One tough 2nd province mish I couldn't quite pull off was a heavily armed base with 3 specific lieutenants you need to take out. The cartel has several alarms which can be shut down if you can shoot the power supply (in one case I just couldn't figure out where the supply was). The base also jams your Drone so the drone imagery is choppy and unclear, and it's more difficult to point out targets with it. The lieutenants were inside buildings so sniping them wasn't really an option.
Also found if an alarm triggered, multiple heavily armed helicopter gunships came roaming in. The LMG's handy for these.
Some pix... had some fun 2- (with Amish Warlord) and 4-player (w/ Sepiche again and his pals) Friday night. I did get to sample the 2nd province briefly. Not really gotten far enough to judge how much tougher it is, but the reinforcement swarms were pretty nasty.
Clearly I'll be investing in this passive though the amount of resources necessary to keep upgrading it is pretty steep.
Weapon paint customizing (whether the many presets, or more a custom job yourself) is neat and I started using it more.
My 2nd attempt to fly a key aircraft in the NE part of the first province just kludged into this stupid jersey well. Couldn't move the plane out of it, and when I exited it, I couldn't get back in it. I blew it up, but doesn't appear to respawn in a given game session.
Quote from: Caine on February 24, 2017, 04:25:21 PM
Quote from: Blackjack on February 23, 2017, 01:10:25 PM
Quote from: Caine on February 23, 2017, 02:40:31 AM
I'm playing this on PC, BJ. I'll send you a friend request if I don't already have you on Uplay.
Sent from my Nexus 6P using Tapatalk
K I'm in the game now, just fiddling about for a while this morning.
BJ, my uplay name is Kasei-Vallis, fwiw. Sent ya another friend request as you must have hit ignore due to the name change.
OK thanks, sorry. That nickname sounds like a bad guy in a Taken sequel, so it scared me off.
"Kasei-Vallis, you don't know me, but I have a particular set of skills.... a set of skills good at getting people like me killed in Ghost Recon Wildlands..."
While I think I like the game, it's a bit disappointing to read that the other provinces apparently aren't anticipated to have any 'fresh' objectives behind what we've already seen in the two provinces so far. I mean, if the provinces sort of randomly spawned objectives each playthrough (gives me a chance for a Helldivers comparison even if they're different categories) so we at least have a fresh experience when we login, then I don't mind a fairly limited pool of objectives.
From checking some threads pertaining to AI, I think what people want is more of a "seek and find AI" when you shoot someone or stealth breaks. Rather than every AI in range makes a beeline to the player(s). It's almost more like folks want more of a Commandos-style AI; hear something or see something suspicious, mosey over cautiosly to see what's happening; but only if the AI is within reasonable range to do that. I did encounter some of that yesterday. I'd snipe someone, one enemy AI comes over to check, makes a slow beeline right towards me -- like he was a fish I caught that I was reeling in to me.
I think that's what bothers lot of players -- that he shouldn't just immediately know the shot came from me in the bushes on a hill and zip right towards it.
Now if it was more the AI guy motioned to his buddies and said to the effect, "Fan out! Find the shooter(s)!" and then they like spread out and moved in various directions looking for me. Think maybe that's more what players seemed to want (again just judging from some forum posts).
From the get-go, Ghost Recon Wildlands will allow you to choose the level of difficulty between four possible ones: Arcade, Regular, Advanced, and Extreme. Difficulty levels can be changed at any time from the game options menu, so if you feel that your game is not challenging enough or you find it too difficult, you can adapt the challenge to your needs in a few seconds.
As the level of difficulty increases, the reaction of the enemies will be more unforgiving: they will detect you faster, have better accuracy and their bullets will be far more lethal. In addition, nearby explosions like grenades or exploding vehicles will hurt you more, and your health regeneration will take much more time to restore your character. If you play at the maximum difficulty level, even a single well-placed shot could end with your Ghost, the markers pointing the enemy presence will disappear from the minimap, and it will also affect the number of times your teammates can heal you and bring you back into battle.
If you are one of the braves who choose to play in this mode, you will need a solid strategy before engaging in combat or your team will bite the dust quickly.
I find most of my deaths result from poor situation awareness on my part, not understanding exactly where enemies are shooting me from (even with the indicators on).
