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Thread: Developer Q&A | Forums

  1. #1
    GRO Community Manager Jeeguiguren's Avatar
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    Lightbulb Developer Q&A

    We have restarted taking in your questions/comment and forwarding them to the developers. They will periodically be taking in a few questions at a time from the stock which we see on the forums and elaborating on each point.



    FLOOR DIVING
    Floor Diving does not promote fair gameplay. My opponent can easily prone when attacking without experiencing any drawback while it takes time for me to focus my aim at him. Will there be improvements on this?



    We have highly taken this into account and we have a working solution already. In our next CB phase, you should be able to see improvements that would give disadvantage to people who prone during direct encounters. On our next release, players will experience a “weapon ready” delay when they go to the Prone position.

    Nickole Li: Floor diving or “dolphin diving” as noted on the forums does negatively impact gameplay. In the next Closed Beta phase, you can expect to see camera shake when diving to the ground and a weapon ready time delay. Dolphin divers will now take some time to bring their weapon to bear. Additionally, prone speed has been reduced especially when in iron sight, firing and reloading. This mitigates the annoying Ghost strafing and firing while prone.



    PASSIVE ABILITIES
    I want to benefit from ammo regeneration ability starting from level 1. Unfortunately, it's not available until level 9. Can we have this at lower levels?



    You can already recover ammunition from dead bodies starting from level 1. We expect this to be a principle mechanic for maintaining your ammo supply.

    Nickole Li: Players are already allowed to loot ammo off dead bodies, which should help mitigate running out of ammo till ammo regen is available. Ammo regen is a team device that is made available at the same time as all the other team devices, so it would be unfair to the other classes to have it earlier for the Specialists.



    REWARDS
    Will we be able to get rewards for team accomplishments like capturing with allies, shared kill, or skill benefits like ammo regeneration? Currently, this feature is not available in GRO.



    In-game scoring is affected by individual actions such as kills, assists, headshots, captures, and capture assists. We will continue to add different scoring events that reflect team-oriented and tactical gameplay.

    Jesse Knapp: One of the most exciting things about working on online games like GRO is the ability to constantly add to and improve the game. We have recently for example added Capture Assists to help reward players who are a key part of a point capture but aren’t on the point at the moment it is captured. This is currently the second most rewarding action in terms of score, second only to actually capturing the point. Situational kills(offensive and defensive) around capture points as well as assists are also currently rewarded. We’ve got a few more situational/teamplay score rewards coming soon(tm) but I won’t spoil the surprise just yet.

    Joe McGinn: We do need to keep the classes balanced. For example, it's difficult to equivalently quantify the contribution of using Oracle vs. using Blitz. So some of these class-specific accomplishments are rewarded via achievements and daily missions instead, since these are custom to each class and not directly compared like your score at the end of a match.
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  2. #2
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    I did this post originally in the "Devs on the forum thread'.

    I am a Belgian student game developer (School site: http://www.digitalartsandentertainment.com/#/en/News/) and would like to know if I could ask questions about how the game is build up.

    I would like to thank you in advance for taking the time answering my questions.

    Questions about Ghost Recon Online:
    1. What programs are being used (engine, 3D modeling software, ...)?
    2. Which program language is used? Is scripting used?
    3. How do you keep track of all the data, how/where is it stored?
    4. What design pattern is being used for the programming weapons?
    5. How are the levels being designed? What thinking process is used when building up a level?
    6. Are all fired bullets being drawn? Is the trajectory of each bullet being calculated?
    7. How is sound implemented (do you use an external library like Fmod)?

    Some questions about the job/team:
    1. How big is the team?
    2. Are there a lot of artists (concept artists, 3D artists) involved compared to programmers?
    3. Are there technical artists in the team?
    4. What exactly happens with the team after the game is released (since I assume there are not that many people required to maintain a game)?
    5. Do some of you work on multiple projects?
    6. Do you play the games you made yourself?

    Last question: Would it be possible (in the future) to take a peek at some code? or am I a bit too naive in believing it is possible?

    Thanks in advance
    Last edited by Big_Ghost_Daddy; 04-27-2012 at 07:39 PM. Reason: Adding some additional information
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  3. #3
    Quote Originally Posted by Big_Ghost_Daddy View Post
    or am I a bit too naive in believing it is possible?
    I believe the answer to this question would be yes. And if you are a programmer you already know why: simply is the copyright! Think this way: Ubisoft is a big developer company who, if would show you the code, it would also show it to his concurrence too (like EA for example)! On the other mater think that this would make cheating only easier!!! (And by this last statement I refer to the answers to all your questions above )
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    Quote Originally Posted by Zolti22 View Post
    I believe the answer to this question would be yes. And if you are a programmer you already know why: simply is the copyright! Think this way: Ubisoft is a big developer company who, if would show you the code, it would also show it to his concurrence too (like EA for example)! On the other mater think that this would make cheating only easier!!! (And by this last statement I refer to the answers to all your questions above )
    Never hurts to try.
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  5. #5
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    Another small question:
    How exactly does the loot system work?
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  6. #6
    1)Will the Cloak perk for the Recon class be made into a single use perk like the assault and specialist perks (use once then recharge) so that recons can play in and around the enemy, but not punch through as is the job of an assault character?
    2) Is the "crouching behind objects but still having your head showing issue / Obstacle construction error" lag from the client/server or is it an ongoing design issue?
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  7. #7
    Quote Originally Posted by OldFlads View Post
    1)Will the Cloak perk for the Recon class be made into a single use perk like the assault and specialist perks (use once then recharge) so that recons can play in and around the enemy, but not punch through as is the job of an assault character?
    Me honestly I would prefer it the opposite way: the specialist and the assault would use their devices when they would wish, just like the recon does it! I would like this
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  8. #8
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    Quote Originally Posted by Zolti22 View Post
    Me honestly I would prefer it the opposite way: the specialist and the assault would use their devices when they would wish, just like the recon does it! I would like this
    I can understand it for the Blitz device, but I don't want to enter a battlefield where I am being Blacked out, suppressed by heat or threatened by a specialist with an aegis shield every minute

    Big_Ghost_Daddy.
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  9. #9
    Quote Originally Posted by Big_Ghost_Daddy View Post
    I can understand it for the Blitz device, but I don't want to enter a battlefield where I am being Blacked out, suppressed by heat or threatened by a specialist with an aegis shield every minute

    Big_Ghost_Daddy.
    Just look at those devices and you will see that you wouldn't be threatened: for example the aegis shield, which you can use every 150 seconds for what 8 seconds? Now, if you have only recharged half of it that would mean you could use it for 4 seconds, and with this 4 second you will not achieve much. This is it with the Recon too, if you don't wait to be charged 100% then that cloak is worthless!
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  10. #10
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    Quote Originally Posted by Zolti22 View Post
    Just look at those devices and you will see that you wouldn't be threatened: for example the aegis shield, which you can use every 150 seconds for what 8 seconds? Now, if you have only recharged half of it that would mean you could use it for 4 seconds, and with this 4 second you will not achieve much. This is it with the Recon too, if you don't wait to be charged 100% then that cloak is worthless!
    It will save his life when I start shooting at him. It only needs a second to grow.
    You also don't need much time to go from cover to cover.
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