

鬼有什么特点?它们是军事的、战术的、团队级的指挥、渗透战争和战争艺术,感觉自己是达摩克利斯之剑上的线。
每个系列都必须有自己独特的特点。告诉玩家我擅长这个模式,想玩这个模式就来找我,这叫品牌忠诚度。
我们喜欢这个系列,但火线完全抛弃了鬼的特征,变得像鳕鱼,像战场。勇于改变是件好事,但抛弃自己擅长的,利用自己的弱点去学习别人的长处是不明智的。
火线是一款大型的 fps 逃脱游戏。玩家在这个领域有很多选择。没有自己的特点,失败是不可避免的。
自从《幻影行动》开发以来,荒野和断点中有很多可重复使用的材料。为什么不使用这些材料来制作像逃脱和杀死多人游戏这样的 tps。
比如早期《幽灵行动幻影》和《未来战士》的多人游戏模式,就是多人模式的一个很好的尝试。如果用现有的角色动作和断点地图来重新打造一款幽灵行动多人游戏,这个领域没有其他公司出品,竞争不激烈,玩家也喜欢,制作难度低。
幽灵行动断点是一个非常不幸的游戏。如果你像这样丢弃它。它可以重复使用太多的材料,可以用来制作丰富的网络游戏。
育碧,我真的希望你能开发出具有独特幽灵风格的幽灵行动多人游戏,而不是模仿鳕鱼、战场和顶点。
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Contrary to popular belief, Lorem Ipsum is not simply random text. It has roots in a piece of classical Latin literature from 45 BC, making it over 2000 years old. Richard McClintock, a Latin professor at Hampden-Sydney College in Virginia, looked up one of the more obscure Latin words, consectetur, from a Lorem Ipsum passage, and going through the cites of the word in classical literature, discovered the undoubtable source. Lorem Ipsum comes from sections 1.10.32 and 1.10.33 of "de Finibus Bonorum et Malorum" (The Extremes of Good and Evil) by Cicero, written in 45 BC. This book is a treatise on the theory of ethics, very popular during the Renaissance. The first line of Lorem Ipsum, "Lorem ipsum dolor sit amet..", comes from a line in section 1.10.32.
Contrary to popular belief, Lorem Ipsum is not simply random text. It has roots in a piece of classical Latin literature from 45 BC, making it over 2000 years old. Richard McClintock, a Latin professor at Hampden-Sydney College in Virginia, looked up one of the more obscure Latin words, consectetur, from a Lorem Ipsum passage, and going through the cites of the word in classical literature, discovered the undoubtable source. Lorem Ipsum comes from sections 1.10.32 and 1.10.33 of "de Finibus Bonorum et Malorum" (The Extremes of Good and Evil) by Cicero, written in 45 BC. This book is a treatise on the theory of ethics, very popular during the Renaissance. The first line of Lorem Ipsum, "Lorem ipsum dolor sit amet..", comes from a line in section 1.10.32.
I can't do much to reply to the original post because I only speak English. I put it through an online translator and it made some sense to me but not enough to be 100% confident I understood it correctly. But - I was just thinking about this myself. What would I (personally) like to see from future Ghost Recon games?
For a start, I like to play my Ghost Recon games singleplayer and I like to play them pretty much like more realistic-feeling/less-forgiving Far Cry games. It's why I didn't much like Far Cry 5 as much as 3/4 and haven't even bothered to buy Far Cry 6 because 5 & 6 have become too zany for me. What I like is to play a lone operator in hostile territory, being a badass. I like the very low TTK that the hardest difficulties of GR (particularly Wildlands in Tier 1 Mode) impose upon you. Even Far Cry is too forgiving and makes the player a bit of a bullet sponge. I quite enjoy Wildlands and post-Motherland Breakpoint. So, for the future of Ghost Recon I would definitely like to stick with the Open World formula but I definitely do not want the "Arcade" style gameplay that Breakpoint originally introduced with gear levels and the like. I'd like it to stick with what was later re-introduced into the game as "Immersive Mode".
