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    Friday, October 25, 2019

    Ghost Recon - Cosmetic Suggestion

    Ghost Recon - Cosmetic Suggestion


    Cosmetic Suggestion

    Posted: 25 Oct 2019 12:41 PM PDT

    Was out doing a photoshoot for people I work with. Figured it belonged here.

    Posted: 25 Oct 2019 12:37 PM PDT

    This is what it feels like

    Posted: 25 Oct 2019 02:57 AM PDT

    Man this Gunsmith is tempting...

    Posted: 25 Oct 2019 12:49 PM PDT

    My patch I got today, thought I could share it with you all

    Posted: 25 Oct 2019 02:19 PM PDT

    Ubisoft be like

    Posted: 25 Oct 2019 05:52 AM PDT

    For a "looter shooter" Breakpoint has a surprising lack of loot and a very low number of guns and accessories.

    Posted: 25 Oct 2019 11:16 AM PDT

    For a looter, where the main game loop is to find loot, there just isn't much loot in this game. I keep picking up the same weapons just with different fantasy stripes over and over. In a world where the primary game loop is to collect loot, you forgot to add enough loot to keep anyone playing past a few hours. There is even less accessories in the gunsmith than in wildlands and my main gripe about wildlands was there wasn't enough accessories available in the gunsmith. Now there is less? Embarrassing.

    There should be stacks of guns and accessories in this game. There should be a couple dozen pistols or more to find and choose from. should be 100+ attachments for long guns. Why rejoice that they included a (1) bipod when really there should be three or four to choose from. There should be 5 or more laser emitters. there could be 2 dozen foregrips - they should all go on all guns with few exceptions. Other games have this. The people making the game should be passionate about modern military weapons and equipment and it is CLEAR they are not.

    There is more plant varieties to pick up than there is guns and gear. Theres not even very many things you can make from the hundreds of plants you pick up. rations yay. that was def worth the development time you didn't spend researching real world guns and real world equipment. There was a military advisor? did he leave one uscav.com catalog in the lobby and go home?

    No one on the development team has much of a passion for modern military details? why do a military shooter game at all if thats the case.

    submitted by /u/Roobomatic
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    There need to be more options for helmets. Like different versions of the Gentex SOHAH helmet like ones in the picture. Make them more alive then just an emty helmet without anything on it. You can also do it with the other helmets.

    Posted: 25 Oct 2019 04:28 PM PDT

    Anyone else feel like this when they defeated walker with all of his goons, and "saved" Aurora.

    Posted: 25 Oct 2019 09:20 AM PDT

    Shout out to the people who boycotted Breakpoint

    Posted: 25 Oct 2019 04:41 PM PDT

    Ubisoft has now delayed most of its games because it saw the poor reception of this game and we will most likely get better future products as a result. I know it's hard not jumping on this game due to the ghost recon drought but you have most likely saved the next entry from being a shitshow like this one.

    submitted by /u/bioshock1998
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    These Wolves are in clear violation of Geneva Protocol I Article 42!

    Posted: 25 Oct 2019 04:55 AM PDT

    Why on earth can you put the TA31H Sight on a shotgun but not the ASRs?

    Posted: 25 Oct 2019 01:52 PM PDT

    RU12SG can take what for example the Silver Stake Tactical cannot.

    Do I need to start using shotguns for mid range instead of assault rifles?

    submitted by /u/VagueSomething
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    Red dots on the handguns!

    Posted: 25 Oct 2019 10:05 AM PDT

    Almost every operator in REAL LIFE now a days has some type of optics on their handgun! If this game is supposed to be one of the most realistic then why did every other weapon get optics beside the handguns? A simple aimpoint red dot or any red dot for that matter would have made the handgun shooting in this game MUCH better!

    submitted by /u/properjustice8
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    What Would You Rather Spend Your Cash On?

    Posted: 25 Oct 2019 05:43 PM PDT

    Finally Experienced The Base Jumping Bug...

    Posted: 25 Oct 2019 01:10 PM PDT

    Me thinking about how good Breakpoint could be versus how good it actually is

    Posted: 25 Oct 2019 04:25 PM PDT

    Suppressor damage reduction is my biggest, easily fixable complaint

    Posted: 25 Oct 2019 07:57 AM PDT

    The 20% damage reduction for suppressor use is obscene and utterly unrealistic. Suppressor use actually increases velocity in real life. Lowering the bullets' effectiveness by 1/5 is ridiculous.

