Ghost Recon: Brokepoint

NSA

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#41
The sync drones now.. you have to craft or buy them, so it's typically not something you can reuse over and over again without rearming in the middle of battle. I'd hope they'd add back in regular sync shot.. but to be fair.. it made the game SUPER easy to cheese. I like it, of course, but you could be patient and take out a whole base that way since the AI could make "impossible shots" all the time.

Like PCS said, we did co-op for like 4 or 5 hours, and it was fun. A lot of the stuff is different. Not necessarily better or worse, just different for difference sake.. which.. *I* wouldn't have made those choices, but it's not ruining the game either.

The "gear level" seems to just be some sort of way to slow your progress, since you're not really getting any better stuff as times goes along. The different tiers of gear/weapons do have better bonuses.. but the standard damage/etc remains the same throughout.

Micro-transactions aren't a problem. I'd prefer they didn't exist.. but they're not game breaking in any way.. if you want to be an idiot and spend money buying the "ALL THE SCOPES!" pack for real money.. be my guest. You can buy them individually with Skell Credits.. or you can just find them in the world. The only questionable stuff is relating to the GHOST WAR PvP stuff and balancing between payers and non-payers.. but I don't play PvP so it doesn't bother me.

The camo stuff IS annoying though.. especially since so much was available off the bat in Wildlands. Hopefully they fix that or come up with a better solution. I had a Woodland camo outfit unlocked for me at launch, so I've been using that. Also annoying you have to get weapon camo AND gear camo.. it's not 1 thing anymore. If I had to guess, they thought this was a good way to keep up engagement so people stick around trying to get new camo through events/etc.

I played solo a bit as well, I think I'm at about 20 hours total right now. Once you get the mechanics and changes down, it's fun. It IS lonely without the AI chatter, but it's still fun to be strategical and take down an outpost/base/etc. You really can't take much damage usually so you got to actually try and be tactical most times. PCS and I got rek'd like 5 times in a row because we were engaging patrols right outside a Wolf base.. oops!

I feel like it's very much a solid 7/10 game, with potential to get better.
 

pcsguy88

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#43
After several hours going lone wolf I have to say playing without your squad makes it a sterile experience. I really miss the banter and them saving my ass on occasion as opposed to the 20 different grunts and groans recorded for this game.

I hate the gun system. HATE. IT. I’m in the middle of a war and do not have time to worry about selling or scrapping guns for parts. It’s just so out of place in a Tom Clancy game.

Other than those two complaints I am enjoying myself. It’s still the same game as Wildlands once you strip the nonsense away.
 

pcsguy88

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#44
Oh yeah, the AI is pretty bad and I do not understand why. Can’t they just use the logic from Wildlands? Collision detection with ground boulders is laughable to the point I saw a rock with a stork head and wings flapping and squawking as if it was flying.
 

Giga Bread

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#45
I shot down a helo.... let me correct myself. I blew up a helo and it became a burning chunk of dead bodies, lighting up the sky over a lake. It was the closest thing to romantic we'll ever get in this game.
 

Giga Bread

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#46
The camo problem is the same with the ghille suits. Sure, you can get the leggings, but you have to buy the torso covering with microtransactions. If they pop up as a battle reward down the road, fine. But right now we all look like Dan Ackroyd and Tom Hanks at peganfest in Dragnet.

As for the gun system. There would have been a smart way of doing it that adds to the survival challenge, gives a little more context to the setting of it being a high tech environment while not pissing all of us off. I would have preferred just getting "parts" if they were instituting a crafting system. I can deal with getting parts to repair your weapons.
 

Giga Bread

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#47
There’s also a lot of unseen bugs. I first noticed a skill I had that showed resources on the HUD would occasionally stop working. I started thinking about it and it seemed like percentage perks were disappearing in game. I have the hill and anti stumbling perks and at times it’s like I’m running parkour and other times I’m roll down a hill just for looking down. Sometimes, I can take a drone out easily with the perks, other times, I don’t dent it.

Also, do not do a faction mission or regular mission without seeing the rewards displayed or else you will not get them. I’ve lost a lot of battle rewards because of that.

Speaking of rewards. Camos in mission rewards display, never say if it’s for gear or just a paint, but I’ve also noticed the pattern doesn’t match. All of mine show the digital tiger, and none of them are.
 

