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  1. #1

    @UbiKeeba and Ubisoft: Doable Feedback Compilation From Fans!

    @Zjinxy made a great point about giving positive feedback to the Dev Team instead of complaining, so I thought we could make a compilation of positive possible feedback in a TL;DR format in order to help out @UbiKeeba and create a positive feedback loop that hopefully will be better heard, since @UbiKeeba assured us that they ARE listenening and doing their best to improve until March 7th. I, for one, REALLY want this game to be good and will do my best here to help that happen.

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    So the guidelines would be something along the lines of:

    - No huge testemonials.
    - No offensive, unthoughtful, or trolish comments, only short positive possible changes until March 7th. Assume the Devs are good people who are trying to make a good game for you before posting, and post as though you were talking to them.
    - Try and backup your sugestion with gameplay design philosophy, in other words: not just your opinion or preference, but something that makes sense for everyone to enjoy.

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    I'll start!

    I'd really like to see the Devs paying more attention to the single-player, or Solo experience. I think the game Co-op is great but it should be a plus, not a requirement for enjoyment, and a bunch of us want to mainly play Solo. In that direction, I'd like a better experience with my AI Squad, which I think is a main aspect of the GR brand (the idea of four soldiers against unsurmountable odds) which is the beauty of the series. To that end, I'd remind the Devs of our requests for:

    - Improved Squad AI. If you "HOLD" them, they should HOLD. If you're stealthy, they should NEVER do anything to break that (unless you were stupid to wonder into a base without cheking where tangos are), if you're down, they should NOT super-kill everyone before reviving you. They should never be a hindrance, all in all, we should always feel like "Oh, thank God these guys are here".

    - AI Squad Charactersmith and Weaponsmith. The immersion break of gearing yourself with a guillie suit for a jungle raid, or snow recon and have your three soldiers (that you command) go exactly the same as in the city is huge, it's a big problem. The weapons you find are FOUR times more valuable loot, if I can give them to my team. If I don't like LMGs, then all those are USELESS to me, unless Midas can use them, and I can give it to him. End-game, I'll be completely different than in the begining, and my squad will be exactly the same? Terrible, right? Most of all, it's about investment: Nomad might be the playable character but the four of them are the protagonists - Customizing all four is a way not only to keep immersion and progression interesting, but to invest in these people who are supposed to be the center of the game.

    - Squad commands. With improved AI out of the way, (and I realize this is a slightly bigger ask, but) I'd REALLY think the game would profit from a two-tier command wheel, where, before you click on one of the four commands, you click on WHICH ghost should do that. So, you'd have "HOLTZ", "MIDAS", "WEAVER" or "ALL", then you'd have the commands. This simple change coupled with better behaviour would allow me to park my sniper up in the hills, take Midas with me, and keep Hotlz on the other end of a compound waiting for straglers, for example. Nows THAT's cost/benefit development for March 7th!

    - Squad contextual actions. I think this is the longest shot, but I'd really like to see some contextual actions. Like, if I enter a vehicle in the passanger position, Holtz would know to drive it to my waypoint on the map. Or, if Weaver is up in a hill and I'm going in stealthy he knows to shoot people who are about to spot me (similar to Quiet in MGS5), or how if I'm in a fire fight and I'm reloading or moving, Midas knows to put up suppressive fire at that moment. Those would be the biggest ones. I mean, what's the point of their specialties, if when you're playing CO-op it's not them, and when you're in slngle they don't do any of those things?

    Good? Great! Should we try to keep this going?!?
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  2. #2
    One of the things I wish could potentially be changed - although I feel it is far too late for this to implemented pre-release - is an adjustment to overall pacing and "feel" of the game and I hope I can articulate what I am meaning. I did add some of this to the Beta feedback but in terms of how those are reviewed/allocated, maybe here will be better.

    I am lumping overall pace and feel together in terms of how it feels to just move throughout the world as opposed to "pace" with respect to leveling up or amount of time it takes to cross a region.

