The Division

Discussion in 'Shiny Things' started by Jeffy, Mar 14, 2016.

  1. kleinholz

    kleinholz Adventurer

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    Yeah me but I'm not at home until the 10th and won't be able to play...what a shame.

    Btw great content about the division 2 so I don't have to go anywhere but here to be informed! Keep it up!
    Jeffy likes this.
  2. greenramp

    greenramp Airborne

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    I'll be playing it
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  3. Jeffy

    Jeffy Hmm...

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    That's too bad. Did you get in on the first Beta? It was pretty good. I love the stealth aspect of it even though it was a bit clunky. Though I think for those who can't spend hours farming, GR is a good alternative. I just hope they keep the content up. I only put in around 180 hrs into GRW as opposed to 450 hrs in TD2 and 1300 hrs in TD1.

    Thanks! The Division is in limbo again which is really sad. Not much news since they're again flying people out to Sweden to help fix the game. I figure since most people who play this will probably play GR, it's probably okay to post anything Tom Clancy here.
  4. kingdm54

    kingdm54 Been here awhile Super Supporter

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    I got it. If things stay calm at home i will be on.
  5. Jeffy

    Jeffy Hmm...

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    Stupid server maintenance right in the middle of prime gaming time! They optimized it this time for sure. I was getting 30-ish FPS and not I'm getting high 50's. Voice-overs for the female character have been added. A lot of informational stuff has been added. Like to not attack Jon Bernthal as his group are level 150. :lol3
  6. Jeffy

    Jeffy Hmm...

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    So I have a little over 26 hrs into the Ghost Recon Breakout Beta and I'm capped at Gear Score 40 with XP 10. I should mention, since it's 3rd person it plays a lot like The Division but without the RNG. You can one-shot enemies if you're quick and the stealth aspect is really fun. You do have to manage your injuries though. I also like how gear is also apparel so once you get it you unlock the skin so you can make your character look how you want to and not have to run mismatched gear just because of stats. Also you can blouse your boots! No more baggy pant legs! Honestly, though, it'ss very similar to the Division with Gear Scores but slightly more FPS while The Division is slightly more MMO. So far I like it more than Wildlands.

    [​IMG]

    Was able to take out a Behemoth solo, too. Felt good about that. It was a lot easier then taking the Wolf camp solo. Those drones they have are no joke.

    [​IMG]
  7. Jeffy

    Jeffy Hmm...

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    THE DIVISION 2 – STATE OF THE GAME RECAP: ETF ECHO FEEDBACK, TU6 GEAR AND LOOT UPDATES, PTS BUILD SOON
    by Mikel Reparaz / September 11, 2019 / 7 minute read
    On this week's The Division 2 State of the Game, Senior Game Designer Nikki Kuppens, who works with the economy and progression team, gave an overview of some of the changes coming with the launch of Episode 2, Title Update 6. This week's stream specifically covered improvements to gear and loot; here are a few highlights:

    • Title Update 6 is confirmed for an October launch.
    • Big changes are coming to how branded gear sets work; you'll now only need four items to complete a set (although that won't necessarily mean you have the most powerful version of the set).
    • Players will have greater flexibility to find the loot they're looking for, and to recalibrate their gear the way they want.
    • Some of the changes being added to Title Update 6 will be available to try out via the Public Test Server soon. Also, the PTS will no longer include narrative content.
    • Stash space is increasing to 300.
    State of the Game streams every Wednesday at 8:00AM PDT on Twitch, Mixer, and YouTube. (To find out what was covered in the last episode, make sure to check out the previous State of the Game Recap.)



    [​IMG]


    Updates From the Break

    • In lieu of last week's stream, the team published a roadmap of what's coming to State of the Game in September, beginning with this week's look at improvements to gear and loot.
    • An issue where the Raid would reset if the leader left the group has been fixed.
    • Persistent audio issues are currently being fixed.
    • Issues with collectibles and Classified Assignments have been fixed.
    • Changes to the Shepherd System are planned for the coming weeks, based on community feedback.
    Title Update 6 – Gear Updates