Not that they're remotely similar game genres, but I'm spoiled by Helldivers (top-down) and Killing Floor 2 (regardless of map design I already generally know where zed are coming from at me). The few times I accomplished anything in my 3-person Wildlands group last night, I just -- after we'd blown cover/stealth -- just went nuts with an LMG or AR. And that felt fun to me.
I guess in the end I don't really find snipe-snipe-snipe, run in and click everything and move on all that much satisfying/fun in games though so many shooters focus on that. It's no doubt effective. I'd rather get into firefights, but I'm not sure I'll ever quite be situationally aware enough in Wildlands to be effective doing that. And probably I won't find many others players who want to do that. It seems like everyone wants to be the sniper in Saving Private Ryan.
Haven't been paying much attention, and I wasn't aware of the game engine change over to EA's ubiquitous DICE Frostbite engine, and that taking cover's become more akin to GR Wildlands (go near cover and you take cover automatically). Wonder if it still has a "blind fire" option (Wildlands doesn't). With the jump pack and changed weapons and power handling and all, it's actually sounding more like Star Wars Battlefront than Mass Effect, but dunno til we all get to try it I guess.
Quote from: Soulchilde on February 23, 2017, 05:15:22 PM
Haven't played , but the common complaint I am hearing is the driving and flying mechanics are still very crappy
I'll still play the beta, but my decision to buy or wait is probably going to be made this weekend
fwiw, I enjoy the driving and motorcycle riding immensely, though I'll reiterate most folks will need to adjust the driving sensitivity down (either kb/mouse, or perhaps controllers have same option) to have a more precise driving experience. Don't use the default settings for driving or you'll just slide all over the road, which is amusing of course.
I don't think the game's trying to be a vehicle simulation, and I think a lot of official-forum folks are basically whining that it doesn't handle like, I dunno, Need for Speed? I agree it would be more realistic if vehicles flipped over more realistically (they magically stay upright almost always), or blew up perhaps more quickly from damage, or if you couldn't drive them up and down near vertical inclines. But would being more realistic be any more fun? I dunno.
I do find the aircraft controls frustrating (I simply can't do it on kb/mouse, just nose drive and crash every time). I can pilot the helicopter enough to sloppily get from point A to point B, but don't much enjoy it. My Danish pal Topper seems far more adept at the aerial stuff.
Parachuting is great fun and almost makes the game for me.
I do think Ubi speaks out both sides of its mouth marketing wise. Like the betas are constantly prompting us to buy the full game. And then when people complain in the forums about the game, it's "the beta's just a small part of the game, don't rush to judgement on it." Well, ubi's rushing people to judgement to buy the game, right? $59.99 ain't pocket change, I totally understand wanting to wait and see. I guess I just knee jerk reacted positively to the fun I had in open beta for a few hours.
Generally I've had fun and am eager to play with a full squad, though I've not yet had the courage to join a PUG in this.
P.S. I hope to put some time on PC tonight, maybe 9 pm EST or so.
Since difficulty was a common point at forums, cherry picked that...
The difficulty has been tweaked and improved to offer players a real challenge, especially at the highest difficulty levels. - Removed “enemies areas” in mini-map in Extreme difficulty mode. - Improved difficulty balancing for AI and missions. - Improved stealth break situations. - And more.
One thing I'll be curious about here is if you guys think the friendly AI is good, bad or indifferent? Everyone on Reddit is screaming bloody murder, that the AI's atrocious and a deal breaker and they keep getting them shot in breaking stealth.
I'm not good at sniping, and using a friendly AI sniper for synch-shooting in binocular mode was pretty fun (has a lengthy cooldown so you want to pick your spots with it).
My experience mostly is the AI stays way behind me for the most part, and then is better about taking cover than I am. If I don't give them any orders they mostly support and stay out of my way, and revive me if needed once at least one can find a safe route to me. I feel like I wouldn't ask much more of friendly AI -- you don't want them to essentially 'play the game' for you and leave you nothing to do -- but everyone else seems to find them abominable.
-Change "Driving Sensitivity" option from the default 50% to maybe 30-40% to save your sanity when driving -- makes it way more precise and less tail-spinny when driving. This could vary depending on your preferred general mouse sensitivity setting; 35% worked well for me so far.
