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Thread: The "Compiled and Accumulated GRFS Questions and Answers" Thread | Forums

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    The "Compiled and Accumulated GRFS Questions and Answers" Thread

    DO NOT ASK QUESTIONS TO THE UBIS IN THIS THREAD -- THIS IS SIMPLY A COMPILATION OF ALREADY EXISTING QUESTIONS AND ANSWERS

    IF YOU'RE LOOKING FOR A SPECIFIC QUESTION, USE YOUR BROWSER'S SEARCH/FIND FUNCTION (CTRL+F ON PC) AND ENTER A TERM (FOR EXAMPLE "SIEGE")

    Since the community's communication thread with the Ubi-People has become quite large (you can see that here: Ubi-People (and all you other people) A moment of your time please) - to the point where people are double and triple posting the same questions again and again, get upset when they don't get another answer they could've found for themselves and ultimately clog up the thread - I decided to compile all of The Questions and Answers (both official and from forum members) into this one post here.

    Simply put, I will copy/paste Ubi-Brock's and Ubi-Antoine's posts, as well as some others from forum members, so if you have a question, check here first, it may have been asked and answered already. These posts are not prioritized, they are in the order they are in the thread, just compiled.

    I will try to keep this updated, but feel free to join in and help out.

    All answers, if not marked otherwise, are from Ubi-Brock
    [FONT=&amp]:
    And I apologize in advance if I don't credit people with their posts. This is already quite a lot of work, you know...

    If you feel there is a bug in the game not mentioned or asked about here yet, feel free to add a report: Future Soldier Bug Report Form

    Another useful compilation with info:Good links for those who love the game



    COMPILED Q&A


    Ubi-Brock:

    1. 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.
    2. 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.
    3. 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.



    So these points being made, I'm going share what I can about updates:


    • Balance and tuning will receive and update soon - I can't give you a specific date because I don't have it yet, but we're talking days, not weeks.
    • We are working very hard to prep a title update for both platforms which addresses as many of the major issues as possible. This is not the first update (we had one on launch day) and there will be further updates to follow as we continue to address issues. We'll announce details on what the patch contains and when you can expect it once that information is nailed down. Please be understanding that we will not release this information until we have a high degree of certainty.
    • We have already and are continuing to make updates to the server infrastructure. Most, if not all, of these changes are transparent to the end user, but will result in fewer Ubisoft server connection issues. I want to be extremely clear that this is an ongoing process, one we are taking very seriously. We'll provide more information to the community as it becomes available.



    If you try to join a friend and get the "You cannot join this game because the Host has content you have not yet downloaded" Error Message, try this, it should help:

    Step 1:


    Check if you have the Rooftops Map from UPlay - you can visit Uplay directly through the game.
    But you probably did that already, sorry, just to be sure.


    Step 2:

    After you start the game, before you get to the main menu, there should be three "Alerts": "Connecting to Ubisoft Servers", "Checking DLC packages" and "Integrating DLC packages". Sometimes, the third (Integrating DLC) does not happen - for whatever reason.
    If it doesn't,
    sign out of your profile, then sign back in again - or Dashboard / XMB and restart the game (this will force the game to reconnect and recheck). And make sure the person(s) you are trying to play with does the same, i.e. try until he or she or they gets the "Integrating DLC" alert before the main menu. If it doesn't show up, you HAVE to exit the game to the dashboard/XMB or sign out of your profile and back in, just going back to the Title Screen WILL NOT WORK.

    And if the "Integrating DLC" Alert still doesn't show up:

    Quote Originally Posted by TGBigChilly3 View Post
    If Dashboarding does not work, as it never has for me, try clearing your cache. This has worked 5 times, for me.

    1 System settings
    2 Storage
    3 Press Y (Device Options)
    4 Clear System Cache

    Step 3:

    Check your Version of the game in the Extras Menu: In the Main Menu, select Extras. On the Extras Screen, in the bottom right corner, there should be a line starting with: "v.1..." This is your current version of the game. Title and Cloud Updates change this number. Since there was a Title Update on 06.07. 2012 for Xbox 360 and on 11.07. 2012 for PS3, and the latest Cloud Update (in-game, automatic NON-PROMPTED Update) on 25.07. 2012, your Version line should look like:
    "v.1.4.5 p:0x1" or "v.1.4.5 p:0x3" if you have the Arctic Strike DLC
    If you are stuck on anything lower (like v.1.0.2 or something like that), there is a problem with the TU. Clear your console cache so the TU has to download again.
    After the mandatory TU was successful (and changed the version to "v.1.4.x"), the "5" then becomes the important number. If there is a 0, the latest Cloud Update did not download properly or did not integrate properly - and you need to do what is described in Step 2. If you have the "5", make sure the person(s) you're playing with check theirs and have the exact same number that you have.






    About "Game Servers" (from a Ubi-Brock Post):

    There are no "servers" for actual matches so to speak. Games are hosted by a peer.

    When matchmaking, region is accounted for and is a factor before joining or creating a new session.

    It is possible to join a match outside your region if nothing is found within the region.

    Hosts are chosen based on a QoS process, so it is possible that you may be the host of any match, given that you did not Join-on-the-fly (since the game is already in progress if you do) - the likelihood of any specific player being chosen depends on a lot of factors including their internet connection (speed up/down, latency), region relative to other players, match history, etc.


    Questions and Answers:

    -Originally Posted by FLIGHTRE
    I can't think of much to say but the sandstorm bug at the hanger is annoying, you can take the objective through the wall on the outside, probs already pointed out

    Team has been made aware of that issue, not sure when a fix is due for it.


    -Originally Posted by FLIGHTRE
    Is there any chance of an in game squad leaderboard? I know the network has it but it would make the squad matches so much more competitive if it was in the menus!

    Seeing this in game is unlikely, most of this is hosted on GRN because it allows for additional (and more dynamic) features and future updates.


    -Originally Posted by ManlyGunnerCow
    I bought this game for one reason, Guerilla so I want to know if There will be GunSmith and Matchmaking for Guerilla. I'm not asking "When is it going to be released?" I just want to know if these topics are even on the table. Are you guys talking about this? Are they even possible?

    Ubi-Antoine can better speak on this subject since he works directly with the team responsible for Campaign and Guerrilla, but to my knowledge the feature set for Guerrilla is fairly fixed. There is currently additional content coming, but I'm not aware of any changes in features.


    -Originally Posted by CarlDurand2012
    Will it cure the unbelievable deaths i have had to endure one after the other, when i have clearly fired upon the enemy first with head shots/upper torso using red dot.

    Server fixes are on the back-end and to address things like progression, matchmaking, uptime, etc.

    Issues with in-game lag (who shot first, etc) are related to (peer) hosting and connection. We have some improvements in the next title update, but some of this will always be reliant on the internet connections of everyone in the game.


    -Originally Posted by CarlDurand2012
    Communication in this game is key, as its all objective based. But many do not get on mic fullstop, and if others are indeed in party chat how does that help any other serious gamer to communicate to help with teamwork. my outlook is force them to go to in game chat to be able to play, it wouldnt normaly bother me but as mentioned its a team game and i have lost count of the matches i have been well and truely wooped because of a lack of coms and teamwork.
    First, we cannot force people in or out of party chat or effect it in anyway - this is a restriction of the platform and beyond the control of the team.

    As for how to communicate with people in parties or not using voice chat, this is the motivation behind the coordination system. Tapping RB over a target (for example the objective) will call out to your team your intentions, holding RB will pop up a wheel allowing you to select from available coordination options. In either instance, your team is alerted to your goal and you are provided with a waypoint to the selected objective/player/etc. Pressing Down on the D-pad is the "Call For Help" which has a similar function

    Unfortunately, we can't FORCE players to play as a team, but we do everything possible to encourage team play through the scoring system, game types, and the objective perks.


    -Originally Posted by xtraordnry0129
    And please,don't focus just on multiplayer. Fix single player campaign too. It needs a lot of touch-ups. There are a lot of us who are campaign diggers.

    Campaign is being worked on and patched by the team in Paris who developed the mode. Ubi-Antoine works directly with them.
    I'm embedded with the team at Red Storm, which is focused on Multiplayer.
    This is why you will often see Ubi-Antoine address Campaign features while I tend to stick with Multiplayer - we each have our specialties


    -Originally Posted by P4NCH0theD0G
    Now, finding some of the more intricate moves and features (like coordinated kills or jumping into prone etc.) by playing the game, it makes me wonder what else am I missing? Is there a way to tell a squad- or teammate that I need ammo? Is there a way to see where my Squadmates are going apart from the Tac-Map? Can I maybe roll-into-crouch like you could in GRAW 2? I would love to see some notes or gameplay vids from devs, or even a small in-game video tutorial, especially for stuff like the Coordinated Kills in MP.