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#49
I got stuck in a couple of glitches. One, I had taken down a base, killed almost everyone, and talked to an (i) for intel and somehow got stuck in the dialog tree and couldn't exit or do anything. I had to close the game and restart.. which meant I had to re-take down the base of course. Not a huge issue, just a time waster.

There is definitely weirdness going on though, it needs polish for sure. I've noticed a lot of the text is clearly not written by a native English speaker. Ubisoft is French, so I get it.. but come on, hire an American to proofread.

Here is a cool interactive map: Interactive Map by SwissGameGuides

I think the GOLEM ISLAND in the North East is where the RAID takes place. The island covered in cloud to the East is likely going to be DLC? The map size is pretty decent, it looked smaller than Wildlands, but in practice it seems somewhat similar.

I've officially hit 1 day, 1 minute of playtime. Gear Level 91. XP Level 22. Panther Level 8. 20% Main Mission Completion. 4.95% world discovery.

It's fun, which I guess is what ultimately matters. Sneaking around, taking down a base, blowing shit up.. it's fun. It *IS* lonely (ronery) though without the squad banter. Even stupid stuff like them calling out a bad guy, or whatever.. it made it feel immersive. Also, the Island just feels so.. empty. At least so far, all you run into are bad guys. Bad guys, everywhere! Occasionally you'll have a couple of yahoos trying to fix a bike or a drone or something, but otherwise it's all-baddies, all-the-time. Wildlands at least gave you the facade of a living, breathing world.. you had people going about the day, traffic.. etc. It's not horrible.. it just makes things feel much emptier than they used to I guess.

Gear level.. It's fine I guess. I just collect shit and then every now and then go through and see what I have, disassembling or selling off the extra stuff. Upgrading your guns is fun too, so you're at least on the lookout for higher quality stuff to take apart to upgrade your gun further. Ultimately it's just a fluff addition at best, and a way to slow your progress at worst. I don't think it was needed, though it does make it so killing random bad guys has some benefit, whereas in Wildlands it was kinda pointless to kill everyone after a while.

I really think the biggest issue I had with Breakpoint is the narrative. Once it gets going, it's a little better.. but the start is just so.. I don't know. Uninspired? I like like a prologue mission or briefing or something would have gone a long ways towards making you sorta care about what is going on. As it is now, they kill Weaver (from Wildlands) right in the beginning and it's just an "oh" kind of moment. Something as simple as a mission onboard the USS WASP, where you get a tutorial on the gear, class, etc systems.. have some short talks (reminders of who is who) with your team.. a briefing explaining WTF you're actually doing there and why they sent *30* Ghosts to investigate a ship sinking and only *4* to take over Bolivia.. all of that would have made the opening mean a lot more since you now have some context to things. I dunno.
 

Giga Bread

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#50
I got stuck in a couple of glitches. One, I had taken down a base, killed almost everyone, and talked to an (i) for intel and somehow got stuck in the dialog tree and couldn't exit or do anything. I had to close the game and restart.. which meant I had to re-take down the base of course. Not a huge issue, just a time waster.

There is definitely weirdness going on though, it needs polish for sure. I've noticed a lot of the text is clearly not written by a native English speaker. Ubisoft is French, so I get it.. but come on, hire an American to proofread.

Here is a cool interactive map: Interactive Map by SwissGameGuides

I think the GOLEM ISLAND in the North East is where the RAID takes place. The island covered in cloud to the East is likely going to be DLC? The map size is pretty decent, it looked smaller than Wildlands, but in practice it seems somewhat similar.

I've officially hit 1 day, 1 minute of playtime. Gear Level 91. XP Level 22. Panther Level 8. 20% Main Mission Completion. 4.95% world discovery.

It's fun, which I guess is what ultimately matters. Sneaking around, taking down a base, blowing shit up.. it's fun. It *IS* lonely (ronery) though without the squad banter. Even stupid stuff like them calling out a bad guy, or whatever.. it made it feel immersive. Also, the Island just feels so.. empty. At least so far, all you run into are bad guys. Bad guys, everywhere! Occasionally you'll have a couple of yahoos trying to fix a bike or a drone or something, but otherwise it's all-baddies, all-the-time. Wildlands at least gave you the facade of a living, breathing world.. you had people going about the day, traffic.. etc. It's not horrible.. it just makes things feel much emptier than they used to I guess.

