ARDelta Posted May 10, 2006 Share Posted May 10, 2006 I just wanted to chime in and add my voice to this great thread. I agree with all of the suggestions so far. If I had to pick my top 3 fixes, they would be: 1. Enable co-op on true dedicated servers , which has a corollary of removing the host is leader requirement. 2. Increase player limit to at least 8. 3. Remove the leader dead results in mission end. and hope to stay that way. Quote Link to comment Share on other sites More sharing options...
LT.INSTG8R Posted May 10, 2006 Share Posted May 10, 2006 -Team leader can hear all other teamates, teamates hear nothing(eg enemy down, regroup cover etc.) This would be helpful to your teamates to hear these not just the Team Leader -Team Leader laying waypoint other players only see first waypoint and no more after that one(same with orders) Shows how simply tacked on the MP to the SP is as it basically has the same functionality as only Team Leader has the full sounds etc as the SP makes it very hard to accurately use the tools at hand Quote Link to comment Share on other sites More sharing options...
Auto+SD Posted May 10, 2006 Share Posted May 10, 2006 (edited) EDIT: *Corrected* Why do we have to keep referring back to the original GR, which came out 5 years ago, to get things done right? It makes no sense. Ubi or whoever was the driving force behind making GR3 the "new eye-candy-of-the-month" game made a fatal error in doing so. Sure, you get to be on a high horse for a month or two, but only until the next big game comes out. GR3 has no SUBSTANCE to go with graphics. I don't believe, with the way it is now, that we will ever see half of our requests realized. Why? Because they are too big! Look at these things. Server briefings, debriefings, fixing of a million and one bugs (including the biggest of all: the PRONE bug), DOORS. Even something as simple as doors, or a decent map (ever notice the fact you cant walk up a very small hill? You always slide down to the one-route, one-objective, walk-through-the-gauntlet map). All I'm saying is that we, as the GR coop community, got royally screweed. Edited May 10, 2006 by Auto+SD Quote Link to comment Share on other sites More sharing options...
NYR_32 Posted May 10, 2006 Share Posted May 10, 2006 I'm still in shock over something as simple as the LAN-only for coop. You can already play COOP online. Quote Link to comment Share on other sites More sharing options...
Auto+SD Posted May 10, 2006 Share Posted May 10, 2006 Mmmm yes, I was just corrected of this by my buddy asrock. Ooops. Ok, so you can coop over the internet. But its still through gamespy... which sucks! Quote Link to comment Share on other sites More sharing options...
silent_op Posted May 10, 2006 Share Posted May 10, 2006 (edited) I know we will all be using TS or Ventrilo when we eventually have a real CO-OP mode after the modding tools and patches... With that said there are two things that seem odd to me about the command map in CO-OP. It is a little difficult to follow way points on the screen sometimes. I would like to be able to see the waypoint issued to me on my tactical command map as well (with the correct paths issued by team lead). I would also like to be able to create a command grid for the tactical command map. This would allow players to issue movement orders and tango locations by calling out grid coordinates. Just as other MP modes, CO-OP play does not entirely rely on waypoints. Like all other MP modes, CO-OP players use voice comms and call out targets and so. Add to list: 1) Visible waypoint path for all players in their command map view. 2) Ability to create a custom command map grid system for the tactical map views (will probably need photoshop plugins). silent_op Edited May 10, 2006 by silent_op Quote Link to comment Share on other sites More sharing options...
MeeMee Posted May 10, 2006 Share Posted May 10, 2006 (edited) 1) Mods tools 2) Replays cheers Edited May 10, 2006 by cert.MeeMee Quote Link to comment Share on other sites More sharing options...
unwritt3n Posted May 11, 2006 Share Posted May 11, 2006 1) Dedicated Server Files 2) MP Bug fixes 3) Rural Maps Quote Link to comment Share on other sites More sharing options...
