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  1. #1

    How to make Wildlands truly great: Part I

    The last couple of weeks I have played a stupendous amount of Wildlands. Landing a headshot with a sniper rifle from way outside an enemy base has never been so satisfying. The same goes for stowing enemies in different vehicles and finding creative ways to kill them or challenging your friends on who can find and stow the most amount of enemies in a car the fastest.

    However, while playing this game, there is one feeling I just can't shake off: Wildlands could have easily been a game of the year contender. Sadly, in its current state it just isn’t. The main reason being that the developers have failed to implement PVP (at launch), which I believe can take this game to another level. But this is something I’ll discuss in another post. Now, however, I want to focus on how the developers have squandered a lot of opportunities for making the ‘base’ game truly great.

    Better use of the environment (gameplay-wise)
    Firstly, I must applaud the developers for creating a truly stunning open world game with a impressive range of diverse environments and ecosystems: mountains, jungles, deserts, lakes, salt flats and many more. The same goes for the different weather effects (rain, storm), which are equally stunning. When it comes to open world games, I love to wander around aimlessly and explore different parts of the map. The more convincing this open world is, the more fun it is to do so. And Wildlands definitely delivers on this aspect.

    However, at the same time I feel that the developers don’t fully utilise this beautiful open world they have created (gameplay-wise). This becomes more apparent if you look at how the game is structured. Each province has a boss(es) and you first have to complete a certain amount of missions before you can encounter him, her or them. These missions usually consist of stealing certain items (car, documents), blowing things up (cocaine, labs) or high value targets who you either have to a) interrogate, b) extract or c) kill. After a while this can become quite repetitive because the different environments don’t add any new gameplay elements, which is a shame because with a bit more creativity this could have easily been avoided.

    This can best be illustrated by an example. Take for instance the El Pozolero mission where you have to infiltrate an enemy camp and snatch El Pozolero (a.k.a. the stew maker). This enemy camp is located next to train tracks (hint). During this mission I came across a Santa Blanca cartel member standing next to the train tracks moments before the train was passing by. Like most gamers, I came up with this diabolical plan to sneak behind him, grab him and throw him in front of the train. Sadly, the gameplay mechanics prevented me from succeeding; I could only grab him.

    There have been many moments, like the example above, where the developers have missed opportunities to make the environment more than just eye candy. For instance, in San Mateo (province) I came across an enemy standing on the edge of a cliff. Why did the developers not give you the option to push him of the edge, thus making him scream, alerting other nearby cartel members, while he was falling to his imminent death. This can then be used not only for fun but as a diversion tactic. Another example is when enemies are standing on a dock close to the edge. Why not implement a stealth takedown that you can grab them from the water and pull their legs away from underneath them hence making them fall on their head (unconscious) then dragging their bodies into the water. The same goes for snipers in a tower, why not give players an option to throw him off the ledge; again making him scream and thus alerting other nearby cartel members /or Unidad officers (diversion). Or have takedowns from above where you can land on an enemy thus knocking him out in the process. Go even further. Let players base jump or parachute into an enemy base and make it possible for them to knock an enemy out by landing on top of them (with a cool animation, aerial takedown).

    Another good example where the developer have failed to use the environment is illustrated by the side mission where you have to grab and intimidate a Sicario (Rebel OP). These become repetitive because you can only intimidate the Sicario by grabbing him and then pressing the intimidate button; then you get an animation where your character puts a gun to his head and threatens him. Why did the developers not let the players use the environment to their advantage. For instance, if you are near a lake- or any other body of water- make it possible that the players can push his face in the water; giving the Sicario the illusion that you are going to drown him. Or let the Sicario be in an sniper post and give players the option to push him off the ledge and then grabbing him by his legs and intimidating him in that manner, et cetera.

    The same goes for the weather effects. Although rainy weather supposedly helps a stealthy approach, the developers could have used the weather in other ways (gameplay-wise). For instance, why not have a mission where you have to use a high penetration sniper rifle (MSR) because you have to kill targets by shooting them through a wall or wooden floor; this is possible by the way in Wildlands. During this mission you can’t use a silencer because you need that extra damage; I know that there is a weapon skill called ADV suppressor that removes the damage reduction of suppressors but bear with me. When you play this mission it’s always stormy and night time. You and your teammates have to use the stormy weather to your advantage and have to sync your shots with the thunder. In addition, add other weather effects such as dust storms inand snow storms; reducing the visibility for both you and your enemies.

