Ghost Recon - Accepting new moderators! |
- Accepting new moderators!
- Me at McDonald's except it's ubisoft at their game pitch.
- Nice night vision
- Battle Pass tiers will surpass daily amount of points you can get at tier 37
- Another fine example of Ubisoft's exemplary programming.
- Zoomed in to see how difficult it would actually be to see a ghost in prone camo. Not disappointed
- To the Nomadcopter
- I'd like to see the HK433 make an appearance in breakpoint! It's a combination of the G36/HK416 rifles and not to mention s fairly recent weapon that hasn't made an appearance in any media I know of so far.
- If anything, the game is beautiful.
- These Things NEED To Be Changed
- Always wanted to be able to light and drop flares - at least in Wildlands we had a flare gun
- Until the Next Splinter Cell We Got Breakpoint
- How I land every time
- One down. Three to go.
- This game has the most useful tooltips
- I was rather bummed out that you can't pop those things.
- Golem Medic.
- If anyone wants to see the other clothes I saw from my previous post
- Repost from a guy in a comment section with a great comment.
- First Walker, then Makarov
- I keep seeing ghosts that look exactly like Holt in Erewhon, is this an icon or some sort of glitch?
- My advice: Take your time and follow the story
- Tip for extreme difficulty: use flashbangs. Also, for any difficulty. Just use em.
- Fun with Trains on Auroa #TeamMountainGoat
- To be honest this looked better in my head
- This shouldn’t happen in any game and needs to be addressed by Ubisoft
Posted: 17 Oct 2019 01:12 PM PDT Hey all! If you haven't seen the State of the Sub thread, there was a section where I talked about us accepting applications for new moderators! The application deadline is being extended to Monday the 21st, and we do encourage those of you that are interested to apply. We are only going to accept 2 more mods at this time, but there may be another opportunity for us to bring in more people to the team in the future. As a general reminder you do not need to have experience to apply, although it is preferred Best of luck to those of you who do apply! Link to the application is here. [link] [comments] | ||
Me at McDonald's except it's ubisoft at their game pitch. Posted: 17 Oct 2019 11:09 AM PDT
| ||
Posted: 17 Oct 2019 09:45 AM PDT
| ||
Battle Pass tiers will surpass daily amount of points you can get at tier 37 Posted: 17 Oct 2019 04:32 PM PDT So I just realised after hitting tier 30 that the tiers go up by 5 points everytime you complete a tier. Let me just go ahead and start beating the dead horse: Right now I am only able to get a tier a day. This however will change in about 7 days for me as the requirement will surpass the 400 you can make in a day. This ABSOLUTELY sucks! Why must you try and make us buy your boosters (granted they are not in the game yet)? I am sick and tired of this predatory business model you are doing in one of my favourite franchises, it pisses me off. First you took my realism away from me, you know, the one you advertised to us, and revealed to us (and somewhat still had in the early tests). Then you replaced it with looter shooter mechanics, this I forgave and am somewhat reluctantly enjoying... Then you took my OCP camo and placed it on an island I fucking can't even get to yet! And now I am finding out that you made the battle pass system the biggest chore I have witnessed in a long time! Not to mention the freaking combat shirt you put in the shop only! SCREW THAT! Why does the requirement for each tier need to be higher? Why is the daily amount you can get only 400? Make it weekly instead? People have lives and we hate you for trying to abuse this. Ubisoft Paris, you guys suck at communicating with us and you will kill your game and peoples trust in you by doing this.I am really trying to love this game, but you are locking all the cool things I want behind this shit system that I am required to grind daily for, I hate this, a lot. Why does everyday I try and enjoy this game just become another day that I discover a new way you are predatorily trying to incentivise your players to spend money in your shop? Screw you guys this time, I mean it. I have a love-hate relationship with this game and I really just want to love it. Please! [link] [comments] | ||
Another fine example of Ubisoft's exemplary programming. Posted: 17 Oct 2019 06:25 PM PDT
| ||
Zoomed in to see how difficult it would actually be to see a ghost in prone camo. Not disappointed Posted: 17 Oct 2019 10:52 AM PDT
| ||
Posted: 17 Oct 2019 04:40 PM PDT
| ||
Posted: 17 Oct 2019 05:51 PM PDT
| ||
If anything, the game is beautiful. Posted: 17 Oct 2019 08:44 PM PDT
| ||
These Things NEED To Be Changed Posted: 17 Oct 2019 11:04 AM PDT
| ||
Always wanted to be able to light and drop flares - at least in Wildlands we had a flare gun Posted: 17 Oct 2019 08:48 PM PDT
| ||
Until the Next Splinter Cell We Got Breakpoint Posted: 17 Oct 2019 07:47 PM PDT
| ||
Posted: 17 Oct 2019 06:34 PM PDT
| ||
Posted: 17 Oct 2019 09:23 PM PDT
| ||
This game has the most useful tooltips Posted: 17 Oct 2019 04:10 AM PDT
| ||
I was rather bummed out that you can't pop those things. Posted: 17 Oct 2019 04:45 AM PDT
| ||
Posted: 17 Oct 2019 02:15 AM PDT
| ||
If anyone wants to see the other clothes I saw from my previous post Posted: 17 Oct 2019 01:07 PM PDT
| ||
