Tom Calancy’s "Ghost Recon" Wildlands
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DimasL




Posts: 1766
Location: Spain
PostPosted: Sun, 8th Jan 2017 19:13    Post subject:
Troll Face


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harry_theone




Posts: 11230
Location: The Land of Thread Reports
PostPosted: Sun, 8th Jan 2017 20:11    Post subject:
Schumi2003 wrote:
No it was something else, not the TC Recon one, why would I post links here I know the rules Smile.

Just a mis click Rage .


So copy pasting is a mis-click now? Cool Face
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Schumi2003




Posts: 497

PostPosted: Sun, 8th Jan 2017 21:07    Post subject:
Yeah that because I thought I could enter them all easier in my downloader that way but I couldn't select them either lol.

I never pressed post reply button so I dont know either how they got posted here. Not gonna try that one again Question
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Drowning_witch




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PostPosted: Sun, 8th Jan 2017 21:11    Post subject:
it could have been worse, you could have pasted your obscure fetish pron links Razz


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dethy




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PostPosted: Mon, 9th Jan 2017 02:49    Post subject:
Drowning_witch wrote:
it could have been worse, you could have pasted your obscure fetish pron links Razz


Go on ...


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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Thu, 12th Jan 2017 20:25    Post subject:
Ghost Recon Wildlands Short Film ‘War Within the Cartel’ Announced
Quote:
Ubisoft has announced a live-action Ghost Recon Wildlands short film, War Within the Cartel.

The 30-minute short stars T.I. and will be executive produced by Star Trek and Amazing Spider-Man writer Roberto Orci. It will premiere on Ubisoft’s Twitch channel on February 16 and will then be available to watch on Amazon for free to Amazon Prime subscribers.

War Within the Cartel will focus on the Santa Blanca drug cartel as they seek to flush out a traitor within their ranks, with T.I. portraying a member of the cartel named Marcus. The short is directed by Avi Youbian, who previously directed The Walking Dead season five episode "Now." Aside from Orci, War Within the Cartel is also produced by American Gods actor Orlando Jones, and LA-based studio Legion of Creatives.

According to Ubisoft, the end of the film will lead directly into the events at the beginning of Ghost Recon Wildlands.


http://www.ign.com/articles/2017/01/12/ghost-recon-wildlands-short-film-awar-within-the-cartela-announced?abthid=58773af164e51c0c2600002e





Me Gusta
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monk3ybusin3ss




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PostPosted: Wed, 18th Jan 2017 12:49    Post subject:
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Danyutz




Posts: 4418
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PostPosted: Wed, 18th Jan 2017 13:57    Post subject:
Repost, men.
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Wed, 18th Jan 2017 17:46    Post subject:
12 days too late man.


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prudislav
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PostPosted: Wed, 18th Jan 2017 22:02    Post subject:


Also there was for a while video of solo gameplay by USgamer with the look at command wheel for AI teammates .... but got taken down
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ixigia
[Moderator] Consigliere



Posts: 65089
Location: Italy
PostPosted: Thu, 19th Jan 2017 01:57    Post subject:
prudislav wrote:
Also there was for a while video of solo gameplay by USgamer with the look at command wheel for AI teammates .... but got taken down

Found it:
~edit~
aaand it's gone again, Ubi really don't want people to see it Very Happy Cool Face

Mark enemies with the coloured icons, select the team AI Sync Shot® from the d-pad&radial-designed menu, press A to win. Ghost Recon 2017 Okay



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Last edited by ixigia on Thu, 19th Jan 2017 19:00; edited 2 times in total
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Interinactive
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PostPosted: Thu, 19th Jan 2017 02:09    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 10:07; edited 1 time in total
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dannofdawn




Posts: 2227

PostPosted: Thu, 19th Jan 2017 02:58    Post subject:
Interinactive wrote:
Mark and execute 3.0... I wonder if there's even a chance that they could miss. Which would be good for 2 reasons:

1. It wouldn't be a crutch you could always rely on
2. It would make engagements more dynamic, as the result wouldn't always be 'dey all ded' every time you use it

Also notice, the whole time there isn't a single walking patrol. They're all stationary. I bet this is for people aiming with gamepads, for AI Sync Shot®, and for 'back-to-the-player- convenience of 'stealth' kills.

