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ONE thing you would like to see added OR removed


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Use EPICs Uneal Engine 3, as Blackfoot studios are currently doing with Ground Branch.....have you seen some of those landscape in game shots.......SWEEEEEEEET !

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I all can do is keep itterating the point about GR1. It had something. I dont want to use the word 'soul' but damn it had something. I miss online GR1 so much. It's ridiculous that after all these years nothing has come close to replacing it.

The tension in clan matches and even open mp games was amazing. Periods of two, three or four mintues which felt like hours (in a good way) of silence (apart from the dangerously soothing nature sounds) and stillness followed by totally frantic gun battles. The deep contemplation of chess mixed with the frenectic CS/air hocky action was very satisfying. A real sense that team strategy and communication would make all the difference. Even after many years, getting shot would make me jump violently in my seat and curse.

I don't know what it was that GR1 stumbled onto but it aint been replicated since. The GRAWS had some awesome stuff. The sound was the best in any shooter i've ever played for example, but the GRAW environments were just sterile. GR1 environs were beautiful despite the old graphics. It was the first game i saw swaying trees in. Along with the sound of the wind it created a lovely atmosphere.

I could go on all night. GR1 is a classic in the same way that certain cars or songs or movies are classics. It was way, way, way more than the sum of its parts. That RSE (if they are the same people/culture) are doing GR4 PC is the only slither of hope there is.

Thanks for writing what I've been thinking.

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:thumbsup: There is only one thing that should be removed from this excellent si-fi fps shooter and thats the name or at least the first part of the name "Ghost Recon" :yes:
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I haven't played GRAW or GRAW2 yet. But going off GR1 and GR2...

Add - Randomize the enemy. The enemy placement, numbers, weapons, behavior etc... I can't even enjoy GR1 co-op for very long anymore because I know where every bad guy on every map is, and so does everyone I play with. It feels like im cheating.

Removed - The personality in the characters. I like the random John Doe's of GR1. Even better when the patch came and I could name them whatever I wanted. Even the specialist you unlock still had a "unknown" feel to them. Then GR2 came and they started giving me guys with ridiculous uniforms and one liners that would make Seagal go crazy.

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...Add - Randomize the enemy. The enemy placement, numbers, weapons, behavior etc... I can't even enjoy GR1 co-op for very long anymore because I know where every bad guy on every map is, and so does everyone I play with. It feels like im cheating.

I think this is too difficult for game AI programmers to do. I have not seen game artificial intelligence enemy (NPC AI) change position or have different weapon loadouts at the restart of a in-game level or during a death sequence of the player character and starting at the last save position. It seems to me to be way too complicated to program such dynamic artificial intelligence. How can a "chip" made up of silicon and wires do something that seems like it requires human thought?and how does a games AI programmer write the software do this?, boolean logic?, dynamic scripting?, i think it's impossible right now, it is way too complicated i reckon. There are some interesting game Artificial intelligence and logic, like flanking manuever's, friend and enemy AI using the environment to taking cover, emotional response in-game, and some clever game AI programming like valve's AI Director which is the artificial intelligence of left 4 dead 1 and 2 that features a dynamic system for game dramatics, pacing, and difficulty. Instead of set spawn points for enemies, the Director places enemies in varying positions and numbers based upon each player's current situation, status, skill, and location, creating a new experience for each play-through.

To see game artificial intelligence randomize, change positions and numbers and weapons in-game through each new playthrough dynamicaly would certainly be welcomed by me, it would give replayability of games a whole new meaning to game extended enjoyment and longevity. But i don't think at this stage in human knowledge that AI game programming on such a level can be done, i hope i'm wrong of course :D , but maybe in the future?.

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I think this is too difficult for game AI programmers to do...but maybe in the future?.
Not all AI programmers seem to have difficulties with this...take the Ambient Combat Module or the FSM/editor -from another title- which address both concerns, and both are user accessible. Ignoring a flank that was previously clear in the first go around can lead to a nasty surprise in the next. Same goes for the reaction of a checkpoints guard force the second time around.

Neither is not without a certain level of clunkinesss but even in their simplified default values they function as advertised -and are available in the editor today.

