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Thread: Ghost Recon: Future Soldier- feedback [Do Not Post Spoilers!] | Forums

  1. #1
    UK Forum Manager Ubi-Mush's Avatar
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    Ghost Recon: Future Soldier- feedback [Do Not Post Spoilers!]

    Please use this thread to post your feedback.

    Remember some may not have the game yet so please avoid posting any spoilers.

    Please use this thread for bugs and issues http://forums.ubi.com/showthread.php...-issues-thread

    Ubi-Brock:

    We care very much about the game and the community; we have a team of forum managers, the GRFS ComDevs (myself and Ubi-Antoine), and the GRFS teams who read the forums continuously. This being said, the sheer volume of posts is more than we can reply to individually - as an example the GRFS forums had roughly 30,000 posts and replies during the beta period. Everything is read and someone replies to all of the hot-topics and trending issues when we are able. We also disseminate information through as many communication channels as possible (ghostrecon.com, facebook, twitter, etc). We would love to post replies more frequently, but we have to balance time spent writing posts with time spent reporting issues, generating community content, supporting the dev team, etc. - It is a personal goal of mine to improve in this respect and if you feel I'm not communicating enough in the future, please feel free to call me out on it.

    Communicating details and dates is important - Ubi-Antoine and I strive for as much transparency in this process as we are able. As much as we want to get information to you as quickly as possible, it is also important that we provide a high a degree of accuracy. In the past, the community and the team have both been burned when information has been released too soon: dates or details get change and people feel slighted. We don't hold back information once we have an accurate picture to share, but we work very hard to avoid conjecture and speculation. Sometimes the best answer that can be given is a "we're working on it" and a promise to follow up when we are able.

    Frequency and consistency of game updates are important to us, we pushed this hard in the beta and we are working to do the same with release. The server issues of the past couple of weeks have put a slight delay on this, but this is a high priority of the team and it is something we are resuming shortly. I also want to make it very clear that while our desire is for frequent updates and tweaks, the process cannot move at the same pace as during the beta. Because the game is in release, the verification and testing process for updates is longer - while it is never our intention to unbalance the game with an update, in release we need to be doubly sure changes are working as intended.
    Last edited by Ubi-Mush; 06-13-2012 at 12:22 PM.
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  2. #2
    Texture qualities seem to go down drastically during in-game cut-scenes. This is true for both Xbox 360 and PS3. (I play on Xbox 360 BTW.)
    This is quite significant especially in the "Subtle Arrow" mission when they are all kneeling and talking before they board the truck.


    This is just one example, and there are several parts(cut-scenes) in which the visual quality goes down abysmally.
    It's not a gameplay affecting issue but I think it demerits the game and gives players notion that this game is an unfinished product. Hope you guys come up with a patch or something to deal with this.

    P.S. FYI several reviews have mentioned the inconsistency of visual quality, saying it gives impression that the game looks "unfinished."
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  3. #3
    Member xKillalicious-'s Avatar
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    Killfeed should be simplified, for example, if i kill 3 people in a short space of time, it will pop up with between 4-6 posts on the kill feed repeating the same kills but just with different words (jason killed mike, then under it will say jason is dominating mike) this is sometimes confusing when you see 4 people, spray at them and you get 2 kills but 4 feeds appear, you have to pay close attention to the individual names on the feed to know how many kills you got, to know if they are all down or not. I should be able to glance at the feed to know how many people are dying, not have to focus on it.

    Slightly louder footsteps, this game is all about awareness, yet i cannot hear people when they run right past me a full speed, or run up behind me at point blank and i use astro A40's with the volume at 80%.

    A proper Rank system that is on show in pregame lobbies next to everyones name, this would add longer playability to the game for alot of people. The best kind of ranking system would be a skill ranking system where you gain or lose rank depending on if you win or lose and how much rank you lose depends on the rank of your opponents. However if you decide not to go with this, at least go for a time/xp based ranking system that is viewable in lobbies as at the moment, there is no sign of who are good/experienced players in the lobby at all, and i think this would be a nice addition. As i said any type would be nice, either a cod style system that goes up with xp or the best kind in my opinion is the ranking system from metal gear online. every new player starts at level 0, and they gain and can also lose points depending on the average level of their oponents in regard to their own level. for example, your team is average level 17, the average opponents is average level 14, if you win you only gain a small amount of points towards your rank however if you lose the game, you lose alot of points and can even be put a level down. on the losing team the top 2 players i think should not gain or lose any points as sometimes you can be put on a bad team so aslong as you do all that you can to help the team i feel you shouldnt lose any rank. This system accurately showed a players skill on metal gear online

    More in depth stats in game (player profiles) i feel the in game stats should be more detailed, i know this is what GRN is for but would just be nice to have a few more stats on the in game 'player stats' section. showing losses aswel as wins, over all accuracy, how many stuns, how many hacks.

    Siege needs to be best of 5 at least, if not best of 7 or 9, best of 3 is just WAY to short and doesnt allow the feeling of a come back to fill you with a buzz
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  4. #4
    Senior Member iiiNero's Avatar
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    Quote Originally Posted by xiiiNteNse- View Post
    Killfeed should be simplified, for example, if i kill 3 people in a short space of time, it will pop up with between 4-6 posts on the kill feed repeating the same kills but just with different words (jason killed mike, then under it will say jason is dominating mike) this is sometimes confusing when you see 4 people, spray at them and you get 2 kills but 4 feeds appear, you have to pay close attention to the individual names on the feed to know how many kills you got, to know if they are all down or not. I should be able to glance at the feed to know how many people are dying, not have to focus on it.