    I feel that depending on what you are doing, there does not seem to be a consistent feel. For instance: Weapon out, going down a steep hillside - I feel the weight of my character/gear and the animation along with what I can/can not do feels mostly right. Step into a vehicle, and I completely lose the sense of weight in what I am controlling, and physics completely change. I really should not be able to take a truck straight up a sandy, practically vertical hill. Vehicles irk me the most during collisions where the other car just goes flying - it is like physics are scripted totally differently and the most I can relate it to is Crazy Taxi. I feel that Far Cry had some better vehicle physics in terms of driving them retained the world's physics rather than feeling like two different games.

    Another difference, although smaller, is when I am running with my weapon out versus running with no weapons. Yes, there should be increased speed and allowing you to take different corners/angles, but again when no weapons are out I feel like I am in a different set of rules with respect to how my character responds - I lose that sense of weight and reality of what my character should be like.

    I personally feel that there is a "handicap" when guns are out - it's a bit like characters are in quick sand or something. I speculate it is supposed to create a sense of, "this is a highly trained operative who does not shake under pressure and is constantly in a sense of self-discipline where every moment is steady and precise". But I do feel it within the NPCs too who are NOT highly trained individuals per se, but with the speed in which they return fire or move to try and flank or move anywhere really just feels weighted down. This could be a difficulty setting with enemy reactions (I mainly played on Elite to get a sense of the entire eco system and A), but I know I hear how easy things still are even on Ghost. The moment the enemy knew I was there because of a rebel or teammate, with everything feeling so slow it was essentially a shooting gallery as opposed to a tense firefight that required fluid maneuvering from myself and teammates.

    Overall I feel there are a few different physics systems in place that create an inconsistent pace/feel to the game when there really should be one system in place that controls all items in the world. If there is one physics system in place, then what might be the reason behind tweaking the variables so much? To me it feels that developers are attempting to be relaxed in different areas to have a higher sense of appeal to those not traditionally versed in Ghost Recon. Like, I could see if I bought the game and wanted to Far Cry it up so-to-speak, I would not necessarily want realistic vehicles because I plan on just going crazy, but when the shooting starts I am being pulled back in "Ghost Recon" to have a more realistic-ish experience. I feel that pull back is the handicap/quick sand that I am feeling...and maybe I am the only one!

    P.S. I play on the PS4 and I even upped my sensitivity to see if that could help the overall feeling, but it never went away. Overall I had fun playing and am holding out to see if PvP is announced as coming soon or something because that is primarily why I play shooters - to battle against human opponents...plus I am just dying for something to take over Socom in my heart (probably not possible...lol).
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  3. #3
    Please UBI, please fix and add the ability to Rebind the INSERT, HOME, PGUP,PGDn,End,Delete keys. I'm a left handed player, So I use those keys for many things like reloading my weapon and Inventory and a few other things I need for playing the game. As I is, I had to use Auto Hot Key to make those keys work. so please fix this!!

    Along with other issues the Driving a big one that needs fixed. and a few things everyone else is saying needs addressing.


    Thank you much, really loved the game and own a Gold Edition.

    Cant wait for the full release.
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  4. #4
    JonathanRL's Avatar Member
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    Without repeating myself or my popular posts and videos about the AI Customization, I can only say I agree fully with OP.
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  5. #5
    Ok, really good, this is super-working!

    So, from my understanding, the physics is another big aspect of what could be changed till launch. I did hear from A LOT of people on the forums how the driving needs a punch up, I think has already been brought to the attention of the Devs, but just to recap, then:

    - A more pervasive physics system that doesn't change so much from walking armed, to unarmed, to driving to flying. The differences are apparently too jarring and it takes you out of it a bit. I think a lot of people mentioned the driving is a bit cartoony, and that the flying's tricky. I'm not sure if the flying's just not a matter of getting used to it (some people have raised this point), and I'm pretty sure that the driving wasn't meant to be used to go off-roading with trucks, but granted, these are limitations that could be looked at.

    - I'd also like to add that the bullet drop system seems WAY too exaggerated in the opinion of a lot of forum members as well. I mean, I saw two different members that had 1km shots, so I may be way off here, but might be worth an hour of a Dev 's time to take a second look at it and maybe tone it down just a bit, if we're lucky. I think this has to do with bullet speed, which is also a point that has been raised many times over on different threads here.
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  6. #6
    I'm so looking forward to the reveal of competitive multiplayer that has always been in every GR game. Can barely wait to see what you guys come up with.
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  7. #7

    A little thing that's actually big...