Oh Ubi...


I rather they have 100% accuracy within their weapon's effective range. Better for consistency. Having AI misses all the time is just annoying.

But none of that matters if the AI can't figure out the pathfinding, line of sight and just shoot into walls. If they can figure all that out, then I'm more than happy to have AIs with perfect shots.
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Interinactive
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PostPosted: Thu, 19th Jan 2017 03:03    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 10:07; edited 1 time in total
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ace2kx




Posts: 1992

PostPosted: Thu, 19th Jan 2017 03:03    Post subject:
Soon it will be time to kill a ton of men.
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VGAdeadcafe




Posts: 22230
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PostPosted: Thu, 19th Jan 2017 04:01    Post subject:
ace2kx wrote:
Soon it will be time to kill a ton of men.

First you gotta mark them. Then your friend men kill them.
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dannofdawn




Posts: 2227

PostPosted: Thu, 19th Jan 2017 04:03    Post subject:
Interinactive wrote:
dannofdawn wrote:
Having AI misses all the time is just annoying.


'All the time' - I didn't say all the time. They could make it interesting by linking it to a skill system or something, so the more you train or fight with them, the better their chances of hitting the target.

That seems more interesting when it comes to gameplay mechanics. Most of Ubisofts mechanics feel like you're using trainers or cheats.


I didn't literally mean "all the time", poor choice of words on my part, my bad.

But my point was that we should be getting rid of dice rolls, not adding more. Players will make their own mistakes, I don't think the game needs to force an "oh shit" moment itself. And when the player do make a mistake, the game needs to punish them, that is something Ubisoft and AAA games won't do. But regardless I don't see how AI having any chance of missing make for more rewarding gameplay, its just unpredictability. Which works better in games like XCOM or Blood Bowl when EVERYONE has to deal with dice rolls, that it is all part of the game. But when I have full control of my shots, while my teammates work on invisible dice rolls? No, it doesn't fit imo.

If there's going to be any kind of random chances, it should be enemy patrol routes, enemy pacing, spacing, and decision making. Things that we don't dictate, but can predict, prepare and react to. If my AI teammate misses the mark and execute, what is there for me to do except just shoot the whiffed target myself? It fucks with my stealth run, didn't reward me, and didn't offer me a chance to make interesting decisions. Now if my AI sniper missed because I chose to call for a sync kill on a fast moving target, or in poor wind conditions, yea ok. That would be the game punishing me for making poor decisions. That I'm all the way down with. But I don't think that's a thing in this game.
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sTo0z
[Moderator] Babysitter



Posts: 7449
Location: USA
PostPosted: Thu, 19th Jan 2017 14:57    Post subject:
I think my favorite AI companions in any game ever was AC: Brotherhood. Loved marking a dude and then your bros all come flying in and murder and try to escape.

I accidentally summoned them all at one of those big fort things and there was a huge battle, they lost.. Sad Went around closing their eyes afterward, lol.


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monk3ybusin3ss




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PostPosted: Fri, 20th Jan 2017 17:09    Post subject:
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OrignalSpaceJockey




Posts: 2400
Location: Sweden
PostPosted: Fri, 20th Jan 2017 17:17    Post subject:
Animations looks kinda bad. :/
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Fri, 20th Jan 2017 17:22    Post subject:
OrignalSpaceJockey wrote:
Animations looks kinda bad. :/

It's because Youtube compression.

Animations looked more than fine in the last beta event to me.


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tolanri




Posts: 3589

PostPosted: Fri, 20th Jan 2017 17:38    Post subject:
I wish with this ongoing trend of third person game they'd at least made cover system more interesting by now - ideally switching you to first person view when entering cover. Something like Call of Juarez Bound in Blood would be great. Being able to see everything while in cover while your enemies can't even hit you is just lame. Or even adding option to switch to first person camera. Third person is just a crutch and a cheat, which is starting to piss me off after being so overused so much.


