UbiSpectre
09-29-2011, 12:41 AM
Question: "Will there be pvp and if so will there be an option to shoot from cover, wall hugging or whatever it's called?"
- from Tim Beatham
Answer::
At this point in time, Ghost Recon Online is PURE PVP, meaning that we don’t have the classic mob spawn camp & grind feature. :\ To clarify, since I’m detecting a bit of confusion, PVP is a term primarily used for persistent open world MMOs. I am hesitant to say “GRO is not a MMO” since it does share a lot of similar features such as leveling, loot, and skills to name a few--but it doesn’t have a persistent world. Instead, we focus on instance-based team vs. team combat.
Yes, in GRO we have wall hugging (I <3 walls!) with the ability to shoot from cover, but I wouldn't confuse it with the run of the mill cover system you’ve probably played before. We put a lot of effort into making it responsive with no artificial limitations, so anything you can do out of cover you can pretty much do in cover--but better. The movement speeds are just as fast in cover as out, and its actually faster to peak over and duck using cover than it is to crouch, then stand and crouch again--the classic method players use in FPS games.
When you peak over and look down, you actually keep looking down while leaning over the side. When you peak out to the side and keep turning into the wall, your character incrementally steps out allowing to see all the way around to the other side. If you are in cover and you think an enemy is sneaking up behind you, just flick your mouse 180 degrees and fire. You don’t even have to leave cover.
This is where GRO really starts to shine above others. Putting a cover system into a game isn’t trivial and I can’t count the number of games I’ve played with cover systems that I never used in multiplayer because of all the associated limitations. As cool as it might look in single player, often they fail when it comes to improving the multiplayer gaming experience. In Ghost Recon Online, the cover mechanic works and feels so fluid that people find they do not want to play without it. The cover system we’ve developed quickly became a key ingredient that we’ve taken great care to refine that makes GRO play so differently than any other shooter on the market. If I am starting to sound cocky about it, it’s because I am. Yah, it’s that good. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
- Christopher Roby, GRO Senior Game Designer
- from Tim Beatham
Answer::
At this point in time, Ghost Recon Online is PURE PVP, meaning that we don’t have the classic mob spawn camp & grind feature. :\ To clarify, since I’m detecting a bit of confusion, PVP is a term primarily used for persistent open world MMOs. I am hesitant to say “GRO is not a MMO” since it does share a lot of similar features such as leveling, loot, and skills to name a few--but it doesn’t have a persistent world. Instead, we focus on instance-based team vs. team combat.
Yes, in GRO we have wall hugging (I <3 walls!) with the ability to shoot from cover, but I wouldn't confuse it with the run of the mill cover system you’ve probably played before. We put a lot of effort into making it responsive with no artificial limitations, so anything you can do out of cover you can pretty much do in cover--but better. The movement speeds are just as fast in cover as out, and its actually faster to peak over and duck using cover than it is to crouch, then stand and crouch again--the classic method players use in FPS games.
When you peak over and look down, you actually keep looking down while leaning over the side. When you peak out to the side and keep turning into the wall, your character incrementally steps out allowing to see all the way around to the other side. If you are in cover and you think an enemy is sneaking up behind you, just flick your mouse 180 degrees and fire. You don’t even have to leave cover.
This is where GRO really starts to shine above others. Putting a cover system into a game isn’t trivial and I can’t count the number of games I’ve played with cover systems that I never used in multiplayer because of all the associated limitations. As cool as it might look in single player, often they fail when it comes to improving the multiplayer gaming experience. In Ghost Recon Online, the cover mechanic works and feels so fluid that people find they do not want to play without it. The cover system we’ve developed quickly became a key ingredient that we’ve taken great care to refine that makes GRO play so differently than any other shooter on the market. If I am starting to sound cocky about it, it’s because I am. Yah, it’s that good. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
- Christopher Roby, GRO Senior Game Designer