I hope you are reading this Ubi
Here a in-depth suggestion list from me. But before that I want to say that this game needs to delay because in its current form it is only at best a decent game and not the game people are expecting. The game needs more time before it is ready.
Gameplay:
1. Gameplay needs to be more realistic and tactical. Currently, the gameplay is kinda fast and arcadey. This could be because of the animations, driving mechanics and the AI (I go into more detail on each of them later). I (and probably the fans of Ghost Recon) always imagine Ghost Recon to have a slower, super realistic and super tactical gameplay.
AI enemies and teammates:
1. AI enemies needs to be more smarter and challenging. Currently the AI enemies are pretty dumb and it would also discourage the tactical play from players and make the missions less fun because why would players spend more time being tactical when they could just easily kill everybody with less time. And this being a Ghost Recon game, that is very bad. AI enemies should know when to take cover (especially from a sniper), how to flank the players, fall back and not run out to get shot.
2. AI detection meter needs to fill up faster. Right now, the detection meter on the AI enemies are very slow and as result the AI enemies are pretty blind to the players even when the players are right in front of the AI enemies. This especially bad for stealth players as it makes it easy to not get detected, less challenging and overall less fun.
3. Add more commands that players can give to their AI teammates. I'm happy that we can commands our AI teammates to perform certain task during singleplayer but the commands are pretty limited. This kinda limits the amount of tactical strategies that a player can use in singlplayer. I would you guys to add in the ability to command each individual teammates, edit their load out (so I can set my teammates role)and command them to drive vehicles. Once the teammates are in the vehicle, the players could have vehicle specific command for that particular teammate like drive to certain place, wait in the car, drive to the player current location and get out of the car.
Mission design:
1. You need to force people into certain playstyles or at least it a challenge for people to use their preferred playstyles. I know you do not want to restrict players into doing certain things and I am not saying that you should do that but you have to make it a challenge but not impossible for them use their playstyles and when it is challenging for them and they managed to complete the mission using their preferred playstyle; they would very feel satisfied and have more fun than they would have if it wasn't much a challenge. Making it a challenge also could make players adapt and use different playstyles to complete the mission and this also make the mission more fun for the players.
2. There should be more tactical options that players can do. We know that players can steal a cartel truck and enter the facilty/ base/ outpost without alerting the guards. But I hope there way more tactical options available for players, not just finding a high point for players to snipe enemies in the base. Maybe something like a underground sewer that leads into the base, disguising as one of the enemy soldiers and be able to enter the base without arousing suspicion (although the disguised player shouldn't be able to get really close to other enemies in the base, it would be weird if the enemy soldiers couldn't tell that their comrade looks like a American) or have a ally (like a rebel soldier or a enemy soldier that works with the Ghosts because they bribe them or threaten them. Bribing or threatening enemy soldiers to be able to make them do what the player wants could open a interesting gameplay opportunity) inside the base that can let the players enter the base without being detected. The amount of tactical options would encourage experimentation from the players and would make the missions themselves more fun to do.
3. Place enemy soldiers in spots that won't allow players easily infiltrate the base. All the tactical options available won't matter if the players can just easily infiltrate the base. You need to place enemy soldiers in spots that would make it a challenge (like denying stealth players an entry point or alerting the whole base for players that are shooting their way in) that for the players to just straight infiltrate the base. This will force them to use some tactical options available and the end, they would have more fun than if they were to just straight infiltrate the base.
4. Don't place markers over the objective (targets, HVT or documents) of the mission. Not telling the players where the objective is at can encourage exploration. It can also make the mission more fun to do. You could add a HVT or document in the mission and they reveal clues to where the objective is at but after they have done so, do not place a marker of the objective, just give the players a rough idea on where the objective is at. For example, if the target is located in the basement and the players interrogated the HVT and they would be told that the targets are in the basement and they would then know they are looking for a basement. I believe that this would make the mission more fun.
5. Add more variety in the missions. So far from what I seen, the main missions consist of going and breaking into somewhere and do something like interrogating someone or getting documents and information or killing someone. This all missions despite had different objectives feel the same and if this is the missions that would take up the majority of the game, the players would start to get bore and may not even finish the game as they do not want to play the same missions over and over again. So I hope that you would add more variety into the main missions. Perhaps one thing you could do is to add unexpected and unpredictable situations that the players would face during the missions (I'm not talking about a random enemy soldiers out in the world that just happens to pass by the players in the middle of the players and interfere with them and the mission) like a scripted event where the players are suppose to infiltrate the base and kill someone but then it turns out the players are being lured into a trap and they would have to fight the ambush. But this alone isn't enough, you need to add main missions that feel and play different from other main missions.
6. The side missions also needs more variety. So far the side missions I have seen like tagging the convoy also needs more variety. Once again, one way you can do this is to add the unpredicted element to these missions like a time where the convoy would be escorted with merely few cars with soldiers but other times it could be escorted with heavily armored cars and attacked helicopters or the convoy could be attacked by the rebels or a convoy that went missing. Other thing you can do is to add more length into these missions, the tagging the convoy missions can be very quickly completed; you add a few more task to these missions like the players would have to drive the convoy to a safe location after they had stolen it from the enemy. But again this alone would not be enough, you need to add more side missions that all feel and play different from other side missions.
Open World:
1. There has be more activities to do aside from the main and side missions and the collectables. Sure your world may be big and pretty but that alone would not make the world a great place to play in. If all the players do is just infiltrate outpost and gather resources and randomly shoot enemies (aside from the main and side missions and collectables), then I question the decision to go open world in the first place. You should add more activities for the players to do like mini games. But do take care not to add silly mini games, I can't imagine the Ghosts fishing in a lake. Maybe mini games like board games or a shooting contest. Maybe you make certain mini games to only be found in a certain parts of the map to encourage exploration from the players.
2. Add plenty things for players to discovered. Another thing you can do is to add more things for players after all one of the reason why people travel around the world in real life is to discovery right? Players could discover things such as a crashed plane or a bunker. You could even turn these discoveries into side missions as well like the players are being task to find out what happen to the crash plane or the crashed plane was carrying precious cargo but it is now missing and players need to find it or clearing out the bunker for the rebels or retrieving the bunker's resources.
3. Add more NPC interactions. One of the things that was pretty cool in Watch Dogs 2 was the interactions NPC have for each other. It makes the world feel more alive and I would to see these kind of interactions in Ghost Recon Wildlands like a cartel member harassing a civilian. These may even be turn into gameplay opportunity like when the player help out the civilian that was being harassed by the cartel member, the civilian could tell the players about where valuable resources are located or one of the infiltration opportunity.
4. Add vendors where the players can buy items from. From what I seen, the player can get locked item that located around the world and I do not have a problem with this but I would like you to add vendors where players can buy weapons, weapon parts, paint, clothes (but not all of them, leave some scattered around the world like they are in the current build) and maybe even information regarding a particular base/ outpost.
Others:
1. Do not put markers over side missions, collectables, vehicles, HVT, documents, weapons and weapon parts. There can only be marker for mini games and side missions only after the player had found them. Placing markers over everything discourage exploration and removes a sense of discovery. But one thing you can do is allow players to tag the things mentioned before just like how they would tag enemies and only then have markers over them but they should disappear when the player gets too far from it (except for side missions, collectables, weapons and weapons parts).
2. Do not show the locked items in the customization menu and where to get those locked items. Currently, the customization menu would also show the locked item as well as where to get them. I don't really like this as it can discourage exploration and remove the sense of discovery.
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