    There's an easy fix: do away with the damage penalty completely and (also unrealistic, but certainly less annoying) then give panther a damage buff for smg and handgun if you want.

    submitted by /u/arg211
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    Okay, my Nomad is still scary...

    Posted: 25 Oct 2019 10:42 AM PDT

    How did the Wolves turn out like they did when UBI had the perfect example of Terrifying NPC in their own games already?

    Posted: 25 Oct 2019 08:09 PM PDT

    Why can’t we get the knife from walker

    Posted: 25 Oct 2019 05:37 PM PDT

    "Fixing" Breakpoint: a design doc

    Posted: 25 Oct 2019 09:13 AM PDT

    Hey everybody, it's me again with another design doc (I know, groan, this windbag, sheesh). In light of yesterday's news about Ubisoft's shareholder call, I wanted to talk about the future of Breakpoint. Namely, this design doc will discuss some major overhauls that I think could strengthen the game, with realistic paths toward achieving them.

    I'm no industry expert, but like many of you I've seen this all before. I can't predict exactly how Ubi will handle Breakpoint moving forward (will they cut bait and run, leaving the game on life support to fulfill their Year 1 Pass obligations, or will they enthusiastically try to fix?), but for the purposes of this doc we're going to assume it's the latter: that they acknowledge Breakpoint is in some fundamental way broken and they want to fix it.

    You might think that this seems unlikely, and I agree, it does, but it's not without precedent. Please keep in mind, as you read, games like Middle Earth: Shadow of War, whose entire microtransaction economy was eventually removed from the game, or Diablo 3, whose disastrous auction house was completely removed and the whole game practically rebuilt, or Ubisoft's own For Honor, Rainbow Six Siege, and The Division, which were all pretty much dead-on-arrival, but through hard work and commitment were resurrected into powerful platforms with a clear identity that are still going strong today.

    tl;dr: this is a design doc, and it's not really possible to condense everything into a single line. Check out bolded highlights, but the gist is that I'm going to discuss the important systems I think need to be overhauled (and how) in order for Breakpoint to be the stronger, more successful game I think it can be.

    (Also, note: maybe you think the game is perfect. You're wrong! It's not perfect, and I'm sorry to have to be so blunt about it. But maybe you're having fun with it: you're right! I'm having fun, too. But this feedback is meant to be the sort that Ubi can use to improve what's good about the game while addressing what's not--like they imply they're interested in doing in their sales call. Remember, now that Call of Duty is out, those of us who are left here are probably all on the same page in wanting Breakpoint to be the best game it can be.)

    Breakpoint has many systems which are at war with one another. They all seek to drag one another down, instead of being cohesive systems which support and feed into one another. There isn't a solid gameplay loop so much as there is a gameplay tailspin, where each system you engage with spirals out and crashes all by itself. This overhaul should seek to address a few of these key systems in a 3.5-point form.

    1) Gearscore (subdivided into player gearscore/loot, and enemy level)

    2) Gunsmith

    3) Survival

    .5) UI/UX

    So here we go.

    • 1) Gearscore.

    Trying to turn Ghost Recon into a looter shooter clearly hasn't worked. Ubi implies that in their call, and it's one of the most discussed and heavily panned features of this game. Probably every review talks about how it doesn't work, and there are a billion topics here and on the official forums about it.

    And it's not even broken! It's functional, it's just pointless. Enemies scale roughly with you, and human ones go down in a headshot regardless. You go up in score very quickly. Even gold-tier guns aren't all that different from one another, as against enemies your level their stats don't differ from lower-tier weapons, and the perks they offer aren't game-changing. At best enemy levels serve to gate certain areas, marking them as too dangerous, return later, and to make high-level drones tougher. Which is something Wildlands already had (each province had a danger rating).

    The gearscore system isn't a downgrade, it's a sidegrade. It's there because it's in other games. It's there because of the basic assumption that it drives retention which drives dollars. It's there because it's popular (just like the shrinking circle is there in PvP because battle royales are (well, were…) popular). Ubisoft admits to this in the call.

    So, get rid of it. No more tiered loot, and no enemy levels.

    The perfect way, which probably can't happen without going back in time and redesigning the game: all enemies drop the weapon they are carrying just like Wildlands, gear has realistic stats (like weight/mobility and armor), and enemy levels are all fixed. If any of this IS possible now, go for it!