-If like me you're too used to 'C' key being 'crouch,' change the default crouch key to 'C' key and make prone key "Ctrl." Default is C=prone, and Ctrl=crouch, and I just couldn't get used to it.
I tested the 3rd of the 4 difficulties this morning. While the AI wasn't much more challenging, it seemed like triggering reinforcements through sloppy play (hey it's me!) brought in a larger reinforcement wave than what I remembered on the easy difficulty in closed beta.
I really enjoyed ME3's co-op, to some extent more than the SP campaign that I never finished. I wonder if they have anything new planned in terms of the co-op mode. I don't recall reading anything about that to this point.
That reminds me, who's at least trying open beta on PC besides me and EngineNo9? We might be able to get a game going at some point.
Although I have a few folks here over on Origin from our Mass Effect 3 co-op days a few years back, don't think I have anyone here on my uPlay friends list. I think I'm just "BlackjackGT" on there too if anyone wants to add me. Or delete me.
I've only played with a Danish Steam pal to this point. It's fun enough with two, interested to see how a full squad works out. As with anything of this ilk, probably doesn't pay to stick together like a banana bunch (grenades and what not, though I don't recall running into much of that from the AI enemies during the opening province). I think playing with a full squad might help protect me from some of my dumb-ness. Like the mortar blast call in which directs towards where you're STANDING, and perhaps I forget that's how it works sometimes.
The additional province sounds more challenging and maybe we'll get a glimpse of more interesting AI behavior :
This province is located in the Altiplano region. Living conditions there are tough. Several roads cross the province and allow for easy movement. The activity of the inhabitants focuses on llama breeding and barley cultures, one of the few grains able to grow at this altitude. Sueño built a vast arsenal, protected by a large base, which contains the most modern small and heavy weapons, guns, tanks, mortars, and anti-aircraft missiles. This arsenal is available to the best sicarios that come to the deserted moors of Montuyoc for training. Santa Blanca’s goal at Montuyoc is to train a small elite army capable of standing up to the best armies in South America.
Montuyoc is located in the highlands and has impressive vistas where you can watch red lakes from above. But it’s also the training center of the Santa Blanca Cartel, so expect some fierce fights there !
Itacua is the landing province in closed beta. You get all sorts of goodies in the course of completing it and an XP boost so I don't think folks will race by it to try the new province right away. I'm really not clear if you can do that, since we only had the one province in closed beta. So I wasn't sure if you can skip to adjacent provinces, or if you need to complete the initial one to unlock access to others. I would think the latter, but I'm wrong many times obviously.
A couple rewards planned for open beta participants:
Is there any reward for being part of the open beta?
All participants of the Open Beta will unlock a special reward for the final game. We have been working with the Ubisoft Club team to offer all Open Beta players an exclusive Llama weapon skin. Learn more on https://club.ubisoft.com/
In addition, we have the great pleasure to unlock to all Closed & Open Beta players, playing the final game before March 31st, a special mission available directly in-game with “The Unidad Conspiracy”! More information to come soon.
They don't answer the question of whether this build has any fixes/improvements since the closed beta build, which quite a few are asking about at forums.
Also this build only has ONE new province; the description confused a lot of us (including me) into thinking it has 3 provinces total, but it just has 2, and only one is new (i.e., not in the closed beta).
On PC, Log into UPlay, go into your games list. There should be an entry for the open beta (possibly for everybody on uPlay, I'm not sure), then when you click on that, you'll see a PRELOAD button on the left side of the uPlay UI.
The preload entry on the uPlay NEWS page did nothing for me, and confused me for a bit.
I believe this requires around 27GB of hard drive space for PC version of open beta. Think the final release will be more like 50GB.
I've wishlisted this for eons even though I'm essentially retired from RTS gaming.
I bought this discounted Company of Heroes pack on Steam a while back and just couldn't get back into it at all, despite it being maybe my favorite game of 2006. I tried getting back into Starcraft II some years ago, but I dunno. The whole resource gathering, base-building, unit rush blah blah feels old and tired to me now. Or I'm just too old and tired for this genre anymore, the whole unit/base micromanagement thing.
I love everything Warhammer though, so of course I still hope this might reinvigorate my interest in the genre.