    Addressing some of these directly:



    • You'll automatically call out for a resupply when you run low on ammo- "Hey, need some ammo here", etc.
    • When a squadmate uses the coordination system, there will be a shout out for where they're going, but so far as I know there is no waypoint marker in-action.
    • I'm not sure about roll-into-crouch, but there are some advanced moves focusing around rolling in and out of prone, etc. most of them are accessed by pressing (or tapping) the stance change button while pressing a direction on the stick.

    We released a video recently which shows some tips and we have plans to release more videos in the future. You can find the last video posted here: http://www.youtube.com/watch?v=2cmH3gZqH34&feature=plcp


    -Originally Posted by P4NCH0theD0G
    There are several points in the game, where you are forced into an engagement without cause i.e. detected and attacked by enemies through no fault of your own without any apparent cause (Valiant Hammer or Invisible Bear are prime examples). Sometimes you step across an invisible line and people start yelling and shooting. Sometimes enemies spawn right next to you when you cross that invisible line or somehow know that you killed one of them even if nobody could possibly have seen.

    I'm sorry I don't really have a lot of information on specific instances, but part of the design of the Campaign gameplay is to create pacing and tension. Sometimes this is done by forcing the player into engagements, other times this is achieved through challenges such as limiting visibility or disabling equipment. As for specific instances of a mission breaking, I know several of these were being addressed by the team in Paris.


    -Originally Posted by Smitchyalor
    Has there been any talk about Dedicated Servers from RSE? Is this completely outta the question?? If Ded Servs are not an option, will there be fixes made to better the quality of P2P hosting???

    Dedicated servers are not planned.
    As for improving the quality of the matches, this is always a priority for the team and something we're constantly working on (we have a very proactive team of networking engineers). You should see some improvements during future updates.


    -Originally Posted by P4NCH0theD0G
    Will there be regional matchmaking as an option / or a staggered approach to matchmaking, from closest to far.thest?

    There is already some prioritization done by region. That being said, there's only so much we can do to keep regions together based on who exactly is matchmaking at any given time.
    -Originally Posted by P4NCH0theD0G
    Will there be some indication of the connection strength to the host in the lobbies?

    No. This tends to open the door to players trying to "game" the matchmaking system and lowers the overall experience.

    -Originally Posted by P4NCH0theD0G
    Will there be some effect to being hit by bullets, i.e. accuracy penalty, scope sway, being unable to perform a melee kill? So that the person that fires and hits first actually has an advantage?

    Other than death?
    We don't want it to be a game of "who shot first" or run-and-gun. Positioning, Tactics, and Teamwork should be the deciding factor in an engagement. If you're regularly engaging over-aggressively there is going to be some random factor in who dies and who lives.

    -Originally Posted by P4NCH0theD0G
    Will you or are you thinking about removing the little white circle reticule that allows people in Multiplayer (and in the campaign on easy) to accurately pre-aim while in cover without exposing themselves?

    No plans to remove the circle from multiplayer. Campaign is different than Multiplayer in many regards and this is one of them.
    In Multiplayer there is aim sway that takes effect when a player switches into iron sight/scope view - this is specifically to minimize the effectiveness of quick-scoping. While this does not completely eliminate the possibility of scoring a quick-scope kill, it severely decreases the probability.


    Originally Posted by P4NCH0theD0G
    What is the original thought behind the White Circle Reticule? I mean: is there another reason for it to exist, besides pre-aiming while in cover in order to quick-scope/pop-out?

    The goal of the circle is to allow you to quick select (tap RB) coordination items. It's very difficult to select these items and locations (which you can do from cover) without a reference point on screen.


    Question: Are there plans to enable Guerrilla Mode to save the earned wave streaks (at least the ones the host has) so you can continue a game at higher waves but not without having no wavestreaks?

    I don't have any info on plans to allow the wave-streaks for Guerrilla to be saved to all players in a match.


    -Originally Posted by BSmoov83
    1.) Is there any plan in place to alter spawning? It seems too often people spawn on their teammates only to get killed before their feet hit the ground. If I'm not allowed to spawn on a teammate who's shooting, at least giving me a chance to survive, should I not spawn on a teammate who's in serious danger of getting us both killed?
    2.) Any plans for new game modes or No Respawn variants to current ones?
    3.) Any plans to add Customizing to Game Modes when setting up private games?
    4.) Will objective locations be altered? It seems most of them spawn really close to the team already ahead.
    5.) A lot of people are being forced to switch rooms over and over to play for different teams. In one lobby, I was forced to play as Ghosts 9 maps in a row.

    1) Currently there is no plan to alter spawning on teammates, but it is something we can balance and tweak from the cloud (no title update required) should the design team decide a change is warranted.

    2) There will be new game types - I can't really spoil any info on them as of right now. Stockade is the next type that will be available, but we haven't announced details on it yet. I will say that I have played it, it's a lot of fun, and it falls somewhere between the other game types

    3) Not at present, it would take some extensive UI modification. It is something we've had requested from our dedicated community, so I do want to emphasize that the team is aware of the feedback.

    4) Objective locations are entirely random. Sometimes this goes in your favor, sometimes it goes against you.

    5) We're aware of this and it's something the team wants to address. That being said, at this time I don't have any solid info beyond our desire to tweak this.


    -Originally Posted by Recoil1990
    1. More Siege rounds
    2. Customisable lobbies.

    1. Possible, but not planned right now - that's not to say this can't change in the future. The team likes the length of the games and it provides some variety in the length of matches.

    2. I've replied earlier in this thread to that. Unlikely to happen, this would require extensive UI modifications.


    -Originally Posted by Roboturner421
    I want to know is there going to be some sort of cross-gametype leveling?
    And more customization to your appearance for multiplayer would be awesome. I like the different head textures, but one of my favorite things about the Tom Clancy games was being able to change how my character looked. Makes it feel more personalized.

    No, not in GRFS. There are some neat things planned for the GRN and the Ghost Dossier, but I don't have any details to share. FYI, GRN is their own special team (although they work very closely with the GRFS team)
    I don't have any info on any additional planned customization.


    -Originally Posted by djack10
    Any tweaks to Saboteur planned? The bomb carrier should be able to use his primary at least. Almost every Saboteur game ends with no bombs planted.

    Not at this time. It's one of the Harder-core game modes. Planting a bomb is supposed to be a big achievement!
    That being said, a team that coordinates well and plays strategically almost always succeeds in planting the bomb.


    -Originally Posted by LinkAndLoad
    Brock do u have any information about upcoming maps that will be larger and benefit the sniper more.
    Maps like Mill?
    Most maps seem designed just for medium range combat.
    Also more nature maps would be nice, any spoilers?

    We strive for a mix in maps. Things like Overpass and Cargo are very sniper friendly while maps like pipeline are not. This being said, we always want a mix of engagement ranges on any map.
    No spoilers. There should be some info on the next batch of maps soon though.


    -Originally Posted by ecma4
    Are you a Community Developer for the PC version of this game too? Can you provide any details about it? There are quite a few open questions in the PC forums for this game.

    Not specifically, although both Ubi-Antoine and I can answer some questions about it.
    I'm not really sure what additional details are being sought, but so far as I'm aware, most of the details we have have already been communicated.


    -Originally Posted by P4NCH0theD0G
    Would it be possible to Spawn close but not next to your selected Squadmate? Say no closer than 5 yards, no further than 10 yards. Close enough that you can still reinforce your squad, but not close enough for one burst of enemy fire to cut down both of you?

    There's already some control over this. You will spawn in proximity of your squad mate, based on the placement of your camera when you hit the spawn button. If they are crouched, you should spawn in crouched as well.
    When you see a player spawn and stick in a T-Pose, that's usually due to lag with the host.
    I'd have to talk to other members of the team for additional details.


    -Originally Posted by P4NCH0theD0G
    1. when there are weapons on the ground next to the bomb (which always happens when the bomb carrier is killed and especially if the bomb is in location and needs to be armed) you cannot pick up or interact with the bomb, you always swap weapons.
    2. One team can take the bomb into their own Protected Spawn and then basically play Team Deathmatch.

    1. If you're within range of the bomb, it should prioritize picking up the bomb over the weapon. I'll raise the issue with the team and see if there's anything additional on this.

    2. We fixed all of the glitches with this we were aware of from the Beta. That being said, players sometimes like to be tricksy. If you happen to be aware of how/where exactly players are doing this, please consider submitting that information to the bug report form: http://ubisoft-live-team.polldaddy.c...ug-report-form


    -Originally Posted by LAbomba0717
    This may be petty, but is there any talk about updating graphics (textures) in the game?