    • The team is currently working on changes to gear, brand sets, and named weapons. In particular, they're focusing on a big re-balance of the game with the next big update.
    • Brand set revamp
      • The dev team is working to ensure that all gear brands have an item for every slot, to remove restrictions on how players construct their Agent's build. The team therefore plans to add an item for those slots for all brands (except 5.11, a real-world brand that only makes certain kinds of items).
      • This will allow players to come up with new builds, but also ensure that current builds will still be viable.
      • This also adds more clarity for players; no more guessing which brand slots are available, and which are not.
      • It also means a new items are being added to the game, so there's more to loot.
    • Only four items will be needed to complete a gear set and unlock its full bonus.
    • Chest pieces and backpacks for all gear sets will be made more powerful with the addition of a high-end talent.
    • Items from Raid gear sets will be made more widely available, but the backpack and chest pieces will remain exclusive to the Raid.
    • Named items update
      • The team is reworking named items so that they're more exciting when they drop, and more powerful when players use them.
      • The developers are trying to add special visuals to all named items.
      • The team is currently considering adding around 35 new named items, including weapons and gear.
      • The team plans to make named item talents a more powerful version of existing talents.
        • They will be unique to the named items, and players probably won't be able to recalibrate them onto other items.
        • The developers may let players recalibrate over the talent, and look forward to community feedback on this.
      • The team is still working out exactly where named items will drop.
      • As always, balance is an ongoing topic, and the team will continue to make changes and talk about them in upcoming shows, articles, and patch notes. To join the discussion, visit the forums or the subreddit.
    Title Update 6 – Loot Rotation

    • A new system coming as part of TU6 allows Agents to target specific loot from a random rotation.
      • Available kinds of loot are shown on the mega map when highlighting the named zone or main mission where it will drop.
      • Named zones and main missions will offer different loot, and available loot changes daily.
    • The normal loot pool is available while targeted loot is active, so players won't miss out on anything when selecting a mission with targeted loot available.
      • The specific loot shown on the mega map has a small chance to drop from any NPC and loot container in the mission.
      • It has a guaranteed drop from named bosses in the mission.
      • A new UI element is being added to loot piles, so players know when they've received a targeted item.
    • This also available in named zones.
      • Loot has a chance to drop from NPCs and containers.
      • It has a guaranteed drop chance from named NPCs and when finishing an activity; for example, a Control Point.
    • Dark Zones are also part of this, and can also have specific loot available.
      • Items still need to be extracted.
      • If you're looking for more news about Dark Zone and PVP, tune in to next week's State of the Game, as we will focus on these particular topics.
    • Loot refreshes on a daily timer, and you'll get a message at login that tells you the rotation has refreshed.
    Recalibration and Crafting in Title Update 6

    • Changes are being made to recalibration, including a new UI. With TU6, players will be able to:
      • See lists of available recalibrations for each item.
      • Swap stats between items of different colors, for example from red to blue.
      • Recalibrate talents on a slot onto any item of the same slot, regardless of brand.
    • Recalibrating mod slots is under consideration.
    • Crafting changes are incoming in TU6.
      • Material caps will be raised, allowing players to carry more
      • The material sharing perk is returning, letting players share materials across all their Agents.
      • NPCs will drop more materials.
      • If players are full up on materials, those materials will stop dropping.
      • Scavenging containers that previously contained one of two material types will now contain both.
      • Players now have a chance of getting polycarbonate from deconstructing items.
      • The cost of crafting in common and brand materials is being lowered.
      • Once players reach the endgame, the locations of undiscovered blueprints will be revealed.
    PTS incoming!

    • To gather player feedback on these changes, the team is working on the Public Test Server build right now, and it is in validation with the Quality Control and Assurance teams.
    • Players can expect some of the above changes to be active on the PTS, and patch notes will be ready for when the PTS goes live.
    • The PTS will be multi-phase, and will not necessarily be reflective of the final product.
    • The team will also continue to use surveys throughout the different PTS testing phases, so they can get specific feedback from the community.
    • No narrative content will be shown during the PTS phases this time.
    Release time

    • The team is still working on Title Update 6, but is currently aiming for an October release for Episode 2.
    • More information and details about upcoming content will be shared on the September 25 State of the Game.
  8. Jeffy

    Jeffy Hmm...

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    State of the Game - September 18th, 2019
    Massive // Massive Response

    Title Update 6 / Episode 2 PTS
    In order to test all of the content coming in the next update, specific features will be released in various phases over the next couple of weeks.

    Participating players will also be able to take a survey after each testing phase to drive as much feedback as possible to the development team.

    We want to ensure each phase receives targeted feedback from the community, and so we encourage everyone to share their thoughts with us!
    • Sept 16th:
      • Loot targeting, Dark Zone
    • Sept 24th:
      • New Exotic, Balancing, Bug Fixing
    • October 1st:
      • PTS Ends
    => Summary
    => Feedback Phase 1 - Loot / Dark Zone

    They're gathering feedback regarding Targeted Loot in the Episode 2 PTS.
    Here you find a survey which would give us more information about your experiences with Targeted Loot.

    Additionally, feel free to share your thoughts in this thread.

