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101459 last won the day on May 28 2019

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  1. The numbers rather suggest a lot of them were never here to begin with; many Ghost Recon fans saw what the game lacked, and never bought it. The numbers on the GRN forums show this too and are in decline with each iteration of the Ghost Recon franchise, and mirrors play share. None of this is surprising with Ubisoft continued heralding a return to the roots of Ghost Recon and tactical realism sounding more and more like little boy that cried "Wolf!", only now it's other publishers and even indie developers eating Ubisoft's lunch. I agree, but look at what else has disappeared from the game that tactical realism fans have long regarded as essential; some of them things Ghost Recon was first to deliver when it inaugurated the genre: · nav maps · a text mode communication system · mission based load out system · sever browser · high resolution net code · realistic missions based game modes · realistic weapons and equipment And look what these have been supplanted with: · magic radar · Barbie's Mystical Adventure weapon grind system · horrible Quazal net code · match making that's been terrible for a decade built on same · action/arcade fictional game modes · casino clown content system · a communication system that only communicates taunts and insults The last is a poster child for the kind of cognitive dissonance Ubisoft has created with tactical realism fans. With their 'inclusive virtue signaling' and Ubisoft as 'Your New Gamer Mommy' approach, making sure everything in virtual military game that includes killing is 'safe' and offers a 'safe space' against every kind of 'ism' -- except those Ubisoft doesn't care about, yet... So...the game's voice over and is loaded with swearing, hostility, psychosis, and 'isms' galore that are ban hammer content for fans texting and is so far beyond military professionalism it would be humorous if it weren't so denigrating and ridiculous. And the only alternative now to VOIP is a radial menu that only offers taunts and insults that you have to grind or buy in a virtual kiddie casino where you get to bet real money to win a taunt or insult. This is so sick, and below the basement it's now illegal to include in games in some countries -- that it sacrifices an important game interface makes it even uglier and more ridiculous (and worthy of ridicule). All of this is just...sad, because at it's base Wildlands is an impressive achievement, sullied by too many over ambitious attempts to monetize everything with the lowest common denominator in click and scam bait for naive and vulnerable minds just short of 'Do you know where mommy's wallet is?'... There are better more honest ways to make just as much money with games. For tactical realism fans to jump back on the Ghost Recon franchise wouldn't require a Herculean effort on Ubisoft's part; Wildlands offers an excellent platform for expansion, but it would require real and honest effort in showing rather then marketing, baiting and promising...
  2. Looks like Void Interactive is still hard at it; their latest Devblog 03 was just posted: (clicky) It's a relief to see serious Tactical Realism on the event horizon that's not a 'dress up combat Ken & Barbie ' RPG game to monetize naïve kids with toddler pajama pattern 'skins' and prono cos-play costumes on game design so abaft of realism, anything tactical or even to do with reality it makes you wonder why so many titles even use the word and moniker. Tiny ambitious team to be sure; but their talent, progress, content quality and prduciton volume looks like they're up to it, and they've chosen a project and sub-genre that at least looks well suited for a small team and a revisit with a modern engine, art assets, and design. Sure are a lot of enthusiastic GR fans, and interesting discussion on Twitter and Reddit.
  3. So, "PVP" is just death match? No objective based realistic game modes?
  4. Not sure what you're referring to in the context of this game. While it's obvious many publishers believe that allowing free mod content, or improving what they regard as 'commodity product' intended to self-obsolesce (some even by developer admission incorporate design and flaws with this explicit intention) -- there's a lot to argue that this is not the most stable business model and certainly not the most healthy. Markets are replete with obvious examples in this and many other industries where self-obsolescence, finite life-cycle and pay to continue or expand what was already paid for appears to be the most successful business model, but in fact this is not always the case when long term and total cost of what is little more then shrewd asset stripping of customers is weighed in the long term cost of ill will, lost business, legal redress, and heightened consumer cynicism. In the gaming industry you don't have to look any further then Valve, BI, RockStar, or StarBreeze to see enormously successful and profitable Publishers that have eschewed shrewd ghetto asset stripping packaged as paid content or DLC, self-obsolescence, and not only lack of mod support but deliberate impediments to it. I hope Void Interactive's new Backer is as aware of what can be accomplished with a more customer-centric business model that the Developers clearly value.