    Not on the PS3/360. The PC version of the game does have enhanced textures and graphical capabilities to take advantage of DirectX 11.


    -Originally Posted by Mia_crazymike
    I know this has been said and/or reported multiple times already. But please make sure with the multi-player developing team that mic/ingame voice chat is broken and obviously needs a fix. This issue also hit BattleField3 when it was released and damaged the PS3 community pretty hard.

    It's something we're aware of and the team already has several fixes in the works. I don't have an ETA for you.


    -Originally Posted by xiiiNteNse-
    Currently the squad system awards 1 point per win, and thats it. This means that ANY clan regardless of skill can be ranked as a 'top 10' clan just by playing it 24/7, i feel as tho the points recieved on a win should be based on a gamebattles system.

    Thanks for the feedback. I'll pass it on to the team.


    -Originally Posted by P4NCH0theD0G
    It's about the Coordinated Kill in MP: How exactly does it work?

    Coordinated Kill will be the top position (12 o'clock) on the dial and is only available during a Data Hack. Selecting it calls out to your team, provides a waypoint to the enemy, and grants a bonus for a successful kill. You can repetedly coordinate kills until the Data Hack ends.


    -Originally Posted by P4NCH0theD0G
    And the second thing is about the Coordination Wheel:
    In the vid, Tommy J. says you can coordinate to the nearest ammo depot? Is that about the ammo box? And does that option only become available when there is an ammo-box placed somewhere?

    The coordination system is dynamic, options (such as ammo box) only show up when available. It will also let you coordinate to the current objective and members of your fire team at any time.


    -Originally Posted by Nexolate
    Question:
    Will there be any officially released footage for the PC version before it launches?

    Short answer is I don't have a time frame for video footage.
    Long answer, I know a team has been working on this and there is a desire to show footage as soon as possible - I do not work directly with the team responsible for the PC video capture and do not know the current status of that process.


    -Originally Posted by SpliffMasterG
    Hi I didn't choose an unlock when I was at level 4 and now I can't select either is there anyway around this? Also don't have any respec tokens... Help greatly appreciated!
    You should be continuously prompted to select an unlock when you sign in to multiplayer, when you finish another match, etc. until you actually select a decision point.


    -Originally Posted by Jess360
    Is anything being done about Cheaters (Xbox)?

    We're constantly working to address exploits, especially game breaking ones (under the map issues, using weapons that are not unlocked, etc).
    The issue you're posting about, I'll address it to the team, but I'm not sure what the response on it will be.


    -Originally Posted by neqtan1980
    Spawn camping. Big big problem. There is on most maps, ways to sit just outside the spawn zones and keep the opponent locked in. All while never triggering the alternate spawn for the opponent. Also the alternate spawn takes crucial minutes to occur if at all. Is a fix capable for this event?

    I think part of this is a misconception among the community on how anti-spawn camping works. Just being "stuck" (afraid to leave the area because you might get shot) does not trigger the anti-camping code. Players must die for the code to kick in. The anti-camping area covers a larger section of the map than just the spawn zone. Also, players must select the "Alternative" respawn location - we've talked about changing this behavior to make this the default selection when available, although it is not currently.
    So what I'm saying is, if you're getting spawn camped - 1) don't be afraid to die - if anything it will just trigger the anti-camping measures quicker, 2) make sure to select the alternative respawn.


    -Originally Posted by neqtan1980
    Another is Myself and many others find that when joining a quick match, more often than not we get thrown on the Bodarks. But not only that it would be nice to flip flop from map to map, ghost one round bodark the other. It is not much fun being the Russians all the time. Any thoughts or ideas?

    When joining on the fly, players are placed wherever the empty slots are. When joining a pregame lobby, players are randomly seeded into the teams, keeping them balanced (within +/- 1 player).
    Additionally, we're working on some changes that should tweak the randomization of factions post-match.


    -Originally Posted by neqtan1980
    It would be very nice if a STAT tracker could be added for objectives captured / objectives denied. This I think would be a major improvement as well. Some players might forget about KDR for a sec.
    Many stats are viewable in game and all of them (lots more than in game) are available at
    www.ghostrecon.com/network - this includes some swanky (and useful) heatmaps.


    -Originally Posted by SpliffMasterG
    I can't seem to select either UAV or Field Computer as it says they are both previous decision points.
    Same happened with the Thermal and Custom scopes for the scout class.
    I checked the progression tables and I know I didn't select anything at level 4 but now I have a cross on level 4 like I failed it or something? (I', only level 6 scout and 10 engineer
    I've also heard about these Respec tokens and was going to drop back to level 1 and select the upgrades when I reach level 4 again. Trouble with that is I can't find them...

    Respec tokens are shown on the class selection screen of the character editor. It's a big circle with a number in the center on the bottom left side of the screen.
    As for the issues with the decision points, I'm not aware of the problem or a fix for it specifically, but Ubisoft Support should be able to help you troubleshoot and diagnose. Their contact information is located here:
    http://www.ubi.com/US/Support/InternationalSupport.aspx


    -Originally Posted by LinkAndLoad
    Brock, do u know if the game mechanics would allow a region filter. I already made a poll about it if people wanted that.
    But i'm honest I don't know nothing about developing video games, nor do I know the capability of the engine.
    So until I bump my topic, it would nice to know if it is even possible. I think it is, cause almost every game has that implanted.
    But my knowledge as said is limited.

    There is already filtering in place for regions. It does not entirely block player form other regions, but it heavily prioritizes players from your region.
    There is only so much we can do to attempt to put players in region specific matches - sometimes regional matches just aren't available (full matches, player population, different game types, etc).


    -Originally Posted by P4NCH0theD0G
    Follow-up to the Coordinated Kill:
    I don't think I've ever seen anyone on my team do a coordinated kill, so I can't say with certainty, but:
    - is there any visual indication if a teammember has selected an enemy as his target (so that others know not to kill him)? I can see he has a little thing above his head when I mark him, but does that show to others on my team, too?
    - can two people actually coordinate to the same enemy?
    - Do you need to aim at an enemy when selecting Coordinated Kill on the Wheel? Does it make a difference if you do?


    karta666

    When you select an enemy via the coordination dial, it automatically selects the enemy nearest to you at that moment in time. Your intentions are shouted out to the team but there is no indicator on which enemy you have targeted to your teammates. You can reselect who you target by using the dial again if that enemy is killed, or has ran to a position that is now further away than another enemy.

    Players on your team can target the same enemy, if that enemy is the closest to both of you.

    It doesn't make any difference if you're looking at the enemy or not when selecting them. The camera will auto snap towards the target, in the same way it would any other objective.

    And further to this, once you kill an enemy, you can coordinate again and target a second enemy, then a third etc. but you can only coordinate on one target at a time.

    Hope this helps. I've been using the system for a while, and my entire team use it. It's great, as soon as we get a hack it's a huge free for all to see who gets the most coordination kills, and it's absolutely hilarious watching an entire team running towards some unlucky person who was closest to everyone...


    -Originally Posted by P4NCH0theD0G

    Smoke from Smoke Grenades not in Sync on both teams

    So this can be caused by lag, but if it is happening as consistently as you are reporting, there is the possibility of a separate issue.
    I've passed the info off the the team and they'll attempt to reproduce it.


    -Originally Posted by P4NCH0theD0G

    I was wondering (also) if there is any news on the Smoke Grenade problem, with the smoke not dispersing equally for both teams (I see it, my enemy doesn't, I die)?
    It's really quite frustrating, to the point where I just don't use smoke grenades anymore because me and my teammates never know if we are hidden or not (until we die).

    It is possible for a delay to be caused in a high lag game (just like anything: melee, shooting, etc.). We do not send the actual particles over the network due to the bandwidth demands. We tested and verified that players should be seeing near-identical coverage.
    Please note that Kill-Cam is not an accurate representation of smoke coverage - we actually do not record the smoke particle data for the kill-cam.
    Essentially what happens (because of a technical limitation of the way kill-cams are generated by the engine) is the moment the kill cam starts, a grenade is spawned at the correct location and is set off. Because of this, it is not accurate to the current smoke coverage when you were killed.


    -Originally Posted by Bajan Elite

    Rifleman shouldn't be able to get stunned in the torso, I mean think about it. They have that extra armor than can withstand extra bullet damage. There is no way those two little rods can penetrate armor like that and stun. Shots to the leg, crotch and backside or another story.

    While body armor may provide an additional layer of protection against a stun pistol in real life, we have no intention of implementing such an effect in the game as it would greatly alter the stun mechanic.