I'm very happy with the level of game customisation, too. I know it's more expensive to develop (particularly, it makes coordinating multiplayer more difficult) but letting players customise the game to be the way they'd like to play it is a good thing in my book. I don't particularly care about AI teammates. I did use them in Wildlands (along with Rebel reinforcements) but only once I was about tier 35 or so. In Breakpoint I switched them off because the game was already easy enough at max difficulty that I never felt like I needed teammates. It always felt to me like the enemy AI in Breakpoint is far less aggressive than Wildlands, which made for an easier game.
I do wonder about things like perk trees and levelling and the like. I quite like that as long as it's not equipment. One of the issues with games like this is that eventually you'll find a loadout that you're happy to use for the rest of the game. In my case a G28 optimised for 100m+ engagements and an MP7 optimised for anything closer. I now ignore all weapon crates and pickups because whatever's available it's not going to be better than what I have already. I realise that "gear level" would solve that problem and continue to give me something to hunt for, but I really don't want the issue solved that way. In that context, I don't mind the gear level experiment so much, although I'd call it failure and not one to try again. Perhaps it could lean further into the survival aspects in order to solve that gameplay issue? I actually liked Wildlands' Tier Mode for providing some kind of advancement/progression despite having an endgame-quality loadout.
I'd like to steer away from the "plain sci fi" elements too. I'd prefer enemies and equipment that's either real or "plausible near future". The combat drones in Breakpoint, as well as the optical camo in Conquest Mode, they are all very sci-fi and break the illusion of realism. That's another thing I like about Ghost Recon (particularly Wildlands), is that the game feels realistic, even if it isn't realistic. Equipment/enemies that are wholly sci-fi break that illusion.
I don't mind the game having multiplayer and I realise that multiplayer is a great way to play tactical shooters. I don't have any personal friends who enjoy this kind of game and my days of "gaming with strangers from the Internet" are long-behind me. On the topic of multiplayer/singleplayer I care very strongly about offline singleplayer modes. I was really disappointed to find that Breakpoint is online-only. As a rule of thumb I never buy online-only games and - for the next GR - I will check whether or not it has an offline mode for singleplayer. If it doesn't then I'll reconsider whether I want to buy it or not.
On Fast Travel - in Wildlands I feel it was about right. There were a few FT points per region and you quite quickly gained the ability to spawn choppers to get to where you were going quickly. I feel like Breakpoint made Fast Travel too integral and it was too easy to pick up the Bivouacs (you could just scout them at long-range using your drone). That lead to me missing out a huge portion of the map because I was skipping around FT points and never actually travelling over the landscape. That broke the realism a little for me.
But - what else do people want to see in "The next Ghost Recon" (or GR-like) game?
Dear Beloved Ubisoft Development Team,
We love your history. We love your games. We love what Tom Clancy stood for. We want to see your games endure and survive each successive generation.
If you want to win because your brand needs to WIN BIG -- keep the core concepts you brought to us in Ghost Recon Wildlands, give us Break Point level realism animations (find the inconsistencies and imbalances in your animation code), use more Mo-Cap, strict adherence to Military centric content, and Standard Operating Procedures.
MAKE THE GAME RATED M. Consider Ground Branch, Ready Or Not, GTA 5 (Modded) and Far Cry 6.
We want fully destructible environments (Rainbow 6 Siege, Battlefield 3-4 and the re-worked Battlefield 2042). Nothing on any map should be a hard, unbreakable asset.
We need multi-layered topographical player maps.
Give us tactical airdrops.
Give us fast roping from helicopters and skylights (Rainbow Six Vegas I & II).
Give us rappelling.
Put us into the combat zone. We should experience different levels of intensity that we may encounter in the middle of things, or we may accidentally trigger if we're not careful in our noise and tactical movement disciplines.