  5. That their giving AI any attention at all is a relief in a realism market where FPS game AI hasn't made any significant advances in over a decade (sadly). While there may be nothing ground-breaking here the UE4 AI subsystem is very powerful, and if given enough time and attention can beat the snot out of the zerging zombie carnival targets that are marketed in 'realism' games as 'realistic' and 'tactical' and *cringe* 'authentic'... I like that that Void Interactive is focusing on explicit feature and design targets -- not vague hype, ridiculous prose, and hideous content they can sell you (Liberache costumes)... I'm weary of eye sore FPS realism games 'content ' that looks more like a gay pride parade or creepy pr0n cos play event costumes then anything related to combat realism..
  6. Void Interactive has posted their second dev blog -- lots of impressive attention to detail that some will love and others won't. They have a very nice HLS sight system: And very nice FF sound capture and render that's quite realistic in to small acoustic steridians: They're promising some actual game-play footage in their next dev blog. While CQC is not my or gonna be everyone's favorite realism sub-genre; it's definitely serious tactical realism, no Liberachie DLC, and it looks like they're seriously committed, making steady progress and fully intend to deliver. It's interesting that Bohemia Interactive, New World Interactive, and now Void Interactive all have 'interactive' in their monikers; it appears they've all recognized the casual/passive grindy/salesy direction the big publishing has taken, and what that has cost... BI and NWI have and continue to deliver enormous payloads of value, truly interactive games, that are incredibly features deep, with deep mod support, and strong long term communities just like Ghost Recon. Anyone remember Ghost Recon?
  7. Sorry Rocky, I won't accept responsibility for other people's 'bad feelings'... People's feelings and emotions are their responsibility not other people's... Do you or does Ubisoft accept responsibility for the ill will and disdain instigated by their dissembling, bad marketing, and lack of technical support? Not from what I've seen; it's a consenting arrangement -- no one is being forced to buy Ubisoft's games, just as no one is being forced to read my posts. Again? I've never posted anything on Ubisoft's forums to promote anything, they don't have a forum for posting about other tactical realism game, GRN does... Rather than the 'me too ' reaction -- how about weighing in on what I've actually said: Ubisoft has not been producing tactical realism games in quite a while, they keep misleading and dissembling, leading would be fans to believe this next game will be, and that's has not been the case. Ready Or Not looks a game that might be, as yet no one from Void Interactive has told any lies or abrogated any commitments to warrant doubt beyond 'haven't delivered a game yet '... Now who's a 'Negative Nelly '? A small self-funded indie developer with only two people working on the game, and not wanting to take much time away from that; a teaser in the context it was presented; as part of a blog, that's not being advertised anywhere (and they didn't put it on YouTube someone else did) I don't see how you get to it's 'extremely poor' -- I think you're evaluation is, and unfair. Considering they have a budget of "O", no history of lying to customers, and they at least intend to try and offer features that engage tactical realism fans, I'd at least give them an "A" for effort. While I don't think it's cause for excitement and never said it was (your assumption not mine) I do think it's more cause for optimism then anything Ubisoft has been doing for tactical realism. For reference -- the context of the teaser was offered in was their very first blog post: Ready Or Not – Devblog 01 – “Teaser and beyond” POSTED ON MAY 4, 2017 BY VOID INTERACTIVE Ready or Not is a tactical first person shooter which places you in the boots of an elite SWAT team, tasked with diffusing hostile situations in intense, claustrophobic environments. It’s set in a nondescript modern America, where an income disparity between the classes have become unsustainable and the country has been plunged into havoc. Bring order to chaos with up to 8 players in cooperative play, battle enemy squads in a close player-vs-player environment, or command AI in a striking single-player mode. Ready Or Not has been in development since June 2016, and includes an array of unique features. Today, we’re going to run through some of the already included features we’re most excited about. Current features include: Incremental lean system Our most prominent feature involves the players ability to maneuver around obstacles, opening up infinite possibilities regarding tactical positions. Players can duck under low cover to avoid oncoming fire, or peak above high cover in order to spot and return fire upon the enemy. The assigned keys can be tapped in any order to “peek”. On top of this, we have also included a classic quick-lean system seen in many shooters. Incremental Door