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  1. #11
    Originally Posted by non-exist-ent Go to original post
    On the other hand maybe if we all fought Ubi tooth and nail on it they'd stop inflicting social items on us. XD
    True but would they actualy listen?! It's not like this is an important feature so people just ignore it completely so Ubi keeps adding more because it fills the crate loot table and it's easier than adding the cool cosmetics and weapons everyone would prefer instead of thoose emotes... I guess they wanted to mirror The Division but In this game you have social HUBs where you can use theese emotes while Wildlands doesn't need any of that. But hey they're proud of their emotes so there's no way they are going to stop.
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  2. #12
    Originally Posted by El_Cuervacho Go to original post
    Indeed.
    And again, spend aaaaaall that extra mocap budget in fixing your frankly, shameful PUBGesque 3rd person character animations, Ubisoft.
    Oh yes! Imagine this game with the smooth character animations of The Division and with the cover to cover movement that was in the past GR games. I would kill to have that in the game but I guess we can only wait for The Division 2 and probably the next Ghost Recon game since the GR:FS update teased something with an ARG.
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  3. #13
    Kane_sg's Avatar Senior Member
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    Yeaaaaa..... because Emote was invented by and exclusive to PUBG and Fortnite, right?

    Petty blind hate bullsh*t.


    Don't care for Emote tbh, but they really could use this feature as an additional quick-chat communication bringing tactical lines and poses for Co-op session.
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  4. #14
    El_Cuervacho's Avatar Senior Member
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    Originally Posted by Kane_sg Go to original post
    Yeaaaaa..... because Emote was invented by and exclusive to PUBG and Fortnite, right?

    Petty blind hate bullsh*t.


    Don't care for Emote tbh, but they really could use this feature as an additional quick-chat communication bringing tactical lines and poses for Co-op session.
    Not talking about emotes though, but general character animations i.e: prone to urban prone or prone to standing transitions.
    Reload animations could o with a bit of attention, one thing that even PUBG does way more accuratelly than GRW.
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  5. #15
    Ghost-Ami's Avatar Senior Member
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    Originally Posted by TexasRocks2 Go to original post
    I may have underestimated you. You're kinda sorta maybe okay for a snowflake. Lol
    Nothing unites people on opposite ends of the political spectrum like a shared hatred of emotes. And Ubisoft being out of touch. XD
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  6. #16
    shobhit7777777's Avatar Senior Member
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    Originally Posted by El_Cuervacho Go to original post
    Not talking about emotes though, but general character animations i.e: prone to urban prone or prone to standing transitions.
    Reload animations could o with a bit of attention, one thing that even PUBG does way more accuratelly than GRW.
    I remember Ghost Recon 1 having fantastic character animations - which have aged really well - that made the game incredibly immersive.

    I was surprised at the relatively poor quality of animations in GRW because IMO Ubisoft consistently nails that aspect in all titles....I'd say they're the gold standard.
     1 people found this helpful
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  7. #17
    Mars388502's Avatar Senior Member
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    I would like to understand something, we have to use C4 to blow up doors, but, Ubi has made an emote with a breaching hammer... I have juste realised this...
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  8. #18
    El_Cuervacho's Avatar Senior Member
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    The thing is, in the case of GR or any tactical shooter for that matter, character animations need to not only be mechanically competent and visually appealling, but accurate to the way professional soldiers/operators move. One aspect that the first GR nailed back in the day.
    Certainly with a game as large as GRW, players aren't always in or expecting contact, so animations should be required to reflect at least those two states of alertness; "patrol ready" and "combat ready" (GR1's characters were in "combat ready" mode 100% of the time, as you were generally already in or expecting contact at the moment the player took control)
    Of course whilst some animations might be common to both sets, largely they'd differ substatially as trained professionals, let alone highly trained ones tend to move in a very particular and deliverate manner.
    All this to say that the GRW's studio should hire themselves some military advisors/mocap actors and provide their next, innevitable game in this franchise at least complete sets of lifelike animations that is up to their own standards.
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  9. #19
    shobhit7777777's Avatar Senior Member
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    Originally Posted by El_Cuervacho Go to original post
    The thing is, in the case of GR or any tactical shooter for that matter, character animations need to not only be mechanically competent and visually appealling, but accurate to the way professional soldiers/operators move. One aspect that the first GR nailed back in the day.
    Certainly with a game as large as GRW, players aren't always in or expecting contact, so animations should be required to reflect at least those two states of alertness; "patrol ready" and "combat ready" (GR1's characters were in "combat ready" mode 100% of the time, as you were generally already in or expecting contact at the moment the player took control)
    Of course whilst some animations might be common to both sets, largely they'd differ substatially as trained professionals, let alone highly trained ones tend to move in a very particular and deliverate manner.
    All this to say that the GRW's studio should hire themselves some military advisors/mocap actors and provide their next, innevitable game in this franchise at least complete sets of lifelike animations that is up to their own standards.
    Agreed.

    I really dislike the firing stance in GRW....should've been more aggressive. Your NPC teammates adopt a better stance than your character.
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  10. #20
    El_Cuervacho's Avatar Senior Member
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    Correct me if I'm wrong but I distinctly remember that, at the time this game`s release, those "running down the hill" animations from the trailers weren't in the game.
    It took the community demanding them to be implemented as was shown in the trailers. Which would indicate to me that this game was meant to be even duller in the animations department than it currently is.
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