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I think this is too difficult for game AI programmers to do. I have not seen game artificial intelligence enemy (NPC AI) change position or have different weapon loadouts at the restart of a in-game level or during a death sequence of the player character and starting at the last save position. It seems to me to be way too complicated to program such dynamic artificial intelligence. How can a "chip" made up of silicon and wires do something that seems like it requires human thought?and how does a games AI programmer write the software do this?, boolean logic?, dynamic scripting?, i think it's impossible right now, it is way too complicated i reckon. There are some interesting game Artificial intelligence and logic, like flanking manuever's, friend and enemy AI using the environment to taking cover, emotional response in-game, and some clever game AI programming like valve's AI Director which is the artificial intelligence of left 4 dead 1 and 2 that features a dynamic system for game dramatics, pacing, and difficulty. Instead of set spawn points for enemies, the Director places enemies in varying positions and numbers based upon each player's current situation, status, skill, and location, creating a new experience for each play-through.

To see game artificial intelligence randomize, change positions and numbers and weapons in-game through each new playthrough dynamicaly would certainly be welcomed by me, it would give replayability of games a whole new meaning to game extended enjoyment and longevity. But i don't think at this stage in human knowledge that AI game programming on such a level can be done, i hope i'm wrong of course :D , but maybe in the future?.

They did it just fine in Raven Shield. Of course, there were only 3 or 4 possible iterations, rather than the millions you want, but the premise is sound. Figure out the rational tactical responses to each situation, then let the AI pick one at random. Its that first step that is the issue, and is the difference between actual intelligence and more complicated patterns.

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Ambient Combat Module or the FSM/editor -from another title- .

Yes you're correct even the devs lend a helping hand with post replys on "how to use the tools", but i wonder why they themselves didn't use this in the sp campaign?, even in this game the ai enemy soldiers are predictable and appear and are stationed in the exact same locations no matter how many times you play through a particular mission, or is this incorrect observations on my part? .

They did it just fine in Raven Shield. Of course, there were only 3 or 4 possible iterations, rather than the millions you want.

I enjoyed this games sp campaign and even more so in co-op, but it's been a long time since i played but from what i recall the enemy ai were always in the same spots through each level, but they were hot shots with pistols :D .

To be honest i don't think any game developers will be allowed to spend the amount of time it would take to implement this in single player, if indeed it can be done?. I hope i'm wrong but with the hardware technology that we have used over the last 5 years (maybe less?) and have now, and the advancements gaming has pushed forward to date, why has this never been done in todays games?. If i remember correctly i recall a crytek developer mention crysis would have a new gameplay experience with regards to enemy ai in every new play through, but from what i can tell, i seem to know exactly where the enemy soldier ai is going to be from the first play through to how many ever afterwards, they are always in the same places. There are some amazing games to play but this one area i can't wait until the day i see it and play it.

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They did it just fine in Raven Shield. Of course, there were only 3 or 4 possible iterations, rather than the millions you want.

I enjoyed this games sp campaign and even more so in co-op, but it's been a long time since i played but from what i recall the enemy ai were always in the same spots through each level, but they were hot shots with pistols :D .

I discovered it quite by accident. I was trying to develop a best-possible plan set so the game could be played entirely from observer mode. I'm rubbish at the game itself, but I still savored the challenge of planning. Anyway, I found that sometimes the plans would go flawlessly, sometimes not, despite simply restarting the mission (not even going back to the planning phase). This was because the patrol patterns were not entirely set in stone. Of course, you'd still have at least a few enemies in a lot of the same spots, but you'd always have some outliers that seemed to be placed semi-randomly at the beginning of each mission. For instance, in the first private airport mission, if there were two tangos guarding the hostage in the upstairs of the firetruck garage, you could not save the hostage if you attacked from the front of the building. I never tried the back, but I found that with the second guy, he'd spot you coming in, even with smoke grenades, and execute the hostage (or his buddy would, after you shot the first guy). I never found the frequency with which he appeared either.

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I never found the frequency with which he appeared either.

Oh well, let's see how things go but i read a q&a on the splinter cell conviction ...

Will the NPCs be at the same place every time you play the co-op modes?, When playing Deniable Ops, the enemies are distributed by the game with a certain degree of randomness.

Every time you play a Hunter map, for example, the AI set up will be slightly different.In Prologue (the story mode), some NPCs start out as part of scripted events, so they may be in the same spot depending on how long the player takes to reach them; but most won’t because they will be in patrol or idle behaviors that can take them to different parts of the map. There is a long wait i should imagine before we get any real pc info, so it's all wishes and wants, add and removes that may or may not be implemented in the pc version.