    Eagle Bearer Comment
    • Since the change to the Eagle Bearer was announced a lot of feedback has been posted and it has been heard.
    • Before commenting on the change, they also want to make something clear:
      • The PTS is a Test Server
      • On the PTS there will be iterations to changes, things will be added, things will be changed or removed.
      • PTS is not set in stone
      • With Phase 2 there will be many further balance changes (Weapon Damage will change, Gear Sets will be touched) and that will also change the landscape and the TU6 Big Picture.
    Eagle Bearer
    • It has been stated by the devs on multiple outlets that the Eagle Bearer as it currently is, is simply too strong.
    • They understand that the Exotics should be powerful – but when you have one weapon that dominates PVE and PVP (it is not a PVP nerf) it requires some adjusting.
    • Because as it is now, whatever build you currently have, the Eagle Bearer stays a very strong weapon and they want more variety in terms of builds and also that you can try out other weapons.
    • But they also understand that the Exotics should feel powerful and that is why they will look at the Exotic Talents for PTS Phase 2 and make them more powerful. (that also includes the Eagle Bearer)
    • So the landscape will change, test that out and while they will not reverse the Eagle Bearer damage nerf, it will still have its place.
    • Test it out and give feedback.
    Title Update 6 / Episode 2 – Dark Zone / PVP – Changes
    Dark Zone
    Going into Title Update 6 they focused (among other things) on two topics:
    • Dark Zone Incentives
    • Full Serves
    Dark Zone Incentives

    To make the Dark Zone more interesting, they upgraded the Supply Drops:
    • With TU6 Supply Drops can happen inside of inactive Landmarks.
    • But you will be not the only one that interested in those, NPCs will also fight over them with their own bosses in tow.
    • So you can choose what type of experience you want – the classic Supply Drops or the new ones within the Landmarks.
    • That also applies to solo and groups. Solo players can stick to the normal ones while groups can challenge themselves with the new ones.
    Full Servers

    One issue has been so far, that while the Dark Zone has been optimized for 12 players, many players have walked into empty Dark Zone sessions. That is one thing they want to change with TU6:
    • Once you enter the DZ Checkpoint there will be a check how many players are in the DZ
    • When there are only a few, once you step into the Dark Zone there will be a server transfer to put you into a session with other players.
    • The process will basically be the same experience as before, but in some cases, it can happen that there will be a loading screen.
    Occupied Dark Zone
    • In the last update they’ve added the Rogue / Manhunt Loop to the ODZ
    • With TU6 they add the full feedback system of the normal DZ so that you can better track and hunt other players.
    • Supply Drops have also been added to the ODZ, but there will be only one and it will be highly contested and protected by Black Tusk Bosses.
    • Ambushes have also been added to the ODZ. So when you shoot your flair at the extractions it can happen that Black Tusk will invade the area and it is up to you to decide if you want to stick around and clear them out or move to a different Extraction. But this has a low chance, so it may happen just once per evening or even week.
    Thieves Den Vendor / Dark Zone Vendors
    • They’ve also reworked the Thieves Den Vendor.
    • He has a storefront now and also a rotating stock of items.
    • At the moment they are still figuring out what he is going to sell – but they will be high tier items.
    • You can buy items with the Dark Zone Recourses that you have been gathering (the old MRE / Opium etc.)
    • To simplify the process, the different Dark Zone Resources have been combined into one single “Dark Zone Resource” that you can find in every Dark Zone and they’ve also added more containers to acquire them.
    • The Thieves Den Vendor will switch between the two normal Dark Zones and you will see on the Mega Map where he is. To enter the Thieves Den, you still need to do the Grey Rogue loop
    • The Dark Zone Vendors at the Checkpoints will also trade with Dark Zone Resources.
    Loot Highlighting
    • In the Open World you can unlock an ability to highlight loot by donating resources to Control Points
    • In the Dark Zone you get that ability by hacking SHD-Terminals.
    • That will help you get more resources but also at the risk of PVP
    Conflict
    • The match completion reward has been changed so that you get something to finish the match and also gives you something for the time spent.
    • They’ve also added a weekly Conflict Project that you can work towards.
    • The Daly Dark Zone Project will now change things up with a Daily Conflict Project
    • The visuals and the audio has been reworked and upgraded
    • You can now also switch loadouts in the loading screen between matches.
    New Conflict Mode – Round Base Team Elimination
    The goal is to have a more tactical experience, to get away from the established “meat grinders” where you respawn after each death and move towards tactical gameplay where each loss matters and you should coordinate skill-cooldowns and usages.
    • More hardcore mode – with one life to live.
    • Best of 7 rounds - who got the most wins
    • It should be more tactical and also needs better coordination because there is no re-spawn and each loss matters.
    • There are new boots (Team Revive Boost / Proximity Pulse Boost)
    • It will be added to the playlist to Skirmish and Domination and you can vote on it.
    This mode will be added to Phase 2 of the PTS

