like you did then it’s fairly straightforward to do it as long as it picks the bales up then it’s good I’m happy with what ever we get.
interesting choice from Giants
@BITTERSWEET711 it's on my list
Interesting is a different word to I used 😉
@TheFarmSimGuy I was trying not to spoil the ending 🤣
Speaking of bales....has the bale physics improved any or are they still wonky as hell?
I don't think it be any different to fs22 tbh... Solid brick bales 😂
@@WTR28 as far I noticed there is no improvement in physics at all...machines are bricks as well as movable objects.
Improved? You should probably be glad if it hasn't gotten worse lol
Don't worry guys.... We will have CoursePlay....
yup hopefully it wont take long for modders to fix everything and put in what they cant or wouldn't..
Great video FSG it was a bit much to hope giants would put bailing in the game it just means there’s a need for course play 👏👏👍👍⭐️⭐️⭐️⭐️⭐️
I hope we get course play for fs25 or they give some upgrades to AI
Well you may as well do it yourself then if you have to drop the bale and turn round etc.
Major problem I always had with farming simulator is not being able to pick up the traw from ai fields, because it just disappears when you complete the contract it be so beneficial if you can pick up straw from the field because it is the first step required for animals. Even though with some columbines you can connect a baller to the columbine and harvest and bale at the same time on your own field it works, but on an AI field it does not work, because once the straw hits the field, it is restricted meaning you can't pick it up with the baler. Though a baler that is attached directly to the combine should work.
theres a mod that allows you to pick up straw on contracted fields
As a non pc person, the improvements and change from 22 looks great.
As console player new ai is so good he have done all Jobs diffrent type fields no problem ❤
that's amazing to hear, I'm so happy for the console community
Looks pretty and that’s about it! Gameplay is still the same. So no new gameplay features again I see. Was hoping for AI farmers working the fields on their farms and some sort of competitive farming with the AI farmers to overtake their farms when they go bankrupt. Oh well, sandbox gameplay again
FS22 I always used the front rake. With that u can use the ai worker
Was hoping that the ai worker could drive the forager with the pick up header. Really hoping it'll be possible in a future update or mod for ps5
It does watch my Friday evening livestream, we had it working a treat 😊👍
Hello FSG,
Do you know how the ai workers react when you combine two fields? Or if you’ve made your own?
Also, how do they handle grapes and olives?
They behave the same when you make your own field, or merge two fields together, it’s clever stuff. AI can’t do grapes and olives but GPS will
Watched your last live stream and wasn’t able to catch it live put wanted pose a questions. What happens if you expand the rice field? Will it flood a custom expansion of the field?
We tested expanding a field, it looks like you can’t do it and have to demolish and redraw it
the farmsim guy i like what u do for us all...
Is it possible to empty the incomplete bale inside the baler? (square or roll)
This is pretty disappointing given they can already track the same area of AI is used to mow or harvest. Loving the rest of fs25 but this is a big miss.
Why doesn't the beacon lights on the balers work? I have tried to get them to spin but the tractor beacon does not activate it,.
It’s a known bug and will be fixed in the next patch
@@TheFarmSimGuy I got it to work on that blue baler but only with certain tractors, that said I have the medium john deere tractor and the 2 beacons on top of it will not work.
It is a shame you can’t just hit “work to path” on the worker and do this automatically. Maybe they’ll add in the big update at the end of year 1 or something.
As soon as modding support for code mods hits (or someone works it out beforehand) there’ll be a mod that activates workers on and GPS track you set, I guarantee it. Unfortunately probably only on PC.
Work to path, I like that as a concept
Seems a relatively simple idea in principle having seen the same in Courseplay in the past. Set the path using the Steering Assist, then set the work type (maybe narrow it down based on the ground state where the tool is currently located, or the selected field’s state?) and hit the GO button.
That was useful, thank you.
You're welcome!
rather a dissapointment...
A little yes
Yeah but overall there’s a lot of improvements. I think the new system will handle more jobs that we use to have to babysit.
Like the whole game was really hoping they sorted out the Ai but no Back to the modders as usual 😮
People with PCs have been use to course play for years, to us this "gps" is not a new feature and is basically a dumbed down course play
@ I play in a multiplayer community and we don’t use course play so I was hoping for some of that functionality in base game.
I dont use AI any more, feels like I'm robbing myself of gameplay. But the GPS will be so helpful, especially for tasks where it can be difficult to see what areas you've already covered.
Disappointed but a good start and something to improve upon in the future
I still dont understand why Giants does not compensate the modders that already solved that and many issues and puts that stuff into the game, gets it a streamlined UI/UX ...
I somehow knew the answer as soon as i saw the video.
I saw at the 3:15 mark that the AI harvester was only harvesting half the width of the header.
Yes it makes a calculation so it finishes the field on a full width
Honestly, I don’t mind it. I love doing the baling myself. I am more disappointed with again the seasons for dummies. There’s a ton of people that think FS19 seasons were way better. Seasons now is too simple and not interesting enough. Why doesn’t Giants at least give us a lot more options concerning seasons? Isn’t that what I means to be a simulator?
This situation is happening because the great Giants software wants to make the game easier by force and create an arcade adventure game from the simulator, easier for children and console players with a pdaem and monetization of it. This is nothing more than making the game easier to attract more players who do not want to play a typical simulator. Sad for me because I do not make the game easier for myself and I am even preparing mods that will make the game more realistic.
@ I get that they want to make money, they need money to pay their employees and make new games. But why not add more realism as an option. FS19 seasons is the perfect example on how to do it.
