You'll learn more and more about GRFS and its backstage in the coming weeks. There will be videos, pictures, in-depth articles, interviews... I especially want to take care of the forum's members. That's why I want to know which aspects of the game you want to be featured/covered in the ComDev assets.
In this topic, I'd like to know which aspects of the multiplayer modes you would like to be covered. For "facts" (e.g. how many players), I'll try to answer directly in this topic on a weekly basis, and for other questions I'll make sure to integrate them in future ComDev assets and let you know when they are posted somewhere. I know there was an old Q&A topic, but it'll be more easy to manage for me starting new topics.
Recent assets about multiplayer:
Are the multiplayer maps based of the single player levels? (PALADIN_BS)
Answer: The maps won't be the same, but they will share the same settings.
Is there a first-person mode? (MeanMF)
Answer: As explained by Thaddeus Sasser in last week blog article, we have scope view: this is the soldier looking down the barrel of his weapon, through his sights or optic, with the stock of the rifle braced on his shoulder. This is the most accurate way to fire the weapon, but it also has the biggest trade-off in terms of situational awareness and speed. There is no “first person weapon view” feature outside of this.
Will GRFS support the new Xbox wireless steering wheel? KIDDING!!!! (MonkieMurdie)
Answer: (ironic) We considered this option but finally decided to do something with Kinect.
Can you use Kinect apart from Gunsmith? (Cesar A. Gonzalez)
Answer: Kinect will improve Gunsmith experience to both create your very own weapon and to test it in a close-to-magic experience: more information here. However, the game itself is designed to be played with a controller and thus Kinect won’t be used outside of Gunsmith. Please note also that Gunsmith will still work without Kinect.
Will there be any customization in the multiplayer mode? (Gerard Hill)
Answer: Of course! Gunsmith offers the deepest weapon customization ever and lets you upgrade your weapon down to its inner parts… With that, you actually have over 20 million different, unique guns in there! There is also a head gear customization and a few more things.
Can you hijack the enemy drone or shoot it down? (MonkieMurdie)
Answer: There are a couple of good ways to take out enemy UAVs. Probably the easiest way is to take the 40mm EMP launcher – this round is designed to do a proximity airburst near a UAV and completely disable it. Bullets do a good job too – especially armor-piercing rounds. Just make sure you’ve got the right tool for the job and that you’re not expecting your 9mm sidearm to be the correct answer.
How does spawning take place/ is there multiple respawn points? Because I find there is nothing better than being spawned killed… (sigh). (MonkieMurdie)
Answer: There’s so much that goes into this question – based on the game mode and the game state conditions, we’ve got multiple spawn locations. Some of these locations are not always usable, but must be activated first. We observed the spawn camping problem in the GRAW games, and our solution to it wasn’t the best – a temporary respawn invulnerability. This was a band-aid on a larger problem. For GRFS, we’ve put a lot of thought and time into a far better solution, whereby the game detects that your team has been spawn killed and it then opens up alternate spawn locations, allowing you to now go flank your enemies.
In MP say a player is suppressed behind cover, does he have access to smoke or flashbangs? If so, are they ranked locked? What optic solutions do players have in relation to these counter measures (I don’t mean eye wash solutions)? (MonkieMurdie)
Answer: A player who is suppressed has access to all of the things he usually does EXCEPT the ability to return fire accurately. This means that you can throw a smoke grenade, a flashbang, an EMP grenade, call for a friend’s help, try to cover swap out of danger, and so on. Some items are locked in character progression, some are not – the flashbangs in particular are related to a single role as well as locked in progression, whereas the smoke grenade is universally available and unlocked for everyone. Keep in mind that if you play in a private match or local game, there is no rank progression – you get all the goodies unlocked to play with!
Is there a counter measure by the enemy for Optical Camo?! (Sameer_Monier)
Answer: As explained by Aziz Khater on Play2Compete, “the way we’ve implemented it, it’s really more like the modern urban equivalent of a ghillie suit. Used correctly, it gives you a slight advantage to get the drop on your enemies, it doesn’t make you invisible. There are also a number of counter-measures that can nullify the advantage it brings”. Thaddeus Sasser has more on this: “One of the big disadvantages to the Scout’s optical camo is that it doesn’t block thermal signatures. This means that any device that gathers intel by using thermal view easily sees the cloaker. Thermal night vision scopes, the thermal nightvision camera, and the UAV (which uses FLIR) can all see the cloaker regardless of camo state. There are a couple of other ways the camo is disrupted, as well –suppressing the cloaker removes the camo effect; wounding him does it as well; and if the cloaker moves too fast he is revealed”.
Is the UAV we saw in the videos a real UAV? (MadLam)
Answer: The game’s drone can sprout four wheels and land on the ground. The U.S. Army usually keeps UAVs high above the battlefield, and this air-to-ground conversion is a little beyond what the U.S. Army current drones can do. However, the Army already uses bots that drive on the ground. The future is definitely to mix them, and thus have drones that are close to those we can see in the game.
Does the cover system remain the same for both adversarial and campaign? (David Cohen)
Answer: There is no difference at this time. Players will be easily able to enter and exit cover with a simple ****on push. Cover-swapping is one of the fastest movements in the game!