    -Originally Posted by Bajan Elite
    Can you tell us what is being done about the melee. I have had died so many times now because an enemy ate my bullets and still manged to melee me. Too many people just rush up on you and tap the x button. That mechanic is flawed. Can they just get rid of that and allow that quick execution to be for only if you hit x from behind an enemy. Its unfair with the lag issues and such no one really has a 50/50 chance of coming out on top if both go for the frontal melee. If someone has a faster connection it gives them the advantage. The scouts already melee faster.

    Currently there are no major adjustments planned for the melee mechanic. We've tested some variations on the mechanic (such as only meleeing from behind as you mentioned), but what is in game was decided upon because it best met the intention of the design. Also, while there are variation in the melee animation that performs once you trigger the action, no class melees faster than any other class.


    -Originally Posted by Bajan Elite
    How come the unlocks from GR network, Uplay and the Signature Edition are not available for the second set of classes you unlock?

    This is a known issue and should be resolved in the next title update.


    -Originally Posted by P4NCH0theD0G
    About Location Marking, Way-point selection and the forced Camera Redirection

    There is some prioritization and assistance in the quick selection based on various factors: objectives, proximity, etc.
    I'll pass on feedback on the redirection and sensitivity of the prioritization.


    -Originally Posted by P4NCH0theD0G
    In conflict, when you resupply at the objective, does the Resupply REPLACE your current ammo with Incendiary Ammo, or does it simply ADD the Incendiary Effect to your current Ammo (Incendiary AP, etc.) And how would it affect Dragon's Breath and Raufoss Ammo?

    It does not replace your ammo (this includes Dragon's breath, etc), simply adds an Incendiary bonus. It applies to (at max) the first 40 rounds. The effect is essentially to increase your damage per shot as well as providing a small DoT effect (and it looks puuurdy )


    -Originally Posted by Bajan Elite
    Hey Brock I want to know if Ubi plans on doing anything about Siege mode.

    The only for sure change coming to Siege is an adjustment to the number of rounds. The team will continue to evaluate other changes on a case by case basis.


    -Originally Posted by Bajan Elite
    Why is it that when the UCAV is shooting at you, you can't tell which direction you are being shot from? That needs to be fixed.

    Unsure, I believe this is a design decision (not a bug) - but I will verify and submit feedback to the team on the issue.


    -Originally Posted by Bajan Elite
    Also is anything being done about the teams swapping? I played over 10 games of siege last night and every single game was as the Bodark. Why is it like that?

    This is being improved in a future update. I don't have an exact ETA yet, but it is being actively addressed.


    -Originally Posted by Zubi Fett
    The snipers you can get by pre-ordering the M4OA5 and the MN91/30 have the same stats of the first snipers you have available, with the only change that they have more range, which in most maps, does not make a difference. However, the pre-order snipers are not semi-automatic, therefore, inferior to the the other two snipers you can get on the beginning, since you can fire faster. My question is, is there any chance that this pre-order snipers make more damage than the ones I mention? Something between the snipers of the beginning and the MSR.

    As of right now, no changes are planned to these rifles. I'll mention it to the team and see if they have any additional feedback.
    Last edited by P4NCH0theD0G; 07-25-2012 at 02:56 PM.
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    -Originally Posted by BSmoov83
    Hey Brock, was just wondering if the team was aware of an issue where while carrying the bomb in Saboteur, the camera sensitivity is still at default when holding the Aim trigger (LT on Xbox) even if you have the sensitivity turned down?
    I turn my sensitivity down about halfway so when I have the bomb and I'd like to aim my camera seems like it flies super fast compared to when I'm not aiming with LT

    I checked on this, it's not returning to "default" (it's faster than default actually if I understood this correctly) - it's an intentional design to give the player increased awareness and maneuverability. This helps balance the lower movement speed and decreased firepower while carrying the briefcase.
    When using combat mode (LT) you will have the standard benefit of slightly increased accuracy as well.


    -Originally Posted by Roboturner421
    The question I have is are there going to be any updates that speed up the graphical loading? I've noticed several times that the graphics degrade badly during a match, no matter what type, MP or not. More so in MP though, is this a lag issue or is there a possibility of a new algorithm that can make things load faster? Is it a limitation of the system due to the high amount of graphical input?

    I can't answer to the cause of this - there are so many factors at play. I will say that the team is looking to make improvements to the game wherever possible. Right now, the priority is on networking, exploits, and game-breaking issues - this will shift as the game matures and we deploy future updates to address these issues.

    -Originally Posted by Roboturner421
    While people complain about the differences between the Ghost and Bardock weapons, I've found that each side has it's own advantages, while Ghost may be more accurate the Bardock are more powerful?

    In a very broad generalization, yes. Ghost weapons have higher accuracy and Bodark weapons higher power.


    -Originally Posted by MR_WHITES_ONLY
    If i use a respec token after using my double decision do I get to pick the same amount of weapons back, or do I lose two weapons?

    neqtan1980 :
    Also for karta666. I have used my resepec token after a split decision point. Yes you get your split decision back as well as your attachment points. You lose nothing in taking the leap. Reset at will.

    Originally Posted by jbluem
    The double play option that lets you choose both options at a decision point doesn't seem to reset after using a respec token. Is that supposed to happen? I chose both engineer guns at 32 and then picked the UCAV at 40. The UCAV was mostly useless, so I wanted to respect and chose the Sentry instead, but now I lost the option to get both guns at 32! That seems pretty lame to have a one time point that is lost for good once you respec. It's like it's punishing you for respecing that character!

    We're looking into this with the double-time token.

    Arthur Montgomery ‏@geekymick
    @UbisoftSupport
    In Ghost Recon Future Soldier, Do I get back my double decision point if I use a token to reset that character I used it on?

    Ubisoft Support US ‏@UbisoftSupport
    @geekymick
    Not currently but we have reported that Double Time issue to the dev team for review. I'll tweet any info they send my way.


    -Originally Posted by MookManDuke
    I know you've already touched on the subject of siege rounds being extended, but I wanted to give you a link to a thread (that has a poll) to show you that there is much more interest from the community in having the duration of rounds extended, than keeping the games at 3 rounds where it stands right now.

    We're aware of the community interest and I will bring it up with the design team again, but that's all I can offer on the subject of number of rounds in siege.


    -Originally Posted by MyPetWorm
    When do the challenges Reset? Some of us are stuck with getting impossible challenges, and would just like to know when/if we will ever have easy ones again!
    Some challenges we're getting stuck with a like "Get more than 64 kills in a game" and "Get more than 44k points in a game". If they never reset, then I'll forever be at 8 challenges completed

    Team is looking into it. The challenges are an escalating back and forth between two players, the goal is to beat the high-water mark of your friend. That being said, sometimes they do get a bit ridiculous.
    If you decline a challenge, you should be issued a new one within 24 hours - if you accept it but are unable to complete it, I'm not sure if there's a timeout.


    -Originally Posted by bryang2473
    Will it be possible for players to host their own Multiplayer matches in a future update? Currently only "recently met" player and invites can join player created matches. I'm asking about creating a MP match and have random players join. This would also help tackle the regional/lag issue of there being no local host to join.

    I guess I'm not understanding this? You want private matches with public matchmaking? This would be the same as public matchmaking...


    -Originally Posted by bryang2473
    At level 50 for each of the 3 classes you unlock another character of the same class. The only use of this I can see is to allow the player to create another class and utilise the other choices within the progression tree. Would the developers consider allowing the progression tree to unlock all weapons at once instead of making the player level another character to gain access to the remainder of the kit?

    My understanding (although I've not had the chance to unlock this more than once) is that it creates a new character of the same class as that you just maxed. So you can unlock 3 snipers or whatever if you want. The reason is that while the decision points themselves are binary, the combinations are not. On one scout I may want Thermal Optic + Exacto, on another I may want Custom Sniper Optic + Exacto, and on the third I want OTR + Thermal. There's no way to have these combinations with just two characters.
    As for unlocking everything, that won't happen because we don't want players having both items at a decision point. It was that way at one point, but this lead to a lot of imbalance - OTR + Exacto for example was broken.
    -Originally Posted by bryang2473
    Cosmetic question... Why did the developers see in necessary to include 2 start screens when the game loads up?
    While it's cosmetic to you, its a technical reason in fact I'm not 100% clear on the details, but it has to do with loading the game.


    -Originally Posted by macfry_
    Hi Brock is there any plans on making clan tags visable all the time and not just in the friends list? Thanks

    The team would like to make this happen, but I don't have any further info at this time.


    -Originally Posted by ThePrevaricator
    The xp rewards for friend challenges are garbage.

    These are being increased in the next cloud update.
    -Originally Posted by ThePrevaricator
    The challenges themselves are manufactured. As in your friend never actually did it.

