Ghost Recon MILSIM RAID - Ragnarok - French

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  • Опубліковано 14 лис 2024

КОМЕНТАРІ • 14

  • @konichoa8312
    @konichoa8312 Місяць тому +1

    Toujours aussi prenant !

  • @Grayfox13014
    @Grayfox13014 Місяць тому +2

    Bravo pour vos video et votre gamplay bonne continuation j aime beaucoup votre travaille .

    • @vaessili
      @vaessili  Місяць тому

      Merci pour le retour et le soutien, content que le format plaise ;)

  • @cbruno7215
    @cbruno7215 Місяць тому +1

    Bonjour grande mission tranquilou bien traité... sympa d'y mettre vos p'tit nom.!

    • @vaessili
      @vaessili  Місяць тому +1

      Hello, merci beaucoup pour ton soutien, c'est très motivant pour l'équipe de voir que le contenu proposé trouve un public enthousiaste :)

  • @DNH17
    @DNH17 Місяць тому +2

    Without this immersion and passion playing the game is worthless, thanks for keeping on showing some of the best ways to enjoy adventures together in GRW and elsewhere too.
    Gj Nice shooting there at 27:00 ...
    I like are all handling comms, less talking all, nice and generally closer to realism. Maybe without HUD would be better also avoiding discord over lay ..
    I know u like ideas: one thing that can be done if one is wounded is or abort or extraction or surprise mid mission like having to extract earlier, or even have him\her proceed in the middle of the team or with a specific "limited" role for the entire rest of the mission.. depending on how much badly was wounded.
    Thinking to this mission.. well this is a very fun adventure for sure. A lot of noise but big fun mission for sure stuff people wanna do ..big adventure connected a piece to the other..
    Maybe the perfect end that you had to have there is the 4th guy coming with a helicopter to get you with a nice no land maneuver and then just lift off with credits as it heads towards the sun or elsewhere... in the clouds towards a safety extraction out of bounds...Anyway u missing the FPP mod .

    • @vaessili
      @vaessili  Місяць тому +1

      Unfortunately, we have no choice but to play with HUD elements, especially to know what type of grenade we are about to throw. The compass is also necessary to give a direction.
      GRW does not manage the injury, the case you suggest should be staged to work and it would break the spotaneity of the gameplay. Having a 4th player on standby, on a 2-hour mission for a few minutes of intervention, is not very exciting for him.
      The complexity is to find a balance between immersion, authenticity, rhythm and entertainment.
      The FPS mod is definitely something we will look into in the coming months.

    • @DNH17
      @DNH17 Місяць тому +1

      @@vaessili
      For grenade you have keyboard, stuff u can learn by heart, and no you can do it also without learning by heart by pulling it out (sure "dangerous" but not for experienced players) and then press aim to "cancel" it and it will put it back into the pocket without removing pin. So there are 2 ways if not more for that.
      Regarding direction, you are surely expert of the area of operations, you nor nobody should jump in without an pre game (which is part of the fun, but this is the problem with nowadays players, more arcade gamers than else, but besides this...) intel learning and familiarizing (recon and just checking things in pics or autoptic assessment of the area ... so main elements that give direction besides the SUN location at a certain time can give direction easy, if there is no sun there are anyways trees, buildings anything that can give reference to the necessary communication.
      THis is another problem with today gamers: they do not use the level design, the map: they are supposed all to be aware of the sorrundings of the team if there is a cottage there is a cottage for all, if there is a forest or 3 trees there are a forest and 3 trees for all... a small unit anyway won't be much facing different view, they will operate as you did so they know if u say 100 meters front or whatever system you wanna use also the "4 side" system (1 side front, 2 side is left (of), 3 side is behind something, 4 side is right (of)) or the clock system instead... all offer opportunity to work, and what I do suggest is to play with HUD off and press the minimal (pre set before every game since the game usually resets settings, for me always) and press the TOGGLE ON AND TOGGLE OFF keybinding to push the GPS (without any info) or the compass or the ammo or the helicpter (for me is bugged this last one doesn't show) helmet HUD only at toggle on and then toggle it down when your character is removing view of such stuff.
      I play the game as my eyes, not as a game... this is the thing that seems so hard in today players to understand. Immersion immersion immersion.
      The wound thing doesn't need staging, when you set rules you base as in many games on honesty of team mates and opponents.
      In the case a certain thing happens, or they are downed or maybe just go "black and white" then first one will be a semi serious injury, the second one instead just a stray bullet light flesh wound...
      If that happen u will have "pre written rules"... wounding is random, there is no need to script. You just take decisions, ... your team mate will not be able to jog nor run, maybe will have to be crouched all the time ... depends or stop every 30 second for 10 seconds.
      It's quite easy.Surely not "exciting", realistic for me is exciting...
      Thanks for the answers

