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  1. #21
    Virtual-Chris's Avatar Senior Member
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    Originally Posted by MikeWeeks Go to original post
    A specific test which I classify as bad design:

    Turned off a generator at night; got the warning of power outage and thus NPC re-action. Had laid a mine right in front of the entry to the generator. Investigating NPCs arrive and start to search, one triggers the mine; surviving NPCs immediately take cover. At this point everything is fine. THEN after a short period the remaining NPCs make a beeline towards my hidden position. Observing how this would play out via the drone, I displace to another location prior to any contact. Only upon reaching my former position do the NPCs start a search pattern.

    So it appears when it comes to an explosive device the NPCs are coded to know where the player happens to be at the time of the explosion.
    That's disappointing. If there's one tactic that should not reveal your position, it's the use of a remotely detonated explosive.
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  2. #22
    Somebody else mentioned it but I just wanted to reinforce: you can turn off the yellow co-op banner by turning off the co-op widget in the HUD features.
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  3. #23
    Virtual-Chris's Avatar Senior Member
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    Originally Posted by Rivverrabbit Go to original post
    Somebody else mentioned it but I just wanted to reinforce: you can turn off the yellow co-op banner by turning off the co-op widget in the HUD features.
    That's good to know... thank you!
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  4. #24
    Bone_Frog's Avatar Senior Member
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    Originally Posted by MGX593 Go to original post
    Can you re do this test again with a few changes?
    Have distance at 100, 200, 300 and 400. Using M4 (for barel length) and slow down the video even more.
    This would make it more accurate, 1/8 slow speed has too large of a margin of error (0.125 seconds increments).
    I really don't see what difference an M4 would make over the 416. I Ubisoft isn't telling us barrel lengths. The standard M4 is 14.5" and so is the standard 416.

    1/8 speed is as slow as the player will play it. Though I can, and did manually move the video ahead one millisecond at a time to find the precise(as possible with frame rate) point of shot and impact.
    I also used the published M4 speed, 922m/s not the published HK416 speed 945m/s as a baseline.

    If the ballistic speeds were off by just a little bit, I wouldn't even bother to be honest. However, when we are looking at 1/3 speed(on average) they are so far off, I really don't see the point of testing it again.

    I did my best to find the precise point of shot and impact to within a millisecond. The velocities weren't off by milliseconds or even centiseconds, they were off deciseconds. When a bullet should traverse a distance in 5 100ths of a second takes 2 tenths something is seriously off.
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  5. #25
    MikeWeeks's Avatar Senior Member
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    Another bad design IMO from the open beta was:

    Advancing in a mission by dying. This took place when attempting to access the secret underground lab. After discovering that there were two ways in, I got careless and ended up dying; the re-spawn placed me just past one of the entry points (no spoiler for anyone reading who didn't play the beta and plans on acquiring this game).

    The game should have spawned the character just outside the location with the two options available (and showing on the map depending on your HUD options).
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  6. #26
    Keltimus's Avatar Senior Member
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    I agree with the majority of what was listed. Just a few things to add...

    I badly want to make a statement about alerted enemy bullet sponging, but I won't because the fault is on me for deciding to play the game without managing gear scores, gun upgrades, and RPG perks on clothing.

    Aside from that...

    Camera vs character = With the current setting, my character cannot walk or crawl backwards unless aiming is applied.

    Movement speed while aiming = Needs to have full range of character motion/speed. I don't know what the obsession is about keeping character movement at slow speed when aiming in Wildlands & Breakpoint.

    Area of effect from grenades and mortars = Tone down the opacity of the red highlighted areas on the ground. Have an option in the HUD to turn it completely off.

    Improve Dynamic Responses = I noticed as the player progresses, some civilians and enemies will have discussions in response to the player's progression, but enemy security levels remains the same. Make me feel like I'm actually being hunted. Increase enemy troop numbers in provinces that a player puts too much focus on. Put troops on foot, on 4 wheelers, in boats, etc and actually have them patrolling the wilderness rather than sitting stationary.

    Enemy air superiority = Why is it when I'm flying a helicopter, I'm the only one in the air all of the time, but when I'm trekking through the woods, helicopter patrols and UAV fly overs are always a threat?



    I could go on, but I need sleep
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  7. #27
    If you attack a behemoth and after 10 minutes you are still shooting at them ... in a hyper-technological island nobody comes to investigate? At least one check to see what happens, is it possible that no alarm is triggered?
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  8. #28
    Only thing that got to me was how Ubi decided to release it on Epic now too
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  9. #29
    Virtual-Chris's Avatar Senior Member
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    Originally Posted by NeroeBlue Go to original post
    If you attack a behemoth and after 10 minutes you are still shooting at them ... in a hyper-technological island nobody comes to investigate? At least one check to see what happens, is it possible that no alarm is triggered?
    Ha. That’s such a good point. It’s hardly a quiet encounter . LOL. Where are the Wolves when someone is pummelling their tanks?!
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  10. #30
    Virtual-Chris's Avatar Senior Member
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    It looks like the day 1 patch addressed a few items on this list...

    - Gun sounds
    - AI detection
    - Stability and optimization

    https://ghost-recon.ubisoft.com/game...01-patch-notes

    Still a long ways to go. Hopefully patches come fast and furious.
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