    There is some seeding of challenges, this prevents players from never having a challenge - escalation is intended, but as I said previously, it some times gets a little ridiculous.
    As for stats displayed on the ticker, etc - unless there's an unknown glitch, they should all be accurate.


    -Originally Posted by Elucidium
    Multiplayer - Data hacking, the large xp gain and detection of the entire team? Perhaps you should scale back the xp reward as the detection of all enemy players is bonus enough no?

    Data hacking is the ultimate reward for a team in MP, it's supposed to be worth a lot and reward a player who is able to execute it successfully. It is also very difficult to achieve if the enemy team is playing together and paying attention.


    -Originally Posted by ThePrevaricator
    With all due respect this a prime example of why user HATE IT when Mods post "We will pass the issue along." It is not an unknown glitch. It's an issue voiced by many, in numerous threads. Admittedly it's more of an annoyance than anything else, but certainly deserves more than a write off.

    The main thing players don't understand are how high watermarks effect the ticker.
    We have no known or reproducible glitches showing bad stats in the ticker. This is not the same thing as saying they can't or don't exist.
    If we can't reproduce a glitch or observe it first hand, it is very difficult to debug and fix - it generally means it is infrequent and/or situationally complex.


    -Originally Posted by Elucidium
    Guerrilla mode - Ok so you guys implemented a horde/wave system into this, that in itself was disappointing but to you went further and did not include any kind of matchmaking? I would like to know who made that decision and why. Also with as much negativity regarding this element are you guys going to change it (can you change it)?

    Campaign - I get the arguement that having open co-op for the campaign can lead to problems with random players but there are myrid other titles that get on fine with this setup, surly those who are so very serious about the game would find a regular squad anyways so again, why not include open co-op campaign for more casual players? Can you/will you change it?

    Ubi_Antoine
    Hello Elucidium,
    Coop is designed with the intention that you play with your friends. The intention was never for a free-for-all cooperative slug-fest. We want to encourage team work and play with your friends, otherwise the experience can tend to turn sour. This is an intentional design decision.
    We are listening to the feedback we receive from the forums, facebook, twitter, e-mails, surveys, phone calls, consumer tests, and changes requested with traction from the community are definitely things we will look at altering and improving. Please remember, while we take the desires of the community very seriously, we cannot always accomodate the requested changes. There are many factors that ultimatly way on the decision.


    -Originally Posted by B3ANTOWN_B3A5T
    I'm sorry if this has been asked before but this thread has become quite large so it would take all day to search through it- do you have any details on the DLC gamemode "Stockade" that you can share with us?

    Ubi_Antoine

    We can't share details on it right now, but the "real" announcement is coming soon. We'll share info with you as soon as we can.
    (teasing - It's a pretty fun mode)


    -Originally Posted by AntiStone
    Don't know if this has been mentioned in this thread yet, but I've posted about it several times. All my classes, weapons, unlocks, attachments, etc have been completely wiped. I'ved played several times and done all the other short fixes that seem to work for the drops in levels, but I am sure all of my stuff has been wiped for good. It's less common than the level drops, but others have been completely wiped as well.

    Have you contacted Technical Support? Every single instance of this we have been able to trace is linked to the player's console not downloading their profile data from the server. Tech Support can help diagnose connection issues that may otherwise be transparent to a user.
    Now, it is certainly possible that there could be something else going on here - but I don't have any better advice at this time than what I have given.
    The team is still spending time investigating the issue as well as working to reduce the frequency of the temporary progression loss.


    -Originally Posted by TomArmstrong8
    During multiplayer, the scoreboard has places for 8 players per team, but the max is 6 vs 6. Is this just a UI oversight, or do you think that it might be possible for us to have 8 vs 8 in the future, when all the connection issues have been ironed out?
    This one you might not able to answer because nothing has been officially announced, but are there plans to release more DLC after the Arctic Strike DLC?
    Any news on the progress of the title updates for the console versions of the game?

    There are several reasons for this, including ability to play asymmetrical matches (8v4 for example, this only works in private matches currently but the team gets a kick out of it), ability to alter fire teams in the future (right now they max at 3, but we can tweak this to 4 if warranted). Beyond that I can't offer any insight into increasing the number of players in the future. 6v6 was decided upon because it fit the desired pacing of the game play.

    Sorry, I can't answer anything on DLC past Arctic Strike. We do have plans for long term support of the game and everything this entails (patches, balance tweaks, etc...).

    We're working on it. No release date for the title update yet... we'll tell you when we know!


    -Originally Posted by Nexolate
    I believe you can have fireteams of 4 people.
    Either 4v4 in public matchmaking or 8v4 in private matches.
    In a public match, 4v4 should balance into fire teams of 2 and 2 I believe.


    -Originally Posted by Coldthunder
    1. When both squads are full with 6 people. allow us to switch teams without having to drop a person. Most matches first to 3 maps. So when we have to switch maps one person has to drop out to create a slot so all the other members can switch sides. Then when that person comes back in they have to setup their entire weapons kits again.
    2. Allow us to save the weapons kits in private rooms. This way next match we already have the weapon kits set up ( right now it takes about 30 total minutes for 12 people to set up their various kits for the match), if a person drops that person coming back in would not have to recreate their weapon kits again..ect

    1) You can switch factions back and forth in private matches without having to drop anyone, even in a full 6v6 game (this is another reason for lobbies that support more than 6 per side is during the organizational phase of private matches). In public matches, we're looking at enhancing the randomization of player post game.

    2) Kits being the way they are in private matches are for both design and technical reasons. I'll pass on feedback on this, but after having had a lengthy discussion with a couple of different people on the issue, I can say with a pretty high degree of certainty that it is unlikely to change.

    -Originally Posted by Coldthunder
    How can you switch factions? there are not buttons there to press (like y button after one person drops). So how can we change it without dropping a person? What do you press? or how do we do it?

    I'm going to check on this since that is not the intended design functionality.


    -Originally Posted by Ghorman
    Did he say anything about adding a delay to faster connections like COD does? IMO that is the worst idea for online gaming ever.

    Other games have their own reasons for doing what they do. Future Soldier is not supposed to be about twitch based play, but tactics and coordination. We are not artificially limiting fast connections, if anything, these are the players we want hosting via the QoS checks.


    -Originally Posted by Smitchyalor
    Brock i know you're swamped with questions, but when ya get all caught up or catch free moment, im curious as to what you think about this....)

    So far as I know, there is no discussion ongoing to move key objectives in overpass.


    -Originally Posted by Coldthunder
    Also not sure if you all had time to answer my dead room talk question. Being deadroom people can tell live people were the enemy is hinders the outcome of siege game and i know there is a way to force people out of xbox live chat when going into a game type like cod did with MW3. At least turn deadroom talk off completely even if live chat is still there, at least for gaming sites and the honor system we can check if they are on live chat.thanks again

    So this ties back into being unable to modify party chat.
    Since we cannot disable party chat, we cannot prevent players from "cheating" by talking to their teammates. If we disabled "deadroom talk" for players not in a party, this would put them at an unfair disadvantage. Thus, it is not disabled.
    We do have some features in place to minimize the effect dead players can have such as not being able to rotate the camera when spectating a teammate and we have some additional tweaks in the works for this.


    -Originally Posted by SiCkNeZz2012
    Can anyone (someone from UBISOFT) tell us what will be included in the first patch?
    I've heard numerous things, from a new game mode to, some of the game modes being tweaked ( Like Siege becoming best of 5 instead of 3)

    We haven't released details on the title update yet. A new game mode and maps are coming with the Arctic Strike DLC.

    Just for clarity sake, we have 3 types of update:

    Cloud Update - this includes mostly balance fixes and tweaks, although it does sometimes fix bugs. These do not require any effort on a users part, they are transparent and happen in the background.

    Title Update - these include bug fixes and feature updates; stuff that's either too large for cloud updates or requires additional modifications to the game. You're automatically prompted to install these.

    DLC - This includes new content, including maps and game types. These are the largest updates (many MBs) and require a user to manually trigger the download.


    -Originally Posted by Xx__O-dog__xX
    Agreed, siege mode has to be more tactical due to the fact, you only live once. Noob tubes are nothing compared to space ships that shoot emps and grenades. Thats 2 kills in siege mode automatically with the ucav.

    UCAV is pretty easy to counter with either another UCAV or an EMP Launcher (although there are other methods).

    Sentry turrets are also very effective at taking out other pieces of equipment.


    -Originally Posted by dstrollo360
    Why is there DLC so soon? Shouldn't all the efforts go into fixing the game before making more items for it? There are so many issues it is ridiculous.

    These are not mutually exclusive issues. The people working on DLC are not the people working on title updates. A large portion of the team working on DLC are artists since it is a content (not code) heavy endeavor.