    If the developers would have implemented some of the things I have suggested above, they
    would have giving the players the illusion that they were doing something different; when in fact the missions would basically still be the same.

    Better use of weapons and skills
    Another way the developers could have improved the game was by making the weapons and equipment you find in each province more meaningful. For instance, make it so that the weapons and equipment you find in the province are needed for the final mission (boss fight) or add an alternative way to complete the mission. The same goes for skills. In fact, I would rather see that the skill tree would be abandoned. The main reason being that it just doesn’t fit this type of game and adds nothing of value. In fact, some skills just don’t make sense at all, like ADV Suppressor, Detection, Explosion Resistance, and worst of all VHC destruction- I come back to that one later. I would rather have skills be tied to certain provinces and that you have to find them; just like you have to do with weapons and equipment. For instance, let’s say that in Koani (province) you need the EMP upgrade for your drone for the final boss mission. The reason being that you have to infiltrate a building but that building is on lockdown. The only way to get in that building is by breaking a window, then flying your drone through that broken window, and finally locating and destroying a couple of generators (including the backup generator). For whatever reason, you have to be stealthy so you can’t use the explosive upgrade for your drone. After you have done that, the doors open and you and your teammates are in. You have to use night vision because it’s pitch dark inside the building. The EMP drone has alerted the enemies but they don’t suspect an attack (yet).

    Now I know that the developers have stressed the importance of letting the players decide for themselves how they would approach a mission. But I personally wouldn't mind if I need some weapons, equipment or skills in order for me to complete some missions- like the final boss mission.

    Half measures
    If you go the official Ghost Recon Wildlands website you will find an article called “Providing realistic shooting sensations with Tom Clancy’s Ghost Recon Wildlands”. In this article they talk about how the game designers collected all the information they could find about the game weapons. In fact, they even went to the shooting range themselves and tested the weapons extensively (recoil, rate of fire, weight, sound). Their extensive research has translated well to the game because the shooting, for the most part, feels satisfying; I would’t go so far as to say that it’s realistic. The one thing that I don’t like is that when you use a sniper rifle, no matter where you hit the enemy (head, arm or leg), it’s a one shot. I would rather have enemies limping but this is easily forgiving because overall the shooting feels satisfying. However, when it comes to the vehicles it’s a different story.

    I know that Ubisoft has already received a lot of criticism about the vehicles. So what I’m about the say is not going to be something new. However, I want to address this issue nevertheless. Now my biggest problem with the vehicles are not related to the controls but to the awkward vehicle physics. This can best be illustrated by using an example.

    During one mission I finally had the opportunity to test something out that I really wanted to to do. Remember when I mentioned before that I wanted to throw a Santa Blanca cartel member in front of a train but the gameplay mechanics prevented me from doing so. Well, during this mission I managed to grab a high value target but instead of interrogating him I pressed the release button while I was standing on the train tracks. The HVT fell on the train tracks in a kneeled position with his hands on the side of his head. I waited for the train to come and when it finally did I was expecting something spectacular. Instead I was utterly disappointed. I expected the HVT to be dragged along by the train for a few meters or to fly hight in the air but none of that happened. Instead, the train went right through him. He did die but he didn’t move an inch from his starting position. I felt the same kind of disappointment when I use the grenade launcher or EMP/Explosive drone for the first time on a Unidad helicopter. I was expecting a spectacular explosion when the helicopter would hit the ground but instead there was NOTHING; this might be because of the skill VHC destruction. To make matters worse, sometimes the Unidad officers would survive the helicopter crash, casually step out and start attacking me. The same nonsense physics happen when you get hit by a civilian car. Your character just goes through the car and then you get the down but not out animation; most of the time your body is right underneath the car. Again the nonsense physics spoiled my fun while I was riding a motorcycle: I hit a rock head on full speed numerous times, either nothing happened or your character made this weird falling animation.

