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  1. #11
    SuperBiscotCOT's Avatar Senior Member
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    Originally Posted by topeira1980 Go to original post
    And im disregarding UbiKeeba's promise since it's more likely PR talk more than real information.
    Just with this line you tired me


    And throwing grenades everywhere is something that happens to me often when taking a controller in hands ... now I'm too used to keyboards
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  2. #12
    ThePollie's Avatar Senior Member
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    Originally Posted by onzirTbu Go to original post
    Is it that hard to understand? "The Bolivia of Ghost Recon: Wildlands is a living, breathing world. You never know what encounters you may come across." Means there are random encounters in the game.
    Not necessarily, and this is the problem. We don't have specifics on what exactly "living, breathing world" means. And what defines a "random encounter"? Are there just small groups of people walking down roads all day, or do they have their own tasks outside of the player missions? Do they deliver supplies by truck, and will ambushing these have any effect on the world?

    If they rebels make a move to attack a mission area, is it possible they win the fight and actually scratch off a mission target from the players by killing him first?

    -Edit

    How about something even more complex? Do patrols monitor specific angles and locations, or are they just circling mission areas or outposts? If the rebels attack one base, will patrols in nearby areas move to cover approaches from that direction to prevent them from just attacking deeper and deeper into the territory? If a helicopter is shot down, will the AI just continue feeding them into a sure death or will they be called off until anti-aircraft is disabled or for ground support to be sent in their place?

    If you wipe out a patrol, will they go missing? Will security tighten once their disappearance is noticed or will the AI just forget about the eight men sent out earlier? If you keep picking off supply deliveries, could you potentially weaken a location by denying them supply?
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  3. #13
    Originally Posted by UbiKeeba Go to original post
    I can promise you it's real information.
    didnt say you were lying, mate :P just that your "info" is PR catch phrases that doesnt REALLY give any tangible info. it's just generalization that can be said about 90% of open world games but doesnt mean much.
    But since you are associated with the product we can't expect much with these kind of questions. didnt expect real answer for the community manager. only from people who happen to try out the game at an event or whatever.

    slim chance, i know.

    but if not real info than just a discussion on what people expect form the AI behavior outside of missions is also OK.
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  4. #14
    Originally Posted by ThePollie Go to original post
    Not necessarily, and this is the problem. We don't have specifics on what exactly "living, breathing world" means. And what defines a "random encounter"? Are there just small groups of people walking down roads all day, or do they have their own tasks outside of the player missions? Do they deliver supplies by truck, and will ambushing these have any effect on the world?

    If they rebels make a move to attack a mission area, is it possible they win the fight and actually scratch off a mission target from the players by killing him first?

    -Edit

    How about something even more complex? Do patrols monitor specific angles and locations, or are they just circling mission areas or outposts? If the rebels attack one base, will patrols in nearby areas move to cover approaches from that direction to prevent them from just attacking deeper and deeper into the territory? If a helicopter is shot down, will the AI just continue feeding them into a sure death or will they be called off until anti-aircraft is disabled or for ground support to be sent in their place?

    If you wipe out a patrol, will they go missing? Will security tighten once their disappearance is noticed or will the AI just forget about the eight men sent out earlier? If you keep picking off supply deliveries, could you potentially weaken a location by denying them supply?
    This. is. how. developers. should. think. and. program.

    Take notes from this mans post, Ubi.
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  5. #15
    Originally Posted by topeira1980 Go to original post
    i would assume that the only real groups of enemies will be in enemy camps and not much beyond that, and perhaps a convoy here and there.
    i also hope to be wrong.
    half the regions in the game world looks like they arent a lot of fun to fight in outside of action pockets design for it because these areas appear to lack cover. they are just flat and barren and make for boring action and impossible stealth. i hope the game will be fun to explore thanks to enemy AI and not just to collect some random object that brings you nothing tangible but some bragging right with other gamers who have nothing to do but to collect useless stuff.
    And i REALLY hope the game doesnt get more boring the mod you play (like most games do by removing enemies from the game world, as if that's more fun. while it makes more sense realistically speaking, it makes less sense in gameplay terms).

    And im disregarding UbiKeeba's promise since it's more likely PR talk more than real information.
    You're assuming a lot when you know nothing about the game..
    Also show me where most of the map is just barren and boring.
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  6. #16
    Originally Posted by SwiftyLovesYou Go to original post
    You're assuming a lot when you know nothing about the game..
    Also show me where most of the map is just barren and boring.
    I am not assuming out of my arse. i am not making speculations out of a vacuum. i am simply assuming that this game will fault where almost any other game faults. it's, in fact, the most logical thing to do when you meet a new game - you look at what other games it is most alike and assume it wont differ much unless specifically told so. so this game looks like a third person shooter Farcry game or MGSV with a squad and these games had fun missions and action pockets, but outside of those - not much action. only exploration for those who love to collect. and if you look at the videos describing the regions of the game map you can see a lot of them are flat barren deserts or salt lakes or alike. im sure that if there is a huge flat desert in the game, there will be missions there that take place in outposts that are fun as mission locations. dont get me wrong - i am sure the missions will be fun, but the question i raised was "What about action that DOESNT take place where the missions occur?"

