Thankfully I didn't see t many issues..I see by the page after page they exist though lol,I'm glad to see you guys finally got the series back..its been a longtime coming.
XBL GT: Krimzen Wolf
Hey GeoffMornin to ya!!! Any way we can get a survey posted on the beta and what we would like to see in full game like no respawns etc? That would be awesome!! Also check this thread out!
http://forums.ubi.com/showthread.php...aka-demolition-)
Thanks, Geoff, but the Beta won't play right now. It seems there are "issues".
I will tell you that when it DID work (yesterday), your latest product showed some promise. Of all game creators, UbiSoft has been my favorite and GRAW2 my number one. I do team tactical exercises with this simulation (which is much more accurate and realistic than a mere game...) every Friday with both active duty and retired military and police. It takes a "Tom Clancy" title to keep us online.
Now, GRFS has some good features. No question. Moving from cover INTO cover is the way any REAL "operator" will go. I know. In addition to being a software engineer, I'm also a competitive shooter in smallbore, high power and high power long-range. I have a Master classification in high power long-range, meaning that my shooting is better than your average sniper's shooting at ranges from 600 to 1,000 yards. I have a competitive classification card from the NRA to prove it. I'm also a life member of Front Sight and I've trained with veterans on FTX's (Field Training Exercises) since 1998 - here in the Colorado Rockies at altitudes over 10,000 feet, sometimes summiting a peak at over 14,000 ft. ASL. I also have a ham license, callsign KC0YII. So, what I'm about to tell you - is from an informed basis.
I've also been developing software since 1985 and I am now in a position where I can tell pretty much how a system was built. For instance, were the requirements gathered into a model and were either functional requirements or Use Cases used - to create the requirements model? That is the question I put to you now.
Did Ubisoft go with one of the known, modern methodologies like SCRUM, Agile or Extreme Progamming, or did Ubisoft take a more formal approach to development with Use Cases, Activity Diagrams, Class Diagrams, Sequence Diagrams and so forth, like would be used in RUP (Rational Unified Process) or "Six Step UML" approach? I'm curious because it seems you're having a great deal of difficulty with this beta release of GRFS. I realize it is much larger and much more complex than most development projects, but that would tend to reveal what sort of analysis, design, construction and deployment approach you all may have used. I recently built a website for some neighbors with an ordering system, inventory management, email notifications and order management and only had one bug to report for the first release - nearly bug-free with the first release to testing. Mind you, it wasn't nearly as large or complex as what you're undertaking with GRFS, but there were a lot features to build into my neighbor's system for the one single month it took me to build it. Gathering the requirements, making the requirements model and subsequent activity diagrams and class diagrams took only four or five hours so far, which indicates the system was quite small as these things go. I used Visual UML (no longer available but the creator has recommended Visual Paradigm's product) and MS Visual Studio 2008, coding that project with HTML, javascript and C# with Microsoft's ASP.NET web technology.
So, how was the project managed, what modeling was done and so forth? I'd like to be able to help - although this close to release is a bit late to inquire about how you START a project...
If you have any links or phone numbers where I might find this information, please don't hesitate to respond.
Thank you,
Frederick P Blume Jr
vedicwarrior/SingleShotRB
vedicwarrior@comcast.net
Last edited by SingleShotRB; 04-20-2012 at 05:03 PM.
Frag grenades blast radius needs decreasing, its an autokill.
Headshot multiplier should be slighlty reduced, 1 headshot mid range is too OP
Hacking can be abused and its quite annoying if the whole team tries hacking you, the stun gun should only be used sparingly and shorter range imo
spawn trapping is gonna be a problem on small maps like pipeline, speaking of pipeline it needs more ways out of spawn
Detection grenades area of effect is huge!!!! Its as if my teammate got hacked, if the AOE is gonna be this huge give the engineer 1 detection nade
DETECTED! Overall shows up constantly sometimes and this is without cameras and drones, i can imagine when all the goodies show up
Host migration happens way too much, there is bad lag and when we party up i get sent to opposite team randomly WTH!
THIS GAME IS AWESOME but these things need adjusting and balancing
I didn't really know where to post but there are still issues with the PS3 as the game has trouble matchmaking and then when i am in a game it lags beyond belief i mean i have shot someone from afar enough to kill them twice over then i just ran around someone over and over while they were shooting me and then we both just ran off and like 10 seconds later died. If it was me who was just dying and seeing others lag i would question my connection but the fact that everyone seems to have this problem is the reason i am writing this. Is there anything that can be done?
Game is fun.
There's just one glaring issue however.
The apparent max party size of 4 friends when joining games. Who proposed the idea, that in a 6 vs. 6 TEAM oriented game, you're only allowed to join matches with just four friends.
A lot of people play with more then just 4 friends. It's absolutely ridicules that you would effectively gimp a team and penalize players for wanting to join with more buddies.
Please fix this. Otherwise the game is fun. Can't wait for the Campaign and Guerrilla mode.
RoboSeal1:
Uh, you're getting shot... in the head. You're kind of supposed to die.