MOV Posted May 11, 2006 Share Posted May 11, 2006 Posted this elsewhere but wanted to add it to the wishlist. You make the game more fun and accessible for more people without alienating the hardcore fans. With OPTIONS to do things (like respawning in a massive co-op mission), you can allow players who want to do this to enjoy the game, while not compromising your original design (allow the option to keep the original mode intact). ----------------------------- Everything is solved by simply adding OPTIONS: - Teamleader dies = game over (ON/OFF) - Respawns (NONE / # PER PLAYER / # WHOLE TEAM / UNLIMITED) - Respawn Location (BEGINNING OF LEVEL / LAST CHECKPOINT / AT TEAM LEADER) If people WANT to play with uber realism or WANT the game to end if the team leader dies, then fine! But if people want a little more give, where they can die X amount of times and respawn at the beginning, at the teamleader's location, whatever, I think they should be able to. If people want unlimited respawns so they can run n gun a little without the whole game ending if they die -- if that is their fun factor -- then it should be an OPTION. Even Ghost Recon 1 had this, and it meant hours and hours of co-op play for my friends and I. We can't even play this die-once-and-it's-over style. I've seen some wishlists that address the whole teamleader/game over thing, but I think at least SOME respawn options (for those of us who at the very least want to play it like GR1) added in a patch would be a HUGE improvement for usability. Quote Link to comment Share on other sites More sharing options...
A4D_Merc Posted May 11, 2006 Share Posted May 11, 2006 I agree with most of what everyone has said. This is what I would like to see added/changed as well. 1. Ability to "spot" a person like in BF2 2. Abiltiy to mark a zone 3. Ability to tell AI squad member to frag or smoke or shoot that Rocket Launcher 4. If Team leader (host) dies then the #1 should assume the team leader position. I mean come on, if you were in battle they wouldn't scrap the mission because your lead died. The next highest ranking person would take over until they were all dead. Then the mission would be a failure. Just make it that if anyone dies they can look through the eyes of the team leader or other team member like in RVS. Quote Link to comment Share on other sites More sharing options...
Strapt Posted May 11, 2006 Share Posted May 11, 2006 I agree with most of what everyone has said. This is what I would like to see added/changed as well. 1. Ability to "spot" a person like in BF2 I'd like the ability to spot, too. But more like the way it was done in operation flashopint. At least that way we'd have to think. I can't see how the BF2 way was realistic unless you had some kind of laser pointer/rangefinder on the end of your gun... Everything else pretty much the same as what's already been said, more than 4 players etc etc. Oh! Snipers need more ammo than that, please!! Quote Link to comment Share on other sites More sharing options...
LT.INSTG8R Posted May 11, 2006 Share Posted May 11, 2006 (edited) Post Patch 1.06: Your AI teamates seem a bit more aware and shoot more(I just started a new campaign on hard) but its still obvious the Tangos are concentrating fire on you regardless as Team Leader(Its the same in Co-op in fact a mate and I tested it today me as TL and him as squadmate) AI or teamate side by side the Team Leader is the target of fire regardless if the other soldier is closer or more in the open than the TL the Tangos will ALWAYS choose the TL.I might add on Hard there aim is much better as well so that makes it that much worse. I had hoped it was just an SP thing but the Co-op is no different to the point that its just added more humans to SP as even the TL "triggers" all the enemies hears all comms(players dont even hear themselves say their scripted lines or anyone elses either), having your teamates move ahead and clear wont work as the TL is still the trigger AND the Target... The Team Leader tho in charge is the only one getting the full experience and the other players are just treated like "dumb AI" they should be able to hear each other(speech/comms,etc) and be able to "trigger"the events (tho TL should be the one to hit the checkpoints) AI should not be TL dependent. Good Example on Mission 2: After Checkpoint 3(the Limo)moving to the Gas Station theres a enclosed courtyard that has maybe 5 to 8 Tangos in there including 2 roof Snipers. As TL I lead to it and waited for the patrolling gaurds to come out(took them down) then I "hung back" at the corner of the square and had the rest of my Human Teamates Assault it. I checked the Tac Map after my Mates went into it and it was clearly empty he told me clear as well, so I proceeded down the road parallel to it to continue to the Gas Station, well I guess I musn't have been close enought because suddenly he was completely surrounded with them and luckily he had backup waiting behind him and tho he lived he shouldnt have had to have them "pop up" on him out of nowhere because the TL was 3-4m away from the "trigger" Edited May 11, 2006 by LT.INSTG8R Quote Link to comment Share on other sites More sharing options...