    Originally Posted by ThePollie Go to original post
    Not necessarily, and this is the problem. We don't have specifics on what exactly "living, breathing world" means. And what defines a "random encounter"? Are there just small groups of people walking down roads all day, or do they have their own tasks outside of the player missions? Do they deliver supplies by truck, and will ambushing these have any effect on the world?

    If they rebels make a move to attack a mission area, is it possible they win the fight and actually scratch off a mission target from the players by killing him first?

    -Edit

    How about something even more complex? Do patrols monitor specific angles and locations, or are they just circling mission areas or outposts? If the rebels attack one base, will patrols in nearby areas move to cover approaches from that direction to prevent them from just attacking deeper and deeper into the territory? If a helicopter is shot down, will the AI just continue feeding them into a sure death or will they be called off until anti-aircraft is disabled or for ground support to be sent in their place?

    If you wipe out a patrol, will they go missing? Will security tighten once their disappearance is noticed or will the AI just forget about the eight men sent out earlier? If you keep picking off supply deliveries, could you potentially weaken a location by denying them supply?
    very good questions. kinda what i was implying.
    however the general AI doesnt HAVE to react in such depth. what is important is the illusion it leaves - if a group of sicarios are driving a convoy along a path and i never encounter them in the same place and cant predict their location when i get to the same road twice than i dont care if they're driving in a loop. no one will. and if once this convoy has been destroyed it takes a few seconds and a second convo shows up to fight back, no one really cares if that convoy came from a near-by base or it just spawned out of the blue not too far away (if no one can notice them spawn).
    it's the impression that's important.
    of course not all devs care even for that, but if they do - than trickery usually works well enough. its harder to pull off in a co-op game where every player can roam freely, but i guess still possible.

    i think only bethesda's engine can actually keep track of 1000s of AIs with routs and agenda's of their own and if the game says there is a dude who's gonna walk from point A to B than he isnt teleportning there necessarily but in some cases that character actually walks there and fight other characters on the way....

    games like FC4 or watch dogs 2 can create some really nice events around the player. even better than the division (simply because they have more systems going on than the division, which is a very limited game), so i keep my hopes up for GRW... but not too high up.
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  7. #17
    ThePollie's Avatar Senior Member
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    Honestly, the impression is nice, but I'd rather actual substance. The smoke and mirrors only works until the players find the man holding the mirror up and dispensing the smoke. After that, it's rather bumming to realize it's all a pretty lie and nothing you do with it has any meaning. If they aren't really delivering tangible supplies, why bother attacking them? I'm sure there's loot or something to get off them, the enjoyment of the combat, but otherwise why? The idea of using such tactics against the Cartel fall apart once you realize it doesn't actually do anything.
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  8. #18
    Originally Posted by ThePollie Go to original post
    Honestly, the impression is nice, but I'd rather actual substance. The smoke and mirrors only works until the players find the man holding the mirror up and dispensing the smoke. After that, it's rather bumming to realize it's all a pretty lie and nothing you do with it has any meaning. If they aren't really delivering tangible supplies, why bother attacking them? I'm sure there's loot or something to get off them, the enjoyment of the combat, but otherwise why? The idea of using such tactics against the Cartel fall apart once you realize it doesn't actually do anything.
    Completely agree, nothing ruins immersion (and consequently makes me tire of a game quickly) more than instantly spawning reinforcements or something similar. I can only hope that the 'living and breathing world' goes far enough to keep me engaged in the struggle by not using obvious game trickery. I always think back to Far Cry 2 which had camps with enemies that respawned as soon as you were out of sight. It drove me crazy and was a constant nagging annoyance. I wouldn't have minded so much if there was something to explain it, like perhaps a call on the radio saying that a camp was being attacked. I could possibly imagine this happening in GR:W - the rebels contacting you to say they were under attack from a camp that you had left under their control after clearing it.

    The big thing for me is that these things should feel as realistic as possible in a gameplay/narrative sense, I don't want to feel like I'm playing a game. I started to feel irritated after playing Far Cry 3 and then some of the AC series where I got the feeling there was a template being used by these games - climb this tower, open a new bit of the map, do some little missions then rinse and repeat until you've finished the game. My big hope is that this game is in the same mould as Mercenaries where I felt I could just mess about for ages and there would always be something going on.
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  9. #19
    ThePollie's Avatar Senior Member
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    Which also reminds me, I wonder how well social stealth works, if at all. Will strolling into town in battle-gear have any noticeable difference from, say, T-shirt and jeans? Disguises possible, maybe?

    Another question to be left unanswered, I'm sure. At least until the Beta, anyway.
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  10. #20
    I hope they'll include Watch Dogs style 'gang hideouts' or 'convoy assaults'. As well as roaming enemies from The Division. Hopefully, there'll also be a wanted system, sorta like Watch Dogs, where that police unit that is on the cartel's payroll can pursue you if you bring too much attention to yourself. Also I hope, like Watch Dogs, there'll be incidents where you can rescue civilians.
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