Gear level.. It's fine I guess. I just collect shit and then every now and then go through and see what I have, disassembling or selling off the extra stuff. Upgrading your guns is fun too, so you're at least on the lookout for higher quality stuff to take apart to upgrade your gun further. Ultimately it's just a fluff addition at best, and a way to slow your progress at worst. I don't think it was needed, though it does make it so killing random bad guys has some benefit, whereas in Wildlands it was kinda pointless to kill everyone after a while.

I really think the biggest issue I had with Breakpoint is the narrative. Once it gets going, it's a little better.. but the start is just so.. I don't know. Uninspired? I like like a prologue mission or briefing or something would have gone a long ways towards making you sorta care about what is going on. As it is now, they kill Weaver (from Wildlands) right in the beginning and it's just an "oh" kind of moment. Something as simple as a mission onboard the USS WASP, where you get a tutorial on the gear, class, etc systems.. have some short talks (reminders of who is who) with your team.. a briefing explaining WTF you're actually doing there and why they sent *30* Ghosts to investigate a ship sinking and only *4* to take over Bolivia.. all of that would have made the opening mean a lot more since you now have some context to things. I dunno.

The first Raid was supposed to be at launch but they delayed it temporarily. Probably has bugs too. They figured since you have to be at gear level 150 and coop with three others, there’s no rush to throw a buggy thing at launch. It’s suppose to open soon. There’s new raids with the scheduled DLCs down the road. The preview made it look like you were fighting a custom behemoth with different weapons on an active volcano.

From a story and mechanics POV, I think there’s a lot all of us would have done differently. I think I actually care about Walker right now and he’s the villain capping Weaver.
 

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#51
For sure, my friend and I were saying we were siding with Walker last night in the couple of story missions we did. He's the only voice actor to really do anything memorable. The Skell & Fox guys.. I mean I guess they play the Asperger Nerd to a tee.. but it's annoying as hell in a freaking Ghost Recon game.

It really feels like an RPG where you're the big HERO come to save the land from all forms of villainy.. large and.. uh.. small. I got a mission to give this guy shit to make fish hooks. FISH HOOKS. Nomad is wandering around an island, defeating bad guys, and picking up shit so this random Homesteader can make.. fish hooks. Okay.. I got another mission to investigate a "mysterious noise" that was scaring some locals. SCOOBY NOMAD DOO IS ON THE CASE! Turned out to be some rascally robots causing a commotion, and they would have gotten away with it if it wasn't for the meddling Ghosts!

It's fine.. filler content.. but whatever.. but it just makes the story tone feel so OFF. Oh we're avenging our super good friends who are dead now, at the hands of one of our own but first.. FISH HOOKS! I dunno. I felt like Wildlands had a really good narrative and structure where you knew the basics of why you were there (or so you thought) and what you were supposed to do (dismantle the cartel). I get that they're trying to be sorta cagey here with the story, but you at least need to property setup the MAIN STORY before you swerve into unexpected twists.. since right now those twists just seem as plausible as anything else I've seen so far.
 

Giga Bread

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#52
For sure, my friend and I were saying we were siding with Walker last night in the couple of story missions we did. He's the only voice actor to really do anything memorable. The Skell & Fox guys.. I mean I guess they play the Asperger Nerd to a tee.. but it's annoying as hell in a freaking Ghost Recon game.

It really feels like an RPG where you're the big HERO come to save the land from all forms of villainy.. large and.. uh.. small. I got a mission to give this guy shit to make fish hooks. FISH HOOKS. Nomad is wandering around an island, defeating bad guys, and picking up shit so this random Homesteader can make.. fish hooks. Okay.. I got another mission to investigate a "mysterious noise" that was scaring some locals. SCOOBY NOMAD DOO IS ON THE CASE! Turned out to be some rascally robots causing a commotion, and they would have gotten away with it if it wasn't for the meddling Ghosts!

It's fine.. filler content.. but whatever.. but it just makes the story tone feel so OFF. Oh we're avenging our super good friends who are dead now, at the hands of one of our own but first.. FISH HOOKS! I dunno. I felt like Wildlands had a really good narrative and structure where you knew the basics of why you were there (or so you thought) and what you were supposed to do (dismantle the cartel). I get that they're trying to be sorta cagey here with the story, but you at least need to property setup the MAIN STORY before you swerve into unexpected twists.. since right now those twists just seem as plausible as anything else I've seen so far.
It’s like Ghost Recon meets store brand Grand Theft Auto. Also,
Elijah makes no sense given how everyone was killed. I can buy Walker killed Weaver without recruiting him because he knew he wouldn’t turn but I can’t buy someone turning on everyone that just died and siding with someone who just tried to kill you by downing your chopper. At the same time, if I’m a smart villain, I’d suspect this individual is double crossing you since I have no idea why this guy would double cross everyone so easily.
 
