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  1. #11
    xxFratosxx's Avatar Senior Member
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    Originally Posted by erebusjr Go to original post
    Clocked in 1000 plus hours on GRFS's conflict mode, it's still the best competitive shooter experience IMO. Teamwork just came naturally and the randomized objectives prevented matches from going stale even if you are playing the same map over and over again. The classes were also unique and all of them had useful gadgets that were really cool.

    I played on despite horrible Ubisoft support and the hackers because it was really engaging. A conflict mode would mean multiple randomized objectives throughout a 15 minute match, keeping players on their toes.
    I dump so many hours into that game. Never played a game for years that long waiting for a sequel to be almost equivalent. Ghost war is fun but it doesn't have anything on conflict. I played the hostage mode and not even pumped about it like I was for elimination and uplink. I actually start taking a break early because the mode is so cheesy. You think newcomers that was level 1-50 was getting upset before. They start rage quitting. I even played with randoms and they said they not playing the game anymore because the hostage mode is unbalanced and cater to those that been playing ghost war from start. I hope Ubi doing something quick. A good step is to get conflict mode because even newcomers within minutes got use to the game. It was user friendly. Ghost war take time to learn and frustrate newcomers easily if not veterans
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  2. #12
    D-from-Oxford's Avatar Senior Member
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    Just out of interest, how would respawns work with our current revive system? Does the respawn just become optional?

    And would you want it mixed in with the other modes or separate like Ranked is? I ask this because not everybody wants a respawn mode and it would most likely (due to playerbase) be lumped in with everything else in QM and RM.

    What about class selection? Do we have to stick with the same class throughout all these different objectives or do we get to pick after every death?
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  3. #13
    xxFratosxx's Avatar Senior Member
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    Originally Posted by D-from-Oxford Go to original post
    Just out of interest, how would respawns work with our current revive system? Does the respawn just become optional?

    And would you want it mixed in with the other modes or separate like Ranked is? I ask this because not everybody wants a respawn mode and it would most likely (due to playerbase) be lumped in with everything else in QM and RM.

    What about class selection? Do we have to stick with the same class throughout all these different objectives or do we get to pick after every death?
    Honestly, GR has been pretty good having its own separate modes which is what they doing now. Elimination, Uplink, Hostage. So they should not change the elements of its current modes. Some players just want that one game mode to have a respawn and most recommend the conflict mode. This mode focus on a 15 minute match that's based on points, capturing objectives for victory, and just like the current modes the numbr kills is not what get you to victory. Still focus on teamwork. This has a respawn mode where you can spawn off your teammates which may have you wait up to 15 seconds. I still see the medic can play a role in this by reviving teammates quicker after the dead by using his/her drone to revive a teammate to avoid waiting the 15 seconds. It can work with all the classes. To answer your question don't put respawn in the current modes, just make an new mode and assign it to quickplay. Everyone will be happy
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  4. #14
    D-from-Oxford's Avatar Senior Member
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    Originally Posted by xxFratosxx Go to original post
    they should not change the elements of its current modes. Some players just want that one game mode to have a respawn and most recommend the conflict mode. To answer your question don't put respawn in the current modes
    No no, you misunderstood. I know the respawn mechanic would be exclusive to Conflict mode. My question was does Conflict get it's own queue or is it just added into QM and RM?

    A lot of people would not like that. But there is no way Ubi are going to separate it and give it it's own queue, with such a small playerbase.

    Just make an new mode and assign it to quickplay. Everyone will be happy.
    No, actually, people who don't want to play a respawn mode will not be happy having it forced on them when they have to come play a PvP with one life (and revives).
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  5. #15
    Originally Posted by xxFratosxx Go to original post
    Exactly, over 80% of the gameplay comes from GRFS. Gunsmith, classes, Alpha/bravo definition, recon tower which was known as objective, HVT(high value target), sprinting, melee, cover, markers, in-game character communication, and much more. Only thing that didn't come over was the modes. 0% of the modes came over. Conflict will be a great addition and will bring more people to the community
    Not trying to nitpick but the cover and melee system are completely different between the two games. While I did love GRFS, it did have its issues and we can’t act like they didn’t exist.
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  6. #16
    xxFratosxx's Avatar Senior Member
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    Originally Posted by D-from-Oxford Go to original post
    No no, you misunderstood. I know the respawn mechanic would be exclusive to Conflict mode. My question was does Conflict get it's own queue or is it just added with the rest of the modes in QM and RM?