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ixigia
[Moderator] Consigliere



Posts: 65089
Location: Italy
PostPosted: Fri, 20th Jan 2017 19:15    Post subject:
tolanri wrote:
I wish with this ongoing trend of third person game they'd at least made cover system more interesting by now - ideally switching you to first person view when entering cover. Something like Call of Juarez Bound in Blood would be great. Being able to see everything while in cover while your enemies can't even hit you is just lame. Or even adding option to switch to first person camera. Third person is just a crutch and a cheat, which is starting to piss me off after being so overused so much.

Agreed, it's something that traditionally bothers me as well (and I always try to avoid it as much as possible..when possible), since it gives unfair/unrealistic strategical advantage alongside the myriad of visual helps already present, markers, the usual authentic trickery.

A solution without going full 1st person would be to zoom in the third person camera when on cover in a way that you can only see the character and not what's beyond him, but uncertainty and risk scare the modern player. Better to play safe, and have full control of the situation!
 Spoiler:
 
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Interinactive
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PostPosted: Sat, 21st Jan 2017 00:10    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 10:07; edited 1 time in total
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tonizito
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PostPosted: Sat, 21st Jan 2017 00:14    Post subject:
That dialog, daaaaaamn Laughing


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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ixigia
[Moderator] Consigliere



Posts: 65089
Location: Italy
PostPosted: Sat, 21st Jan 2017 00:24    Post subject:
Que¿ madre mia
Tonizito malparido, que dijiste!
Ubi's power of narrative(tm) grinhurt

Almost like a mix between a Mexican telenovela and Operation Flashpoint Red River Very Happy Laughing

I just started playing Watch Dogs 2 and I can tell where this is coming from, despite the completely different setting and tone, there's a common denominator xD



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Last edited by ixigia on Sat, 21st Jan 2017 00:51; edited 1 time in total
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Interinactive
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PostPosted: Sat, 21st Jan 2017 00:32    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 10:07; edited 2 times in total
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4treyu




Posts: 23151

PostPosted: Sat, 21st Jan 2017 00:37    Post subject:
Yeah, like the Division this'll be an easy skip until it's 75% off at Tio Gonzalo's.
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sat, 21st Jan 2017 00:54    Post subject:
Is it know yet how the multiplayer mode will work?

Like can the other 3 people just join your game anytime, or is there a separate multiplayer mode with a lobby first?
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dannofdawn




Posts: 2227

PostPosted: Sat, 21st Jan 2017 07:37    Post subject:
That video just killed some of my hype for this game. What this game needed to be was to have MGSV's mechanics and design. That game had a great balance between realism, immersion and depth while still being easy, simple and wacky enough to be played by casuals who don't like having complicated systems to learn or games taking itself too seriously. This on the other hand is just a silly game for kids or people who prefer simple, instant action and gratification. This is just GTA Online PvE jobs but with kids play pretend "spec ops" unit.

Unlimited Inventory space so no concern for equipment load, no decisions needed to decide what you need to bring into a mission. Just intantly pull a different gun out of your arse as the situation changes, pick up any kind of ammo needed from universal ammo cache, upgrade skills and have new equipment teleported into your bag instantly, suppressors that silence all noise, tag resources without extracting it yet still somehow acquires it, convenient get-a-way vehicles parked for easy extraction, forgiving stealth LOS, health regen...

All of the above could be improved without making it too complicated to grasp or tedious. MGSV done this really well.

And finally about the so called higher difficulty. See that is exactly what I mean when it comes to poor, low effort design Ubisoft loves to do. "Oh you want hardcore tactical difficulty? We got that covered, enemies might one shot you!" No that's fucking poor design. Because what that does is the player will have to crawl and play so slowly to make sure they will never be shot at. That's tedious and extremely irritating over multiple missions. What you should have is a proper medical system for the base game. You get shot? You need to take cover and patch yourself or teammate up if they are down with limited medical supplies. Therefore you cannot shrug off bullets like they are BBs, and you have to deal with the consequences rather than just pressing load game at the game over screen and play even slower.
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