Hi to all the Ghost Recon Comunity!
I would like to start by thanking Ubisoft and the whole Ghost Recon Wildlands team for making the game and letting me/us play a closed Beta and open Beta to test it out. I made clear before that I enjoyed most of the game with 3 friends of mine on PC with a mouse and keyboard so this won't address issues that console or gamepad users might have had.
I'm an old Ghost Recon fan and have played all of the major games since the first one and while we can discuss how the game could be improved to better reflect the old Ghost Recons, I won't go into details about it because I made a lengthy post about it after the closed Beta. Instead, what I'll try to do is list a few features that could improve the whole experience as it is right now in terms of usability and gameplay styles.
FEATURES.
- A compass would be nice to better direct attention of players to specific locations, enemies or navigation in general (I know that there is a North in the minimap but as a hardcore user I don't use the minimap).
- Restrict loadout, weapons, and gear change or modifications to bases or safe areas Instead of having a magic backpack of everything.
- Options to modify what appears in the minimap that is not related to difficulty, like disabling enemies or enemy presence areas while keeping the resources, intel, etc
- If tagging enemies it would be nice to have a limit to how many enemies you can tag or a time to fade tags that don't last forever following the target whenever he/she goes.
- Walking speed with the keyboard is very slow (with weapons holstered is even slower)).
- More control on the use of C4 or explosives in general since throwing a brick of C4 is very imprecise.
- Since breaching buildings seems to be a kind of mission, some kind of breaching charges would be nice. (instead of c4 that might kill the team trying to breach).
- Smoke grenades to hide from enemies would be nice, especially when overwhelmed and trying to retreat.
- When paying without hud or crosshair there is no way to tell if you are aiming with the grenade launcher, so in battle changing between the two gets confusing very fast and you tend to forget what mode are you on.
BUGS
- Walking animation with holstered weapons seems to be broken, since sometimes makes you walk in slow motion when changing directions or walking up or downhill.
- When playing in co-op my teammates would see my weapon without a suppressor even when I had one on and vice versa and sometimes that could also affect AI behavior. (Enemies could hear me with the suppressor on or they wouldn't hear me even without it).
- Sometimes when you are playing the cover mechanics stops working and your character won't take cover at all (you can fix it by restarting the game or sometimes it just starts working all of the sudden)
- Sometimes playing without hud makes you loose your prompts not only the visual aspect of them but also the whole interaction. (EG. Trying to interrogate a civilian would not work because the prompt was off no matter how much we hold E and got fixed as soon as we activated the interaction prompt again).
Well, that's it, for now, thanks and see you all in Bolivia!
Thanks for providing feedback. I played through the open beta about 3 times - twice solo & once in 2p co-op. Mostly on Extreme difficulty.
The only thing I would like to mention is about your suggestion about restricting loadout. Whilst I see the merit of this in say the highest difficulty for co-op, I do not agree with this for single player. I played single player by doing nearly everything myself except for when some sync shots were needed and the ability to change up gear at any time was great.
Hi! Thanks for your feedback specially in SP since my SP experiences was near zero, I get where the idea of having all weapons to change on the fly could be useful for SP since from what you said the AI partners didn't do too much to help fill in their roles in the different scenarios you might have encountered, having said that I feel that since this game bears the name of Ghost Recon the idea of being able to have every single weapon, upgrade, etc on your person at any given moment, defeats the purpose of a strategic military shooter where planning, approaches, roles, and preparation should play a bigger role in missions.Originally Posted by Str0ll1ng Go to original post
Maybe it could be related to a difficulty setting, as you mentioned, or maybe there could be a system built around a "safe area or cargo" idea where one could change loadout in bases, checkpoints and for the "on the fly" changes you could do it while near a vehicle or even they could restrict the loadout to a fixed amount of sets, lets say 5 predefined sets, that you can only modify and save in safe areas but once on the mission you could only change between the previously predefined sets. (So you could build your own sets at base and call them, for example, Sniper, SpecOps, Assault, Support, Explosive and once on the field only change between those)
+1 great OP!
and definitively agree with the loadout restriction!
thus should have been here since the begining. even in farcry you dont carry 60 weapons in your backpack so why in a tactical shoot labeled gjost recon you can??
it break all the immersion of the title.
I think it can stay here for all difficulties except for extreme. the higher difficukty is suppose to be a real challenge and fir the old ghost recon fan this is a complete non sense. at least give us the optuon in the menu it will be enough for me...
Thank you! That's exactly my point though I would rather not have this "restriction" tied to difficulty, instead it should be default or maybe if the devs really think that some of his users would like to have any weapon at any time, they could put a separate option when starting a campaign to allow this.Originally Posted by RV_whiplash Go to original post
I'm not claiming to know better than the team that made the game but I can't help to feel that the strategic or tactical aspect of the game would get a lot better by this idea if the game force you and your team to think before deploying into a mission and assign roles based on different loadout, and also It would give you a reason to go RTB (return to base) or a safe area in between missions.
I'd love to have the Ghost having to settle in any new province they visit, I don't want complex logistics (well I would like that but I get why you would not include this in the game) but I do want some sort improvised Base of Operations from where you would "plan your missions" before going out in the field.
And I know they probably did it this way for a drop in, drop out experience so your friends can join you in the middle of a mission without having to worry too much about it but since this is a Ghost Recon game, some sort of mil-sim realism or more granular settings would be highly appreciated.
[Still, I think this is a desired but minor feature since you could always suit your playstyle around it if you really wanted to]
I feel that the ability to open the map and fast travel to locations where there are inventory boxes would mitigate that. I agree with the OP in that having to choose what gear you take carefully before heading out would be better for me.Originally Posted by Str0ll1ng Go to original post
It would be nice to control the gear your AI squad mates are carrying. That way you can assign basic roles to them based on what gear they have. Then it isn't a situation where you yourself have everything you need on hand because you've got some kind of Mary Poppins backpack.
Good point I wasn't thinking that fast traveling would indeed mitigate the fact that having to go all the way back to change gear would be such a problem.Originally Posted by TragicallySwag Go to original post
Regarding the idea of being able to choose the AI teammates gear to fulfill a specific role, even though it's a great idea and would make for a very nice feature, I think the "fullfilling a role" part would be very hard because the devs would have to not only add the teammate loadout menu but also tweak the AI in order to make them behave differently according to what weapon they are using and I think that given the fact that the game is right around the corner that would be very difficult to change by now.
The list I made was intended to be short, concise and in general not that hard on the dev team to implement since most of it is mostly tweaks but you made some very interesting points.