    Slightly louder footsteps, this game is all about awareness, yet i cannot hear people when they run right past me a full speed, or run up behind me at point blank and i use astro A40's with the volume at 80%.

    A proper Rank system that is on show in pregame lobbies next to everyones name, this would add longer playability to the game for alot of people. The best kind of ranking system would be a skill ranking system where you gain or lose rank depending on if you win or lose and how much rank you lose depends on the rank of your opponents. However if you decide not to go with this, at least go for a time/xp based ranking system that is viewable in lobbies as at the moment, there is no sign of who are good/experienced players in the lobby at all, and i think this would be a nice addition. As i said any type would be nice, either a cod style system that goes up with xp or the best kind in my opinion is the ranking system from metal gear online. every new player starts at level 0, and they gain and can also lose points depending on the average level of their oponents in regard to their own level. for example, your team is average level 17, the average opponents is average level 14, if you win you only gain a small amount of points towards your rank however if you lose the game, you lose alot of points and can even be put a level down. on the losing team the top 2 players i think should not gain or lose any points as sometimes you can be put on a bad team so aslong as you do all that you can to help the team i feel you shouldnt lose any rank. This system accurately showed a players skill on metal gear online

    More in depth stats in game (player profiles) i feel the in game stats should be more detailed, i know this is what GRN is for but would just be nice to have a few more stats on the in game 'player stats' section. showing losses aswel as wins, over all accuracy, how many stuns, how many hacks.

    Siege needs to be best of 5 at least, if not best of 7 or 9, best of 3 is just WAY to short and doesnt allow the feeling of a come back to fill you with a buzz
    agree
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  5. #5
    Being playing siege most of night and 2 main thing important to siege you do not have there. This needs to be fixed quickly for siege to work

    1. Dead indicator. Should be able to tell who is dead on scoreboard screen
    2. Dead room folks should not be able to talk to people stil alive in round. Very easy for them to tell friends still alive where they got shot from...ect
    3. The bodark side weapons are still MAJORLY under powered than the ghost weapon (this was threaded about all over in beta, still not fixed)
    4. Need tactical controller layout ( hire some COD programmers so you know how to do it)

    thanks
    Last edited by Cold Thunder; 05-22-2012 at 06:43 PM.
    "There are three things you can trust a person with: Your Money, your wife or your life. Trust in any one is a friend. Two out of three is a best friend. Three for three is a real find and a true Comrade in Arms"
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  6. #6
    Member xKillalicious-'s Avatar
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    Quote Originally Posted by Coldthunder View Post
    Being playing siege most of night and 2 main thing important to siege you do not have there. This needs to be fixed quickly for siege to work

    1. Dead indicator. Should be able to tell who is dead on scoreboard screen
    2. Dead room folks should not be able to talk to people stil alive in round. Very easy for them to tell friends still alive where they got shot from...ect

    thanks
    +1, Add these 2 points to my list
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  7. #7
    Addressing the Co-op community.

    Some changes that should be highly considered for Guerrilla mode. Adding gunsmith customized weapons from the start and removing the weapon end wave drop offs. This mode suffers from a severe lack of customization, and allowing your own created weapons is a way to keep the mode interesting. Weapon drop off crates should either be taken out or altered so that all it does is allow you to change from one of your gunsmith weapons to another.

    Some new modes should be added as future DLC, perhaps free to the faithful fans, might be too hopeful on that though. Adding firefight, defend, recon, and other co-op modes similar to past titles is much needed to keep variety to the co-op community. These modes should also utilize customization on the same levels of past titles. The new modes could utilize the already existing guerrilla mode maps, giving us yet another 4 player co-op mode for variety.

    If the new modes isn't a real feasible possibility from a developing standpoint, then at least address the concerns of guerrilla mode, or the co-op fanbase will disappear before not too long.
    SeaNNy-T
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  8. #8
    UK Forum Manager Ubi-Mush's Avatar
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    Hi guys, this thread is for general feedback please place any bugs/issues here http://forums.ubi.com/showthread.php...-issues-thread
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  9. #9
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    Cant play local coop if the 2nd player doesnt have a Gold Xbox live account, wouldnt be so bad if i could log in with a guest "gold account" on the 2nd player, but couldnt find a way to enable it.

    This really piss me off..

    NVM the advertised Coop mode is only Guerrilla mode, pure bull****.

    So from GRAW 2 coop campaign to a completely coop lacking game with only online mode.
    Last edited by Elite_HunterDS; 05-23-2012 at 02:51 AM.
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  10. #10
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    Only played a few hours of campaign and a few rounds of guerrilla

    Bad.
    1. Coop..Coop...Coop...- lack of coop modes is a bummer.
    2. No Coop matchmaking is another big disappointment.
    Coop modes, customization and matchmaking is what made previous Ghost Recon games great.
    3. Lack of customization for multiplayer.
    4. Not being able to customize load out for Guerrilla mode.
    5. Campaign seems very restrictive (so far). Some gadgets, weapons and abilities are restricted to certain areas of the campaign, limited choices
    6. Immersion is not the same. Some of the earlier Ghost Recon game maps really made you feel like you were there.
    7. Size of maps.
    8. More players for coop.
    9. Pausing round totals during Guerrilla mode ruins the immersion.


    Good.
    1.Syncing targets
    2.Cover system
    3.Optic camo.
    The updated gadgets are cool.
    Stealth play.
    Changing weather/environments.


    I like the new game features they implemented, but why did they have to eliminate so many good elements of the previous Ghost Recon games. I am all for progressing a franchise/game, but eliminating a bunch of good features to add a few new ideas is not progress. They need to go back to the drawing board and expand on what made earlier Ghost Recon games great.
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