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prudislav
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Location: The land of beer and porn
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Posted: Mon, 23rd Jan 2017 10:48 Post subject: |
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prudislav wrote: | dannofdawn wrote: | I think the closest was MGSV, which unfortunately don't have COOP. When we do get COOP, it's a zombie survival game  |
yeah MGS5 was really close and thats why i really loved to play it even with its problems , but i would like something where you can command AI team with at least a depth old GR or R6 had , hell even depth of R6V and GRAW miniseries would be enough (doesn't really need to be coop for all i care ) |
I haven't play the old R6 games for a reeeally long time, last one was Ghost Recon Advance Warfighter, but I think I know what you mean.
What I do remember and I think can work really well in Wildlands, is similar to what MGSV did to buddies. Imagine in Wildlands where you can order your Sniper to overwatch/recon an area, order your getaway driver to secure a vehicle and create a perimeter, and your last teammate to tag along to combo stealth takedowns, covering fire, and other sabotage related actions. All of this is mostly possible in MGSV, so we do know it's very do-able. Definitely better than just Regroup, Stay there, Fire, Hold fire.
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prudislav
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Posted: Wed, 25th Jan 2017 18:44 Post subject: |
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Posted: Wed, 25th Jan 2017 19:24 Post subject: |
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I need a benchmark. Haven't found any.
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Posted: Wed, 25th Jan 2017 19:25 Post subject: |
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"This video is private"
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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Posted: Wed, 25th Jan 2017 19:41 Post subject: |
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Apparently the closed beta begins on February 3rd, and will run until the 6th. Preload will be available Feb. 1st.
"I think Call of Duty resonates because it's believable and relatable," Sledgehammer Games cofounder Michael Condrey says.
Believable and relatable...Yep, sounds like Call of Duty
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Posted: Wed, 25th Jan 2017 19:49 Post subject: |
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EyePatchLives wrote: | Apparently the closed beta begins on February 3rd, and will run until the 6th. Preload will be available Feb. 1st. |
Cool. I signed up to try it, but I don't know if I got in.
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prudislav
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Danyutz
Posts: 4418
Location: Redplanet
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Posted: Wed, 25th Jan 2017 20:56 Post subject: |
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EternalBlueScreen wrote: | EyePatchLives wrote: | Apparently the closed beta begins on February 3rd, and will run until the 6th. Preload will be available Feb. 1st. |
Cool. I signed up to try it, but I don't know if I got in. |
Neither of us knows if we got in.
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harry_theone
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Posted: Wed, 25th Jan 2017 21:56 Post subject: |
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Danyutz
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Posted: Wed, 25th Jan 2017 22:00 Post subject: |
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Ixi won't let us in tho, not even Yves, they know we're complaining too much 
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harry_theone
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Posted: Wed, 25th Jan 2017 22:22 Post subject: |
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ixigia
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Posted: Wed, 25th Jan 2017 23:37 Post subject: |
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Haha
Loose-lipped Yves. I knew he wouldn't be able to keep it secret!
edit:
Thanks Bob, I had forgotten back then, won't hurt or maybe yes to give it a try out of curiosity. 
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Nodrim
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Posted: Thu, 26th Jan 2017 15:03 Post subject: |
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Last edited by Interinactive on Mon, 4th Oct 2021 10:07; edited 2 times in total
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Posted: Thu, 26th Jan 2017 15:04 Post subject: |
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prudislav
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Posted: Thu, 26th Jan 2017 15:07 Post subject: |
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freiwald wrote: | instant buy from CPY when available |
fixed
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Posted: Thu, 26th Jan 2017 15:08 Post subject: |
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prudislav wrote: | freiwald wrote: | instant buy from Keystore when available, so i can play with my friends |
fixed |
fixed again
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Posted: Thu, 26th Jan 2017 15:55 Post subject: |
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Bought it from uncle Rajesh,have some crew ready for Ghost stealth only
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Morphineus
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Posted: Thu, 26th Jan 2017 16:08 Post subject: |
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So which one are you guys going to buy next month? 
