Hiya Ghost team,
First, game is so much fun. I love it. But there's a few puzzling quality of life decisions in the general moment-to-moment play. The one that has the most potential to be difficult is the navigation / climbing; it can be really fiddly and sometimes you just won't be able to climb stuff that you normally can, or can in another spot. idk what the cause is but I don't think that was anyone's fault; just a symptom of open-world games.
The other two things that do grind my gears a bit are the sprint button; I'd love love LOVE an option to turn off "tap again to not sprint". Oftentimes I go to close the distance to someone quickly but my Ghost doesn't start sprinting immediately; without thinking I'll hit sprint again, but this second press will stop the already delayed sprint. It feels really frustrating to be screwed over by a system that first lags and then disables itself. Again, very frustrating. Would love an option to turn that off. "Stop sprinting" when you release the stick, I don't think it needs a button.
The other thing that's far less frustrating--it's really just a bit cumbersome when it's even an issue--is the game remembers if I was over-shoulder or ADS. I'm not always tracking which mode I was last using, so it's Russian Roulette every time I need to aim in close-quarters to silence an alert. Will it be over-shoulder, or will it be 3x zoom on the window behind the guy I need to shoot. I'd super appreciate an option to "always default to over-shoulder" or "default to ADS", so I can always be sure what it'll be next time I go to aim.
Like I said, I love the game. Just picked it up in the sale. But these are the bits that I'm getting snagged on.
Yeah, it's a tiny thing, really, but it'd be nice if it saw some attention.Originally Posted by ProductOfNature Go to original post
I think the navigation glitching, like sometimes animations play in the wrong direction and stuff when you're trying to scale walls, is a bigger problem. But I don't see the nav issues getting fixed; I'd say they're at the core of how the character controller reads the environment and there's not much anyone could do about it at this point. Maybe tweaking some values, but idk.