Do you need a strong pc to run te new farming
Will buy it next year maybe
Long story short, i still need courseplay
Yup, PC players if you are used to Courseplay, the AI while massively better for console still can't come close to Courseplay 👍
Can you have multiple workers running in the same field by using the skip rows option in the worker menu and starting them at different points?
No they seem to want to return to a set point but need to test some more
@@TheFarmSimGuy would have been good if they could
@@aussieagmechanic I'll be trying some more tests to find out 👍
Did the logging physics get any improvements whatoever because they didnt show any logging in none of their teasers. Are the logs just as bad like they always were (they have 0 weight and send your logging equipment to space if you try to grab them?)
I did some logging on stream the other day, the new improved physics from Silverrun is in the game and was working well
Does this also work with loading wagons? (sorry, I'm new)
From what I’ve seen from other creators, square bales seem to work.
What if you put a mower on the front with a square baler in the back and set the workers width to the header width?
And also now with placeable chain saws and such do you think there could be a way to get a manual manure system type of mod to work with console. If it uses the same thing that chainsaws have with the fact you can have them snapped to a forwarding trailer
It's a good test, I'll try it
Autodrive, courseplay and follow me and intelligent ai are essential for playing single player. They should have added them in the base game.
They are not easy to use. The game has a learning curve already, and those mods add more to it. And they are even harder to use with a controller.
They want the game as easy to pick up and play as possible, and I can personally say I know a dozen people who can't make courseplay work if they were being paid for it.
That's exactly why mods exist, so you can add complexity it you want.
Guess we'll wait for modders to make the game worth buying.
Welp thank god I’m getting this on pc wont be long for a mod to come out and do it better.
Yes, it's a big step forward for console users, but PC we'll still want Courseplay and Autodrive
@ yeah i fully agree this is a big step in the right direction for console and will make the overall experience a lot more enjoyable for console but still needs plenty of tweaking and i am sure they will get around to it eventually. But as a pc player we get the goodies and usually makes us lazy hahaha.
It's a shame as they have done all this for GPS but not don't it so the ai can bale..
Have been able to watch a tractor come unload the combine and tip it where ever since fs 15 can’t understand why the ai is so barebones feels like someone spent an afternoon doing the (new ai)
Course play will still have a job that it can do better lol... Heres hoping itll function better then fs22. At least it will have AI workers do things that base game systems cant.
Oh 100% it's better than FS22's AI but still a long way off Courseplay
Its easier to just drive over the straw
Shame but expected maybe its to much for the system orrrrrr they ran out of time hoping there will be a update down the road
Seems like a step forward and two steps back with fs25
Thats a disappointment. Thats something they really should add in a future update. Just an option to save courses and use for other implements
I dont see why Giants couldn't fix this with an update to be fair i hope they do
Here’s hoping
When it comes to baling and grass I don’t want anyone else but me doing it, it’s my favorite thing in the game for years..I can bale and cut hours at a time without getting bored and I don’t know why
And that's the beauty of FarmSim right there, choose the jobs you want and stick the AI on the others :)
I honestly might just return my pre-order.
Beyond ridiculous that their simple ai cannot handle a basic task of bailing.
Im honestly so irritated about this.
We need to stop buying this junk. They cannot even put in a basic mechanic.
This is a bit of a disappointment, but that's alright. There's so much more to be impressed with!
First one here 1:45
The AI backing up, stop, repeatedly makes me mad, I thought they could make it really better than what I watched on it..I was wanting to pull my hair out watching that on the videos
It's weird, the AI in FS22 isn't perfect, but it would leave the field to turn around. This AI is definitely better in some ways, but it tries to do everything in the field without leaving and I don't really understand why they hamstrung it like that.
And the fact that you can set up the GPS to run the field exactly how you want in the steering assist section, but can't tell the AI to run that and just stop to drop bales is very odd.
No just a reskin of FS22
OK
Pretty sad after all this time
Bruh... it`s like the dev team consists of like 1 guy who tweaks the graphics a bit changes the ui and is just hoping and going with the option that the modders will figure something out eventually. Lucky i only bought the standard version of the game. Big L
So you just did what a lot of people do in fs 22 with GPS mod. Just proved that AI can't do it.
A shame really. Once again giants has delivered a half baked product, as they always do.
This sucks might cancel my pre order 😢
"we got new and improved workers" cant bale or unload a combine..............interesting
Course play and Autodrive to the rescue but big disappointment for console player 😮
Yet again giants have left the game to only be made good or even playable by mods....
It’s definitely playable and enjoyable without mods, I’m thoroughly enjoying the updates they have made
@@TheFarmSimGuy But you still cant do basic things like have AI bale, Courseplay and Follow Me will have to fix that. Everything added to FS25 was already a mod in 22. Maybe the only new thing is tornados? Giants just have absolutely zero competition and their development budget is already 120% paid for by agri brands to feature their equipment. So they're lazy because they don't need to worry about sales or competition. I'm not saying it's unenjoyable, I played 200 odd hours of vanilla FS22 but I would not have continued without 30 or so QoL mods.
So disappointed
Why use GPS you know where to drive csnt u see the straw without gps. Stupid. What has giants actually made new for fs25 hardly owt more or less same game
You've obvioulsy not played FS25, straw is completely invisible now unless you have GPS turned on 😜
@TheFarmSimGuy no it's not cos how stupid would that be, invisible straw oh yeah like real life
@TheFarmSimGuy so if you walk in field u can't see straw, invisible straw, yeah proper realistic
@@phantom2101 Yup and the cows are invisible if you are in a tractor, you can see them if you are outside, but not in a tractor... weird eh
@@TheFarmSimGuy idiot