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NSA

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#53
Yeah.. the swerves and twists don't mean anything if they don't make sense OR you care about who the people were anyway. In the case of the above.. I didn't trust that guy from the 1st time I saw him.. but he's supposed to be important to Nomad but who the hell is he anyway? If we'd gotten a prologue mission on the WASP maybe he's giving the Briefing or you talk to him or.. ANYTHING to make (1) the reunion mean something, so glad he made it! and (2) the swerve make you go 'whoa' and actually be shocking.

They did a shockingly bad job with the story thus far.. with most of the details coming in text documents or other random things you find in the world.. or having to go track down people to 'discuss' things with them.
 

pcsguy88

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#54
I just encountered the bullet proof glass meeting in Skell’s lab and none of it was any surprise. This game has too much FarCry5 silliness seeping in on top of it’s RDR2 camp building activities. Thank goodness the actual gameplay is within 80% of Wildlands’, but this time around I do not care about the story. At all.
 

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#55
Yeah, I more or less liked that segment.. but not surprising at all. It's played like it should be a huge shock though.. do they not have people test their games ahead of time? It does feel like someone high up said "I want ALL of this in the game! I don't care how you do it!"
 

Giga Bread

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#56
I stumbled on an underground base. Got behind the defenses and headshotted Silverback thinking he was any other Wolf. Whoops. Mission Accomplished?
 

pcsguy88

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#57
I‘m pretty sure I despise the drone. Wandered all the way to the south to meet the outsiders and was continuously ass fucked by the flying variety when I decided to explore a bit. What do you use to kill the ones that hangout in packs around waypoints? I’m yet to damage one with any 50pt weapon or my lil bird’s minimums.
 

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#59
The flying ones are only hard because they fly around like an ADHD kid on candy. Damage wise I can destroy them with any of the guns I use, it's just hard hitting them.

Panther has a spray that makes me invisible to drones for like 1 minute. So I'll spray myself and then try and take them out in time, or at least thin their ranks. I think if you hit them with a unsilenced sniper it would do a ton of damage. The sniper class gets a perk or something to do extra damage to drones.
 

Giga Bread

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#60
Finished single player. That was predictable.

Tried PvP. It would be fun if i wasn’t constantly shooting people that aren’t there anymore because of lag issues
 

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#61
By what Ubisoft is saying, the sales are a disaster. Most suspect they’re bailing. Most still think they’ll at least honor their Year One initiative but I’m wondering if they’ll just honor some of the content and move on. This online-only function just puts it in even more jeopardy since it’s going to cost them money managing their servers.
 

Giga Bread

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#63
The community can’t even decide if the game is too much of the same or too different. I would have been okay if it was something completely different or something completely the same. It’s that waffling and feeling bloated that feels off. I think it was rushed to try to beat COD and now they know they’re losing a chunk of players when that comes out.
 

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#64
Ubisoft has a pretty decent track record with sticking with their games and not abandoning them. Hopefully they can rectify some of the issue post-launch and get the game closer to where it needs to be. Something like a Rainbow 6 endgame could happen.. where a game gets more popular way down the road. I'm just hoping they do some Quality of Life improvements and additional content.

I jumped back in yesterday after taking a week+ off for vacation. I guess there was a patch during that time but I didn't notice anything significantly different.

The game is fun to play, which is ultimately important. I enjoy the small firefights, and enjoy the sneaking around taking down the larger outposts/bases. The inventory/gear stuff is.. mostly fine. At worst it's unnecessary and slows things down a touch, but does give some incentive to kill bad guys whereas you might just skip them otherwise. Controls are serviceable, if sometimes clunky (indoors especially).

My biggest issues now are the emptiness of the world, and the super thin story/narrative.

#1. Emptyness. Everything feels dead. I haven't been everywhere yet, but I've been to most of the little provinces, and they're all the same. Big patches of space populated only with: 2-3 bad guys fixing a bike, 3-4 bad guys walking in a line, 2-3 Civilians talking about the checkpoint traffic or the bees, maybe a couple of drones. Sprinkle in a few checkpoints, bases, bivouacs, and places to inspect.. and that's it.