    -Originally Posted by johnrambo_1980 -
    Ps3 have some problems with headsets, will this be fixed through cloud or title update?

    Mic problems will be in a future title update, the scope of the fix goes beyond a cloud change.


    -Originally Posted by zai29
    Hi Ubi-Antoine! Have you maybe decided to add gunsmith to guerilla? I think it's one of the most requested changes for this gametype.. Thanks

    Ubi_Antoine
    Hello zai29!
    Not having Gunsmith in the Guerrilla mode is a design choice. We want players to have an armory adapted to the difficulty of the next wave. We want to avoid players being overpowered / with Gunsmith they would have the ultimate weapon and this would remove the challenge.


    -Originally Posted by johnrambo_1980
    In main menu when I enter "squad" , I can see list of my friends there. Why can't I check their player status?

    They should be displaying either "Online" or the last day they were.


    Originally Posted by x30CentSolution
    I thought I would chime in since our devs seem to be posting here. At any point do you plan on implementing some sort of bare bones matches?


    It has been discussed, but as of right now the decision is to not to add any game types that step away from the core mechanics of Future Soldier.
    It is something I'm sure we'll revisit in the future as the game matures.


    Originally Posted by neqtan1980
    Has Global Networking offered any new insite as to an ETA for a fix in connectivity? If so, can you divulge any of this information?
    Also can you divulge any new information you may have learned on the release of the title update?


    Its is an ongoing and multi-phase process. The first few improvements have been implemented already and more are scheduled to come online shortly. I can't really share specific details, but it involves hardening components, upgrading hardware, and broader improvements to the infrastructure.
    No, I can't sorry - we'll announce the information as soon as it's ready, not before.


    Originally Posted by P4NCH0theD0G
    Campaign DLC? New Missions? And maybe the old missions with more/different Challenges tied in with new weapons and attachments? Is that even a technical option?

    Campaign Stats Leaderboard?

    Ubi_Antoine

    Hello P4NCH0theD0G

    - DLC: We announced a first DLC, coming beg. of July, "Arctic Strike".
    Content: "This first DLC package will include additional multiplayer maps, a new multiplayer mode, a new Guerrilla Mode co-op map and six additional weapons to provide for even more diversity in your arsenal." - more information and visuals coming ...
    But, yes, I know, this is not an answer to your question. I can't answer your question yet... ;-)

    - Campaign Stats Leaderboard: We don't have this, I'm sorry.


    -Originally Posted by ThePrevaricator
    So... DLC- Download. And store. Like, on the hard drive ? Yes ? Or more drm strangulation ?


    Yes, download and store on the HDD.


    -Originally Posted by bryang2473
    To clarify, I was asking about the availability of hosting a game while allowing random players to join.
    The whole reason behind asking this question is that lifting this restriction guarantees that there is a local host and therefore considerably improved gameplay with less lag. So in essence it is public matchmaking but with the ability to be request host status.


    This is probably not the answer you want to hear, but this is how it works:
    So the "Host" of the lobby is not the "Host" of the match - they can be, but match host is determined by QoS checks in the system, not by the player who formed the lobby (even in private matches).
    By holding a private match you should have better control over the general "quality" of connection players have (ie, your friends can all say "we've got 100mb fiber!") where as with a public match you have no control over the connection of players being matched in. Even if we let a private match go "public" in the matchmaking system, that wouldn't change how the public (or private) game is hosted.
    Not sure if I explained that clearly

    -Originally Posted by Ghorman
    How can we as gamers make sure we have the best QoS then? Ports, upload speed...can you give some more details?


    QoS itself takes in a lot of factors including connection speeds, latency, NAT type, etc. And all this data is factored between players (Player A to Player B, Player B to Player C, Player C to player A, etc, not just to the matchmaking server) and kind of forms a big spider-web of connection info. The system then weighs the results and selects a host.

    The best thing you can do as an individual player is make sure you have the correct ports open, router configuration, and a strong internet connection.

    You can find the information on ports below.

    PS3: http://ubisoft.custhelp.com/app/answ...ail/a_id/16551

    X360: http://ubisoft.custhelp.com/app/answ...ail/a_id/16536


    Originally Posted by neqtan1980
    Is the title update going to be released NEAR (before or after) the DLC drop? Are any of the gameplay mechanics that have been discussed going to be fixed in the cloud or the title or a bit of both?

    Title Update will come before DLC. Gameplay, balance, and feature changes will come in Cloud and Title Updates, not the DLC; DLC should be content only.


    Originally Posted by P4NCH0theD0G
    Are you planning on updating the in-game manual and the online manual with more and more detailed information? Like Special Moves, the Coordination Wheel and Coordination Kills?


    As of right now, I'm not aware of any plans to update the manuals. We may post a FAQ covering these topics in the future and we're definitely going to create more videos like the "pro tips" one.


    Originally Posted by ZubiForce
    To use kinect voice command, I must use the move tracker as well, this works poorly due to the "environment" I play on, my chair and distance, basically. I would truly like to be able to use the voice commands in gunsmith without having to activate the move tracker, which enables the controller.
    I wonder if theres any chance that an update allows Kinect users to use voice command and the controller at the same time.


    Being able to control gunsmith with voice and not being mandated to the motion controls would make sense to me. I've submitted your feedback to the team for their consideration.
    Thanks for bringing the topic up


    Originally Posted by neqtan1980
    First time in days I got the dreaded "Ubisoft service not available. Please try later". What typically causes this?
    I had to power cycle my modem and stay off of xbox live for a bit to get back on the Ubisoft servers.
    Many of us have been getting "Connection to host has been lost" many times today. The lag has been felt heavily as well. Has anyone from UBI made mention as of detecting this as well?


    "Ubisoft Service is not available" means the player is unable to connect to our servers. These servers host matchmaking, progression, stats, loadouts, etc. When you are unable to connect to the Ubisoft services you are unable to play XBL/PSN games (although System Link and single player are still available).

    "Connection to host has been lost" means you lost connection to your peer who was hosting the match. This can be caused by many factors including high latency, dropped packets, router glitches, host disconnects (RAAAAGE ), etc.

    While not always the case, the most frequent cause of "connection to host has been lost" is when the host does not migrate successfully due to port errors on either the player's or the new host's network.


    via Twitter: 11. - 13.06.2012

    James whaley ‏@TxHH_Junior @GhostRecon What does the hourglass mean after the match?

    Ghost Recon ‏@GhostRecon
    @TxHH_Junior zero-hour bonus: double xp for the first hour you play every day


    Jake Brumley ‏@i_am_jbreezy @i_am_jbreezy @redstorm How far in advance do you normally release dates for patches?

    Red Storm ‏@RedStorm
    @i_am_jbreezy Once it goes into submission (changelog is finalized) we'll likely have a date to share.


    keil ‏@Mr_Dirty_Bear @RedStorm siege needs to be best of 7. seriously best of 3 is lacking....

    Red Storm ‏@RedStorm
    @Mr_Dirty_Bear The team is looking at this and will be making modifications along this line - exact changes are still being decided.


    StrikeSudden ‏@StrikeSudden
    @RedStorm Damit deranked again this is beyond annoying.


    Red Storm ‏@RedStorm
    @StrikeSudden We have a fix going live soon which should decrease the probability of this. Keep an eye open for more info shortly


    Bulls Fan 4 Life ‏@ChadJKendall
    @RedStorm @heyfoo909 ok so we have less than a month till the dlc do we have an Eta on title update?

    Red Storm ‏@RedStorm
    @ChadJKendall @heyfoo909 We haven't announced a date on it yet, it will arrive before the DLC however.


    Jake Brumley ‏@i_am_jbreezy @RedStorm Since Unisoft won't respond I guess I'll ask you. When are the MP voice issues going to be fixed on PS3? Frustrating.

    Red Storm ‏@RedStorm
    @i_am_jbreezy They will be fixed in an upcoming Title Update, we haven't announced a date for that update yet.



    Bulls Fan 4 Life ‏@ChadJKendall @RedStorm can u make it easier to see how many enemies you have left on siege?

    Red Storm ‏@RedStorm
    @ChadJKendall Remaining players is intentionally omitted - we found that players would lose focus on the game type.


    keil ‏@Mr_Dirty_Bear @RedStorm Glad to see you are looking at tweaking siege. Is there a possibility of an option for no launchers? Did it in the old times.

    Red Storm ‏@RedStorm
    @Mr_Dirty_Bear Dev team is looking at it, but kit restrictions are unlikely.


    Originally Posted by P4NCH0theD0G
    In conflict, when you resupply at the objective, does the Resupply REPLACE your current ammo with Incendiary Ammo, or does it simply ADD the Incendiary Effect to your current Ammo (Incendiary AP, etc.) And how would it affect Dragon's Breath and Raufoss Ammo?

