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    Tuesday, March 3, 2020

    Ghost Recon - I made a concept Wildlands 2 cover, imagine having a canine companion you could customize and control with the command wheel 👍🏻

    Ghost Recon - I made a concept Wildlands 2 cover, imagine having a canine companion you could customize and control with the command wheel ����


    I made a concept Wildlands 2 cover, imagine having a canine companion you could customize and control with the command wheel ����

    Posted: 03 Mar 2020 01:23 PM PST

    Your ghost be like

    Posted: 03 Mar 2020 08:10 AM PST

    I might be dead, but I’m still fabulous!

    Posted: 03 Mar 2020 01:34 AM PST

    This game really is something isn't it.

    Posted: 03 Mar 2020 02:34 PM PST

    New weapons, will come soon

    Posted: 03 Mar 2020 09:26 AM PST

    Is Ubisoft ever gonna go back to researching what militaries are looking to use in the future for GR?

    Posted: 03 Mar 2020 07:40 AM PST

    Breakpoint's redeeming feature

    Posted: 03 Mar 2020 02:07 PM PST

    I've been re-playing a little Wildlands recently, but I'm probably not going to go too far with it. The story, premise, world, presentation, a lot of the gameplay elements... are all superior, no doubt. But as a stealth gamer, there's one thing Breakpoint does better than all stealth games, and that's AI detection and awareness of the player.

    Ever since one of the previous updates, enemies never seem to magically know my exact position, even if they did know it recently, or if any of my co-op teammates are in contact. This is incredibly rare.

    The exception is the bizarre pixel perfect tracking of the player from missiles and mortars, especially those from behemoth drones. But aside from that, Ubi Paris seem to have actually nailed something that's been evolving across different Ubi studios for a long time now.

    If you haven't played Breakpoint for a while, this is one of those things that seemed to improve with updates, so if you've got bad memories of squads magnetically roaming over to your muddy, prone camo'd Nomad, rest assured those days seem to be over.

    Anyway if you've made it this far into the post, I'm making it because I'm curious how many of you out there value this as much as I do; it's a big part of why I've put almost 400 hours into a 'disappointing' game.

    *Edit - 2 more concessions - before you hit gearscore 250 you have to worry about inconsistent detection due to enemy level etc; should hopefully be fixed with the immersive update. Also, enemy snipers can often track you through thick vegetation etc.

    submitted by /u/Product0fNature
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    Were there not promises of AI teammates shortly after launch? The world feels empty. Also I’ve never felt so cheated by a season pass. Went to the mountains for a few days and completely missed the terminator events. How are limited time events not just complete wastes of developer time and money?

    Posted: 03 Mar 2020 07:34 PM PST

    Please turn down moans and groans

    Posted: 03 Mar 2020 09:06 AM PST

    I am sick of hearing the civilians moan well past the end of a firefight. I disklike hearing the groaning, even the whisper-quiet ones, through walls. I shouldn't be able to hear people whisper if they are outside and I am inside, I don't need to hear people groan and whisper in my ears for the entire time I'm at a location. I don't need to hear "Oh... Oh no" on repeat even when no armed people are around because I get it, these people are scared, the point has been made long ago and, although it was a nice touch in the beginning, I only wish to have an option to turn just the groans off or even just make it more sparse

    Speaking of groans, I also would like an option to turn off Nomad's grunts when sliding. It's also annoying to hear those same few grunts every time I slide and even a good amount of time after the slide. It's not immersive anymore, it's irritating

    submitted by /u/FreeUnionOfAnates
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    Nothing can stop this team except an excessive amount of glitches. ��

    Posted: 03 Mar 2020 12:08 AM PST

    Did a Side Mission That Went so Smooth I had to Share it.

    Posted: 03 Mar 2020 06:16 PM PST

    A question for those ghosts out there that speak Spanish...