Repost from a guy in a comment section with a great comment. Posted: 17 Oct 2019 11:58 PM PDT None of these words are mine but I found this guys comment and felt it needed a post of its own. Trying to force a hardcore experience on players is not going to fix the game or recapture its image. That's also not the problem with the game. The game is a buggy mess. The original image of a game as one of survival where the Wolves are hunting you doesn't exist because the Wolves don't hunt you. The original image of the game as being a few Ghosts survivors working together doesn't work because the story treats you like you're the only Ghost doing anything. There are no other Ghost characters who are actually working with you. The original image of the game as a world where civilians are under occupation doesn't exist because there aren't civilians under occupation. There are a few who just stand around. Places like Liberty City are empty. There aren't civilians being rounded up like in some of the cutscene videos. There aren't people under house arrest. There isn't a tense atmosphere to the island because of Sentinel's heavy handed approach. In fact there is no Sentinel heavy handed approach because there aren't people being handled in a "heavy" way. If you really want to fix the game, recapture the tone, and increase difficulty, then you have to do these things: 1) Fix the AI. Enemies need to behave like they're a military force that is oppressing the island. They need to use all of the tools at their disposal, from all of their vehicles (especially the Sentinel ones that we can buy) to grenades and tools (and you address a lot of this. Civilians and enemies need to be more present in the world. There needs to be more enemy and civilian traffic, with civilian traffic being under escort of enemy vehicles (for those who are working for Sentinel and the Wolves). There needs to be more enemy patrols with a variety of vehicles, both Wolf and Sentinel, and we need more diverse air patrols as well as waterborne patrols. We should also be seeing some larger training exercises around the island to create the sense that they have truly taken over this place. 2) The UI needs to be improved so that there is less clutter. More icons, less bars. 3) We need full access to the tools at our disposal, like you say. Most of these tools need to become abilities, not swap-able tools. Yes, we need full access to attachments so that we can configure weapons how we please. Getting access to a variant should unlock those parts to use on any weapon of that type The crafting feature is stupid and should be removed. There is no reason why we should be crafting rockets, Mk2, or Mk3 upgrades. To suggest that is dumb. Yes, I said it. It's dumb. The crafting system is absolutely stupid, pointless, and should be removed. Instead, we should have to either steal these military supplies from Sentinel and Wolf armories (yes, Ubisoft needs to add armories to Auroa), or we fabricate it using Skell facilities around the map. The game literally says that's what Sentinel does, so we should have to go to those places to upgrade our weapons. 4) Gear Score. I'd say get rid of the system altogether, but that's very unlikely. Instead, we should have these options: a) We should be able to lock our inventories from picking up items whenever we choose. That way, we can keep our inventories clear of new items if we want. b) We should be able to manually upgrade the gear score of our weapons and gear by dismantling higher gear score items. That is imperative and shame on Ubisoft for not giving us that option. They did that so that we would be forced to collect new gear. It undermines our ability to focus on a particular set of weapons and gear. This gives us control of our leveling up, and allows us to bypass having to manage a bunch of useless gear. c) We should be able to select multiple items to dismantle and sell automatically. It's ridiculous that we can't. d) Weapon and gear rarity should be tied to the Mk system. That way, once we've maxed out a weapon's mark, we always get it at highest rarity. That way, the Mk system is actually rewarding. This means there should be more Marks and that we should have a system for upgrading our gear as well. 5) Survival and Injury should be tweaked. Injuries need to happen more often when shot. Bandages shouldn't be unlimited, but they also shouldn't be crafted either. Same with syringes. We should buy those or loot those from actual medical crates, not from random locations in the world. We should be able to hold more syringes in our inventory. As well, instead of having separate Mk1 and Mk2 syringes, when we unlock the Mk2 upgrade, all syringes should become Mk2. Same should be for all the tools we can upgrade, like EMP and Frag Grenades. The bandage is kinda silly to me. The first thing you'd do is apply a tourniquet. Down the line, they should replace the bandage with a tourniquet. The injury system should be improved such that there's a bleedout system. The bandage (later, tourniquet), should be used to stop bleeding. The syringe should be used to improve health (and injuries, I guess). Enemies should use the exact same injury system that the player does. It's ridiculous that they don't. That would add so much more to the AI to see them having to heal up and apply bandages. 