    It does not replace your ammo (this includes Dragon's breath, etc), simply adds an Incendiary bonus. It applies to (at max) the first 40 rounds. The effect is essentially to increase your damage per shot as well as providing a small DoT effect (and it looks puuurdy )


    Originally Posted by Bugsy72
    Could you please explain how the kill cam works? For me they sometimes appear to be very confusing, would this be caused by lag or is it the design of the game? Would the update cure any problems with the kill cam. Thank you


    Originally Posted by Nexolate
    I'm 90% sure the killcam works by showing you what happened on your console from their perspective.
    Of course, due to latency this can be very different to what happened on their console, hence the inaccuracy.


    The lower the latency in the game, the less of a discrepancy between the two players (and the more accurate the kill cam).


    Originally Posted by Bajan Elite
    Hey Brock any info on the Counter Intelligence achievement glitch? I have killed so many people trying to hack my teammates and no achievement.


    My understanding from the designer responsible for the achievement (I have been unable to earn the achievement myself yet) is: all of the prevented hack attempts must occur in the same match to count for the achievement.


    Originally Posted by xx CRIM B xx
    Are there any plans to nerf the grenade launchers? i.e. not being able to resupply tubes from a riflemans ammo drop, reducing the ammo count on the tubes to one, seeing as you can only hold one throawble frag (seems kinda backwards). Because as is the grenade spam on this game is similar to that of the CoD one many army/scavenger inf. noobtoob blunder.
    Also will the 3rd sniper (MSR/KSVK) be made into a real sniper? It seems as if the default sniper (M10/Draganov) are more powerful that the 3rd add that to the fact that the default snipers can be rapid fired and its as if the 3rd sniper is useless.


    No plans to change either the MSR/KSVK or grenade launches as of this moment, but it is always possible as we continuously evaluate tuning and balance.


    Originally Posted by Bajan Elite
    What about my other suggestion, to allow Engineers to earn experience when their jammers jam sensor grenades? It doesn't seem right that they aren't being rewarded for keeping their teammates locations safe.

    Isn't the reward exactly that: keeping your teammates locations safe?
    I can bring it up, but I believe an XP award for was nixed during development due to the large potential for abuse.


    Originally Posted by P4NCH0theD0G

    Personally I love the HVT, so I would really not want to see any changes. It is by far the most satisfying objective to complete - because it will force your team to work together and work hard.


    We don't want to nerf the difficulty of completing the objective, just balance it so it's fair to both teams. So for example (you mentioned this, and this is only one possible solution), ensuring that if the HVT objective comes up during a match, both teams will be given a turn to escort a player.


    Originally Posted by P4NCH0theD0G
    Are there plans or considerations to take away the info on how many enemy players (green squares) are close to an objective while one of them is interacting with it?





    As of right now, no. This is a bit of intel we want the teams to have and is extremely important during casual games where players aren't necessarily communicating verbally.


    Originally Posted by P4NCH0theD0G
    Are there any plans to add some equipment or maybe a new move, that will allow grenades to be disarmed or covered-up to safe people around you?




    There are no intentions to create this sort player self-sacrifice action. It was considered during development and decided against for gameplay reasons.


    Originally Posted by Bajan Elite

    So what you are saying is it makes sense for a Rifleman to run up on an Engineer or Scout or vise versa who then opens fire with their PDR or SMG doing damage to the Rifleman who doesn't die and manages to kill them because of his extra armor, even when they have armor piercing rounds. But all the Scout and Engineer needs to do in the situation is have a stun gun out and shoot the Rifleman in the torso?

    If you're playing in proximity of your team, it is very difficult for the enemy to data hack - if you're running lone-wolf, I fully expect you will be hacked frequently.
    The team will revisit stun pistols if they see the balance of the weapon falling out of line.


    Originally Posted by P4NCH0theD0G
    Would you consider adding an XP bonus for Kills/Teamwork Actions/Objective Actions you get while being detected by a Data Hack? Especially for killing someone who is trying to pull a coordinated kill on you?

    I'll mention it to the design team, it wouldn't surprise me if they've considered it in the past.


    Originally Posted by Bajan Elite
    Hey Brock is Ubi aware that the spawn system on alpha when playing siege isnt random? Everyone keeps spawning from The Ghost Spawn.


    I'll bring it up with the team and we'll look into the Siege spawns on Alpha.



    Originally Posted by Kamakaze Taco
    Why are the maps/Objectoev locations so unbalanced?


    The team is working to address outstanding balance issues with both maps and objectives. I'm not sure what the time frame for these tweaks will be, right now the team is focusing on getting the next title update out to everyone.
    I want be doubly clear, balance issues are important to us and being worked on - we will push out updates as they are ready.
    Last edited by P4NCH0theD0G; 06-29-2012 at 06:51 PM.
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    Originally Posted by P4NCH0theD0G
    Will you have one (or more) Double XP Weekends in the coming weeks to make up a little for the DLC delay?

    There will be some Double XP Events coming up soon. I likely won't have a time frame for the next Double XP Event until we announce the TU date.


    Originally Posted by P4NCH0theD0G
    Antoine said you will take some extra time to polish the DLC content. Does that mean you might add additional content?

    No, Arctic Strike's content is currently locked. You can't really polish while adding new features without risking introducing new issues.

    Originally Posted by xtraordnry0129
    1. Will we be able to switch factions after a match? By this, I'm not meaning that we should be able to button-select the factions. What I'm saying is, if I played on Bodark in one match, would I be able to play on Ghost after that?

    This change is not in the Title Update currently in submission, but it has already been addressed for the following Title Update. When the change does go live, players will automatically switch factions when returning to the lobby post-match in a public game.
    This behavior does NOT happen in private matches/system link. And before anyone asks, I do not have an ETA for that


    Originally Posted by xtraordnry0129
    2. Will the title update contain fixes for the single player campaign too? Problems such as AI inconsistencies, textures disappearing and not streaming in, disappearing/popping out objects, etc. should be taken care of. Improvements in visual quality is a must too

    The title update does contain some campaign bug fixes, although I don't have a list of them to share with you right this moment.


    Originally Posted by P4NCH0theD0G
    Is it in any way possible for the content unlocked through the Signature Edition code (Headgear, Weapons, Suburbs) to interfere with or create problems with the connection or the data transfer for MP matches? Like, if some players in the match have it unlocked and others don't, could it create a conflict for the game code causing lag or other detrimental effects? I understand the content is on the Disc already, but maybe that is what creates the problems, since the content is there, but some players only have passive access to it?

    No, the Signature Edition content (or other trans-media unlocks, like Ghost Recon Commander) cannot cause any issues beyond any other equipment or customization in the game. As you said, all of the content available at launch is on the disk. There is no more or less data transmitted because of these limited pieces.


    Originally Posted by P4NCH0theD0G
    Is it in any way possible to "uninstall" the Signature Edition Content after unlocking it? Empty the 360 console cache, maybe? Or is it like a UPlay account type of thing that Ubi-Support would have to handle?

    To my knowledge, no. The unlock of the content is tied to your Uplay ID. Support does not have the ability to alter this information.


    Originally Posted by P4NCH0theD0G
    As for the second TU, are there rough schedules for TUs? Like, one TU a month, or is that strictly according to necessity? So, basically what I'm asking is: Once we get the first TU, will we have to wait (very) long for the next, or could it come two weeks later?

    We won't have a date until after the pending Title Update releases, at the earliest. Because of the nature of Title Updates, submission can take a couple of days to a couple of weeks depending on a multitude of factors. Our hope is the following title update will come faster, but because of all the factors that go into this sort of update, it will be at least a few weeks. We will likely have a few smaller Cloud Updates in the interim between the two.


    Originally Posted by xtraordnry0129
    Brock, thanks for the information that you've shared with us so far, but I have one more question. Some of us here, including myself, have found out that we can't use signature edition contents(AK-47, Mk14, extra headgear variations) on the unlocked extra characters. Is that issue have been acknowledged and would it be fixed?

    Yes, we are aware of the issue and the fix is in the upcoming Title Update.


    Originally Posted by P4NCH0theD0G
    Will the automatic team-changing feature create problems with parties having been split while joining a game on the fly? Or will it be according to the majority rule? Since a party being split unto different teams and then reunited would force somebody to play a second match on the same side...

    The system prioritizes parties above everything except team balance. What will happen is players will return to the pre-match lobby and factions will be switched. After that happens, parties will be moved around (where possible) to put players back together. Typically, this means that a majority of the party will be playing on the opposite faction every match, however, if a member of the party was split, when they rejoin their party, they could be playing on the same faction 2 games in a row.