I think what should be added is squad command, i mean after all, this feature is an intrinsic part of the ghost recon universe. So i wonder how the narrative will go?, will a gamer as the player be a subordinate?, a future spec op grunt following the intel/radio chatter from higher ranks?. Is future soldier stepping up the pace?, i put that out there because of the removal of squad commands, where will the strategic gameplay and slower gameplay come from? .

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If I came to you and said, "We have room to make one and only one more change. What should it be?", what would your answer be?

This discussion is worded to make you select what you feel is the most important, significant change, so only ONE response! Though, if your answer would be "ghillie suit", I give you a pass card to list a second thing. :hmm:

(Is it technically possible for a mod to link this discussion to the 360 section or would I need to create a second thread?)

My Main concern for this title is that it not be a console port and that there be a specific team to make this for the pc. Such as in Graw 2 turned out nicely imo, as far as multiplayer TDM and the like. Least that is what I am into. I just feel it will be a waist of time for all us pc players to get all worked up about what will or won't be in this next title. My belief is that we all must lobby for a game made specifically for each individual platform. I saw this let down in [OFP: DR], a port that just was for the kiddies. We all know what we should expect from the ole GR pc days. Just the kick ass graphics we want. The game play was there. We have to put time and effort into our rigs, not to mention dollars too. I am really not a whinner, I just want peeps to realize that maybe we have been pushed out of the market. If so let us know so we don't waist our time and effort on getting our hopes up AGAIN. Can anyone relate. Respectfully Bill.

Edited by wildbill
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If I came to you and said, "We have room to make one and only one more change. What should it be?", what would your answer be?

Pretty simple really. Removal of the lameness that has festered in this series since Ghost Recon 2. The cross over to the console destroyed this series. Drop the sci-fi rubbish and get back to reality.

Oh and removal of your god awful DRM would also be a help. Screwing over the PC community is just another fine example of Ubisofts backwards mentality towards the PC platform. Why not just drop it completely.

Edited by Ballistic
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The Dunia engine would be perfect for GR4. Team its map editor to some of GRs skilled modders and the game would last for a very long time.

that be good or CryEngine2, CryEngine3.

I agree, CryEngine is much more powerful and very flexable!!!

Now what I want in Future Soldier and someone already pointed out similar. I love the great urban of GRAW and GRAW2, also I love the beautiful open maps with forest of Ghost Recon and GRAW2. Have a good mix of maps for multiplayer with urban, forest, deserts, mountains, and rivers!!!!

Such as -

Ghost Recon - Embassy

Ghost Recon - Railroad Bridge

Ghost Recon - Red Square(Most likely already will have a similar map)

Ghost Recon Island Thunder - Sierra

Ghost Recon Island Thunder - Polling Center

DIDNT REALLY LIKE DESERT SIEGE MAPS

Ghost Recon Advanced Warfighter - Mayday Mayday

Ghost Recon Advanced Warfighter - Coup D etait

Ghost Recon Advanced Warfighter - Avenues

Ghost Recon Advanced Warfighter - Downtown

Ghost Recon Advanced Warfighter 2 - Mountain Ridge

Ghost Recon Advanced Warfighter 2 - Dam

Ghost Recon Advanced Warfighter 2 - Hacienda

THIS IS JUST AN EXAMPLE OF MAPS

NOW WHAT I DONT WANT IS DRM CRAP CAUSE WHEN I DONT HAVE INTERNET CONNECTION I WANT TO ENJOY SINGLEPLAYER

EDIT: Also GRAW2's crap multiplayer ruined it for me so I prefer GRAW's multiplayer cause we can mod our weapons and such and is effected by a better weight system then GRAW2. Also to my opinion its the maps that keeps a game going so INCLUDE a map editor!!!! NO ONE likes seeing the same thing all the time and it annoys me in MW2 and I dont even like the COD games!!!! ALSO the lack of dedicated servers is just pathetic!!!!!!

Edited by AnthonyLunkwitz
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Wow, do people really think that FS will be anything remotely resembling what this community has been screaming for in the last 7 years? Seriously what is the purpose of these "polls". Or is it just a PR stunt to act like anything we say actually say matters so UBI can keep their head in the sand?

I remember similar "polls" for Lockdown/Vegas/Vegas 2 and yet nothing that the majority of respondents said they want ever was included. Who could forget the so called "Council" that was created of long time members of the R6 community that never got anything included into Vegas that it asked for.

Seriously, why insult our intelligence with so called polls like this? Put it this way, I don't frequent GR.Net for Ghost Recon anymore. It just so happens many people on here share similar interest in other games as I do.

Though I do understand that the community here is not the core demographic TC games are aimed at anymore. We have attention spans that last longer than a few minutes before we need a pretty explosion on our screen and IQ's above 30 that doesn't require our hand to be held to play a game.

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If I came to you and said, "We have room to make one and only one more change. What should it be?", what would your answer be?

This discussion is worded to make you select what you feel is the most important, significant change, so only ONE response! Though, if your answer would be "ghillie suit", I give you a pass card to list a second thing. :hmm:

(Is it technically possible for a mod to link this discussion to the 360 section or would I need to create a second thread?)

I would really like soldier customization. You know where I could add armor thus adding weight and protection or I could take away armor if the mission was pure stealth thus allowing me to run faster. Not to mention more weapons. For ghostrecon 2 I just downloaded all the weapon mods. And in the multiplayer maps I want more of the urban type stuff. sort of like a city map (New York).

I know this is more then one thing but I know a lot of gamers (a lot), that have the same opinion.

[Deleted]*

Anyway, PC's awesome.

*[ Staff edit for content. We do not permit name calling of flaming in these forums, I suggest you take another look at the site rules.] :nono:

Edited by JohnTC02
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The Dunia engine would be perfect for GR4. Team its map editor to some of GRs skilled modders and the game would last for a very long time.

that be good or CryEngine2, CryEngine3.

I agree, CryEngine is much more powerful and very flexable!!!

Now what I want in Future Soldier and someone already pointed out similar. I love the great urban of GRAW and GRAW2, also I love the beautiful open maps with forest of Ghost Recon and GRAW2. Have a good mix of maps for multiplayer with urban, forest, deserts, mountains, and rivers!!!!

Such as -

Ghost Recon - Embassy

Ghost Recon - Railroad Bridge

Ghost Recon - Red Square(Most likely already will have a similar map)

Ghost Recon Island Thunder - Sierra

Ghost Recon Island Thunder - Polling Center

DIDNT REALLY LIKE DESERT SIEGE MAPS

Ghost Recon Advanced Warfighter - Mayday Mayday

Ghost Recon Advanced Warfighter - Coup D etait

Ghost Recon Advanced Warfighter - Avenues

Ghost Recon Advanced Warfighter - Downtown

Ghost Recon Advanced Warfighter 2 - Mountain Ridge

Ghost Recon Advanced Warfighter 2 - Dam

Ghost Recon Advanced Warfighter 2 - Hacienda

THIS IS JUST AN EXAMPLE OF MAPS

NOW WHAT I DONT WANT IS DRM CRAP CAUSE WHEN I DONT HAVE INTERNET CONNECTION I WANT TO ENJOY SINGLEPLAYER

EDIT: Also GRAW2's crap multiplayer ruined it for me so I prefer GRAW's multiplayer cause we can mod our weapons and such and is effected by a better weight system then GRAW2. Also to my opinion its the maps that keeps a game going so INCLUDE a map editor!!!! NO ONE likes seeing the same thing all the time and it annoys me in MW2 and I dont even like the COD games!!!! ALSO the lack of dedicated servers is just pathetic!!!!!!

You still play [GR] sometimes?

:thumbsup: There is only one thing that should be removed from this excellent si-fi fps shooter and thats the name or at least the first part of the name "Ghost Recon" :yes:

My thoughts exactly.

I'll give you 1 example of RSE listening to the community and applying that feedback into substance.

GRAW 2 got alot of positive feedback about the Embassy remake, they then make 4 DLC packs with over 20 remakes of Classic Ghost Recon makes.

If that is listening to the community then I dont know what is.

And on another note I'm very very confident that GR4 will blow all GR fans away. The devs know the main complaints and wishes of all the GR community.

Looking back to this post Paladin.

Don't you feel sc**wed by UBI now.

I say boy! you where wrong.

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