Lightspeed Posted May 12, 2006 Share Posted May 12, 2006 I think alpha Squad are the specialists in regards to COOP and should be consulted to determine what is required as a minimum. These members are available in these forums GRIN - AS Sheldon, Bueghler, Creatch, Simdood are a few of the ones who seem to be posting in here. PM them and organise a meeting on there TS server. Personally, the things I really am missing: 1. Multiple Weapons Classes - Alpha is currently using things like Sniper and Urban Sniper Classes, Spotter, Rifleman, Grenadier, Demolitions and theres prolly more that Im forgetting. 2. I like to think of myself as a Demo Specialist in game - Im not so interested in killing tangoes as infiltrating a base to lay demo charges. Therefore, I definitely want Demo Kits, more use of AT. 3. Ghillie Suits. 4. Bomb Diffuser Kits would be a nice addition. 5. Missions which are non-linear - multiple objectives they may be completed in the way you choose. 6. Grid Maps. 7. If Leader dies, somebody else is automatically allocated the Leader position. 8. Launch Airstrikes - I think this is in SP but only in a certain mission - Im not sure whether its just scripted into that particular mission, but should be able to be enabled in missions as required if the mission modder decides to implement it. 9. Realistic AI that 'dont know' where you are if you use stealth and silenced weapons. 10. The addition of heavy machinery (tanks) without lagging the game - seemed bad for me in Coup D'Etat. Im sure theres more, but thats not a bad start. Quote Link to comment Share on other sites More sharing options...
Toniezz Posted May 12, 2006 Share Posted May 12, 2006 (...) Personally, the things I really am missing: (...) 6. Grid Maps. (...)I agree with most of your pionts stated PoW_LigHtsPeEd, only one minor detail regarding to point 6. Grid maps aren't necessarry for me and probably a lot of others amongst us. This is due to the fact some prefer to use their own gridmap-overlays. So I would prefer nice and clean maps from GRIN and then put my/our own grids over these. Quote Link to comment Share on other sites More sharing options...
Lightspeed Posted May 12, 2006 Share Posted May 12, 2006 sure if its easy for u guys to add that, Im down with that. Quote Link to comment Share on other sites More sharing options...
IrishStout Posted May 12, 2006 Share Posted May 12, 2006 I haven't played CO-OP quite enough yet.. from going from mission 2 to mission 3... there was no pause or time to get new weapons... now maybe this is just how it is but if you go from mission 2 to mission 5 let say... I may want to select a different weapon for each mission ... again not enitrely sure this is how it works.. -Also some sort of grid over the command map... would make things much easier in terms of telling directions... cover grid A3 .. instead of Cover the corner near the 3rd building by the car.. - More peeps at a time Other then that it has been great fun for the I have spent playing it.. Quote Link to comment Share on other sites More sharing options...
MadMike Posted May 12, 2006 Share Posted May 12, 2006 Here are my CO-OP thoughts/wishes: - More game modes (firefight, ghost hunt, hostage rescue, search & rescue, bomb defusal, defend etc. etc.) Mexico City is awesome and very playable. Now let us really explore it with more game modes - "Threat indicator" in compass should be settable Removing the Threat indicator will help make GRAW even harder - Respawns should be settable (individual/team/unlimited like in GR1) It might not apply in "Campaign" mode, but is needed in other modes - "Game ends when ghost leader dies" should be toggable - The "Ghost Leader" should be user electable like in GR1 - Add civilians who must now be killed (perhaps make it user toggable) The prescense of civilians makes the game so much more immersive and hard - Add Death Cam where killed ghosts can still observe the game - Add the possibility of more coop players - Make the Communication/Chat Window user toggable Its quite intrusive - Make it user selectable whether we want to have AI backups in the game Like in Ravenshield - More weapons Cant wait for HX5 for GRAW! - Fix the prone aim bug - Make as much as possible user settable We love nothing more than options! Elaboration: I think that Mexico City map is an awesome environment for GRAW. So lets get the absolute most out of it and give us some more game modes. So much time has been put into recreating Mexico City that it would be a pitty not to let us explore every inch of Mexico City in a lot of different game modes (the possibilities are endless) where the AI can move more freely (non-scripted) and be more aggressive than in Campaign. Mike Quote Link to comment Share on other sites More sharing options...