Will GRFS multiplayer bring any elements to encourage team work? (Giampaolo)
Answer: Suppression, intel, data mugging, ability to provide ammunition or medical assistance to downed soldiers, team objectives… we’re working hard to make the experience even better for the same amount of effort when working with your team!
Can you create your own character, like in Rainbow Six? (Bassie 52)
Answer: You will be able to change the head gear but there won’t be any possibility to “create” your own character from scratch.
How big are the maps? Are there any "open" maps with longer sight lines and fewer chest-high walls? (MeanMF)
Answer: According to Aziz Khater, “the spaces are large enough to allow tactical maneuvering, including stealth approaches and flanking attacks, but still keep the action furious. You’ll find a range of map sizes; some are more open while others are smaller and intense”.
Is there a party system in the multiplayer game mode? (odi0n2009)
Answer: There is a 4 man party system in public match. As soon as your friends accept the invite to the party, you will be able to join the matchmaking together and you will be placed on the same fire team. Of course, up to 12 friends are able to join the same private match.
Is there a "hardcore" mode (in multiplayer) and if so, what is the difference? (MeanMF)
Answer: We don’t have a specific hardcore mode. The way our maps and gameplay are designed encourages experienced players make strong use of teamwork and their individual skills.
I’m curious about the melee system. Hand to hand or knife kills? (James Heath Beam)
Answer: Ghost Recon Future Soldier’s melee system is intended to work as a surprise, stealth, or humiliation kill. You can’t rush at an armed enemy and hope to melee him! The rifleman and engineer have a two part melee attack that consists of a stun hit and then a lethal hit — the attack can be interrupted after the stun hit. The scout gets a special melee kill that’s faster AND quieter. We also have some other special melee goodness we’ll talk about later!
Is the game engine the same for both single player and multiplayer? (Pereira)
Answer: Yes, single player and multiplayer share the same game engine. In fact, multiplayer and single player share the same controls, characters and camera!
How many multiplayer maps at launch? (Aaron D.)
Answer: We will ship with 10 multiplayer maps. The maps are very different in terms of setting, from Africa to the Arctic. Expect more maps from future DLCs!
Will last man standing make its triumphant return?
Answer: We don’t have Last Man Standing, but we ARE bringing back the multiplayer mode Siege, which is a lot like Last Man Standing with the addition of a central objective that has to be defended. We find it focuses the match and creates a stronger sense of team play. (In case you don’t know/remember the rules of Siege, one team spawns in a central location and has to defend an objective. The attackers are deployed randomly around the outside of the map. You have only a single life, there are no respawns!)
In the build I played, the “confidence system” allowed your team to progress through hacking intel at a much faster rate, which is amazing. What will be other ways that you are encouraging team play or what are other situations where confidence will make a difference?
Answer: In addition to speeding up the objective capture rate, Confidence also affects the hacking speed for Data Hacking — so if you have a teammate nearby when you stun someone it can be a big asset. (Data Hacking is the action of stealing the enemy team’s positional intel from a stunned enemy.) We have a number of other systems that encourage team play — we’ve got intel and suppression, for starters. Getting intel for your team makes it a lot easier to set up a shot, and tools like the UAV allow you to perform in a dedicated support role in this regard. Suppression allows a rifleman to keep a target pinned down, which gives his teammates time to flank the enemy. We’ve also got tools like the Coordination System which allows players to mark objectives, enemy targets, or call for support. Finally, items like ammo boxes and med kits can make a crucial difference for a well-organized team, especially in non-respawn game types.
Is there going to be a more sim or hardcore mode? Ghost Recon as it is does not feel really arcady, but maybe where the cover to cover run system’s is a bit slower or wounded soldiers moving slower and struggling to aim like in Recon 1.
Answer: We don’t have a dedicated “hardcore” mode; the game has high lethality, and all components are carefully tuned to provide a great experience. We’re heavily focused on combat, intel, and teamwork, and the HUD plays a vital part in these game mechanics!
Will there be a leveling up system to get be equipment or will you have access to all weapons and equipment from jump, like previous iterations.
Answer: We’ve got both a rank progression system — where you can unlock equipment and weapons based on leveling up — and an “open” system, where everyone has access to everyone. You get the best of both worlds: unlocks in the Public matchmaking for those of you that like them, and access to everything in Private matches for those who don’t!
Many of the current gen shooters are going in a direction of kill perks. Will there be kill perks, and if yes, will you have the ability to turn them off.
Answer: We don’t have a concept of rewards for “kill streaks” — that doesn’t really fit our Future Soldier experience. What we DO have is rewards for completing objectives — for example, if you hack into an enemy sensor network, you’ll be rewarded with positional intel on enemy forces, or if you capture enemy ammo crates, you’ll be able to resupply there. Our play tests show that the objectives really focus the game, creating intense firefights and awesome teamwork.
Ghost Recon is known for offering multiple custom options in multiplayer? Will this return, and if yes, what other options will be be offered in multiplayer?
