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  1. #1

    Suggestions and Thoughts - From a MILSIM perspective

    The first hour of playing Wildlands was with a casual gaming friend of mine, we both pre-loaded before hand and launched as soon as we could, I am an avid MILSIM gamer and the idea of an open world that you operate in as a Special Forces team has been a dream game of mine since i started gaming. So when I heard about wildlands i was very much looking forward to the game. So me and my friend then launched the game, when we got in we played it fast paced and non-team oriented, it wasn't long til my opinions were bad and i was upset what the game turned into. However, i contacted my MILSIM buddies from ArmA 3 who also had a BETA key, we launched the game, disabled ALL hud elements except the crosshair, and put the dificulty on Ghost, we played at a much more methodical pace and worked strictly as a team and not being able to see where the enemy was, having to breach and search enemy buildings to find contacts to eliminate them, then being ambushed as we couldn't see where they were coming from many times made the game what i always dreamt it to be. I played the HELL out of the beta with my friends where we done everything from walking patrols around towns to hiking up the mountains and even ambushing convoys it was definitely a great experience. It was nice to know we were able to make the game into a MILSIM like casual shooter, which is a nice break form the serious gameplay from ArmA 3, Squad etc. However while playing the game we come across many things which we wanted to suggest, surprised there wasn't no forum for suggestions or email as such we thought this was the best place to post them. Here are our suggestions:


    - Option in HUD settings to REMOVE hit marker(s): Playing the game for some time it was nice to not be able to see the enemy was but after playing in a MILSIM type of gameplay it was annoying knowing exactly when you hit the enemy, it would be nice to remove the hit marker feature to add another tactical element to the game.

    - Plate carrier re-alignment: The plate carrier sits way too low compared to how its supposed to be worn, it wasn't really important but it would be nice to see adjusted and fixed

    - More equippable gear: Seeing chest rigs etc on the rebels it was a surprise to me we weren't also able to equip these rigs in the customisation, hopefully more kit and the kit on NPC's will be added into the character customisation in the full released game.

    - A bindable key to enable and disable the mini map: when in combat I hated the idea of being able to see where ALL enemies are, it would be nice to be able to turn it off in combat then re-enable it when driving OR in Ghost mode it would be nice for enemy positions to NOT show on the map, along with marking enemies so you can only see your waypoints for travelling across the map for open world exploration.

    - A abseiling option: I feel for a game where you play as special forces the option NOT to do this took me by surprise. As seen in your game FarCry 4 i feel the mechanic to abseil was great. Many times me and my buddies would be patrolling across the top of the mountain many of us said that there should be an option to get your character equipped with a abseiling device harness in the character customisation screen and be able to abseil of different parts of the maps cliffs and mountains, as multiple times we found ourselves misjudging the height and falling to our deaths OR having to take a total detour away from our are of operations, It was also a disappointment to not be able to abseil off roof tops? seeing how mountainous your map seems, it feels this should be In the game without a doubt, and seeing Ubisoft already has the mechanic from FarCry 4 hopefully it wouldn't be too difficult to implement.

    - Night Vision: This was a big disappointment in the game as it was literally just a green filter and had no real impact instead of making everything green. It did not amplify light and make everything more 'see-able' like its real life counterpart. I also feel Night Vision should be equipped in the character customisation and should only be able to be worn with a head mount or on one of the two helmets, like in real life, other wise i feel the player shouldn't be able to use it, using night vision and not seeing it on your character in 3rd person was a huge immersion breaker for me and my friends, and it got to the point where we just didn't use it. Seeing an animation of your character reaching up and flipping it down would've been a really nice addition which me and my friends were both shocked and disappointing not to see.

    - Enemy Detection: Probably being the one biggest thing i was added to the game is detection with various amounts of clothing. I feel if my character is wearing a top and a normal baseball cap, driving past enemies should not alert them as it is covert and blending in with the population, however if i drove past them in Crye combat kit and a kevlar helmet it should alert them and they should open fire, same with a ghille suit, if im blending in with grass I should be hard to spot, but if i am walking though an urban area I should be spotted instantly. This will then open the possibility of there being a purpose to wearing certain types of clothing other than them looking 'cool' and having to equip different loadouts and kit for different missions and operations.