MikeCaine Posted May 13, 2006 Share Posted May 13, 2006 All I'm saying is that we, as the GR coop community, got royally screweed. A mate and I played GR Coop for years and we were so excited about the imminent release of GR-AW that we preordered it from Game. After playing the demo and seeing the comments here neither of us have even bothered to unseal and install the game as we feel it is such a let down. I think I'll dust of GR and have another coop session, at least it had great coop gameplay Quote Link to comment Share on other sites More sharing options...
calius Posted May 13, 2006 Share Posted May 13, 2006 All I'm saying is that we, as the GR coop community, got royally screweed. A mate and I played GR Coop for years and we were so excited about the imminent release of GR-AW that we preordered it from Game. After playing the demo and seeing the comments here neither of us have even bothered to unseal and install the game as we feel it is such a let down. I think I'll dust of GR and have another coop session, at least it had great coop gameplay I here you, but ... what would you like to see in GRAW as regards this area? Quote Link to comment Share on other sites More sharing options...
serge Posted May 13, 2006 Share Posted May 13, 2006 Post Patch 1.06: Your AI teamates seem a bit more aware and shoot more(I just started a new campaign on hard) but its still obvious the Tangos are concentrating fire on you regardless as Team Leader(Its the same in Co-op in fact a mate and I tested it today me as TL and him as squadmate) AI or teamate side by side the Team Leader is the target of fire regardless if the other soldier is closer or more in the open than the TL the Tangos will ALWAYS choose the TL.I might add on Hard there aim is much better as well so that makes it that much worse. I had hoped it was just an SP thing but the Co-op is no different to the point that its just added more humans to SP as even the TL "triggers" all the enemies hears all comms(players dont even hear themselves say their scripted lines or anyone elses either), having your teamates move ahead and clear wont work as the TL is still the trigger AND the Target... The Team Leader tho in charge is the only one getting the full experience and the other players are just treated like "dumb AI" they should be able to hear each other(speech/comms,etc) and be able to "trigger"the events (tho TL should be the one to hit the checkpoints) AI should not be TL dependent. Good Example on Mission 2: After Checkpoint 3(the Limo)moving to the Gas Station theres a enclosed courtyard that has maybe 5 to 8 Tangos in there including 2 roof Snipers. As TL I lead to it and waited for the patrolling gaurds to come out(took them down) then I "hung back" at the corner of the square and had the rest of my Human Teamates Assault it. I checked the Tac Map after my Mates went into it and it was clearly empty he told me clear as well, so I proceeded down the road parallel to it to continue to the Gas Station, well I guess I musn't have been close enought because suddenly he was completely surrounded with them and luckily he had backup waiting behind him and tho he lived he shouldnt have had to have them "pop up" on him out of nowhere because the TL was 3-4m away from the "trigger" aint that the truth it was stupid to say clear then get your ass kicked when Team leader triggers off the AI, I was totally surrounded Quote Link to comment Share on other sites More sharing options...
serge Posted May 13, 2006 Share Posted May 13, 2006 -Team leader can hear all other teamates, teamates hear nothing(eg enemy down, regroup cover etc.) This would be helpful to your teamates to hear these not just the Team Leader -Team Leader laying waypoint other players only see first waypoint and no more after that one(same with orders) Shows how simply tacked on the MP to the SP is as it basically has the same functionality as only Team Leader has the full sounds etc as the SP makes it very hard to accurately use the tools at hand this is what bugs me most, I need to know if a team mate is reloading so i can cover him, its fricken stupid that teamleader hears everything but I dont get to hear anything, waypoints are laid but they seem to be all over the place, my teamleader laid down a cover point but it wasnt where he wanted me to cover,so i can see when you ask a ghost AI to do somthing he doesn't quite do has you ask Quote Link to comment Share on other sites More sharing options...