The open beta provides an opportunity to explore an additional province from the closed beta. You will have the opportunity to explore the beautiful provinces of Itacua again as well as experience the new province of Montuyoc.
ITACUA Itacua is the landing province of the full game.It will let you familiarize yourself with the rich environment of Tom Clancy’s Ghost Recon Wildlands. Finish the activities in Itacua and gain an XP boost to unlock new skills before going to Montuyoc. Formerly a peaceful agricultural province where rebellion began, Itacua is now a guerilla zone. Itacua is located in the Greenland, and used to be a fertile agricultural province. When the Santa Blanca Cartel arrived and start to take over Bolivia, Itacua became the central point of the Kataris 26 rebellion.
The Rebellion launched raids against the Santa Blanca’s facilities and taken by surprise, the cartel suffered some losses. Then Sueño asked La Plaga to handle it. Several months later, the rebellion still resists and Itacua has become a guerrilla zone. The capital, Buena Vida, was partly destroyed by the fighting. The Culta village has been burnt by the sicarios, and Yopil’s population has just vanished… The Rebellion keep launching raids against Santa Blanca facilities but the captured rebels were handed over to La Yuri and El Polito, who are responsible for torturing the captives to extract information about the leaders of the Rebellion.
MONTUYOC The Santa Blanca gathered their elite sicarios here to build a paramilitary force. Montuyoc is located in between the Altiplano and the highlands and has impressive vistas where you can watch red lakes from above. But it’s also the training center of the Santa Blanca Cartel, so expect some fierce fights there!
El Sueño has built a vast arsenal here, protected by large bases, which contains modern light and heavy weapons, guns, tanks, mortars, and anti-aircraft missiles. This arsenal is available to the best sicarios who come to the deserted moors of Montuyoc for training. Santa Blanca’s goal at Montuyoc is to train a small elite army capable of standing up to the best armies in South America.
In this mission you will have to destabilize the alliance between the Cartel and the Unidad !
XYZ Films released a teaser video online today showing The Grey and Smokin’ Aces director Joe Carnahan alongside Grillo watching The Raid and discussing a potential adaptation, noting it would have to be its own thing and not a straight-up remake. Shortly thereafter, Carnahan took to Twitter to clarify that yes, he’s directing and producing The Raid remake, but also [original movie's director Gareth] Evans has given him “his full blessing” and is onboard the project as a producer as well:
Obviously Grillo is a bit old to play a rookie cop, so I don't know how his role relates to the original movie, if at all.
They plan to do a sit down interview with Collider later this week.
I like Grillo and felt bad that his Crossbones character -- memorably set up at the end of CA: The Winter Soldier, and a fairly key villain in the Captain America comics -- got essentially flushed away as a plot point in CA: Civil War like he did.
Today, something different has happened, while exploring Volter’s Manor you’ve found a new path in the ground below you, leading somewhere different, someplace more strange and twisted than the “good” Doctor's house above.
You’ve discovered a labyrinth of interconnecting rooms and no matter how many times you try you can’t seem to follow the same path through. Each time you find someplace new the horde comes back to push you to your limit forcing you to holdout (perhaps with your brand new _______________ ) before a new path emerges. Welcome to Survival Holdout!
Holdout is a new sub-mode of the Survival game type with a brand new map being the first level to use it.
Holdout will combine rooms together dynamically as players traverse the dungeon via drop downs to enter the next floor (with the only constants being the starting area and the boss room). We look forward to bringing you more on Holdout and the new map over the weeks ahead, and even more we are dying to see what our community of mapmakers does with this new mode!
I'm unclear on how this works with your team, whether everyone is teleported into the holdout room or what not.
A little off-topic, but the parachuting in Ghost Recon Wildlands reminded me a little bit of Steep -- in fact I had so much joy on my first parachute attempts in Wildlands, it was almost a let down to go from that to shooty shooting. Perhaps we'll get snowboards in Wildlands eventually too.
I too prefer open world games with objectives. They don't have to be rocket science, but some open world games where you are sort of on your own on trying to find something interesting to do, eventually just don't hook me. Probably just lack of imagination on my part.
I keep an eye on this on Steam in case it's on sale at some point.
A fairly big update is scheduled to drop later this month (Feb.), which will include:
Yes, you will be able to change ship colors (once you found them) and equip enhancements (once you found them). These work like runes with positive and negative effects. And there will be a lot of other new stuff, or course.