control system This gameplay feature allows for doors of multiple types such as sliding, swinging, and revolving doors, to be manipulated by the mouse wheel at any time. Provided the door is unlocked, players can interact and incrementally move them. Modular speed control Our final mouse-wheel-based feature involves the control of the player’s speed by scrolling up or down. This allows for precise movement in a close-quarters environment, which may mean the difference between life and death in a hostile situation. This, of course, can be re-bound to suit our users needs. Simulated and detailed third person inventory In a real life situation, each item has its place in a loadout. We wanted to ensure this level of replication, so we included detailed animations and systems which show your teammates exactly what you’re doing. Magazines, grenades, and items are retrieved and returned to their specific pouches, with the pouch flaps opening and closing in synchronicity with the players reload or draw, respectively. Convex collision armour, allowing for precise protection Armour collision in Ready or Not is calculated based on the mesh coverage on the player, allowing for accurate levels of realistic ballistic protection. Projectile dynamics, bullets penetrate, ricochet, and deteriorate Rounds have realistic range, drag, and tumble velocity. Calibers and ammunition types affect how far and how well a projectiles penetrate and exit. All rounds have the ability to ricochet based on surface materials and angle of impact, and deflection has recently been included as a feature. Less-than-lethal rounds will be unlikely to penetrate, but can sometimes still kill depending on proximity and impact area. Responsive damage system and effects If a player is shot in the legs, movement is slowed down based on the level of damage. Arm damage will decrease accuracy and increase draw times. Head damage, provided it is survived, can intermittently “haze” the players vision. This is all shown via a passive (read: hidden unless needed) indicator at the bottom of the screen. Visceral gore Deaths need to be impactful to the end user and we’re committed to providing an experience like no other. If characters in the game are hit, parallax bullet holes spawn on flesh, and blood will then seep out into surrounding fabrics. A gory bullet hole also becomes an emitter, as individuals who knock their wounds onto objects create a small splatter, based on bone velocity. In the future, we plan to implement an entire bodily destruction system. Highly detailed weapons, characters and environments As seen in our gallery and teaser, Ready or Not’s assets aren’t camera-shy. A realistic and high-detail representation of all assets is necessary in immersing the player in our world. Weapon edges are smooth and seamless, environmental detail is minute. Massive selection of items As of pre-alpha, we currently have over 30+ items in total, with plans to greatly expand this selection monthly. Concerns may arise over balance issues, but each item will have its place and value considered in order to avoid having duplicate functioning (but visually different) gear. These items include weapons, devices, grenades, and deployable items (read: items that can be selected in our planning phase) Fully supported competitive servers based on Amazon Gamelift API Ready or Not features a fully competitive set of gamemodes to test your mettle against other squads in PvP. However, players can still host listen servers and play with custom game rules. Plans to support squad competitive play Create a squad with up to ten friends for PvP and Coop. Work as small groups to reap squad rewards, and compete in yearly leader-board competitions to earn unique skins. A passive pointscore system allows players to work together to level and earn more squad points, opening up options in a mission’s planning phase. Tactical Analysis All missions begin with a tactical analysis and planning phase, currently allowing teams to shut off power grids, blockade entrances, create or choose new entry points, and spawn unique devices including ballistic shields, heavy rams, and telescopic ladders. We hope you stick with us through our journey in making a true-to-life tactical shooter that can be held up to the greats. We’re excited to share our work over the course of this year. For those who haven’t seen it, here’s our reveal.And apparently I'm not alone in that perspective... But hey, I get it now, GRN is a intended to be a 'Safe Space ' where no one however irrational their reactions might be should ever be uncomfortable. I promise I'll never post here again. Apparently I'm not alone in this perspective, but I misunderstand the intention of these forums and did not realize that GRN was intended to be a 'Safe Space' for Ubisoft, it's apologists, and irrational people that are hypersensitive and easily offended. For reference I did a word count on my posts, and less then 0.1% are in sentences criticizing Ubisoft or their games -- but rest assured I won't ever, under any circumstances risk the prospect of offending anyone here again... Happy Trails!
  8. You're so far off the mark, and obviously have not read 'most' of my posts. I don't like Wildlands or Siege -- two games of how many that wear the 'Ghost Recon' moniker? I've even been very complementary of Siege's game design, which is quite good, but... I'm a Tactical Realism fan, I wouln't think I'd have to be an apologist for it here... There's literally nothing to like in terms of tactical realism in Wildlands, it's not a tactical realism game, and Siege runs on deplorable infrastructure -- that's not being negative those are facts.
  9. Ahh, I see and you're the final authority and abiter of what 'needs ' to be stated... Ok, have fun with your new moderation job... Just what is it pray tell EXACTLY that you object to so strenuously? Not the vague assertions of negativity -- what are you so hostile to?
  10. Petty? I don't know... Maybe, gaming is really pretty trivial stuff in the larger context of what's going on... But don't you find it a little ironic that on THE website that was THE locus of Tactical Realism Gaming, that discussion of Tactical Realism Gaming discussion is now only happening in the original Ghost Recon and other PC game forums?
  11. 101459

    GR Community SDK

    It's promising looking that's for sure; GR2 content on GR would be... An IMPORTANT scientific investigation that will require... Peer review... Lots of peer review!
  12. Your 'appreciation ' is not my concern; no where have I ever on any occasion -- said, suggested, or implied that 'my opinion is all that matters', ever, in my entire life, in text or words spoken; the assumption here is all yours. Own it... Those opinions I have expressed are opinions concerning the importance of facts, based on facts, and are mine alone, though with respect to Ubisoft's last decade of 'Clancy' games I'm far from alone in holding them, and am entitled to them -- maybe not in expressing them here, but that remains to be seen... I'm not sure how you define 'opinion ' but I prefer the direction most dictionaries, rational, and literate people choose: 'a view or judgment formed about something, not necessarily based on fact or knowledge' making most of what I've said, not an opinion, but an appraisal. To wit: When there are twelve year old games like SWAT 4 that require players to go through a lot of hoops just to set the game up to play and find servers, and the game has more servers on PC then Siege has PC players; it should point something out, and ring some bells -- it obviously did for the guys at Void Interactive... These forums, even with Rocky 'rocking it ' and making every effort to make it one the best LZ's in realism gaming, which it is; the forum post decline since Ghost Recon is dramatic with each new 'Clancy' game -- it's incremental, it's sad, and in my 'opinion ' has nothing to do with Rocky and everything to do with Ubisoft's abnegation of tactical realism games in a market saturated with arcade shooters.
  13. Fortunately tactical realism fans disappointed wtih Wildlands, Siege and other cartoon arcade games that promised more may not have too long wait -- there are Developers that understand the genre; Ready Or Not looks poised to fill the void -- check out their impressive Reveal Trailer... With none of the middle-ware limitations of Ubisoft games like their horrible mutant console derivative renderer, Quazal net-code that's literally the worst in FPS gaming in the last decade and only gets worse, match making systems also built on Quazal that put you in join for an asinine amount of time -- making the last three Clancy games literally unplayable for a preposterous number of people that bought them (thank Gabe Newell for the Steam return policy). This isn't 'hating on ' Ubisoft, it's a heads-up: Ubisoft had it all and squandered it; an audience more patient than any other, yet Ubisoft continues to pump out arcade dreck, dissemble and call it 'Tactical Realism ', slap the Clancy moniker on it, rinse and repeat for a decade of disappointing output. They've dropped the ball way too many times for way too long, and had the tactical realism genre wholesale in their tied up with bows and; they screwed the proverbial pooch repeatedly what comes next will probably surprise them. Fortunately there are others that get the genre, and looks like Void Interactive intends to fill the...void... SOTA renderer and net code built for PC, a server browser instead of the console abortion match making system, weapons that are a reflection of their real counterparts not something that came out of a magic unicorn's ass, or that you have to buy in the arcade Casino, and finally a game that will eschew Liberache fantasy DLC costumes and other kiddie dreck to separate children of marginal means and intelligence from their money. Yeah, I guess I'm more then a little disgusted with Ubisoft...