MikeCaine Posted May 13, 2006 Share Posted May 13, 2006 I here you, but ... what would you like to see in GRAW as regards this area? For starters, I normally host the game, but if that makes me team leader and the game is over when I get killed, then some mission are going to be very short indeed. It also seems that too much emphasis is placed on the team leader, with event triggers based solely on that person rather than any squad member. Rural / non urban settings. I much preferred to open country maps to the city maps in GR, and was really looking forward to the new rural maps in GR-AW. I feel cheated that they aren't in the PC version of the game. In the single player demo, controlling the other squad members just didn't seem to work for me. In the end they seemed more trouble that they were worth. I also noticed that one guy seemed to have unlimited ammunition as was able to stand there are fire continously for a few minutes without ever reloading or running out of ammo. The demo didn't leave me leaving more, it was a big dissapointment, and form what I've read here since, I think that as a big coop fan the dissapointment would continue with the full game Quote Link to comment Share on other sites More sharing options...
Lightspeed Posted May 13, 2006 Share Posted May 13, 2006 LIKE THIS SORT OF STUFF? Quote Link to comment Share on other sites More sharing options...
Strapt Posted May 14, 2006 Share Posted May 14, 2006 LIKE THIS SORT OF STUFF? I've been looking forward to that as well, but if GRAW gave the average person problems, then that one is gonna be a nightmare. What I'd like to see, please: 1) Reply commands such as "roger that" preferably verbal, but a menu thing like the mouse wheel would do. Not everyone likes voice comms, especially when you get people swearing, singing or making stupid noises 2) Waypoints that you can actually follow, not just a spot in the distance. Kind like RvS or [GR]. 3) The ability to spot targets (i've mentioned this somewhere before) 4) The ability to set ROE. If you have voice comms (and everyone speaks english) its fine. When you don't, it's helpful to be able to set the Recon, supress etc. Run and gun co-op players tend not to pay attention to this kind of thing, but there are people like me who do. 5) I've just completed mission 3 at last and there was a bit where you have to carry the VIP. Maybe if the teamleader got shot down there could be an option to carry him out (so that his body isn't left there as evidence) to an extraction zone while the other 2 players provide cover. This could be part of an alternative objective to the compromised mission. I saw something like this on some SAS tactics thing on tv 6) Claymores/booby traps/remote control C4 - I'd like to be able to sneak into an area, booby trap the path/road/building and then sneak out and then remote detonate the charge so I can watch them get blown up 7) The ability to tell people to take cover/hide/get the freak down! (i guess this is part of ROE, though) 8) Surely they'll have the Infrared sniper scope. Put it back, please I was looking forward to that. 9) AI that will try and run you over (not really necessary, but it might be funny) 10) The ability to pick up guns off downed enemies. Surely this happens in real life when things get hectic and they have no ammo left. 11) Failing number (10), an alternative would be an ability to give a teamate with a weapon that can fire the same ammo as yours magazine. Or even give him/her a frag. So in my belt I take extra ammo, while my team mate takes the zeus. Things get hectic and I give him some ammo. Hope this doesn't sound a bit too BF2ish After all, you'd be losing ammo, it's not as if it'd be magically coming out of nowhere. 12) Last but not least, the abilty to get ammo from dead bodies, not just one clip by walking over a gun. Hmmm.. then the enemy would each have to have a set amount of ammo and not infinite bullets (not saying that they do, but I dunno if anyone has found out yet). Here's hoping some of our ideas are implemented in future patches/addons/mods etc Quote Link to comment Share on other sites More sharing options...
TheRealOmegaMan Posted May 15, 2006 Share Posted May 15, 2006 One to add....Direct to IP connection. We should be able to type and IP address and go directly to the server. Period. How this got looked over is beyond me. Quote Link to comment Share on other sites More sharing options...
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