Goal: Add to the realism of combat by forcing swift action or strong coordination when using stealth.
Priority: High.
Dev difficulty estimate: Low
Description: When you drop a bad guy in a base, his body disappears very quickly meaning his friends on patrol never release they are getting picked off. If bodies stayed around, players would feel more compressed to drop enemies quickly and efficiently, likely with a mix of ranged and CQB. This would add to the challenge of the game significantly, and create those tense cascade experience where things go awry, and those moments of perfection when your team pulls of an all stealth take down of a base or outpost. At the moment, the game even on extreme mode is fairly easy just snipe camping. This is a fundamental flaw in the game's realism.
Solution: Do not let bodies disappear, or make them disappear only after 20 minutes. Allow players to either move, or simply dispose of, bodies when they reach them.
Alt-Solution: Drastically extend the amount of time a body stays in an area, when a player is near (2k) the area, to 20 minutes.
Note: It could be made an option that could be toggled for people who want to play on easy mode.
Game play story: Geo and Sera are set up on opposite sides of a camp with sniper rifles. J J moves into the camp, while they provide cover. As they drop guys, J J disposes of the bodies so others do not see them. They provide cover for J J while he operates. Mixed unit of rangers and CQBers. A place for all, and all in their place.
Yes, bodies despawn way to quickly, and most of the time you can even force it by switching binoculars/drone/3rd person view a few times. This negates a large part of the stealth gameplay. We know it's possible because in some of the "Don't get detected" missions the bodies stay around longer.
A good chunk of things have been consistently complained about since the betas.Originally Posted by jsocfrog Go to original post
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I mean....it sort of does make sense. If you look back at the marketing, and when they showed off the game...A LOT of the focus was on the world. The main boast of this game was always the world. So, they did deliver on what they boasted. But, naturally it feels like they put much less work into everything else and brushed it off to the side.Originally Posted by Gmoneymaster24 Go to original post
Well, if your company has 500 resources over 5 years and the result is Wildlands, then it clearly shows, that the problem is far deeper as it seems on the first glance. Huge inefficient processes, probably a dysfunctional organisation, unmotivated employees, etc.Originally Posted by ericwittner Go to original post
Ubisoft does not seem to be in a good shape to me. The Vivendi "hostile take-over" doesn't help Ubisoft either. I personally sold all my Ubisoft shares after Division to by CD Project Red shares and doubled my money last year.
I found two other posts related to this. Although I dare say the search engine for the forum is a little rough around the edges. So there may be more.Originally Posted by jsocfrog Go to original post
Raising a concern multiple times, along with liking or agreeing with posts, likely elevates there visibility to QA/QC staff and Product Management. I don't think re-posting a concern is harmful or bad for the feedback process. Not all posts need to be original thought, and in fact given common experiences many will likely be similar. I was also trying to cast the problem in product management / software development language. A concern, a proposed fix, a relation to an epic or user story, etc.
I'll endeavor to search out pre-existing posts where possible, but reserve the right to re-post an issue if I feel it has not been articulated clearly.
EW