    - Armour and stealth rating in clothing: Referring to my last point above I feel different parts of clothing should get you spotted than others, to back up this point i feel wearing a plate carrier as its heavier than a tac vest and has ballistic protection it should protect you from one or two more shots of enemy fire however should dwindle your stamina faster when running or climbing, i feel the same should apply with head wear, if im wearing a baseball cap and get shot in the head ill go down instantly, if i wear a kevlar combat helmet i should be able to take one more hit however, to make a down side to this if im driving past enemy they will engage straight away as if im wearing a helmet I am dressed overtly and they see i am the enemy. To combat this if im wearing a cap they wont detect me if and when i do get in a firefight i've traded protection for blending in which means i could possible get closer to enemy positions without being detected, opening the possibility for more approaches to executing missions. I feel this would open up much more reason for loadouts and why certain pieces of kit should be worn for different missions.

    - Louder weapons: I feel the weapons were WAY too quiet In general, sometime shearing vehicles being louder than gunshots. This was not just from a gameplay stand point but from a AI standpoint too, if i shoot my weapon un-suppressed in an enemy base or area it should alert all the enemies there. This gives a reason to use suppressed weapons as many times when i said to my team mates were going loud and shot off my weapon it still didn't alert the entire base that meant we could probably go un-suppressed and take out the large majority of the enemy before getting into any shady firefights or getting detected.

    I do have many points that i wanted to make but these were the bigggest ones. I hope they get added to the game.
    Thanks for reading.

    Tom.
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  2. #2
    All good points what about vanishing enemy body's? How did your team feel about that?
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  3. #3
    Aaand biggest disasppointment for MILSIM persons, reload animations for guns were wrong. When you reload your weapon character always primes his weapon even when the magazine is half empty?! You don't need to prime your weapon with half empty magazine. There is already bullet in a champer, so only thing to do is just only change the magazine. If you shot your weapon empty and reload it then your character needs to prime the weapon for real. These were wrong in ghost recon wildlands
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  4. #4
    AI BLUEFOX's Avatar Senior Member
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    Good feedback, OP; the advice I have been giving to all the old GR fans is HUD off! I'd like to see elements removed from the minimap and Tacmap too.

    One point to note; if you disable the general non ADS cross hair it will also disable the hit markers. That was a nice touch I thought.
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  5. #5
    Originally Posted by jmannz33 Go to original post
    All good points what about vanishing enemy body's? How did your team feel about that?
    We did notice them disappearing on many occasions and the lack of 'gore' that came with it made it something we definitely frowned upon. We felt having a mechanic to pick up and move enemy bodies to avoid detection should've also been added. For example the mission where you have to capture the rebel HVT from the barn/farm/ranch, we opted to go in the quiet route, to either avoid or take out as little of the enemy force as we possibly could, get the target and make a quick exfil, however this proved difficult where we lacked the ability to move bodies to avoid them getting detected and thus alerting the enemy.
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  6. #6
    Originally Posted by Villehei85 Go to original post
    Aaand biggest disasppointment for MILSIM persons, reload animations for guns were wrong. When you reload your weapon character always primes his weapon even when the magazine is half empty?! You don't need to prime your weapon with half empty magazine. There is already bullet in a champer, so only thing to do is just only change the magazine. If you shot your weapon empty and reload it then your character needs to prime the weapon for real. These were wrong in ghost recon wildlands

    Yes we also noticed this but chose not to mention it as it will probably be changed full the full release. It would be nice to see perfected reload animations, along with the shown 30 round magazines ACTUALLY having 30 rounds in them and not 20.
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  7. #7
    Originally Posted by TomEason1 Go to original post
    Yes we also noticed this but chose not to mention it as it will probably be changed full the full release. It would be nice to see perfected reload animations, along with the shown 30 round magazines ACTUALLY having 30 rounds in them and not 20.
    Nope. This isn't something that was likely to change, just as the they didn't bother to change the terrible muzzle flashes.

    The Ghosts look like a bunch of amateur gun range noobs with their firearms handling skills. The Ghosts constantly take their strong hand off their weapon to charge their weapon (unnecessarily) when doing speed reloads, instead of using the support hand. They also never use the bolt release when reloading from an empty mag. Ubisoft has no idea how firearms are handled in real life.

    It takes me right out of game. But despite touting the Red Storm Studio, Ubisoft's firearms knowledge is pretty poor. Their animators always get firearms reloads wrong. Developers like Dice have done a far better job in the BF and MoH series.
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