I didn't see anything yet about any updates on joystick/hotas support etc. I can't seem to get the dev's "forum posts link" to work these days, which was really what my dev tracker was based on.
I also ran into some sort of limitation within the Steam game guide that sort of derailed my tracker idea too. Think it was like a character limit.
I'm still content with Windows 8.1, with a freeware Start menu utility in place. I fully expect at some point Microsoft won't allow me to safely do that anymore.
And this vid (some NSFW language) is pretty funny, these two clowns were just trying to see what kind of tomfoolery they could get away with. Including whether you could parachute drop from one helicopter down to a lower flying helicopter. Alas, the game doesn't give an option to get into a chopper on the fly, or land inside one, but they had some fun trying.
Today, Ubisoft announced their recommended Ghost Recon Wildlands system requirements, providing a glimpse into how you can enjoy the game at 1920x1080, the most popular gaming resolution.
Ghost Recon Wildlands Official Minimum System Requirements CPU: Intel Core i5-2400S @ 3.3 GHz or AMD FX-4320 @ 4 GHz GPU: GeForce GTX 660 VRAM: 2GB RAM: 6GB OS: Windows 7 SP1, Windows 8.1, Windows 10 (64-bit versions only) HDD: 50GB free space
Ghost Recon Wildlands Official Recommended System Requirements CPU: Intel Core i7- 3770 @ 3.5 GHz or AMD FX-8350 @ 4 GHz GPU: GeForce GTX 1060 or GeForce GTX 970 VRAM: 4GB RAM: 8GB OS: Windows 7 SP1, Windows 8.1, Windows 10 (64-bit versions only) HDD: 50GB free space
I can vouch for it on GTX 970 with 16GB system RAM. Did notice some fluctuations in my Shadow Play videos that weren't present in the actual gameplay so maybe I hit some limitation point where the actual video recording was chugging.
I filled out an online survey that went out to beta participants. Mostly it's rating stuff or yes/no stuff; at the end there is a chance to jot down any other feedback. There are questions specific to the game's AI, though it seems like mostly they want to make sure you can approach things however you want to in the game - that seemed the gist of a lot of the survey questions.
While I was mostly really positive, I did try to indicate some concerns about enemy AI, and about mission variety, though again, we just don't know what's in the other, higher difficulty zones, so that's just based on our sliver of a single province example.
I loved driving cars and motorcycles once I adjusted sensitivity on kb/mouse (default settings were hilarious at times in terms of how poorly I drove/steered). Helicopters I can maybe be a bit more adept with with practice. I indicated I didn't like planes just cause I couldn't seem to even get a basic grasp on kb/mouse - seeing the layout on screen in lower left corner is different than making it work ; perhaps it makes more sense on controller.
I wish I could find some interesting threads or articles on the AI, but the forums are mostly just people ranting they want PVP or "it's not Ghost Recon." To me it's like ranting Medal of Honor and Call of Duty aren't what the first couple games with the names were -- I loved the initial couple releases in each series, I haven't cared bout either for many years now. The more mega popular I got, the less they interested me. Franchises evolve, and generally they eventually no longer are what they originally were.
I actually would've loved some open world WWII MoH or CoD game. That would've been the cat's meow back in the day for me, but those days are over and I moved on to other series. fwiw the only Ghost Recon game I've played in many years was the turn-based Shadow Wars, a 3DS system seller for me a couple years back.
I caught it, was Entertained. Could be a good Double Feature with "Don't Breathe," imho.
My brother and I were underwhelmed by his supposed comeback, The Visit. Split I definitely found more riveting. I don't know if it means "he's back!" as much as if means that within the Blumhouse supervision and modest budget limitations, M. Knight can maybe focus more on performances.
As for the culmination....
Spoiler for Hiden:
Yes, really a spoiler!
Spoiler for Hiden:
I understand M. Knight wants to do an Unbreakable sequel, that he probably thinks now that comic book films are a cottage industry, he could have a bigger hit going back to that well.