    Posted: 03 Mar 2020 10:23 AM PST

    I find the NPC civilians in Breakpoint really annoying and boring, their entire personality is just startled, cowering in fear. They only have a handful of lines which are usually just "I'm scared!" Or "you're in my personal space!". I found the world in Wildlands felt much more alive, big towns full of people, kids playing in the streets, etc. But I was wondering if one of the reasons is that I don't speak Spanish, and I have no sweet clue what they're saying? People who speak and understand Spanish, are the NPC civilians just as annoying and repetitive in Wildlands?

    submitted by /u/B34TBOXX5
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    Cooperative Desync Issue

    Posted: 03 Mar 2020 03:27 PM PST

    Ghost Recon: Breakpoint 2.0. relaunch patchlog CONCEPT

    Posted: 03 Mar 2020 01:14 AM PST

    This is a dream patchlog of mine that would make Breakpoint the game I want it to be. Please read, have fun, please ask if you have any questions about the whys, discuss!

    Taking the overwhelming amount of feedback we got through the past one year (betas and alphas included) we decided to give up our completely misguided direction change for this franchise and made the following changes to Ghost Recon: Breakpoint. Some points may seem a bit extreme or surprising but other points may help you give an overarcing view of the rework, so please read all the changes.

    Erewhon

    • No longer base of operations
    • No longer forced online lobby
    • No longer has a store

    Campaign

    • Flashback cutscene that shows Martial Law going into full effect removed
    • Operation Greenstone released so you can finally finish the story. Midas might show up.
    • Several of the missions no longer require backtracking and standing still watching that vermin Skell tremble and speak nonsense excuses, many missions are reported back in through radio now. This also reduces the time spent in Erewhon (which in intself is a blessing) and supports Wolf mode (see later) a lot by allowing more freedom to the player regarding where his time is spent.

    Player progression

    • Skill tree system removed
    • Several passive skills that were pointlessly unlockable for an elite Ghost soldier such as longer breath holding, increased stamina for sprinting, are now baseline.
    • Class system removed from singleplayer
    • Gadgets and equipments previously unlocked from skill tree and class progression are now mission rewards and open world collectibles. Several core equipment such as a recon drone are included in very early main missions, such as the intro mission when the player tries to recover whatever possible from the crashed helicopter sites. Other, more specialized equipment is found in various Skell labs and Wolf millitary camps (disguise spray etc.)
    • Battle Pass specific missions removed. They are still in the game and infinitely generated, but they are no longer the exclusive way of Battle Pass progression.
    • All experience earned through singleplayer and multiplayer modes counts towards a Battle Pass system much like the previously introduced one. The system has dedicated rewards up to level 20 for each level, after that will earn you a random customization item. Battle Pass resets for new / rehashed rewards every 2 months.
    • Weapon attachments previously bought from Erewhon: Maria's shop are now spread out in the world's lootboxes. Several have set in stone places to provide the player all the neccessary items in general (such as a high range scope), but to keep exploration everywhere being "worth it", most of these items are RNG. However NO DUPLICATES can be found, meaning the player eventually unlocks everything.

    Open World

    • Added more settlements
    • Several of the new settlements are exclusively civil with little Sentinel / Wolves presence
    • Added more civil NPCs and daily routine animations to all settlements. This includes living areas, factory workers, logisitics workers, dock workers, lab personel, office people. The player is allowed to kill them up to a very low treshold to prevent accidental kills causing game overs.
    • Enemies can now use civil NPCs as living shields in firefights (children are excluded).
    • Added radio station: now provides music and Sentinel / Wolf propaganda through the island. This is a new way to reintroduce a radio station to the Ghost Recon franchise after Wildlands that reflects the player's actions through mission completitions, however uses the perspective of the enemy instead of freedom fighters as Sentinel / Wolves try to hide the fact that they can be hurt, they can be beaten. There are threatened / paid off civil guests on the radio from time to time who try to reinforce the lies and show support of the civilians towards Sentinel / Wolves for "providing security".
    • Traffic is reintroduced
    • New open world event: there are now traitor civilians who provide inside information of other civilians, meeting up with Sentinel personel. Killing the soldiers allows the player to interrogate the civilian for intel on nearby collectibles.
    • New open world event: civilians trying to recover a crashed plane (Azrael) drones to gain intel. Upon the player's arrival they are attacked by Sentinel, and successfully defending at least one NPC allows the player to ask for intel on nearby collectibles.