    The easiest way, which seems more possible given where we are now: make up some BS about the guns all being ID locked and just reduce the drop-rate to zero (make weapon parts a random thing you can find, more on this later). The source for getting guns is blueprints still, and you can go spend Skreds to equip a weapon. If you want to change your weapon, you can equip it from your carried inventory, just like now, or you can pull a new one from the store (trust me, you'll see why this is necessary in the Gunsmith section).

    For gear, get rid of it entirely (again, we're taking the easy route, where we're not bothering to reassign stat rankings for every piece of gear). Unlock every piece of random drop gear in the customization pane so from moment one you can wear what you want, just like Wildlands. Merge the two, so that when you select gear, you're just selecting what you look like.

    Gear stats and bonus perks are instead turned into extra perks you can equip in the upgrade tree. Most of these perks are passive bonuses to base stats; if you have max level gear that all gives you extra stealth, it's like having a perk equipped. Take the equipped perks that affect these stats and give them upgraded versions with higher percentages you can buy into. Since they must still be equipped they're not overpowered, you're just putting this same bonus somewhere else.

    Special items that were unlocked via chests, battle rewards, the raid, the store, or future items can still be unlocked that way (this is important because I played for sixty hours before getting the patrol cap to drop, which in my headcanon is my Nomad's lucky hat--this really stuck in my craw that entire time, and I hated it, and artificially inflating playtime by forcing players to grind for random, basic cosmetics is gross and off-putting).

    Chests that contained random items can either be turned off (inoperable, as though they'd already been looted), or can give Skreds or weapon parts instead. Weapons can still be found in the weapon-specific ones, which drop as base weapons (more on this in Gunsmith).

    Regarding enemy level, the ideal way to solve this issue would be, as mentioned, probably impossible--but as I discuss in a previous design doc, here, you could recontextualize it as a response system for how enemies react to the player. This has the knock-on effects of making the world feel more dynamic and alive, and making the AI feel smarter.

    The easy, realistic way: lock player level at some point, let's say 100, and then randomize enemy level to rubberband no more than 10 levels below or maybe 15-20 levels higher than that. This makes some enemies easier and some harder to fight, without being inexplicably way too strong. Maybe the wolves are all just a tad higher than players, a tad tougher, smarter, more accurate than other foes. Maybe specific bases, too, for story missions. Then put all that under the hood--don't even show the player this info, except maybe a red/skull icon for strong enemies.

    This gives you some room to make some enemies stronger and allows you to customize the challenge of enemies in specific places--bases, story missions, elite missions, etc. But it prevents enemies from being too challenging for any given player, as most people can still fight and respond to foes up to a certain number of levels above them. It also puts the control over challenge back in the hands of the player, with difficulty levels. Again, just like Wildlands.

    • 2) Gunsmith

    The Gunsmith isn't a sidegrade, it is definitely a downgrade. That's a simple fact, because you don't have as many options, and there are more restrictions than in Wildlands. This was done to fatten the loot pool and to make some of the more popular configurations rewards (variants--though even then, they're still borked as probably very few of the people who wanted a 416 SBR wanted it with that fixed thumbhole stock!).

    The fix comes in multiple parts: unlock all attachments for all weapons. If it can go on there, let it go on there. ACOG on all rifles, all foregrips, etc. IF this presents a balancing problem for PvP (which I highly doubt, since now those attachments mostly all come with positives and negatives that should in theory balance themselves), THEN FIGURE IT OUT. Commit to balancing the game according to the design you went with, or separate the two so it's not a problem. If the "shared PvE/PvP character" thing causes more problems than it fixes, then abandon it!

    Put stocks, barrel lengths, and triggers back in the game. First of all, pretty much all rifles can be select fire, and there's no reason every rifle with multiple options can't allow for single-fire and then something else. Again, this shouldn't be a balancing issue. Second, commit to ensuring every rifle that has different barrel lengths lets us adjust them in the game. Every single one, short, standard, and long. Players want this, and they want it desperately. You know they do. Lastly, every rifle should be able to take every stock of a similar style; every one should have multiple stock options. The 416 and 516 should share stocks, all stocks! Stocks that are extended should have folding or collapsed options which can be changed on the fly (in a perfect world, in-game at the press of a button, just like optics magnification and suppressor).