    • @vaessili
      @vaessili  Місяць тому +1

      @@DNH17Thank you for the exchange, as usual, it is rich and interesting. :)
      It breaks the immersion more to throw the wrong grenade than to have the HUD element displayed. I'd rather prefer the item wheel from GRB for what it worth. We also play in Ghost Mode and not everyone has a full save. Some are level 10, others 30. Not all members of the group have unlocked all the items. Knowing at a glance who has C4 and how much is also useful. Without the HUD, it is impossible to know and can lead to goofy situation and break the pace of the game.
      We have a group of 250 players who all have different backgrounds and levels. The compass allows us to streamline this in a way that is accessible and understandable for everyone. Furthermore, indoors or in a tunnel, as is the case in this mission, being able to give an azimuth that everyone understands increases the team's reactivity to a threat and makes it more combat effective. It's a trade.
      It's really a matter of balance, the more we push the "realism" slider, the fewer players there will be because the learning curve is longer and the constraints are greater, which can have an impact on the entertainment and that's not what we're looking for.
      Putting gameplay rules on injury management follows the same logic. If the rule is : one injured = end of the mission and we made a 9 line MedVac, it doesn't solve the MedEvac issue. We can't ask a player to wait during a raid that will last 2 hours to be ready in case there is casualty. If we want to go into that much detail, Arma is more suitable than Ghost Recon. Plus, we play in ghost mode, the punishment in case of failure is already permadeath. For me it's a 110h save erased.
      I agree that with our choices, the experience can seem less authentic than it could, but in return there are 250 players who try the experience and it allows us to set up raids with more than 4 players and up to 12 players simultaneously. Few MilSim groups still active on GRW can say as much today.
      Choosing is giving up they say ;)

    • @DNH17
      @DNH17 Місяць тому +1

      @@vaessili Yes regarding the HUD on you can still press the button of "toggle on" to check what u have and then just turn it off (at least for video purpose and also personal pleasure of immersion is probably the best). yes different levels = different situation yes, Ammo HUD info on toggled for a moment reproduces the "turning down of your head towards the jacket or searching with your hand of the equipment so it's perfectly in line with immersion (I am responding to myself here)..
      Well in a tunnel there is simple 4 directions: back forth, right left of a tunnel and then previously agreed points of interest (which you do well, clearly) and these are shortcut commands to say "let's go back to the entrance or push towards the objt \ hvt or whatever ... for me the compass eliminates immersion, nobody has a direction in front of their face during real life, it also eliminates awareness... it reminds it's a game. That I toggle on "infinitely" only when in a vehicle, as well as the other things that again are my preset: Ammo-Compass-Minimap (nothing is shown in this last one) as all the rest is off (Helicopter hud also on but it doesn't work in my game, it used to in the past and I am not gonna uninstall and install it again).
      That trio is toggled off and I will watch one thing contextually and then turn it off... these things might be on "extensively" if I am sitting in a place as sniper spotter, as they constantly checking these and other instruments that unfortunately GR doesn't offer (but it should... together with a proper wind and not exaggerated bullet drop that instead has not and has)... but that's another topic.
      It is absolutely like u say, in fact I have pushed that slider and it's basically impossible (besides other reasons... like 1 can be for sure not having done videos or promoting or other things we already discussed in past like not focusing on my language players, also because there are just a few and a few of a few would do play in ths way.. so we are back to the thing u raised)... it is as u say on this one.
      For me the entertainment is higher if the video-game experience feels like a movie
      eality... For me the gameplay gotta be reenactment, like hyper realism. That's how I like to play games... like a holistic experience. and this is valid for all the other experiences I play, I like to get into the shoes of the characters learn the world a bit reasearch and so on.. in this case I am more knoledgable than 99% of players so .. not for elitism but because that understanding brings access to much more fun, I do not lower my possibilities simplifying the experience.
      Regarding the game I push to enhance it with little things here and there or proper design of mission, and approaches etc...
      Micromanagement however should not be reached as many have advised me and asked for .. and it's true. it's better not to script stuff! This is important to as u here and there said this too and I agree.
      Yeah.. nice saying there!
      I am very choosy! too much.
      Well for that thing of the medevac that would add a twist u can also intercept a car of the rebels and pretend they came to take you or maybe an ambulance that passes I don't know, anyway a person that waits your mission\session and if that doesn't happen instead plays as a QRF and REBEL transport (with subsequent "green wheel usage" with diversion\guns for hire clicking once landed or arrived with a vehicle\truck that can be a double or multisided role for someone you said "would wait invane" so.. once the mind is open on these things things will happen and fun is 101% there.
      Yeah .. u need a basic standard thing if u want dozens and dozens of people u gathered to know naturally without having to read or watch several minutes of gameplay (in order to understand how they should behave) what they should do and how to play. So yes there is need for "simplification" of approach and less "choosy" less excellence, less house rules in order to have a high number and always new comers ready to join whatever their level not only of game character but also of comprehension of these topics and also their level of co-op ability in general as a person in life.
      I seek people who already understand a lot and maybe are also better than me. I am not against playin with anyone but I like to agree together on a design of a game like designing together something...
      And even this is very hard to find.
      It's like if let's go random do something, that's something I don't find fun anymore to do.

  • @kaio_draw
    @kaio_draw Місяць тому +2

    Merci d'avoir réalisé ma demande dans les commentaires de la précédente vidéo, je kiffe, vraiment ç'est pro

    • @vaessili
      @vaessili  Місяць тому +1

      Merci, perfectionner le concept, c'est important. ;) Le contenu dépend aussi de la mission, des aléas. Si à la fin ça fait une vidéo immersive et agréable à regarder c'est l'essentiel :)

  • @Furious_Ghost_FR
    @Furious_Ghost_FR Місяць тому +1

    Salut j’arrive pas à rejoindre ton serveur sur discorde que t’as mis dans ton bio

    • @vaessili
      @vaessili  Місяць тому +1

      @@Furious_Ghost_FR hello,voilà un lien tout neuf 😉👍 discord.gg/ktJ66kh3