    Gear system

    • All faces and hairstyles from Ghost Recon Wildlands are now available for selection. Your Nomad can stay your Nomad now.
    • Gearscore removed
    • The player can no longer find clothes / armor that can be equipped, all of them are customization unlocks now. There is no point keeping this system with gearscore gone.
    • Removed ingame currency
    • Upon arrival to Erewhon for the first time the player gets several clothes / equipment from surviving soldiers and the local civilians before heading out to the wilds again. This is a one time gift.
    • Once a weapon is equipped it's unlocked forever (Wildlands style)
    • We wanted to keep the looting aspect of the game but at the same time get rid of gearscore. Weapons now have quality: can be found on killed enemies as loot, can be found in lootboxes (mixture of Wildlands set in stone boxes and random boxes). Used weapons dropped by enemies cannot be modified, and may get stuck from time to time, forcing the player to reload. New weapons are found in lpootboxes only. Combined with the reintroduction of finding weapon attachments in boxes now instead of buying everything from a civilian's store, this should keep players motivated to clear bases and open boxes without giving away everything too fast. To achieve this balance, the overall number of lootboxes found in the open world are slightly reduced to match the unlocking pace of Wildlands (you did not have 3-6 boxes of equipment in a single base there).

    AI

    • Added AI teammates. They function the same as in Wildlands
    • Recorded 5+ hours of dialogue between teammates and Nomad to flash out their personalities a bit more, make comments on accepted missions, have battle and stealth dialogue.
    • Enemy AI no longer jumps out of their vehicle if they are being shot at during car chases
    • Added Wolf patrols. Regardless of difficulty, they are invisible on the minimap as a threat. They can be tagged through scouting but that will only make a marker visible above their heads, and this marker, unlike common enemies, cannot be seen through walls and still doesn't show up on the minimap. We want the Wolves to feel like the hunter, and the player to feel like being hunted. Wolf patrols are persistent (no longer spawning next to you out of nowhere). Being detected by a place drone alerts the closest Wolf patrol to your position and they'll try to silently, stealthily find you. Either you see them first, or they see you first: hide and seek is on.
    • It is possible to sneak up to drones with heat signature hiding spray now to hack them with a new gadet through a minigame much like Arkham games twin-stick frequency finding and you need to be within a certain distance to the drone while doing it. This is a new option to silently disable drones, while taking the risk of being defenseless / unaware of your surroundings while you hack.
    • NPCs who notice the shut off drone will think it's a malfunction and add a comment / report it in for repairs through radio (flavour, nothing happens).
    • Killing an enemy while he is speaking on the radio triggers an investigation
    • Introducing new AI camo detection system. Enemies in all regions now have "color codes" applied to their vision. In visual customization of the player, the patterns for clothes / weapons are now categorized into the following: snow, urban, forest, night, desert, etc. Enemy AI can now detect the player slower or faster depending on the camo the player uses. Camos in enemy AI are categorized "easy to detect, neutral, hard to detect" and depending on which region of the map the player is in, enemies in that region have the camo categories put in different detection categories. Meaning in a snow dominated area enemies will have snow and urban category in hard to detect detection category, while night camo category is in easy to detect (unless it's night). This new system is supposed to greatly boost immersion and stealth gameplay (for those who know it, it's similar to the climate system of Total War: Warhammer II where each faction has different tolerance to various areas of the map).
    • Introducing several new Wolf models (see reasons later).
    • AI teammates cannot warn the unaware player of a Wolf patrol. We understand this might lead to some funny situations but we really want the Wolves to feel like an apex predator and therefore we choose to make them invisible to AI teammates (so they don't call them out through walls and all) until there is an open firefight or the player notices / marks them himself. To make this easier slightly, Wolf patrols always hunt in a pack of 4.