    (Ideally, you'd also do grips separately, because this is another aspect of customization where you have a lot of cosmetic options in the real world)

    Now, I know what you're thinking: what about variants? Aren't they then rendered useless if you can just configure a base weapon to mimic them or even to be better than them? And yes, that's true! (of course, Ubisoft knows this, and this was intentional on their part; the Gunsmith had to be more restrictive to make variants desirable)

    So, variants now become fixed weapons, with fixed attachments and maybe even special paint jobs, and they're given out as rewards for story milestones, exploration, or in the store or battle pass--just like Wildlands. Moreover, what makes them really unique is that they always have special, unique perks or bonuses: they're desirable because they're powerful and unique, and they're balanced because you can't change them.

    Importantly, if a variant has a basic attachment, that attachment should still be available for other guns (like the 416 Shorty's HERA stock, for example). You can even add new stocks, grips, and attachments as battle pass rewards in the future--there are a LOT of stocks and grips out there. Remember, this is my rifle. There are many like it, but this one is mine. If you are honest in your sales call about recognizing why longtime fans were let down, then you know this is one of the biggest reasons many of us are here.

    Lastly, the mark system: this is fine and can stay in the game, and this is where the stuff I mentioned in the gearscore section comes in. You still get weapon parts from dismantling guns, and as world drops, and you can even buy them in the store for money! It gives you something to spend your Skreds on. You use weapon parts to upgrade a weapon (all weapons start at base), and the Mark system nominally improves THAT weapon's stats--not every version of it forever. If you find or create another 416, you have to upgrade it from the ground up again.

    At each Mark level (and maybe this can go up to 5 instead of 3), you pick a stat boost or perk between two choices. This makes your upgraded rifle unique, and it moves the bonus perks from being randomly assigned on tiered loot to being active build choices you make (again, this ISN'T a successful looter, this ISN'T Destiny, so there should be no grind for the perfect gun--we should work to MAKE the perfect gun, and then play content because we ENJOY it).

    If you also make it so that you can only change attachments at the bivo (see Survival, below), then this can encourage players to acquire (i.e., purchase) two copies of the same gun but put different perks on it and keep it set with different attachments--you can't swap in the mud outside a base, so you might have a weapon for stealth or sniping, and one for going loud. Or if you're carrying only one primary, you might equip the one you suspect you'll need. Or if you're playing with friends and your role needs to change slightly. And since you have different ones with different perks and attachments, you can just equip them instead of having to spend extra time fiddling with attachments.

    THIS drives retention. Instead of those three hours played per day you're so proud of being spent dismantling loot and running to go pick up loot and sifting through loot, they're spent enjoying the game with player-created builds. I am retained as a player because I have the build and the character I want to have.

    • 3) Survival

    The version of Breakpoint shown in the original reveal last spring--the version of the game that was pitched to fans--is decidedly not the experience the final game delivers. The name of the game, the theme surrounding it, the core identity of the setting, is "pushing players to their Breakpoint." We're meant to be alone, surrounded, stuck behind enemy lines. Outgunned, outmatched, hunted--the only way to survive will be for us to outwit.

    But steadily, across tech tests and betas, the survival features were pared back, trimmed, neutered. Maybe it was feedback they got, but I never saw anybody on the OTT forums saying they wanted survival features cut--in fact, I saw the opposite. But hey, I'm not here to point fingers. Doesn't matter why they did it, only that they did.

    Now, there are survival-lite features in the game that are at best undermined by other game features, and at worst directly antithetical to them. The injury system is hardly pressing when you have unlimited bandages. Doubly so when health regenerates even mid-firefight. It's hard to feel hunted when the enemies give up the chase quickly, park it in cover and let you snipe them all day long, or funnel through choke points and ignore flashbangs and grenades and ladders. There's little need to use the crafting system when you pick up everything you run over automatically. There's little need to even use the bivo at all when you can swap between your arsenal of guns and tools at any time.

    This is a tougher fix, because the value in so-called survival features is different to different people. Some players might not like those survival features. Even players who do might want to turn them off from time to time. So, ideally, I'd like to see survival features added in as independent options players can turn on or off as they like, but this presents lots of challenges with matchmaking and possible conflicts, so it's all a bit fiddly.

    The easy solution: do what Wildlands did, and add a survival mode. This is NOT permadeath mode--the biggest complaint Ghost Mode got in Wildlands was that it was forced permadeath, when what people really wanted was just the option to turn on friendly fire and carry one primary and stuff like that in the campaign (I believe that the current design system doesn't support permadeath as a concept, and that permadeath would be far more meaningful and interesting in a game with a roster of different playable characters that can all die, but that's a different design doc entirely!).