    I really wished the developers would have done extensive research on how vehicle physics actually work. Now it feels as if the the developers did their job half: providing satisfying shooting sensations but nonsense vehicle physics. This needs to be fixed because when it comes to open world games a lot of the fun is in seeing your character, or better yet your teammate/friend, getting dragged by a civilian car, or tumbling down a hill after a crash or something alike.

    Hiding mechanics
    Finally, a feature that a lot of people want is to be able to hide and/or drag bodies. Now this is something that I would like the developers to implement too. However, I don’t think this is possible (technical issue); I’m pretty sure the developers would have implemented it if they could have. But I don’t understand while the developers have not implemented other hiding mechanics. For instance, I can already hide in a trunk of a car, why not in a garbage container or portable toilet. They are already located nearly at every enemy base and this would add a lot of fun. Especially, when played with friends.

    Final words
    Now considering that Ubisoft has the habit of listening to the feedback that they get from their consumers and, moreover, use this feedback to further improve their games. Look at Rainbow Six: Siege and The Division, for instance. I thought I might give it a try and give some feedback of my own. Also I’d like to emphasise that there are many other things that I’ll like to discuss (PVP, AI improvements, glitches, Things they should add, et cetera), but for now I’m interested in what other people think about Wildlands (in its current state) and how it could be improved in the nearby future. The main reason being that this game has the potential to be so much more.
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  2. #2
    Even with these, Wildlands is FAR from game of the year material...
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  3. #3
    Flanker1Six's Avatar Senior Member
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    Good post; though I disagree with several points.

    All game development projects are like any other project; dependent on available resources (personnel, material, and financial in this case), the desired quality standard to be achieved, and the time available to finish the project to the desired quality standard. My guess at the lack of and GRW PVP is given the amount of available development resources, the SIZE and VISUAL QUALITY of the game world, and development time..................no PVP. The addition of PVP onto a game world as large and complex (to code) as GRW would have pushed Ubi over time and budget.

    My PvP take? There are more than enough PvP games out there already. The first 300 of them should be sufficient.

    Scrounging for weapons and kit. Destroys immersion for a game like this. It's an open world "sort of" tactical shooter. NOT another RPG. The Ghosts are analogous to ST6, Delta, GSG 9, SAS, Spetznaz, etc. They are at the top of their game, and while they no doubt would be looking for intel, specific cartel sites, personnel, physical and financial resources; they'd come prepared on their personal weapons and kit. I seriously doubt they'd be scrounging coke processing sites for a holo sight, or butt stock for their rifle. This "scrounging mechanic" is a BAD choice for a game like this, and part of the reason the game is not what it could have been. We don't need more of it; rather NONE of it.
    Yes..............I know you can BUY all the accessories from the ingame GRW store. On top of the $60.00 US for the game........................just goes to show there are heartless mercenaries in all walks of life.

    Scrounging for XP. An even worse mechanic than the weapons and kit scrounging for an open world tactical shooter. RPG fans on the Ubi GRW DEV Team need to be hunted down like the misguided nerds they are, and stoned to death with gummie dragons. A VERY long, painful, and horrible way to die.........................by most accounts.

    If the relevant Dev Team Members did, indeed spend that much time and effort getting the guns right...................that is great. They are a big improvement over what's featured in the Far Cry and Watch Dogs series....................let alone the "Nerf Guns" (firing hundreds of Nerf Bullets!) of The Division infamy ! Ballistic drop, whether totally realistic for each weapon and caliber is commended, and hoped to be improved in future iterations. Did I mention how great the guns look at high rez? Bravo! Sound? Again a BIG improvement over past Ubi efforts!

    Then................................they ruined the entire effort by once again inflicting us with "balanced for gameplay" weapons, and suppressors that scrub performance (not with standing the completely misplaced RPG cliche of the level 14 XP perk purchased ADV suppressor thing) OWTS guys............................not RPG. Small caliber + short barrel = little damage. More powerful cartridge + longer barrel = more damage. And it's easy enough to look it up in a variety of resources. 7.62 x 51.....................twice as powerful as 5.56 x 45, and 50% more poerful than 7.62 x 39. .338 LM = twice as powerful as 7.62 x 51.. Yea............there's power differentials in the GRW guns, but they're often a shadow of their real world selves. Guns are dangerous. Maybe I"m being unfair; though all I have to go by are the in game power factor bars...................................