    Difficulty

    • Easy: health regenerates to max outside combat. Infinite health items. AI camo system disabled.
    • Normal: health regenerates up to highest segment of the healthbar (33-66-100%). Health srynges have to be found in the world or crafted. AI camo system disabled.
    • Advanced: everything in normal, plus: rags for serious injury healing have to be found in the world or crafted. Guided mode is disabled, exploration only. Threat heatmap is disabled on minimap. Increased enemy awareness. Vehicles can no longer be spawned out of thin air at biuoviacs. AI camo system enabled. Wolf mode enabled by default, can be switched off. (see later)
    • Extreme: everything in advanced, plus increased chance of severe wounds (max health bar reduction), even higher enemy awareness. Reduced consumable findings in open world. Wolf mode is ALWAYS ON. (see later)
    • NEW: Ghost: everything in advanced + no fast travel + permadeath (can be revived in combat twice by teammates like in Wildlands). Wolf mode is disabled by default, can be switched on (see later).

    Crafting

    • With the removal of ingame store and currency, crafting gains a much higher importance in general gameplay as one of the ways to create health items (srynges, rags) and various consumables.
    • Slightly reduced consumable findings in big fortresses, and slightly increased it in smaller outposts. This is for comfort reasons, slightly increased number of consumable equipment can be found (C4, mines, granades etc.) so the player doesn't have to deal with the crafting system all the time, but he isn't refilling his equipment at a store either, he has to fight to take what he wants. This also makes tiny outposts that offer no big promises of loot, more desireable for the player to attack, and also increases the difficulty of clearing out the biggest forts just a tiny bit by making the player count with his resources.
    • Crafting is still only allowed at biuoviacs and safe settlements (where no enemies spawn) at a workbench.
    • Refill button added to biuviacs. This uses all available crafting materials to refill as much equipment as possible. Priorities: health restoring items > tactical items (torch, heat signature spray etc.) > explosives. Piorities can be changed on the crafting screen.

    Controls

    • Equipment wheel restrictions removed
    • Equipment wheel item slot size increased from 3 (6 without restrictions) to 9 to match the emote wheel in size. We are embarassed for this and truly sorry.
    • PC: selecting items with buttons 1-9 is now also possible

    Wolf mode

    Introducing a brand new PvP mode, Wolf mode arrives! Much like in Watch_Dogs, Dark Souls and Bloodborne, this mode allows any player to become a wolf and "invade" another player's singleplayer open world.