    A lot of people would not like that. But there is no way Ubi are going to separate it and give it it's own queue, with such a small playerbase.



    No, actually, people who don't want to play a respawn mode will not be happy having it forced on them when they have to come play a PvP with one life (and revives).
    I see what you saying. Generally, the GR respawn modes they had is average to be 10-15 minutes a match. This mode doesn't go by rounds. The current modes is about 6-8 minutes a round. So if you multiple that times 3 matches it would be a at least 18 minutes. So it won't take long to finish the respawn mode. It should be implemented in QP and Rank so it does not split the player base. This will make the game interesting. I know some people don't want respawn mode but you have 3 modes out of that 1 you will run into Meaning you only have a 25% chance to play the respawn mode when searching for a match, Still they can put the mode separate on the actual Ghost War screen below rank or just put a filter/preference option.

    Better yet, put the map and mode votes as an option
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  7. #17
    D-from-Oxford's Avatar Senior Member
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    25% chance on paper, but look at how often you get each map currently. Maybe you are placing too much faith in Ubisoft here, lol.

    But yeah, with the map/mode voting I guess it could work.

    Personally, because of the change in game mechanics, I say it's best implemented as a separate queue.

    If they don't wanna do either of the above, then I think it's best off in Custom alone.

    I believe they are already looking into map/mode voting anyway (unless I dreamt it - that's not uncommon, lol).
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  8. #18
    xxFratosxx's Avatar Senior Member
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    Originally Posted by D-from-Oxford Go to original post
    25% chance on paper, but look at how often you get each map currently. Maybe you are placing too much faith in Ubisoft here, lol.

    But yeah, with the map/mode voting I guess it could work.

    Personally, because of the change in game mechanics, I say it's best implemented as a separate queue.

    If they don't wanna do either of the above, then I think it's best off in Custom alone.

    I believe they are already looking into map/mode voting anyway (unless I dreamt it - that's not uncommon, lol).
    Map voting has been suggested by players about 2 months ago since I first noticed. We may be surprised in the near future. I think adding respawn in custom lobbies would be an actual good test rather than a beta. Afterwards, Ubi could come to terms to put it in QV or Rank if it went well. Good suggestion
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  9. #19
    UbiInsulin's Avatar Community Manager
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    I'm not aware of any plans to switch to a respawn-based mode (which would be a drastic change to Ghost War, at this stage) or to create modes with more players than the current 4v4 set-up.

    The mechanics related to players going down/being revived all exist in the singleplayer. These concepts weren't necessarily borrowed from Siege. The lack of respawns also creates a tense experience that lends itself to the slower, more tactical pace that the team was aiming for.

    Map voting is planned for the future!
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  10. #20
    Originally Posted by UbiInsulin Go to original post
    I'm not aware of any plans to switch to a respawn-based mode (which would be a drastic change to Ghost War, at this stage) or to create modes with more players than the current 4v4 set-up.

    The mechanics related to players going down/being revived all exist in the singleplayer. These concepts weren't necessarily borrowed from Siege. The lack of respawns also creates a tense experience that lends itself to the slower, more tactical pace that the team was aiming for.

    Map voting is planned for the future!
    Hi Ubilnsulin,
    I have to disagree with you. Lack of re spawn does not provide ANY tactical decision. The only thing you do with lack of respawn is attracting CSGO fan base who are only in to "Look I shoot better my aim is good my K/D is best I have more kills + look at scoreboard you suck I Am carrying you". All these things come from games with Lack of Respawn. can we compare R6 siege on release and what it is now? Your old fan base are angry about the direction R6 siege is taking you are attracting a player base from different games which have nothing to do with "Tactic", you are only listening to 10 people in ESL and they are deciding how the game should be played for other 120K players, one example was removing the maps from Ranked and putting in the most horrible maps ever that if you ask anyone on any platform that they all agree Tower + Sky Temple + and specially Theme Park are serious disaster.