Give us Urban environments. Give us Tropical environments. Give us Mountainous terrain. Give us Woodlands. Give us the Jungle. Give us Caves. Give us the Desert. Give us Wastelands. Give us Junkyards. Give us the Water. Give us Deep Underground. Give us sea and land Refineries. Give us Dig sites. Give us classified / downed asset recovery missions. Give us Search & Rescue missions. Let us recover downed airmen and women.
Improve the overall believability and credibility of the game by application of a more serious and in-depth firsthand study into the highly specialized branches of the real world U.S. Military.
Do not make the game arcade-like or overly tame. If you show us realistic character models, ensure that the characters are truely life-like and do what athletic people can actually accomplish which is not limited to context and position relevant player induced parkour movements (Sniper Contracts 2; Modern Warfare II).
Use real in-world accents and cultural dialects. Add dismemberment. Add blood and gore. Review Sniper Contracts 2. Become more dynamic in the face of Modern Warfare II and Far Cry 6. You need to focus on Tier 1 Black Elements: CAG (ARMY COMPARTMENTALIZED UNIT / GREY MEN), DEVGRU SEAL TEAM 6 (THE FROGMEN OF THE FROGMEN), ARMY INTELLIGENCE SUPPORT ACTIVITY (GREY FOX), U.S. ARMY RANGER RECONNAISSANCE REGIMENT (ROGER'S DANGER RANGERS), 24TH SPECIAL TACTICS SQUADRON (GREEN TEAM), 160TH SOAR (NIGHT STALKERS), CIA SPECIAL ACTIVITIES CENTER (THIRD OPTION), AND SPECIAL COLLECTIONS SERVICE (HUMINT & SIGINT SECRET SQUIRRELS). Learn about AIR FORCE CCTs. We want CLOSE AIR SUPPORT options (consider Direct Contact).
Give us the latest and greatest NVG types. Green is no longer the only color we have deployed into combat operations. You need to avail yourselves of the updates to Insurgency Sandstorm by the modding community. You need to take into consideration that Ghost Recon could really benefit from a built in selectable First Person mode (reference the modding communities' update to Ghost Recon Wildlands). Stake your games in this genre in real world operations which have validity and the potentiality offered by Tom Clancy. The story should be grounded in what is a perceivable extension of current world events. The narrative can follow the hidden warzone Mexico offers, the Middle East, Africa (Yemen), Syria, high-stakes, high-risk China - Russia Operations etc. It's not a hard task if your company simply resolves itself to deal with intrigue in the current political climate of the world "as is".
Be sure to try your hardest to get these into your new game.
As a serious player who enjoys playing on maximum difficulty and doing it at a high level, these issues are too annoying, immersion breaking and shouldn't go unsaid, so here goes:
Significant Issues / Core Problems:
When preparing to reenter your helicopter after your AI teammate deploys the aerial combat drone, it can actually destroy the helicopter blades. Please fix the collision issue affecting the object's realistic weight and density. It will randomly crash into the parked helicopter and push it around as if it were smashed by a freight train.
There is a stealthy surveillance drone holding loot which shows up to track the player which is not completely destructible while other drones are -- its immersion breaking to see its rotors still working at full power while grounded after being shotdown.
AYM ground drones, Malpas, Stolas, and Dragonfly can still target and shoot the player through dense terrain objects such as mountainous rock.
Sentinel Breachers, Wolves, and Social AI NPCs can still see / detect player presence when they shouldn't.
On Elite missions the enemies can target you unrealistically without seeing you or actually knowing your specific location whether cloaked or not.
Enemies can still look directly at the cloaked player when they shouldn't actually know the actual direction where they should spot us.
The option to parachute function does not trigger as often or as well as it should when approaching a rocky ledge.