    Originally Posted by Darkxxxx Go to original post
    Please UBI, please fix and add the ability to Rebind the INSERT, HOME, PGUP,PGDn,End,Delete keys. I'm a left handed player, So I use those keys for many things like reloading my weapon and Inventory and a few other things I need for playing the game. As I is, I had to use Auto Hot Key to make those keys work. so please fix this!!

    Along with other issues the Driving a big one that needs fixed. and a few things everyone else is saying needs addressing.


    Thank you much, really loved the game and own a Gold Edition.

    Cant wait for the full release.
    Hey, guys, let's try to limit ourselves to the point of this thread, right? In order to have a good solid list of things said, Like Darkxxxx mantioned here. In fact, if you'll allow, I'll build upon that to request something much bigger:

    Darkxxxx mentioned rebindable keys, but it's worth mentioning something else, which I'm not sure a lot of people mentioned explicitely, but is at the core of a lot of requests here on the forum: GIVE US OPTIONS!

    We know Ubisoft is not going to release modding tools, it's just not their policy, so give us as much in option menu as possible. I think the HUD options were a big step forward, and I do appreciate the attention to detail in interface that has been going into Ubisoft games lately (as evidenced by the super clean and comfortable interface in For Honor). But give us as many ways to tweak the game as possible. Examples?

    - More HUD options (Important Markers Only, maybe? Compass instead of minimap? There must be more I can't think of right now)

    - Gameplay options!
    - I, personally found the 30 second cooldown on sync shot VERY silly and unexplainable immesrion-wise. Give us the option to turn that off!
    - Some people complained it takes too long for tangos to notice you, give us a sensitivity control for tangos: Sleepy, Hangin', Alert, Sharp, Eagle-Eyed Binocular-Wearing Falcon
    - A lot of people mentioned how walking is WAY too slow, give us different speeds to choose from!
    - A bunch of people also mentioned that they would rather not take ALL the guys to EVERY mission. Maybe one mission only calls for a scout. Maybe on another, you'd prefer to go alone for stealth reasons, give us that option on a reloading spot or a safe-house.
    - I've also heard from many beta players how they'd rather only be able to Charactersmith and Weaponsmith at reloading points or safe-houses. Put that option in the menu!

    I'm not sure all these would go int the options menu, or if some would go into the interface, but the point is: if you make a game that can't be touched by modders, then give us options from the get go! I think this is a major point that speaks not only to intial sales but also to the longevity of this game!
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  8. #8

    What i like to see changed

    What i realy hope they would change is the ai enemy and ai friendly. in arma 3 you have An option to make your enemy harder like how fast they can spot you and how their accuracy is the enemy needs to be way more challeging then it is right now even on ghost difficulity and friendly ai that Just listen to your commands instead of running all of the place blowing your cover 😛 Vehicle controls feel clunky atm looks like you driving on ice all the time and we shouldent be able to ride through trees and bricks . Add more realism to this game and thats it for me atm i love this game so far what i played in beta
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  9. #9
    xMasterJx96's Avatar Member
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    Originally Posted by opequenovitor Go to original post
    - Improved Squad AI. If you "HOLD" them, they should HOLD. If you're stealthy, they should NEVER do anything to break that (unless you were stupid to wonder into a base without cheking where tangos are), if you're down, they should NOT super-kill everyone before reviving you. They should never be a hindrance, all in all, we should always feel like "Oh, thank God these guys are here".

    - AI Squad Charactersmith and Weaponsmith. The immersion break of gearing yourself with a guillie suit for a jungle raid, or snow recon and have your three soldiers (that you command) go exactly the same as in the city is huge, it's a big problem. The weapons you find are FOUR times more valuable loot, if I can give them to my team. If I don't like LMGs, then all those are USELESS to me, unless Midas can use them, and I can give it to him. End-game, I'll be completely different than in the begining, and my squad will be exactly the same? Terrible, right? Most of all, it's about investment: Nomad might be the playable character but the four of them are the protagonists - Customizing all four is a way not only to keep immersion and progression interesting, but to invest in these people who are supposed to be the center of the game.



    Good? Great! Should we try to keep this going?!?
    pls ubi
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  10. #10
    Agreed on being able to customize the AI Ghost team's appearance and weapons.
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