For as often as the civvys talk about their long waits at the checkpoints.. NO ONE IS EVER ON THE ROAD! At best you see an enemy jeep or two, MAYBE a weapons convoy, but that's it. Wildlands had the Cartel driving around, UNIDAD driving around, the Rebels Driving around, and then tons of civvys driving around going "somewhere". It resulted in fun & unpredictable situations, where all 3 would end up fighting each other and you could help or peace out, but it felt "alive" in a sense. The populated roads made the world feel more real, even if the people on the roads weren't really going anywhere.

Now, it's just a big ghost town. There are civvys at little camps/etc around the world, but you never see them going from A to B. They're just where they are, forever. By making it less realistic, I also care a lot less about the Skelltech employees.

Tied in with this.. Ubisoft made a hugely detailed world, but all to apparently no use. I've visted at least a dozen really detailed, well designed buildings/outposts/etc.. and there is just.. NOTHING THERE. Nothing to interact with, no one to talk to, just.. really cool stuff to look at, and that's it. Sometimes not even any bad guys. It's like they designed all this, and forgot to fill it with people or meaning.

The civilians you do interact with are also a really frustrating bunch. The rare quest givers treat you like a typical RPG messiah come to save the day, but literally every other person you come across is scared to death of you. Aren't you supposed to be saving these people? In Wildlands the civvys mostly ignored you, but would get out of your way, but that was easily explained by them being so used to war that it's just nothing new. I would think the civvys here would be begging and pleading with you to get them out form under the Wolves boot.. but most of the time they just act scared and again do nothing.

#2. This does tie into the above, but the story is so barebones and poorly laid out.. it's a real shame.

Wildlands, by comparison, was very straightforward. You got dropped in to Bolivia to take on the Cartel, which was trying to form a Narcostate. 1 team vs the bad guys, with a lot of other enemies and questionable allies involved. You got a short briefing before each mission, and usually afterwards.. explaining what you were doing and why. Almost all the missions were in service of the main goal of disrupting and destroying the cartel.

Breakpoint.. you're ALL ALONE! (except all the other ghosts you meet, and/or online people) trying to unravel a mystery of what happened on the island, except most of the relevant info is figured out in the first couple of hours. Most of the missions have a quest giver, which may or may not give you a short explanation of what you need to do. Most of the info comes in text boxes in the organizer. The 'main' story line is pretty short, most of the stuff you end up doing is side quests/faction quests/etc. Some of these side thing seem so.. weirdly disconnected from everything else it really pulls me out of the game. I'll give you one example from yesterday:

While traveling the wilds on foot, I came across a random quest-giving civvy. Nice! She talked about how while working at the lab, the robots took on a mind of their own and started shooting at the researchers! Oh no! Would I (the noble hero) be so kind as to go clear out the evil robots from their lab so they can go back to work? Of course I will! Like.. just a standard RPG quest basically. I'm supposed to be here taking down rogue ghosts/wolves and stopping a massive conspiracy, but sure, let me solve your little robot problem. I track down the location using the clues, find the lab, and GASP! There are drones! I quickly dispatch them all, and notice the dozens of dead bodies strewn about, yikes. Morbid. I collect all my loot and get to the center to end the quest.. and there is a lab tech inside. He thanks (the noble hero) me for saving him, and said he was messing around with the drone programming and something must have went wrong (no shit). My character, literally says to him, you better be careful in the future, a lot of people might've gotten hurt. Like.. what? There were dozens of dead people outside? I got my quest reward, left him to do his thing, and went on my way.. but.. just why?

Stuff like that is everywhere in Breakpoint, and it's frustrating because it almost feels like filler content. Why couldn't they have better integrated everything into the overall story? I don't play Ghost Recon to feel like an RPG hero wandering the land doing small-scale quests. Almost nothing feels like it has any impact or weight to the overall narrative. Everything just exists to provide more stuff to collect and shoot to keep the Games-as-a-Service moving along.
 

Giga Bread

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#67
As much as people seem to hate the drones, I love them. They are the future of warfare so I don’t understand the hate. Their AI actually seems better than their human counterparts. I probably would have pushed it a little more.