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Posted: Thu, 26th Jan 2017 16:13 Post subject: |
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I would like other games to copy the movement/animations of MGS:V. Range of states you could be in was fantastic and made the overall game so much better. Compared to this (and most other games) where you basically see your character only in crouch/standing animation. Even Blacklist had better range of movements than this game, if I remember correctly.
Intel Core i7 6700K @ 4.6 GHz | Asus Z170 Pro Gaming | Corsair Vengenace LPX 16GB DDR4 3200 MHz | MSI GeForce GTX 1080 FE | Samsung 850 EVO 500 GB + 250 GB | EVGA SuperNOVA 750 G2 | Fractal Design Define R5 | Noctua NH-D14
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Nodrim
Posts: 9608
Location: Romania
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Posted: Thu, 26th Jan 2017 16:17 Post subject: |
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ARMA 3 has great stances.
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harry_theone
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Danyutz
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Posted: Thu, 26th Jan 2017 16:19 Post subject: |
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I think I'll get it as well.
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Posted: Thu, 26th Jan 2017 16:37 Post subject: |
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Interinactive wrote: |
Just watched it all. Playing on the hardest 'Ghost' difficulty. His goal each time was to try and not kill anyone, unless he absolutely had to...
- He mentions a lot of things have been brought over from Future Solider...
- 2 min uneventful drive to objective
- Uses drone to mark enemies on HUD. Seems odd for a 'Ghost' mode, but whatever.
- First enemy AI has his back to the player rather than guarding the ENTIRE entrance
- You can't seem to move dead/unconscious enemies... You can only move them when they're alive... dumb.
- Things keep shimmering for some god unknown reason. I guess those shining barrels can explode. It's good they remind you literally every 1 second with a shimmer.
- 2nd enemy AI has his back to the player, 3rd is distracted. 3rd doesn't even see the player in front of him...
- AI from ~25m away can't spot you in broad daylight. Ubi-Stealth at it again.
- It took him 5 minutes to drive to the 2nd mission/objective
- Sitting behind cover with a suppressed pistol, your weapon sticks about ~30cm out of cover
- If you get shot twice you die. Good luck getting spotted or shot, though.
- Another uneventful drive to the next objective, this time for just under 5 mins
- "You get a decent amount of time for the enemy to see you before they start shooting at you" - even on the highest difficulty? Disappointing.
Other notes:
- Night time is actually pretty decent, unlike most other games where everything is perfectly visible at night
- No AI patrolling the length of any area
- Interestingly he says he's a fan of the original games and playing stealth as much as possible for the feeling of accomplishment. This is why I played them too, yet all the footage here shows is the player breezing through each section almost entirely unopposed. There's nothing challenging about crawling around semiblind enemies and it all seems very simple due to the negligent or poorly placed AI. The 3rd area at night was interesting, but considering he could barely be spotted while crouching in the day, I doubt he needed to crawl around at night.
- Dialogue is still cringey as hell
- AI at second mission/objective was utterly useless
- No stats screen, therefore you can't see if you killed anyone or any other info on your movements and interactions...
- If they're going to have difficulty levels, they shouldn't allow tagging, the minimap, sync shots etc. If you need these crutches, why not just use a lower difficulty?
No thanks. MGSV did this much better, even if it did other things worse. I'm guessing COOP is the focus for many reasons, the primary being that doing any activity with your friends is far more enjoyable than by yourself, so many of these issues (crappy stealth + AI, for example) will be overlooked. |
Looks like what we've been saying are more and more accurate. Greatest example of the dev's sheer lack of willingness to impose small but crucial details into this game is the cover animation with the pistol. Why the hell would the animator make the character hold his pistol UPWARDS in cover. Just when in a combat or stealth situation would that ever be reasonable? Had they just made sure all their cover animations portray the character in as low and compact stance as possible, they wouldn't have to worry about programming AIs to be able to spot out of cover body parts because it won't happen! Now the game looks dumb as fuck because of it.
It is these small details that make or break a game. The above example doesn't even cost extra time and manpower. All the designers had to do was to convey the proper message to the animation leads
"Make sure the Ghosts actually move and act like they are elite spec ops soldiers."
Done, simple. They should all have reference materials anyway, so their production members should be able to find proper stances and movements even if they are not savvy in military doctrines.
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