    • The Wolf player:
    • Recieves radio activity alerts of Sentinels and Wolves along with vague map pings where in the island the Ghost player might be. Imagine it like seeing a heatmap of clues where the Ghost(s) might be, where they were. Keep in mind this is supposedly really inaccurate.
    • Can call in an Azrael plane drone with a long cooldown by clicking on the map he wants to scout. If the Ghost player cannot hide (and the radio messages / heatmap might give the information to the Wolf that the Ghost is in open combat and might not be able to hide in time).
    • Can see the otherwise invisible on map Wolf patrols and select them on the map and give them waypoints to go to. The map ping movement order of persistent wolf pack patrols isn't a spawn here button, they have to move real time. They can also be pinned to guard a certain location, so the Wolf player might encircle the Ghost player's general action area as he is trying to find him.
    • Sentinel and Wolf NPCs are not hostile towards the Wolf player, however will defend themselves and their assets (so opening a lootbox as a Wolf player should still be stealthy because it can trigger a fight). Becoming a Wolf in this mode is not for regular play, it's focused on hunting the other player.
    • Wolves are rewarded with extremely large experience for killing a Ghost and the Ghost player also has a low chance to drop cosmetics items (a copy, you don't lose anything).
    • There are exclusive rewards cosmetic rewards for killing Ghosts (to keep the game mode alive if the fun factor of it isn't enough).
    • Wolf players must choose an appearance of premade Wolf figures to fit into the game's concept as a Wolf.
    • The Wolf does NOT directly order around other Sentinel and Wolf soldiers through a command wheel like the Ghost can command AI teammates.
    • The Wolf also has AI teammates if the player has AI teammates. Stealth execution shots are disabled on players and AI teammates, however melee takedowns are possible for instant kill.
    • Wolves can fast travel to Wolf camps only.
    • The Ghost player:
    • Can disable / enable Wolf mode at any time like guided / exploration mode to play safe with no other player pressure. Extreme difficulty has Wolf mode always on! Wolf mode cannot be deactivated if there is an active Wolf player in your game already, if you let him in, let him hunt you, or you quit, but you are not allowed to kick out your hunter by disabling Wolf mode mid-hunt.
    • Always knows how many Wolves are hunting him. The number of Wolves in any Ghost's game is limited by the number of Ghosts (so 1v1, 2v2, 3v3, 4v4 depending on the Ghost's party size). There is a warning message if a Wolf enters your game and a permanent warning message / icon up somewhere on the UI as long as a Wolf is in your game. (note: we don't know yet how AI teammates will work, are they optional or not, but the point is the same number of players vs the same number of players).
    • Ghosts are rewarded with extremely large experience for killing a Wolf and the Wolf player also has a low chance of dropping a cosmetic item of the selected premade Wolf model he uses.
    • Ghosts can no longer fast travel when a Wolf is in their game.
    submitted by /u/_Constellations_
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    But it is something I can never do.

    Posted: 03 Mar 2020 05:46 AM PST

    Running through story mode solo

    Posted: 03 Mar 2020 05:44 PM PST

    (Nick) Fury

    Posted: 03 Mar 2020 12:16 PM PST

    I’m new to Breakpoint and looking for opinions!!

    Posted: 03 Mar 2020 03:52 PM PST

    I just got Panther class to 10 and wanted to hear some opinions on classes, builds, weapons etc. Trying to figure out what I want to start working on next!

    submitted by /u/Jamesadavis89
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    What would make you come around to Breakpoint?

    Posted: 02 Mar 2020 09:30 PM PST

    This game is a mess, there's no two ways about it. Even those who actually like Breakpoint are likely to concede that it's kind of a shitshow. Now, lemme just say that patch culture is absolute dogshit. A game shouldn't be released with key features missing, an entire ending relegated as a "to be continued" when most people probably won't even be playing the game, and all these ridiculous bugs.

    But most publishers don't give a rats ass. They'll release something that's basically full-priced early access and maybe fix it in post. That's the reality we gotta live with until it stops being financially feasible. So, with that in mind, hypothetically speaking, what would it take for you to come around to Ghost Recon: Breakpoint? What would make you go from, "This game is dogshit" to, "This shit is my jam"?

    Because if I'm honest, this Immersive Update ain't gonna do it for me. Neither will AI buddies or even marginally better AI enemies.

    Lemme be clear that I don't hate this game. I stuck with it, I beat Walker, I beat the Terminator event, I did a considerable amount of side activities and got a fair bit of mileage out of the PvP. It isn't a good game at all, but I've certainly paid more for less, or played objectively shit games (looking at you, Left Alive). I see the foundation of a good game in there somewhere. But to be frank, nothing short of a complete "No Man's Pie" update would do it for me.

