Well, I for one am OK with female operators… it’s a game after all. BUT agree that there should be higher priorities on gameplay. Felt the same way last update when they needed to add patches and beards.
That said, the map updates are looking great. AI, which they now have a team working on is the biggest issue right now. Time to buckle down and get this game to a finish line, it’s been in pre-alpha for over a decade. lol
IMO they need to tighten up and finish and add more maps. They need to work on enemy AI and should address a SP component where you control a small team, like they did with the original Ghost Recon. And get this to v1.0 and release it. then DLC with new weapons and maps.
Female Operators haven’t been a thing because of an old tradition that men are the ones who will fight. With no women in the military, there will not be any women in special forces.
This, as a lot of old traditions, are changing.
Video games is one major arena where kids get their taste of what they want to grow up to be.
Of course there should be female counterparts in video games.
Also, I give you Jegertroppen.
No, they haven’t been deployed…yet or AFAWK.
We all at times “jump the gun” on putting forth our opinions on things we are passionate about. May I remind all that the title of this update report as stated by BlackFoot Studios is…
Intel Report #015: First V1034 Previews
In other words, it’s not all that is coming in the 1034 update. It’s only what they choose to initially put out in public. The first report.
More reports are coming including the work on AI, new maps etc.
Agreed… but guys, come on… this awesome game has been in development for over 10 years. And I’ve played and been a part of it from the beginning, including the cancelled quicky “Sky God’s”. lol
When do we say, and I’m thinking as a developer which I am NOT, when do we say… OK let’s clean this up, finish it, and release it?
I agree they should prioritize finishing the game instead of adding more bells and whistles while ignoring basic gameplay issues.
stares at Star Citizen
I wouldn’t care if every friendly was one model and every enemy a 2nd with zero customization at this point.
The basics of a tac shooter are maps, guns, animations of the characters (so you can tell what they’re doing), AI, and damage modeling (so one bullet to the foot isn’t instadeath and a .50 to the head isn’t 25% damage).
Get THAT right first, then iterate the models, lighting, gun animations, UI, matchmaking, etc.
Ready or Not still doesn’t have the AI, character animations (I’ve been shot by a gun still pointing at the floor), or damage modeling completed. Way too many of my headshots against bare heads are shrugged off while a lone pistol from 200 yds on the move against my helmeted noggin result in a one-shot death.
v1034 finally released… been waiting for this one. Took about a yearlong break from GB. (I’d been an early access member for almost 10 years on this. lol)
well, depends on what you want… new characters including females, porn… I mean prone. lol Updated maps, better AI, so they say, just better improvements.
This is a game in development for over 10 years, it’s a great game, mainly for co-op NOT really SP, thou they are adding AI teammates 1 day.
I don’t want to much change, just improvements. We don’t need another COD or Battlefield clone, we don’t need vehicles or air support or whatever, and we don’t need another clown shooter. KISS… keep it simple (and clean) stupid. IMO
What I care about most, and playing Ready or Not and Zero Hour has driven this home for me, is the enemy AI behavior.
If I’m just blowing everyone away on sight and there are no hostages, it’s not as important because anything you see is a target. If there are, though, they need to be more believable as far as reaction times, speed of movement, time to aim/accuracy, etc.
Well still testing… I die alot in lone wolf mode, lol…
copy/paste reference AI:
You will notice a wide variety of changes in how the AI behaves. Overall, the AI should now be more “life-like” and more challenging in some aspects, but without having as much of an
aimbot
feel to them. AI senses (sight and hearing) have been continually tweaked, and benefit from improved pathing and more sophisticated actions: AI will return fire and take cover as before, but they may now
crouch and go prone
in certain contexts (e.g. lack of nearby cover),
use suppressive fire to keep players pinned down, form spontaneous squads, hold close to guard points (as close as mission designers specify), react to dead bodies, and use a few more call-outs.