    In fact, here I am not advocating for a separate mode or save file at all, but rather, an option (like guided mode) that can be turned on and off at will. And again, while I would much prefer all of these being independent features in their own survival-themed options menu, if a single mode is the only way to do it, I'll take it.

    • Friendly fire on
    • Locked item and weapon loadout except at a bivo --(this would also require unlocking the item wheel so we can put anything we want in the six slots)
    • Manual item (consumable, craftable, ammo) pickup
    • Finite bandages that can be crafted or found in the world
    • No auto health regen beyond the next notch on the bar (if you drop below, you only recover up to that notch)
    • Fast travel allowed, BUT it costs resources: the further you go, the more resources you use, like water, bandages, etc. If you have none you risk getting hurt or being exhausted when you arrive (this information should be communicated to the player beforehand)
    • Enemies use all their tools, like flashbangs and grenades, and they climb ladders --(this may be a bug, but I would also suggest adjusting AI pathing so that they can still identify dead bodies in combat, and they will NOT physically move to the spot where they see a body without cover, like throwables or covering fire--this would prevent lemming-like flooding through chokepoints or one-at-a-time repositioning to the same cover you just sniped five people behind)
    • Longer alert states: enemy alert states persist longer, and once a base is alerted, it doesn't return to unalert/white state unless despawned or an in-game day passes
    • When you die, you respawn at the nearest bivo (and all your equipment is restocked as though you had assembled and visited the bivo)
    • Can only carry a single primary weapon (and the ability to unequip one once equipped needs to be a universal addition--honestly, single primary should have been the default, with carrying two being an equippable perk that is disabled for PvP. Sure would address that sniper/assault meta...)
    • No stranger Ghosts in Erewhon. It makes everything in there run slowly and it is (AGAIN, by Ubi's tacit admission) a failed concept.

    There are probably more, but I think this is a pretty good suite of basic concepts that we have vestigial forms of already. They just need tweaking and adjustment to become more relevant, and then they would recapture that survival behind enemy lines feel that was such an interesting draw. If Ubi (by their own admission) feels like Breakpoint didn't do enough to differentiate itself, making these survival elements more robust is a great way to do that.

    This also has the knock-on effect of making the AI feel smarter without really changing much. And you can see that if you played with all these features, the game would become more deadly, with a greater emphasis on terrain navigation and getting by with what you have. There's more committing to your role and making tactical decisions. There's more pressure on the player from more interesting and dynamic sources (rather than arbitrary gearscore numbers). There's more reason to explore--looting survival items instead of arbitrary guns-as-bigger-numbers.

    Also, I have another idea for reworking the Azraels and the Wolf QRF's, BUT that, too, is another design doc!

    • .5) UI/UX

    The menus are a bit of a mess. They're clunky, they're a pain to navigate. Submenus have different controls than top menus, things are inconsistent. The whole aspect bogs down play and makes the entire game feel more of a chore than it needs to be.

    Hopefully by removing tiered loot and streamlining a few things this will get better, but I do think serious attention needs to be paid to this stuff to really "fix" Breakpoint, because if there's one final thing I can say about why it's not been received well, it's because there is an overall lack of polish that can be felt in everything from audio to dialog to menu prompts. All of it needs some serious cleaning up, from fixing busted jank to correcting typos to just general optimization (that might be gotten from some of the streamlining outlined above).

    IF Ubisoft really is committed to "fixing" Breakpoint in the same kind of way we've seen them fix and resurrect games before, then these are the core pillars I think they need to focus on. This is a good game, at its heart, but it's a messy one, too, and if they want that good game to really shine they have got to commit to an identity, and they have got to show support and offer communication.

    submitted by /u/Rivverrabbit
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    Never did I think this day would come

    Posted: 25 Oct 2019 09:08 AM PDT

    That a CoD game makes me feel more like an operator than Ghost Recon

    submitted by /u/ajsrt112
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    I’m guessing someone shit in the other three chairs at the table.

    Posted: 25 Oct 2019 01:59 PM PDT

    Enemy always knows you're position

    Posted: 25 Oct 2019 07:21 AM PDT

    When they detect my drone, when I get detected, but not seen...

    This is not a rant, I would just like that fixed, adjusted...

    I know I'm supposed to write on forums, but this is easier and maybe one of the com managers sees this!

    PLS support this and Ubi pls change this!

    EDIT: "your"

    autocorrect -.-

    submitted by /u/aethiuss
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    How the communication from Ubisoft feels

    Posted: 24 Oct 2019 07:38 PM PDT

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