    Considering Ubi's past ground vehicle efforts in Far Cry and Watch dogs........................the GRW vehicles are a step forward that needs further work (though I'm sure others will disagree). Planes and choppers. XBox controller support? Seriously? Yea.......................that's OK for Xbox players...........................but REAL SIMULATED pilots use a joystick and throttle controller..................because that's how real planes and choppers fly! I would like to have seen JS/TC support as well as XBox/PS controller support.

    Oh yea...........................Ubi................. .........would you please fix my AI Team Mates X RAY vision. The ******* can spot enemies through hills, rocks, trees, and walls for God's sake! LOL!
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  4. #4
    @ Flanker1Six

    When it comes to scrounging for weapons and XP, I completely agree. I’m not a fan myself. However, I don’t agree with your following statement: “There are more than enough PvP games out there already. The first 300 of them should be sufficient”. The best PvP experience I’ve ever had was with GRAW and GRAW 2; other PvP games don’t even come close. That’s why I would rather have seen the developers reallocate more of their available resources to PvP; even if that would have meant a smaller open world. In addition, they could easily ‘recycle’ the massive open world they have created and use it for PvP. For instance, go to the Train Cemetery in Koani. This is basically Boneyard 2.0; Boneyard is a map in GRAW. This would be a perfect map for classic team deatmatch and/or last man standing. If the developers would implement PvP, with the same level of quality as in GRAW and GRAW 2, then you would have a very, very solid game. But that’s just my opinion.

    Nevertheless, thanks for replying with constructive feedback. Much appreciated.

    Btw: Ubisoft should defintely fix the X-Ray vision from AI teammates:P.
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  5. #5
    yes, my suggestion would be as follows

    1st addition "SEARCH AND DESTROY" missions. rebels spotted patroling enemies in a Location A and there is a radius marker where you can search. big enough to go for to give room for searching

    2nd. Addition "KILL/CAPTURE AN OFFICER/LEUTENANT/ETC.". this would be another random variety of a Mission where you can get the Mission to kill or capture. the Capture idea is really well for the immerson of stealth, because if the Captain/Officer/Leutenant gets in struggle he flees from the outpost, so it is a little force to go sneaky for it and then if you captured you have to extract to the next SAFE ZONE!

    3rd Addition "RESCUE HOSTAGES FROM EXECUTION" this is a really good immersion like in Far cry 4. you have to keep killing 6 MAIN Enemies that are around the hostages. additionally there are others around. but these 6 are in Order to kill if time is over OR if they are alarmed what gives you the force to go sneaky and fast against them

    4rth. Addition "REBEL OPS" these missions are assistant missions for Defending a Place or a Skirmish against enemies or for an Assault to an Outpost. the best thing would be if some REbels could be Captured in a CONVOY where you this tim HAVE TO capture the Convoy in one peace and EXTRACT to a SAFE ZONE!! this would give the game more varieties after playing through the game. it would be a great addition for the ENDGAME + Feature.

    5th. Addition "CONTROL BOLIVIA" back to Endgame + it would be a good Longlivity feature if you could capture/lose outposts. if you help rebels in an assault these outposts are from now on in the hands of them. if you dont help for defending it is a chance of 75 % that they lose this ones again. it would give a new feeling to get a sense clearing out outposts. but they are always overtakeable back. and if they overtook this back in the next 30 minutes they are immune from overtaking and can reinforce their patrols. till the next assault.

    these are only suggestions for the longlivity of the game. it would inbound the ghosts to have something to do and to reach after killing EL SUENO!! they have to be endless and get the Random feature like in other UBISOFT TITLES ! always the same CONVOY at the same route and always the main stories at the same location even the side missions always same (Not replayable though) is too repetitive. UBISOFT made it well in some other titles (Watch dogs 1/2, Farcry 3/4/Primal, Assassins Creed Unity/Syndicate) the game is the biggest open world they ever created so the game should be the best featured and filled the ever did.

    but i have hope that the Devs could give some infos about the future Updates and not only PVP / DLCs. hope at least they take these suggestions to implement for the DLCs which i even think they will not do!! i hope more for free updates to improve the open world, the HEART of this game!!
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  6. #6
    @NoVa_Erk:

    I like your suggestions. Especially, your “Control Bolivia” suggestion. Now you might be right about the fact that developers are not going to implement any of your suggestions. However, Ubisoft do have the tendency to listen to their community; considering your profile picture, you must be familiar with The Division and how the developers listened to their community. In other words, it’s worth trying.

