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  1. #111
    Cortexian's Avatar Volunteer Moderator
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    200m is nothing though, especially considering there was a lot of vehicle combat. Modern tanks can hit with almost pinpoint accuracy at 2,000m and PS2 takes place with future-guns so they should be capable of well beyond that.
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  2. #112
    Lolssi's Avatar Senior Member
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    Though that 2000m would require some pretty different map design in games or ground troops giving coordinates. Perhaps just that reason PS2 maps were full of hills that restricted your view because game couldn't handle more.
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  3. #113
    AI BLUEFOX's Avatar Senior Member
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    Originally Posted by Lolssi Go to original post
    Though that 2000m would require some pretty different map design in games or ground troops giving coordinates. Perhaps just that reason PS2 maps were full of hills that restricted your view because game couldn't handle more.
    As long as the transitions are smooth and you don't loose vegetation at long draw distances then long range is good. I recall on the GRAW games, hiding in long grass until we learned the hard way that the grass didn't render from too far away. You were just laying there exposed, LoL.
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  4. #114
    Lolssi's Avatar Senior Member
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    Originally Posted by AI BLUEFOX Go to original post
    As long as the transitions are smooth and you don't loose vegetation at long draw distances then long range is good. I recall on the GRAW games, hiding in long grass until we learned the hard way that the grass didn't render from too far away. You were just laying there exposed, LoL.
    Hah! I did that all the time
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  5. #115
    Cortexian's Avatar Volunteer Moderator
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    Same thing happened in Battlefield Bad Company 2 for a while. Recon players in ghillie suites hiding in long grass not realizing that the grass didn't even render for other players at a distance.

    Vegetation rendering at distance has always been a challenge for game devs. Make it too realistic and in a PVP situation a player in a ghillie will dominate everyone because they'll never be found. This is also why some games have really dumb scope-glare effects on precision optics now.

    I'd be curious to see how the dev team handles this if PVP is implemented on the large-scale open world map that makes up the core of the game. Especially considering the vegetation and shadow draw distances on Wildlands are pretty massive already.
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  6. #116
    ES-Ulukai's Avatar Senior Member
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    I remember a party I did on Original GR with my sniper character on a elevatate map with a river in the center I killed them so much they started looking for me without finding me thx to the ghillie suit.
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  7. #117
    As long as the co-op gets the attention it deserves first, because Ubisoft is onto something here.
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  8. #118
    Originally Posted by Cortexian Go to original post
    Vegetation rendering at distance has always been a challenge for game devs. Make it too realistic and in a PVP situation a player in a ghillie will dominate everyone because they'll never be found. This is also why some games have really dumb scope-glare effects on precision optics now.
    I imagine the devs will add in some "nerfing" so to speak with regards to the realism to draw in new players to the franchise. IF there is a PVP situation, it would be really awesome to have a mode that is a nod to the originals. Another game that I personally hold very near and dear to my heart is SOCOM (earlier iterations), and it was non-forgivable in terms of ghillie suits being utilized in high vegetation (like the forest section of WL). I would actually really really hate to see GR take the same route SOCOM did...

    I think in the true sense of what a GR PVP game would be, that knowledge of players being able to hide in plain sight creates the tension and tactics that brings players coming back for more...plus, how satisfying is it to draw in the opponent and ambush them because you hid yourself so well??

    And with regards to the snipers, I really hope they do not add any type of lens glare effect. In my opinion, in these kinds of games, if someone is good enough with the rifle to hit you from so far away you have zero clue where they are, then let that happen. It only makes it so - if you keep cover well enough - the ground units are outnumbered and then you just swarm a guy with a pistol as his backup. The PVP map creators just need to ensure they create a balanced flow to the map with adequate positions to counter any type of attack. Which given the terrain of some of this world, it will definitely be challenging to add items to the environment that offer the different strategies while still appearing genuine and sensible.

    It makes me excited for the possibilities!
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  9. #119
    We are all putting out opinions here so its my turn -

    Ghost recon is about online PvP and that is what most people play. It has been since the 1st game came out and it ended with Graw 2 because Future soldier was bad. I've always looked forward to playing online and doing clan matches. Blue Fox and FuGu know what I'm talking about. Playing matches late at night that last for hours and even days sometimes. Those memories are what made the ghost recon games so much better. Yes the single players are fun but fun until you do them on ever level and then what? Its the same thing over and over. Hopefully this game will not be like The Division, I mean it was fun for the 1st month while you leveled up but after that it was the same thing over and over....gets boring. I have a feeling that this game will be like it but I will still buy it because its ghost recon. If they plan on this game focusing on single player and co-op I really hope they plan on making a game just for multiplayer people.

    Thanks,

    SpeedyDGuy
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