    Originally Posted by Wildarmsjecht
    Does this mean that if I bring in my party of 6, there is still a high chance we'll be split up? Only to have to play through the match, and then we'll be placed back together? Or is this pertaining only to switching factions. Is the party issues being resolved in this TU or the next one, and I believe you said it may take a few weeks for the next one, but do you think it would really take that much longer?

    If you join on the fly, there is a higher probability of being split since we do not shuffle players mid-match. In terms of a pre-match lobby, there are two instances where parties are frequently split.

    • 2 parties of 4 players in a match with a third party of 3/4 players, one of the parties will always be split in this case. Example: Party 1, Party 2, Party 3 -> 4 + 2 vs. 4 + 2
    • 1 party of 6 + 2 other players. This situation will auto correct itself if more players join before the match begins, but if not you end up with the following: Party of 6 and 2 Players -> 4 vs. 2 + 2

    We've got a change in progress to decrease the frequency of either of these situations, however it was not ready in time for this Title Update. Both the changes for parties and factions are planned for the next title update.

    Originally Posted by Kamakaze Taco
    So what about all the times I join with my party of 6 and it takes one of us out to go onto the other team of 5 so they have 6 and then starts? Why am I forced to play with a random when we came in with a full team, and the team that was a man down gets one of my friends? Why is there ever a reason to split up a full team in the lobby?

    In a full lobby (12 players) with a party of 6, the team should never be split note: this does not include join on the fly or lobbies with <11 players).

    If you are experiencing this happening, please consider submitting a bug report with any additional details you can think of here: http://ubisoft-live-team.polldaddy.c...ug-report-form


    Originally Posted by Xx__O-dog__xX

    Hey Brock, is the dev team currently.working on new dlc or are they just tossing around ideas of what they wanna do post artic strike? If they are just throwing around ideas right now, are they looking on these boards and getting some inspiration from us?


    Nothing to announce yet on further DLC
    As for looking at the boards for inspiration and feedback, we do that constantly.


    Originally Posted by P4NCH0theD0G

    The Jammer:

    Does the Jammer prevent all forms of detection? Are there forms that penetrate the Jammer? Does the Jammer stop you from being Data-Hack detected? Does the Jammer stop you from being Detected by the Conflict Sensor Objective?


    Here's the low down on the Jammer and it's functionality from one of the guys who implemented it:

    If you’re within range of a friendly jammer, the enemy can’t have intel on you.
    If you’re within range of an enemy jammer, you lose all intel on the enemy team and your own team, and your minimap is jammed and nearly impossible to read.


    Originally Posted by P4NCH0theD0G

    Thanks. But what about spawning? Can you spawn on a (Data-Hack) Detected friendly that is within friendly jammer range?

    If a player is labeled as "Detected" on their HUD, you cannot spawn on them, ever.
    If they are able to break that detection (for example, a scout's active camo will lose detection from a drone), then players will be able to spawn on them.
    My understanding is that the Jammer will prevent all intel (this includes Data Hack), and so it would break detection and allow a player to spawn.


    DLC-Map Rotation:

    When playing a DLC battle type, you are not limited to DLC maps, they are just "preferred" by the system.
    If you wish to play non DLC maps in the DLC battle type, you will need to vote on them from the Map Vote option.


    Originally Posted by P4NCH0theD0G

    The automatic camera movement when marking a waypoint to path to. Is there anything being done about that? I mean, basically, taking it out? At least when scoped-in?

    I'll mention it again to the team, but the priority of this sort of change is lower than some of the other things we're working on.


    Originally Posted by P4NCH0theD0G

    For Stockade (which I love when there's no lag): Is there any way to randomize the objective locations? Not all over the map, the "Defend" Objective should always be somewhat close to the Defend Team Spawn, but with the objectives always in the same place, people start camping them before they even appear. If they were moved around a little, it would add more unpredictability and discourage preemptive camping.

    As of right now, there's no means to randomize the objectives. Stockade is about surviving and releasing players from your respawn queue; the focus is supposed to be less on HOW you do this and more on WHEN you do this.
    If players are camping an objective, I tend to like to get in behind them - with their focus fixed on a specific point, it can be pretty easy to do this


    Originally Posted by P4NCH0theD0G

    Stockade: Could you guys make maybe some more info about it and put it into the game? So many people I played with didn't know what the game mode was about, what the objective does, and how it is unnecessary when you have a full team.

    A lot of this comes from it simply being a new game type. At this point, we don't have much ability to add new dialog/or text to the gametype; if there is some specific wording in the current descriptions that seems confusing, we may be able to update it.


    Originally Posted by P4NCH0theD0G
    The Map Rotation in "Battle with Arctic Strike": Is it always One DLC Map vs. One Disk Map? And do the DLC maps rotate? Because today we had seven games in a row with either Skyline and Riot vs. Old Maps, then three in a row with Skyline or Riot vs. Evicted.

    The current setup is 1 DLC map (the primary, or "default") choice and 1 map from the entire pool (so it could be DLC or it could be on disk, but the chances are higher that they're on disk). We've actually got a couple of changes in the works for this to vary up the rotation a little more. We'll release more info on these changes when we do the next patch preview (soon).
    It is entirely possible that both maps could be DLC maps, but you should never have a situation where both are the original maps.


    Originally Posted by P4NCH0theD0G
    When in cover, can you actually disengage from cover and immediately start running? Not using the Cover-to-Cover mechanic, but say you're in cover and try to run to the side, but there's no cover to target. If you hold the "A" bu.tton (Xbox), is it actually possible to start running? Because whenever I try that, I only disengage from cover and walk, despite holding the A Bu.tton down, and I am wondering if I am doing something wrong...

    I believe you should be able to sprint out of cover (although not as quickly as cover to cover, that's intentional). Have you tried this while clambering over an object? Does it seem to only not work when you move laterally out of cover?

    Originally Posted by Kamakaze Taco
    There is no way to sprint out of cover. To leave cover you either have to slowly walk (which is a good way to get killed) or do the cover to cover sprint with that little guiding triangle. In order to stop that direct run you have to let go of A for a second which makes you basically stand still and makes you an easy target.

    Originally Posted by JollyDevil
    There are ways to get around that though. Utilize the cover to cover sprint. Hold down the button as if youre going to go to some cover near your objective destination, and then just change the direction into the way you wanna go, and itll keep you sprinting.


    Originally Posted by Kamakaze Taco
    So, is there ever going to be an update to stop full teams of 6 from getting split up? And no, not for a join on the fly game. If we come into the middle of a game we expect that would happen.

    Yes, this *should* be in the next Title Update, barring any issues that could occur in testing.


    Originally Posted by Xx__O-dog__xX
    Hey Brock, can you ask the devs for some respec tokens when we reach level 60?
    I believe there are a bunch of threads already started about this subject.

    More news on this soon


    Originally Posted by B3ANTOWN B3A5T
    Well I'm sure you guys have seen the battles over the GL in many different threads, so I would like to put in my official request for the trophy system from the MW series. It doesn't have to be a crazy all encompassing bubble shield like Halo had, just something that stops explosions. This would be very useful for capping objectives and defeating the tube spam. Of course to balance it out, bullets would still penetrate the sphere of protection and EMP nades would disable it completely. I think it would be a good alternative measure if you guys don't want to change the near unlimited supply of GL rounds a rifleman has access to. Thanks

    I'll post a reply to it when I have one
    My understanding is that there is no intention to add new equipment items to the game as of this moment, but this is based solely on previous discussions I've had with the team and is subject to change.

    Originally Posted by B3ANTOWN B3A5T
    Seems like it would have been a very helpful piece of equipment to include, considering the amount of GL rounds one rifleman has access to....

    Well there are some other tweaks incoming which we expect will reduce the amount of GL spam too, I mentioned it late last week.
    We hope those changes will go live very soon, but it's dependent on how quickly the vetting process goes.
    Last edited by P4NCH0theD0G; 07-23-2012 at 08:09 PM.
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    Reserved for Updates
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    Reserved for Updates again so not to be a duplicate post but I might need the space
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    Great work, is much appreciate it, and its great to see some one doing something like this for others, actions and people like this is what make communities great, and what make me stay on them.

    You have my gratitude and my thanks.

    Best regards.
    Last edited by ZubiForce; 06-08-2012 at 12:09 AM.
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    I can't sticky this by myself, so if you people want this to get attention, you will have to see to it yourself.
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  8. #8
    Another top thread. Hopefully this will reduce the amount of repeat questions in the other thread.

    My respect to you.
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    Amazing. I love ubisoft.
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    You should try to PM a forum administrator asking for "stick" this threat, I see no reason why they wouldn't.

    Best of lucks for you.

    ZubiForce
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