In the Loadout Selection menu, while your avatar grasps the Scorpio Scout DMR, his left hand doesn't properly fit into and hold the rifle's upper receiver area under the handle. His hand bulges through the weapon design improperly.
While trying on and wearing different vests and backpacks, the ASR's magazine will actually bleed through and into the mag pouches and or side compartments of the backpacks, making them unrealistic.
The vests' pre-made magazines should automatically update and reflect the type of ASR magazine we're using and carrying from the loadout screen into the field.
Certain ledges and fences are not able to be mantled despite being within reasonable height for the player to mount/mantle/climb. All fences should be climbable as they are breach-able.
When you grab a Sentinel Commander and try to stow him (or any other enemy for that matter) whether incapacitated or alive, certain vehicles like the Pathwatchers, LC-4 Coercions and the IC-8 Incursions, you can't load them up and put them inside. Ideally, it would be nice to fit any downed enemy troop in the trunk of a Pathwatcher or any of the other vehicles mentioned if the player chose to.
If you take an enemy as a body shield or capture them for extraction, the player's arm gets disjointed, elongates or detatches and goes out of socket when traversing an incline or decline.
Players should be able to descend down short ledges, rocks or steps while holding a captured enemy or incapacitated body, however we can't and are forced into an invisible wall.
Elite Missions shouldn't unrealistically grant the ability to the AI enemies to unrealistically get spooked and head to your location when you shoot an enemy across the compound from a suppressed rifle (without missing the targets or causing collateral impacts in the surrounding area).
Suggestions For The Future Of Ghost Recon:
Please review and contract to include all new qualified military weapons (and weapons which have military applications) featured at all U.S. Shot Shows from this recent 2023 event (until gold status for the highly anticipated release of our next Ghost Recon game). We should have an extensive armory of all the real world military weapons available at launch and with new additions on the way through the store and weapon DLCs.
What people want: They want to feel that certain, WOW factor. The: Look at how much detail they added...I can actually do THAT in this game ?!
We need more realistic and dynamic motion capture movements when diving or moving tactically.
Please remove the invisible inventory game animations and give us the realism of opening up velcro straps and grabbing our kit and mags.
Give us the ability to repack our partially used mag ammo into new magazines in the loadout menu.
Give us weapon jams and quick clearing using sleight of hand on weapons that are not as reliable.
Give us the ability to go into emergency / adrenaline mode where we move and execute quickly when we're under fire, experiencing increased danger or heightened combat stress.
Give us working animations that show our avatar reaching into his pouches or backpack bag and grabbing the items we want to equip (we should know this ultimately means us searching for a safe / out of sight place to slough off our bag and grab something).
If we're reloading or prepping a frag, we should see our avatar quickly and efficiently grab from the pouches or detach a limited number of frags from his chest to throw at the enemy target(s).
Otherwise, for additional equipment, you had better be carrying a backpack with whatever you need for the mission or at the insertion point you chose for the mission you can drop your bag off with what you brought in on foot or by helicopter / other vehicle (or robotic mule) which will wait for your return or command at the last location you left it until retrieval (if and unless you can call in deliveries / air drops etc.).
Give us the latest and greatest, bleeding edge optics with all the current vision modes.
@GiveMeTactical Although my original ideas preexisted these presented concepts, here's a really great way to summarize what we're all looking for (if I can speak for the community as a whole):
The ground cover system could be improved in tall grass fields like the ones found in Kelso (as an example among others) around agricultural areas. This is a needed improvement for other similar biomes in the next Ghost Recon. Consistent density in the materials and properties of foliage should be balanced for both your character and enemies alike. You shouldn't be visible and easily detected through dense vegetation. Just as similarly, enemies should be covered too, unless you have your thermal/digital/special function HUD optics active because your wearing tech enabling you to spot them in advance.
is that perhaps why the enemy can see me now through a structure and heavy/dense foliage/vegetation due to them having a technological advance on special gear that they use that the Ghost has not acquired yet?
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