To amplify a few:
2 nights ago I was trying for a Libertad Crate in Far Cry 6, the one ~800m NE of Verdera—a town in the Lozania province of the Madrugada region. I air-dropped from Verdera but couldn't stay airborne long enough to reach the crate, so dropped maybe 100m in 'front' of it.
I spent the next 10 minutes trying to scale the little mountain—the crate was maybe 30-40m up the side of a cliff. No go. I did manage to get above it a bit, ~50m off to one side, but wingsuit didn't get me there, got me dead instead.
That was bedtime. I signed on next time and air-dropped from the Armored Division FND Base east of the crate and piece of cake—simple trail up 'back' side of mountain. This is a regular occurrence for me, stubborn persistence in the face of clear impossibility
Oh yeah, always. Exploration and random encounters are a big part of it for me, so following the path most traveled by is not the route for that. Especially with a map as huge as Far Cry 6, there are lots of locations which never appear on the menu map unless you trip over them.
I don't do the fire a round and reload so you can pick up ammo, but otherwise yeah, obsessive about keeping ammo full. My FC6 AR has 120 stock, and I always play single shot, so I always have tons—but I still get a bit antsy if I drop under 70 in stock.
RAT4 is a different story, only 4 rockets in stock and it takes 2 to drop a chopper… which is kinda chop a dropper, isn't it? Hens teeth are more findable than spare rockets out n about—but it's not a biggie as I can swap to my bow with 23 explosive arrows, which needs ~6 to chop a dropper.
I used to do that in the bad old days of health kits. "When will I see the next one???" I'm half health, let's take on these 4 guys and then run back to that health kit. Oh, they have friends in the building—RIP.
Thankfully healing is now much more player-friendly in games I play. I haven't done a thing for Health in FC6, which is weird—in the old perk systems beefing up health was almost always an early priority. I think I saw some perk somewhere which give a Health 'thing', but seemed eminently skippable at the time.
Now it's just run to cover and hit the H key for manual healing. This works fine, as almost all my deaths are either from wrong key presses or wingsuit glitches, which a health system wouldn't prevent anyway.
Well, not "instead"… but yeah, as long as it's not that awful horizontal strip minimap, I've trained myself to glance at it frequently for intel. It's especially useful in FC6 when air-dropping into a location—get a general fix on enemy location and density, which is great for picking which roof to land on.
FC5 and ND have the horizontal strip, which I hate—can't see the center marker against the sky, or was it against the trees? And needing to turn in place to get the compass marker to show, ick. The little round minimap is so much more intuitive and useful, so glad they brought it back for FC6.
Games are as good at telling stories as books are at playing music—apart from maybe linear VNs and adventures. Most of the fun is in writing my own story, and that happens off the beaten path. Besides it's nearly always a good strategic choice to learn the game's systems and mechanics, plus accumulate resources and experience, before tackling story missions.
Probably the worst part of story missions in general is their tendency to go off-genre. "Yeah, we know it's not a driving game, but we're the devs so we can make you have to bring this unwieldy tanker across the map to progress." Off-genre crap should be skippable, at the cost of points, achievements, super weapon, whatever the reward is. Just don't have a compulsory chess puzzle in my checkers game.
Save Scumming
Surprised that didn't make the list. Despite having the ability in FC6 via a mod, I don't save at all—spawns are pretty good. But other games, especially without Fast Travel mechanic, you bet I'll hit F5. Or of course, to see what happens if you make a different choice at some important juncture.