6) Difficulty: Look, I know you want to force a hardcore experience on everyone, but that won't improve the game. The game is designed for you to use a HUD. You're at a severe disadvantage if you don't. The basic structure of the game is made for it. Instead of forcing players into a no HUD, extreme difficulty mode (which will only alienate players and result in the game's financial failure because it caters to a niche player base), Ubisoft should make tweaks to enemy behavior such that any situation can escalate into a dangerous hardcore situation. How is that accomplished? See the point about enemy AI. If enemies used heavy vehicles, gunships, and armor much more frequently, the game would be tougher. To that point, Sentinel should occasionally patrol with the LC-4 Coalition and their Opheis Mk. II gunship. The Wolves should regularly patrol with a Wolves-themed LC-4 Coalition and the Opheis gunship. There should also be regular Wolf patrols with Aamon and even Behemoth drones. THAT will make the game harder. That will make enemy encounters more hardcore. Enemies should also be able to go prone. There should be various areas of the world where there are concealed Wolf snipers who can see you from 600m away. They should be able to spot you from that distance if they're facing your direction and if you aren't concealed or in cover. They should also be prone. That would make the game harder. The point is, difficulty doesn't just lie in handicapping yourself. It doesn't just lie in making enemies tankier, as is Ubisoft's approach. It doesn't just lie in trying to make the AI smarter. It lies in giving enemies the same tools and capabilities that the player has, as well as the same shortcomings (like having to deal with the player's injury system). That's how you improve difficulty in Breakpoint. 7) Tone: Finally, going back to AI, the announcement walkthrough trailer sets the proper tone of Breakpoint. We've addressed most of the survival and military occupation tone of the game in the previous points. The key thing missing from the game that was in the trailer is that we don't have AI fighting alongside us. Yes, Ubisoft has said they're going to add AI teammates post launch. That's not what I'm talking about. Even with AI teammates, we won't have that kind of dialogue, which means we won't have that tone, the structure, that framing of our gameplay experience. And that's not something you'll get with coop gameplay either. We need gameplay that actually includes NPC Ghosts who are fighting alongside us and are, in effect, leading the missions we're doing. I know, that's a controversial idea because players want complete agency in their missions. We can still have that, but we need that sense of working together as Ghosts that coop players don't really provide. The dialogue and framing of our missions by NPCs helps set the tone. Think about Ghost Recon Future Soldier. Think about Wildlands and missions like Operation Archangle, Watchman, Silent Spade, and Oracle. Think about the old Call of Duty Modern Warfare games, of Halo, Crysis, Battlefield, Metal Gear Solid, etc; the list goes on. Actual NPC characters who are either on the field with you or regularly communicating with you help set the tone of the gameplay. There are supposed to be Ghost survivors that aren't the player. Besides Holt, we meet two of them when we first enter Erewhon. They never show up again. If we had faction missions that actually involved other Ghosts, we could have gameplay that feels like that initial walkthrough gameplay. That would help capture the original image of Ghost Recon Breakpoint. If we ran into other teams of NPC Ghost survivors and could assist them with operations against Wolves or Sentinel, that would help create the tone that there are pockets of Ghost survivors around the island who are also fighting to survive. It would help reinforce the fact that we aren't just random Rambos out in the wild. We're Ghosts. We're apart of a larger unit. Even with the survival focus of the reveal trailer, that was the tone. That dialogue between Vasily and Nomad? This captures that feel. TL;DR: Anyway, I've said enough. I appreciate you making this post, because you're right that the game we're playing doesn't really fit the original image and tone of that reveal trailer. The game doesn't feel like that for a number of reasons, but particularly because of the nature of the AI and the nature of the progression system, particularly the loot and gear score systems. With improvements to the tools that AI use, their behavior, the gear score systems, and the nature of our gameplay, the game can actually live up to that reveal trailer. [link] [comments] | ||
Posted: 17 Oct 2019 09:48 AM PDT
| ||
I keep seeing ghosts that look exactly like Holt in Erewhon, is this an icon or some sort of glitch? Posted: 17 Oct 2019 08:47 PM PDT
| ||
My advice: Take your time and follow the story Posted: 17 Oct 2019 06:50 PM PDT There's a lot going on here. Every now and then take the time needed to slow it down and go through all of the dialogues with the NPCs in the base. Skell, Madera, Fox, Schulz, they all have a ton of information to fill in about the story when you talk to them. Also review the investigations folders to keep current on the story, they shed light on why you're doing what you're doing. Also on the objectives board if you highlight over the completed missions it gives you a summary of what the mission did and what happens because of it. I found myself just blindly going from mission to mission, not paying attention to anything but the objectives and I had to ask myself what exactly was going on here, I lost complete track of the story. Once I got it again everything has a purpose and meaning and makes much more sense, and I'm not just running through on autopilot. [link] [comments] | ||
Tip for extreme difficulty: use flashbangs. Also, for any difficulty. Just use em. Posted: 18 Oct 2019 12:23 AM PDT
| ||
Fun with Trains on Auroa #TeamMountainGoat Posted: 18 Oct 2019 12:15 AM PDT
| ||
To be honest this looked better in my head Posted: 17 Oct 2019 10:36 PM PDT
| ||
This shouldn’t happen in any game and needs to be addressed by Ubisoft Posted: 17 Oct 2019 08:07 PM PDT
|
You are subscribed to email updates from Ghost Recon - Official Subreddit. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment