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Devs mentioned that they're leaning towards SWAT 3's team AI rather than SWAT 4's. This is great, especially considering how clunky the team AI in SWAT 4 was.

Burner will be pleased.

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On 21/08/2017 at 16:35, nyleken said:

Devs mentioned that they're leaning towards SWAT 3's team AI rather than SWAT 4's. This is great, especially considering how clunky the team AI in SWAT 4 was.

Burner will be pleased.

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..

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To be fair to Ubisoft, they did add a special forces pack to Wildlands that added NVGs to a ballistic helmet. It only costs $20, is bugged, and there's no flip-down animations for turning on night vision.

 

Meanwhile, GTA Online added the same helmet with dual and quad-tube variants and actual flip-down animations. It's also free.

Edited by nyleken
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Wow....unbelievable. Modders have always gone above and beyond because they truly care about enhancing the game. Ones publishers make their money and release a new product....its detrimental to sales and profit to keep improving a former product.

Edited by Burner
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On 9/2/2017 at 12:12, Burner said:

Wow....unbelievable. Modders have always gone above and beyond because they truly care about enhancing the game. Ones publishers make their money and release a new product....its detrimental to sales and profit to keep improving a former product.

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.

Edited by 101459
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  • 6 months later...

Looks like Void Interactive is still hard at it; their latest Devblog 03 was just posted:

DEVBLOG03.jpg?resize=300%2C150

(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.

 

Edited by 101459
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