I hate the heavies. They’re just stupid. They’re like those bombers from The Last Jedi. I think it’s dumb that all of these bases just have troops patrolling in patterns and doing nothing else but I think it’s even dumber to tell some guy to load up 200 lbs of metal and padding and waddle around on guard duty all day. You’ve created this drone concept. Make a heavy drone operator. Like a pac rat with mini gun/M2 mount that he can set up and use. Rocket guy with the stupid giant backpack o’rockets? Same shit. Maybe they’ll be removed when they introduce Terminator.

PVP is just unfun anxiety. Everyone just rushes to their camp spots. You can go through a match without ever firing a gun. Again, perfect place for drones. Not a heavy drone, but something that can patrol the map and force players to move around. Like some sort of drone that will attack both sides.
 

Giga Bread

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#69
I do not mind the drones so much as I do not having an effective countermeasure against them like the US will/does have. I can craft sniper drones yet I cannot make jamming devices or anti drone drones?
EMP grenades work great.

But that does remind me. How is it a cartel can jam drones but Sentinel can’t?
 

Giga Bread

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#71
How is it I can fly a helicopter over the hub cave at night and see all the lights thru the Camo netting, but an entire island full of drones cannot find them?
Lol.

I think if you ask Jericho, she gives you some deus ex answer about the netting being some next gen material that screws with their hear detection. The drones aren’t monitored by a human, they depend on the system to notify them based on heat signatures. It’s full of so many holes. The biggest being “do you have any scraps from a makeshift guille suit?”
 

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#72
Yeah.. it's so annoying/predicable how the big Predator spy drone flies RIGHT over you every 10 minutes or so. It's not like it's randomly flying over the island.. it purposefully flies RIGHT over you. I'd rather it just be patrolling over the island all the time so you had to plan around it.

Same with the "random" helicopter flybys.. every so often they just HAPPEN to fly RIGHT over you. Uh huh. They're never actually going anywhere.. just flying over you to make you lay down and take a forced break. Lame.

I finally figured out the faction missions.. and I guess most of the story is actually there. Those replace all the other fun things that there were to do in Wildlands. So you get missions to destroy "X", clear "X" base, steal "X" truck and return it to the rebels.. etc. None of it is clear, and the menus are a total mess/failure.

I guess there are "acts" that are progressing in real time too? I totally missed all the Act 1 stuff, and now it's gone I guess. It's on Act 2 now through the next couple of weeks I guess. It works, but it's just so weirdly setup and not very well explained.

I still think my biggest issue is how.. lonely it all is. Without any companions or even radio contact.. it's just you roaming around by yourself all the time.. which.. ehhh it's lonely/boring. Before you had the squad banter.. but you also had Bowman in your ear giving you updates/etc. Here.. nothing. You have to go allllllll the way back to the stupid 'hub' to turn in your missions and talk to the dead eye'd AI people. Just feels so clunky. The cutscenes are almost all of a lower quality than the ones we got in Wildlands too.

ALL that being said, it's still fun to roam around killing bad guys.. but I really hope they do something to change/fix some of the stupid things in the game.
 

pcsguy88

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#73
I never used fast travel in Wildlands and now I feel forced to due to the stupid hub. I've only completed 2 main story missions and it seems like each made me go back to the hub to talk to someone in order to get the next part. Tired of looking at load screens as I bounce back and forth. This world is not immersive because of it. I still play Wildlands 2yrs later because I can just go lose myself in the world, actually interact with the locals and the rebels as you free a town for the 100th time just for the fun of it.

I really hope I can get back into Breakpoint before my desire to play it completely wanes like it did with RDR2.
 

NSA

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Mar 13, 2011
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#74
Yeah, nothing about Breakpoint make it feel like a real living breathing place.. which is a shame. The map is wonderful, there are so many tiny details that are really well done.. but it all seems underutilized.

My only 'hope' I guess, is this is part of the plan and things will change as they progress through these "acts".

Example.. for the first act, essentially Sentinel was putting up roadblocks/etc. You could hear the AI NPCs talking about this, and long lines.. and something about a "bee outbreak". Now that we're in the 2nd act, Sentinel is actively kidnapping the NPCs, so the missions have changed to stuff revolving around that.. and the NPCs have new talking points. I'm not 100% if this has made any changes to the main world.. but I don't see why it wouldn't be possible.

This is the benefit and curse of the "always online" game world.

It does seem like you have to go back to the HUB all the time now to turn in missions and get the big new ones.. which is lame. I started just getting a helicopter and flying around to do the faction missions.
 

