You are correct on enemy AI in previous games. The issues that the extra things they do in Wildlands exposes can give that impression, but that is to forget how simplistic and scripted the AI were before. Even with their faults (some of which are gameplay mechanics not AI programming) they are vastly superior to the AI in previous games.Originally Posted by LaMOi Go to original post
I don't particularly believe that it is fair to compare 18 years of difference in technology as apples to apples and while I do admit that today's ai is far superior (18 yrs later and in some ways that perhaps we as players don't understand the intricacies of it), the essence of it fails in comparison to what I, as a player, used to feel when playing the campaign of OGR 18 years ago and what it needs to do by today's standards. The devs 18 yrs ago did what they could with what they had, it is different today.
Did we take advantage of their stupidity in OGR? sure we did but it was after the multiple times we went through the campaign that we learn their weaknesses , or perhaps it was just me.
The passion, the anxiety, the nervousness, the sadness when a teammate died (regardless of fault) I felt in OGR and the expansions were bar-none the best experience I have felt and I wouldn't be able to know why that is, I know is not just Nostalgia, some other element perhaps but I wouldn't know what it is.
I don't feel the same with this game. Yes, this is a huge world, and you can get from point A to point B in a variety of different ways but once you get to the nitty gritty, it feels the same and if you don't take advantage of the RPG elements, the game punish you to much or you see the shortcomings of both AIs and get pissed at it, again, perhaps it is just me. As fun as the game is, they could have spent a little more time putting some shooting elements into it and not the simplistic elements we got now. Perhaps they should make a Wildlands 2 and give the GR to some other DevHouse that would make it more of a tactical shooter with less RPG elements, less driving/flying but I am sure the argument will be that it wouldn't sell, to which I am sure we will never know if I am right because I believe it would.
The sad thing is, I don't believe any of it (the good feedback given and/or the feedback they know a tactical shooter should have), will be implemented to the next game... my own/personal opinion that I hope I am wrong but I have been saying it since GRAW.
What BALONEY ! Lol.....
Jokes....
Firstly, you couldn’t even give orders to your teammates in the original GR.
if I remember correctly they just followed you. I found it frustrating even back then ... one of the reasons I played lone wolf a lot.
And penalised for not using the RPG elements? HOW?
I play on EXTREME, and I upgrade nothing. I just unlock the flash bang, mines, C4 and drone battery /range..
That’s why unlike alot of you folks Im not bothered about NG+... Because I can unlock everything I want pretty much in the first couple of hours.
Like I’ve said I grade games compared with what else is out there... particularly in the same genre.
Name a better 3rd person tactical based shooter on consoles?
I can’t....
on PC, yeah I kind of could, but in some ways not in all aspects. Obviously Hidden and Dangerous, Operation Flashpoint, Arma etc... only because they’re proper mil sims...
But with regard to the games Enemy AI — I’ve played I think pretty much every open world game that featured shooting. In comparison, I think Ghost Recon Wildlands hold up well enough. It’s reasonably decent. It’s not perfect. But in comparison with the competition, it’s not bad at all.
One significant thing worth mentioning is the AI isn’t tethered to a spawn location, and will pursue you if they have line of sight.
Now that can’t be said of a lot of other open world games.
Mafia III, run across the street, I mean across the street away from an enemy warehouse, and those suckas walk back to their compound, cos they are ‘tethered’ see.
Breaks immersion just a wee bit that one...
As for the search for guns and parts? I actually like it. They become like mini missions.
But I totally understand why some think it’s daft and unrealistic. But then so is regenerating health.
All games have unlocks the players work towards — this mechanic is not unique to RPG’s. And it’s nice to have goodies to work towards. But agree it could be implemented better maybe, fitting the games premise.
^This, I played through the whole game via mission replay on Tier Level 1 after I spent weeks getting to it, and by then I knew the game so well I rarely needed reviving. I have over 15 videos to prove it. I just started a fresh play through on Extreme, this time with no HUD and no skill upgrades. I limit myself to picking up weapons and weapon parts. Reason being you can scavenge weapons off corpses anyway, and the weapons and parts are usually placed in areas where you have to deal with enemies. So you not only have to earn them at risk, something I feel teaches you better tactics as you play, they are no better gear than what enemies have access to, so unlike many of the skills, not an advantage.Originally Posted by LaMOi Go to original post
Granted, I've only done Itacua so far, and it will get much harder as I go, but so far nothing's changed. I still rarely need reviving, and once I re-familiarize myself with the missions, I generally if anything find even faster, easier ways to complete them, and can find ways to do them without myself or any of my squad getting downed. The whole Itacua province involved barely more than 46 min actual mission time, and that's starting at and returning to a safehouse each time.
Actually, Lamoi, you could give them orders in the original in terms of way points to move to, the fire arc direction and RoE to follow. It was a simple system yet turned out to incredibly varied, because you could set the pathing to any route. To do that effectively meant you had to recon the area. For many of the fans of the original, myself and GMT included, it was the very essence of the game.
And only made that way due to serious tech limitations. Let's face it, it may have been fun back then, but in today's military everything happens so fast, so we expect not to have to recon the safety of a path, then take time to make a detailed drawing EVERY time we command a squadmate to move somewhere. That is so last century.Originally Posted by AI BLUEFOX Go to original post
All they really need do is bring back individual commands, and if there's no safe (out of view) path for the squad mate to get to where you ask him to go, have him say "No can do boss, enemies close". Then it's up to the player to find a better way to take his squad in. This laborious draw a path every time you order a GoTo command method needs to stay dead though.
With today's hardware and AI scripting, there are MUCH better options available. We've already seen in GRW that the squad AI can quite often scale fences, large rocks, etc, to get to where you ask them to go. Sure they get hung up in some places, like docks, but for the most part they can handle GoTos. The next step besides individual commands, is getting them to do that without being seen by enemies. I feel it would help if the player could perhaps toss rocks to lure enemies. Those distraction lure grenades in GRW are horrible.