It's just to me, Split should've remained a riveting psychological thriller grounded in reality. I didn't feel like a last second kicker to tell us "Oh his mental illness turned him into an X-Men type mutant!" was really necessary. It didn't ruin things for me, and I think most folks in my audience didn't see or don't remember Unbreakable, so maybe they didn't even get Bruce Willis' presence. Or they thought he rolled in from Looper.
Me I'd just as soon he not revisit old material, and maybe keep seeing what he can accomplish with modest budgets and good performances.
I still feel like a big part of what made The Sixth Sense memorable/affecting was its humanity about its characters.
And I don't necessarily feel like Split recaptured that aspect of M. Knight's best work, nor The Visit. Though Split certainly felt gripping to me. And he probably doesn't give a hoot what I think.
I'm curious at night if shooting out lamps and searchlights does anything useful? We did that this past weekend. It seemed odd that shooting out every lamp/searchlight in sight in an area caused no reaction by the enemies there for example.
I guess one of my issues with stealth in FPS/3rd person shooters is that -- unless you have visual and audio "radial cones" like in a Commandos type game -- I don't really know how you give players visual cues that you're about to alert an AI enemy to your presence. Should it be, if I step on a branch 20 feet from an enemy looking away from me, he should instantaneously turn around and shoot me? Or should he say "did you heard that?" and then start searching for me?
Also curious if the AI is responsive enough to react to players air dropping directly onto objectives. Does it need a few seconds to respond? I didn't get around to testing that myself.
I'd be interested to read some sort of interview about the game's AI and what they're trying to do with it. With no PVP planned or promised at this point, it's really critical to the game (yeah, duh I know ). And I think we're all generally impressed with the friendly ghost AI but maybe that's a different ball of wax than the enemies.
Quote from: farley2k on February 08, 2017, 03:00:56 PM
I am not a huge fan of the search feature sometimes.....I tried Nintendo and Switch but didn't find that thread.
I guess the point kind of still stands. Where should all of it be put?
I know what I think you mean -- Switch is a hybrid that crosses handheld and console platforms.
I'd probably suggest just chatting about it here (console/PC gaming). I figure if it's not strictly a handheld/mobile platform (like DS, Vita etc.), then a hybrid type platform would fit here. I don't think anyone would get upset if you discussed it in handhelds though.
I don't plan to get one, certainly I like to read about it though. Cheers.
So just for fyi, here's my public GR profile. Since works for ALL GR games, I assume anyone could view it but you might need to login to the Ubi web site (whatever you use on uPlay if you use it, works):
For a little more weapon choices sharing, some list peeks: *I enjoy using the stubby P90 in Killing Floor 2, but never did unlock any new SMGs. Well the cartel have their own SMGs and I tried those a bit, don't think those are part of the list here.
*I'm unclear what the vines/plant leaves on the weapons list signify -- maybe it's a weapon native to the Wildlands or something?
*Was able to unlock this base light machine gun. It appealed to the bullet hell fan in me, even if it makes quite the commotion.
The regions, or provinces or zones or whatever big picture map:
I just know I had a tremendous amount of fun over the weekend, and while the shooting and kabooming was quite fun, so much of what I had a ball in the game doing had nothing to do with shooting -- just driving all the different vehicles and motorcycles, and the parachuting was a ball. I look forward maybe to eventually flying a helicopter with grace, and not crashing airplanes immediately into the ground.
Maybe the novelty of all that eventually wears off, but I found myself disdaining the quick-travel options here and there on the map because I just enjoyed the transportation modes so much. Of course I love plenty of games that are shoot-shoot-shoot, but I think the key there is, for example, Helldivers and KF2 are session-based games. Not something where I'm wandering around somewhere for hours. If I'm going to wander around somewhere for hours, I think the key is to have some enjoyable things to do that aren't just shoot-shoot-shoot every second. I think then the shoot-shoot missions become sort of a 'destination' that I look forward to.
Or I'm just over-navel gazing/analyzing like always. Anyway, I'm willing to eat my "I ain't gonna buy no more $59.99 supposed open world 3rd person shoots from Ubi again!" words, and of course Steam has the 2-hour, 2 week refund policy. I don't anticipating needing it, but I've been wrong before.
I fished around official forums a bit. Much of the concern there seems to be that the beta zone missions felt too easy even if the highest difficulty setting was chosen (I only played on the easiest, and next to easiest myself), though an Ubi guy chimed in to say this closed beta zone is easiest in the game, and presumably intended as your starting point, and I guess thus any missions in there would never be brutally difficulty even if the mission diff setting was turned up to max.