    All the changes in the world won't fix the fact that all the missions boil down to, "Sorry, Nomad, but your object is in another outpost." And the fact of getting from A to B is dull as sin. There's no music, every single objective tends to be way too far out, either necessitating using fast travel, which takes a beat, or flying out via chopper, which is about as fun as a root canal. The game always being online means connectivity is unreliable, load times are a bitch, and when Ubisoft pulls the plug, this thing you paid for becomes a $65 frisbee. The RPG system is terrible. I don't mind cosmetic unlockables, but you get the vast majority of them relatively early, so there's no cool shit to unlock and work towards and there's still so much game left. All you can do is just recycle the same tired cosmetics and weapons because they have marginally higher numbers which is a pointless road block that a single player game like this has no need for.

    And I've hammered this point a few times already, but the bosses of this game suck. The Alpha Wolves, Hill, all the Sentinel guys, they're the equivalent of basic grunts with unique skins. No skills that actually make them boss fights, no special weapons, and they go down just as fast as any Wolf. In fact, half the times I killed the bosses, I didn't even realize the person I killed was the boss until the objectives said to loot their bodies. Then I just felt annoyed, because I'd gone through all that effort hopping from outpost to outpost, hoping for a proper showdown, and it ends before it even begins. It isn't hard to make a stealth action boss fight; just go the Deus Ex route. Give them more HP so not even a headshot kills 'em in one hit, and give them unique weapons no other enemy has, but also make it so you can shake them off and apply a whole slew of different strategies, whether you wanna fight each boss head on or be tactical and stealthy, laying out various traps, getting them from their blind sides, etc. The options shouldn't be limited to 'basic grunt with a different skin,' or 'Jon Bernthal two-shot KO'ing you for half an hour.'

    It wouldn't be too taxing to make some of these changes, relative to some of the alternatives I've seen floating around, but it is drastic enough that I would happily come around on the game, even if the odds of it happening are as likely as I am to suddenly find jellyfish attractive.

    That not-so-great wall of text is my thoughts, at any rate. What be yours? (And I know most of us probably assume there isn't any real salvaging of this game, but figured I'd ask anyway for the lolz as the people under 35 say, I hope.)

    submitted by /u/MGSF_Departed
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    this is why I don’t like bikes

    Posted: 02 Mar 2020 08:49 PM PST

    Wildlands - One final update please!

    Posted: 03 Mar 2020 03:52 AM PST

    First of all, I liked Wildlands A LOT. Actually played through it 3 times which is unusual for me, to return to a game that many times. But I still lack somethings:

    • The ability to turn of extra missions before starting the a new game. I usually play through the original missions and find the other onces added in free-LC and DLC pretty dull.

    • Making an animation for nightvision. I mean if MGS5 can do it, so can Wildlands.

    • Take the animations to move bodies from Breakpoint and put it into Wildlands, and stop making bodies disappearing.

    • Make Permadeath optional in Wildlands Ghost mode, like Ubisoft have made in survival mode in FC:Primal.

    I know some of you are going to tell me to buy Breakpoint. I did try Breakpoint beta, but I wasn´t convinced. Maybe I will be after march 5th.

    submitted by /u/ESKEHL
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    Who else rolls with pistols? Barely made it out of this one!

    Posted: 03 Mar 2020 08:31 AM PST

    Been playing BP with a friend and...

    Posted: 03 Mar 2020 06:05 AM PST

    I really don't wanna sound like those people that have nothing good to say about BP because I actually really enjoy the game. But Ubi please fix some glitches, I don't mind most of them, but these 2.

    The first one is when my teammate is stuck on a ladder on my screen but he is actually moving on his screen, and if this is happening to anyone else you can just down your teammate and revive them and it should fix it.

    The second one is almost game breaking to us. Some objects or vehicles, even NPCs don't spawn when they should. For 90% of enemy camps we have to get in the middle of it before anyone spawns, it really ruins the game. Before we used to play stealthy but now we literally can't. And don't even get me started when we interact with something 2 minigun guys spawn right next to us.

    submitted by /u/uncle__fester
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