NSA

Brotherhood
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Mar 13, 2011
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#76
ooooo

TOM CLANCY'S GHOST RECON® BREAKPOINT: MOVING FORWARD

1. Technical State of the Game

Our first priority is to improve the technical state of the game. We know many players had a difficult time with game bugs and unexpected stability issues at launch and we are making every effort possible to address these issues as soon as we can.

With Title Update 1.0.2, released on October 15, our team made numerous improvements to the game, focusing on the most pressing issues that could be addressed in this timeframe. We are working on further improvements that will be coming soon with TU1.0.3 in mid-November, including fixes on the Drone deployment, on changing the fire rate, on NVGs blocking crosshairs and on the Mission Completion notification pop-up.

Title Update 1.0.3.1, coming around end-November, will include further improvements and updates on the most pressing community feedback.

Alongside this post is an update on the Known Issues of the game, and the highest priority issues.

2. Post-Launch Content

As we focus on improving the game, we also want you to know that our commitment does not stop here. We are dedicated to supporting Ghost Recon Breakpoint in the long term with plenty of post-launch content and special events to keep the world constantly growing and evolving.

You will get your first taste with Project Titan, our first ever Raid, which will release in December, and The Terminator Live Event, which will release shortly after that. In order to make sure we remain agile and flexible, we’ll come back to you with more details including specific release dates at a later stage.

3. In-game Economy

We also heard the criticism regarding the in-game economy. That is why we are currently working to make adjustments according to players’ feedback in the next few weeks, making the experience for players more comfortable.

4. AI Teammates

We announced at E3 2019 that AI Teammates would come back to Ghost Recon Breakpoint, and they will. Ghost Recon Breakpoint was designed from the ground up to be enjoyed in co-op up to four players, and as an innovative pure solo experience. As such, adding back AI Teammates to the game is a major undertaking that will still require time. We will update you as we progress towards their release.

5. Freedom of Choice

Finally, we are aware that some of the design choices made have caused polarized reactions and discussions regarding the direction taken by the Ghost Recon franchise.

We are happy to see players embracing the new elements of the game, but we also understand that there are areas of improvements. Some of you would like our new survival mechanics to have more impact on your experience, while others dislike the tiered loot progression we have added.

One of the key elements of our vision for Ghost Recon is to immerse our fans in a gritty and authentic military experience.

In line with this vision and the feedback we received, we are working on a more radical and immersive version of Ghost Recon Breakpoint. We also want to let you tailor your experience to the way you want to enjoy the game, since freedom of choice has always been part of the Ghost Recon DNA.

It’s still too early to share details on how that will work exactly, but it is top of mind for the team and we will keep you updated as we progress.

6. Conclusion

We know that we have a lot of work ahead of us to get the game where you want it to be, and that not everything will be addressed or released as fast as all of you might like. Big changes can take time to make sure they are done right, but we still want to be as transparent as we can about the current state of development.

In order to ensure we are tackling the right topics at the right time, we are also looking into releasing a Community Survey that will help you to express yourself about the future content and improvements of the game.

To all of those who have jumped in and to those who are thinking about joining us – please continue to share you feedback. This is only the beginning and we look forward to the future together.

The official www.ghostrecon.com website will remain the main source for all future updates.

The Ghost Recon Team.
 

pcsguy88

Number 2
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Mar 14, 2011
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#77
Well now I do not want to advance any more until it’s a real game in 2020. So they are going to have a toggle switches for weapons cases or looter shooter? IDK... makes me sad they decided to blow up the mechanics that the community loved and stripped all the realism out of it along the way. The bones of this game has tremendous potential, but executive decisions were wrong at every turn. They just didn’t understand why so many people were still enjoying Wildlands so long after release.

Any time I have to shoot a helmet off of an enemy to then get the headshot kill, it instantly becomes fantasy.
 

NSA

Brotherhood
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Mar 13, 2011
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#78
Yeah I don't know. I think I am going to keep plodding along for a little bit, I'm still having technical fun with killing bad guys.. but some mixing up would go a long way.

They should have just exported everything Wildlands over to Breakpoint and made a few tweaks.
 

NSA

Brotherhood
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Mar 13, 2011
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#80
Interesting, makes some decent points. I do think they can make Breakpoint into a good Ghost Recon game though, at least good like Wildlands. Just finally adding the squad will make it feel more alive I think. More strategic stuff would be good too.

Curious how they're going to do the Terminator event too, though sucks it got moved to December.