  14. I'd like to see a tactical realism mode with: · no RPG skill and load-out building or magic/fantasy Easter egg hunts for same · no respawn but add AI squad backup support for COOP & soul switching · flesh out some tactical node behavior in the bots so they're challenging · make the bots sound and light aware · play once vo and then off, or text mode narrative only option (it's truly horrible) That would take the game in a 'from the neck up ' direction where there's some play-ability beyond RPG for magic prize rewards for murder sprees and grind Easter egg hunts -- like the cringe trip of T1 Operators crossing country to get the proper furniture on their rifle out of the basement of a drug cartel crack house... Please! I'm well aware some people love the, ah, low level of participation and focus vanilla GTA\RPG games require... I'm representing the contrarian view that there are tactical realism fans, tens of millions of them in point of fact that could like this game too were more offered then a false promises.
  15. 101459

    Closed Beta Review

    My disappointment with Wildlands is that it doesn't even offer token recognition of the tactical realism -- the popular genre the Tom Clancy and Ghost Recon monikers inaugurated. Wildlands is not in any way shape for form realistic or authentic; in fact if flies in the face of realism in just about every respect of game design. This isn't a value judgement, again it's a fact, just a few examples to illustrate this: · you have to grind and find magic pickups just to get a marginally realistic load-out · first gen fidelity night vision with a ghetto digital affectation -- pseudo fifty year old technology · you acquire magical skills through magical pickups obviating native player skill · bots have no noise detection you can over in with a helicopter and they don't see you till you shoot · bots have no light detection you can stealth up to them brightly illuminated, shooting out lights has no effect · use of cover and concealment offers no advantages you can Rambo more effectively and rape/grind faster Again these are just a few examples; I've done every objective and side mission in the beta/demo multiple times -- summarily not only are realistic tactics not a requirement in this game, they're less effective and make you feel ridiculous 'pretending' this is an immersive realistic operation. With a creepy psychotic yelling the obvious at you, and the most challenging contact is an explosion of retrograde Serious Sam zerging zombie bots that all look like robot clones where charging is their primary tactic with erratic and infrequent use of cover (just like Serious Sam) -- it's cartoon, it's occasionally good fun, it's not realistic in any way shape or form other then as an advertising vehicle. All that and more; like taking a really pretty and smart actress giving her bad direction and a terrible script for the vo lead that makes her sound more psychotic scary freak then the cartoon drug robots our recon team is going after (I hope this helps and doesn't hurt her career), a depiction of drug crime in Peru that not only would offend many Peruvians; it isn't remotely accurate or authentic with respect to anything that's actually happening in Peru -- I could go on but there's so much wrong with this game that are in as many ways as offensive as they are disappointing it's really sad to see Ubisoft go this direction with what was a fairly adult game 'franchise' that apparently isn't a franchise. I do still find Wildlands likable; anything that people put a lot of time and effort into reveals this as well -- for all its flaws and warts Wildlands is no exception, and Ubisoft will get the ultimate complement from me as I will probably buy the game. But I hope they hear and most importantly listen what tactical realism fans are saying, and add not another idiot action/arcade 'hardcore' mode, but actually put some effort into a tactical realism game mode for this game that raises the bar of its limited and very shallow neck down game play...