So it seems like an overall region (or whatever it's called) has its own difficulty ranking, and that seems to be innate/preset. And I guess that impacts the difficulty of the missions in there, even if an overall mission difficulty setting is available too? Maybe they'll do a Reddit Q&A at some point, and we can get answers to questions like that.
Guess another consistent concern was AI not reacting to noises made by players, and I don't know if that's just something that's being fine tuned, or if it's something related to difficulty settings. Another by players who claimed to put a lot of hours in was more about predictability in terms of where reinforcements and patrols might come in from. It's just, I mean I don't think in the full game we'd play in that one zone for hours and hours and memorize everything. We'd complete the storyline stuff and more than likely move on. So imho that's a bit difficult to judge based on our small beta sample.
There are boats in the game too, and official site had a video of one supposedly from beta, I don't recall seeing a body of water big enough for any in closed beta, but maybe I didn't look far enough?
I'm someone who hit a brick wall with The Division more due to high end content feeling more brutal than fun, generally unfun difficulty spikes all over the place, and the one real open world area in the game (Void) was not my cup of tea at all. Plus no vehicles to drive. And bullet sponges -- not so much that I hated the concept but some enemies were like the Hulk Buster armor in Avengers: Age of Ultron right?
I guess in terms of things that ultimately bothered/annoyed me in The Division, I don't really see a lot of similarities with Wildlands, though I confess we can only figure out so much from a limited beta.
I would like to know more about the different Wildlands regions, especially if the higher difficulty ones have any different objectives to throw at us. I mean, if all the many other regions in the game just repeated the same objectives from the beta portion, then sure, maybe it could get repetitive. Though I feel like as long as it's fun to play, that may not matter. I mean, Helldivers doesn't have an army of objectives but it does a good job of mixing them enough for variety.
I would guess in Wildlands if we get tired of the mission content in one area, we'd just unlock access to an adjacent area and move on to there to have a fresh experience. Perhaps that's over simplifying though.
At the least, I know in Wildlands, I had a ball playing 2 player co-op, and I had fun working alongside my 3 AI squadmates in solo and didn't feel any need to babysit them at all unless I wanted to - and as I blathered earlier, more often the AI guys babysat ME. The few times my pal and I broke a sweat, it seemed more due to numbers and our positioning, not because of Bullet Sponge Syndrome.
I'll try to get my act together tonight and post some short gameplay vids. I feel like in-game was smooth for me but some of the videos from my Shadowplay recordings seem choppy.
I probably should've done some 4 player co-op on PC just to see how my connection stood up. My Danish pal reported no lag issues with me hosting, but dunno how meaningful that is.
I didn't ever really quite grasp the flight controls on kb/mouse. I could get a helicopter from place to place but precise movements were generally beyond me. My one time flying a light plane was a disaster. Hopefully that would come with practice, and adjusting settings, or else I'll just stick with cars/trucks and motorcycles, and probably you wouldn't tag my GR profile as "pilot."
With mines I finally realized lightly tapping the default 'G' key placed it. If you pressed the button firmly, nothing happened.
Reminds me quite a bit of Pandemics' Lucasarts-published Mercenaries back in the day (2005). And yet it did feel like 'old' Ghost Recon in a good way on certain objectives, depending on how we approached them.
By our last session together yesterday, Topper kept blowing me up by accident as he spammed C4 and Rebel mortar drop and what not.
As long as the other regions in the game are varied and have interesting missions/objectives, I can certainly envision having a lot of fun with it.
Thanks. I have so much to learn in the game. Just tons of stuff I haven't tried or quite mastered yet. Topper and I finished up the beta missions just now and I'll probably call it a day. I think I'll preorder, just I think I'll have to skip season pass until they throw us at least a bone about it. I'll check forums on that, maybe they said something.
So parachuting is fun if not really what I'd call a necessity. But it absolutely puts a dumb grin on my face to do it. On PC it seems to be just holding the E key down, and then spacebar (defaults) to open the chute.
The animation as you roll on the ground is fun too. You can disable the motion blur, but for some things like the parachute drop, I really dig it.