Answer: In terms of settings, we’ve got 4 game types, and 10 maps. Combine this with 2 factions, 3 roles, over fifty weapons, dozens of pieces of equipment, and a number of grenades and you’ve got a huge degree of flexibility in how you want to play the game. You’ve also got the ability to play in Public matches with the ranking system turned on, or play with all of the gear in Private or Local matches.
Will this game be amazing? What more should we be looking forward to? Describe what experience you want us to gather form all of your team’s hard work.
Answer: Of course we feel the game is amazing! We’ve worked hard to provide a unique experience when compared to the other games out there. We’ve got the authenticity and high lethality of Ghost Recon, a fluid and responsive cover system, a deep and complex weapons customization system, and a lot of interesting and varied equipment. Our Intel features are a game changer — once you experience how the systems work you’ll miss the flexibility and depth they provide when playing without them. The maps are intuitive and beautiful, with various sizes and complexities. While the basic mechanics are simple to learn, the way they tie together creates a game that’s difficult to master, and one that genuinely rewards teamwork and thoughtful play.
The third person in Recon has allowed people to hide behind objects and manipulate the camera around to see behind objects that would normally not seen. Is there going to be a way to counter this, like maybe areas that should not be seen from your soldiers perspective in gray? This prevents people from hiding and using the camera to see around objects and then popping up or out and shooting.
Answer: We’ve carefully balanced all aspects of cover to make a fun game. As you know, we CONSTANTLY run play tests with people from all over the world. In terms of “camera cheating”, popping out from cover isn’t the problem you expect, as there’s a short stabilization period whenever you move your weapon around, and the various equipment and weapons mean that you’ve got the tools you need to solve this problem. To be honest, so far we haven’t seen one dominant strategy emerge. You’re not going to be able to just spam grenades or camp in cover for the win. You’re going to need tactics, teamwork, and good control of your weapon in order to dominate in this game!
[UPDATE] How many players simultaneously in a MP match? (PALADIN_BS)
Answer: As a result of our playtests and the focus on a player's enhanced experience, the multiplayer will be up to 12 players. When playing with more than 12, the game lost too much of its tactical flavor.
Last edited by Ubi_Antoine; 04-05-2012 at 01:36 PM.
I have always played Ghost Recon in first person view and still havent been informed if this was still an option in the new game. As a console gamer it would be awesome to finally play GR in first person view with weapon view. Totally can't wait for Future Soldier.
How many multiplayer maps will there be at ship?
Will there be a gametype editor for Xbox 360?
Will there be searchable player rooms?
Will there be a spectator mode ( very important for running tournaments)?
Will multiplayer be 8 v 8 maximum?
Are the multiplayer maps based of the single player levels?
Will there be clan support ?
If so, how deep ?
Could you please give more details about the siege mode ?
Will there be detailed career stats or will it be more like in GRAW1/2 where you couldn´t see your KDR (which would be great) ?
I'll transplant this question from the old thread Kimi started:
Will there be a seperate co-op campaign or co-op based game modes (elimination/firefight, helo hunt, etc.) built off of the multiplayer like GRAW and GRAW2?
Also I'd like to pose a new one that actually I think Paladin also asked:
Will you be able to search for specific lobbies/games like all previous games or will the multiplayer be matchmaking only? GRAW2 had both if memory serves...no reason to get rid of lobbies.
i really want to know what i get from the grfs special edition i pre-ordered for 80 bucks at eb games !! and also how many players in a lobby??
Hi. 2 Questions:
1) 16 player co-op like graw 1 & 2?
2) 8 man party system (so I can play with friends) if this feature is not supported, then Ubisoft is promoting chaotic play & non strategy ramboism-- by forcing us to play with randoms/strangers.
Copied from yet another thread full of unanswered questions:
Is there a "hardcore" mode and if so, what is the difference?
Is there a first-person mode?
Can you set up a match so first-person view is required for everybody?
Can you disable the cloak for the whole room?
Can you disable regenerating health for the whole room?
Can you disable radar/minimap for the whole room?
Can you disable specific weapons/weapon attachments (launchers, etc) for the whole room?
Can you limit and/or disable respawns?
How big are the maps?
Are there any "open" maps with longer sight lines and fewer chest-high walls?
Are any of the maps in non-urban/industrial settings?
Are siege bases randomized? Completely random, or picked at random from a a few different ones?
Are attacker starting points randomized in siege mode?
What are the different adversarial game modes?
Are there non-ranked games?
Can you control the uniform that each team wears (i.e. no R6 Vegas pink camo)
Are there smoke grenades?
Are there co-op modes other than campaign? What are they?
Are there co-op modes that support more than four players?
Is the whole "tethering" thing dead?
Is the "Krav Maga" thing dead?
Are the shoulder-mounted rockets gone?
Is the exoskeleton gone?
Are the attack drones gone?
Is the game still coming out on PC?
I remember reading somewhere that the WiiU could be used as an asset for GR: Online. That the new screen could be used to see intel, and map out orders and such. Have you ever considered making an iPhone app that could do the same thing? It might offer a new sense of immersion and teamwork to the game.
Is there splitscreen/guests in online mp?