    Thanks for replying and for being so active on other forums; I saw that you have replied to numerous other forums regarding Wildlands.
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  7. #7
    @postwick2

    I don't fully agree with you when it comes to the environment. Although I do agree with the following: "It's up to you to use the environment to your advantage (or disadvantage)". Still, like I said in my post, I think they could have use the environment 'better'. As for focing you to do things a certain way, I know that the developers have stressed the importance of freedom of choice*. However, at the same time they limit your freedom by implementing missions that force you to play a certain way. For instance, the no detection missions. That's why I came up with the mission where you have to shoot through walls and/or floors. My train of thought was: if you are going to restrict my options anyway during certain missions, why not do it with a bit more 'creativity' and showcase cool features (such as the possibility to shoot through walls and floors).

    Nevertheless, thanks for replying.

    *Video about Freedom of Choice: https://ghost-recon.ubisoft.com/wild...m:154-76770-32
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  8. #8
    Some good stuff in here. especially with the environmental stuffs.

    I don't mind the EXP / rpg style progression terribly much. however I do hate the restrictions on the skill trees. if you're going to have a skill system it should be open enough that the players can use it freely.if I want to spent my first skill points on giving my drone night vision and thermal vision I should be aloud to that. without finding the thermal one is locked behind a level wall.

    the same goes for things like c4 and emp grendes flares etc. they shouldn't be locked behind a level wall. because ultimately what happens is i'm just unlocking whatever skills I can unlock with very little decision. because I know that the few skills I want are locked behind a level wall and by the time I getto that wall I'll have earned a ton more skill points anyway... really takes the meaning of the systemaway almost entirely.

    I do wish the skills system was done differently. I also wish the drone itself operated more like future soldier. it stays hovering where you left it instead of magically disappearing. can be annoying when using it for infiltration and continuously having to redeploy your drone to scout the area..
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  9. #9
    @CalvyB

    Thank you for replying. And you have accurately described why I don't like the skill tree: I don't like how it restricts you. Ironically, the developers made this game with freedom of choice in mind. Also, I like your suggestion about how the drone should operate. This takes me back to the 'good old days' (GRAW and GRAW 2).
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  10. #10
    Was hoping for a thread like this as I too feel that the huge open world that Ubi has created here is open (pun intended) to much more and currently just feels full of repetitive missions - fun, but repetitive.

    I'd love to see more use of the area with more random events/missions thrown in. Simple things really, especially for those of us that like to wander the map and explore. Stuff that wouldn't appear on the mini-map until we got close to it. Sort of auto-generated events depending on location and time, but in keeping with the story.

    For example, you could come across an area and suddenly get a text/radio message saying hidden drugs, stolen money, kidnapped person or HVT is nearby. This leads to some searching and then a random outcome - either a quick collection or having to mark the spot and come back with correct vehicle in a time limit. Maybe too that the cartel get alerted once you collect/kill/rescue and then you have to hold the position or exfil to another location within a time limit.

    I'd also love to see more moments of combat, like when turning on the transmitters, but for a longer period. There's some great locations Ubi has given us, but apart from the odd goon, there's very little to do. It just feels a bit wasted. The time taken to develop all this, and then the player is just rushing past it all... some even just fast travel from mission to mission, never really appreciating the view.

    It reminds of how Just Cause 2 really forced you to experience the whole world by putting XP and money crates all over. Only highlighting when you got close enough. Grab a certain number of these and you could upgrade a weapon or vehicle, etc. It just meant you had another reason to go to certain amazing places all over that huge map. Sadly JC3 dropped that idea... and just gave us a pretty much empty baron world, yawn.

    I love some of the others ideas mentioned here, especially that after game CONTROL BOLIVIA one, and I think all of them could make this game even better.
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