    Back to topic:
    GRAW multiplayer was mother of hardcore tactical shooter and it had respawn. Splinter cell Spy vs Mercs has respawn but it is extremely tactical and based on teamplay. Let me sum it up in two words for you and people who think respawn makes games casual and without tactic:

    -A game like CSGO and R6 siege without respawn is about "How good a player is in your team to kill enemies one by one and win the round by just killing instead of objective"

    -A game like GRFS + GRAW + Spy vs Merc from splinter cell + GR Phantoms with respawn element is not about "how good a player is in your team that can carry by killing because of either cheating or having skill instead of focusing on objective" but it is about "How good your entire team is combined together". No one is a one man army in respawn objective based games like GRFS.

    Conflict mode was the best creative mode ever came to online experience. Because it was not even about maps being balanced or not, the objective was random and it could be at any part of map and it could be ANYTHING. If there was a one man army with super high score in your team it was very possible for him to be marked as HVT as the next objective and if he was in the front line and he was dead it was one objective point handed to enemy team.

    Ghost Wars in Wildlands is not about "tactic" it is about "camping". For the first 10 hours I played this game I really enjoyed Ghost War because it was something new. It was making it fun that you had to make a very good camouflage and camp somewhere and know when to fire your gun and when to change your position but after a while this gets boring. If I want a game with no respawn I would go play R6 siege which I have 1600 hours by now in it. I buy ghost recon because of what I saw in previous games. By single player you kicked out your entire classic fan base from Wildlands because you basically made a GTA game by making it "open world". A forced stealth game like Ghost recon should ALWAYS be forced stealth not " do it your way". Look at any stealth game trying to be "open world":

    1: MGS V Phantom Pain - Being the best stealth game ever made suddenly the last title goes "open world" makes player to do whatever he desires to finish the mission. Result was huge amount of negative review from classic fans and huge amount of positive review from people who had never ever touched the series. It basically attracted a totally new player base and kicked out the entire classic fans.

    2: Ghost Recon Wildlands - Ghost recon for me was always known as the most hardcore stealth game ever made because not only you should be careful about your own movement but also your squad. in GRAW series and previous Ghost Recon titles including GRFS, player had to make the most accurate choices by giving various commands and using tac-map to control the squad members and at last making his last move towards the enemy and smallest mistake in being detected was game over. This had nothing to do with what difficulty the game was being played on. What GR Wildlands is offering is absolute no stealth no tactic just get a car put your friends inside and "do it your way". Just go to YouTube and watch reviews of Wildlands from people who were GR fan from the start and not these new generation players like Angry Joe or whoever who has never even touched a single title from these series and starts reviewing the game and you see it is all super negative.
    You completely kicked out your classic fan base by GR Wildlands. This is nothing a GR fan would like, when you make it "do it your own way" you destroy stealth completely and my biggest concern is if Splinter Cell goes open world in next title then I just say Good bye to Ubi completely because Splinter Cell is my first favourite game of all time.

    Just make a decision, you either choose to sell a game by turning it to something like what Wildland is to attract players from Borderlands + Final Fantasy + Payday and any other run and gun coop games. Tom Clancy titles did not get famous by their own, it was us who made them popular by showing interest in what you delivered to us by legendary games like Rainbow six and Ghost Recon and Splinter Cell. Why the only people who get the punishment are the classic fans who are so thirsty for one of these titles get a sequel but when it does it has nothing to do with what the game was before but something to attract anyone's attention and sell more?

    Over and out!
    Thanks for reading it and I hope you reflect this to leader team behind these titles specially before the next splinter cell trailer shows up and says "open world".
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