    Removal of the Normalization in PVP
    • The goal with the normalization was, that players with different progressions could play together.
    • While normalization was changed multiple times – this is the biggest one so far: They are basically removing the Normalization as we know it in endgame:
      • Once you have finished your build, done your recalibration and optimized your build and you enter any PVP activity, you will keep those recalibration bonuses.
      • They want your time investments to actually matter.
      • If you are still in the leveling process you will be buffed to GS 500.
      • There will still be Normalization for specific Talents to fine-tune them for PVP
      • The established PVP modifiers will of course also still apply in all PVP activities.
    Better Skill visualization
    • They’ve added a lot more signs and feedback to skills:
    • Added visibility of the area of effect range of Skills.
      • Only shows when players are in the affected area.
      • This also allows you to react to skills and dodge attacks.
    Known Issues
    Diamondback Glitch
    That is a known issue
    Roadmap
    Community Resources
    The community has provided a lot of guides, tools, and lists: Link
    Important links
    • Video
    • Article on the official page
  9. Jeffy

    Jeffy Hmm...

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  10. Jeffy

    Jeffy Hmm...

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    Argh, I'm up now at 12:45 but the BETA doesn't unlock until 3 AM!
  11. Jeffy

    Jeffy Hmm...

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    And it ended at 7am PST! Went to level 44 and tried to max out my gear. The nice thing about the same is your gear score does not matter that much. Green gear has one attribute and blue have two. There's no real increase in damage and even enemies that are well above your GS can be killed. You can also one or two-shot all NPC's with a headshot no matter what. I think the stealth aspect is the most interesting part of the game since it's all new. You can knife your enemies and then carry their bodies off so others don't come across their fallen comrades and set off the alarms. Also, unlike Wildlands, there is usually one or maybe two NPC's who have radios. Destroying the generator will only disable turrets and not alarms like they did in Wildlands. If you alert some NPC's you usually have time to kill them before any alarms are set off if you're lucky. I really wish the animations were faster though. It doesn't take 3-4 seconds to change a mag or switch weapons. I wish you could carry your primary rifle across the chest. Who slings their primary rifle on their back anymore? I think you could do it this way in the original Ghost Recon IIRC. Also, drop-down leg holsters aren't really used that much anymore either. This is supposed to be in the near future.

    Playing on Extreme is way more frustrating and way more rewarding than even Advance. You have to take the drones out and the Commanders first. The Red Dragon outpost took me several wipes and a good part of the day to finally catch a break and clear out. It was only a 160 zone. Later Darren and I tried a 200+ outpost and wiped every time because of one thing or another.

    Oh, and I finished the main story as well as all side stores in the BETA. You learn more about Walker in this BETA which is nice. Touch fighting the Wolves in CQB when you can't run if things go south.

    So how is this compared to The Division? If you have a venn diagram with FPS and MMO these are right near the center. GR just sits a little closer to FPS and The Division is closer to MMO. They play somewhat similar but there's no RNG or farming to deal with in GR. GR will have PvP but it's completely optional. It's purely PvP and not a mix of PvEvP like The Division. Unlike Wildlands, you pretty much know what kind of gear you'll find at each location. The game tells you so you won't have to resort to YT or IGN to find that gun part location. Anything you can buy with real money will be stuff like blueprints and accessories that are all available for free.

    Now the question is do I go against what I said previous and pre-order it so I can get the 3-Day early access or wait?

    [​IMG]
  12. Jeffy

    Jeffy Hmm...

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    His complaints are fair but he sure isn't playing it on Extreme. You don't get the enemy bloom indicators on the map. I did see some stupid AI but I'm betting/hoping that's going to get ramped up for the release. I mean, the game should have went gold three months ago. One of the problem with the weapons as upgrades that he didn't mention was that in Wildlands once your Tier 1 your weapons, they're really OP. I found it weird when people were complaining about the Predator mission and they couldn't complete it. I was soloing it easily while groups of 4 were wiping. Overall, I didn't notice much different with the builds. The female character had actual dialog but again some of it was screwed up since other NPC's refer to her and a he. They also broke the shop owners voiceover. There was also a wicked ladder bug where you'd go into the animation of climbing but wouldn't go up. You could go back down but you'd have to keep tapping up to get up the ladder. Animations were glitching for carry as well as prone cover.

    Who's getting it?
  13. Jeffy

    Jeffy Hmm...

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  14. Jeffy

    Jeffy Hmm...

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    Still playing Breakpoint. Not sure I'll be jumping back to The Division 2 right away anyway. For Breakpoint I dragged Darren into kill Walker. Basically we did the mine the floor trick and hid in the corner. I wiped a few times playing solo on Extreme. There's gotta be a better way of killing him though. The waves of Wolves aren't too hard but then if Walker gets too close he basically one shots you. Then there's his drones. Wasn't able to explore the room until Walker was dead so I wasn't able to see where else I could take cover. I think the stairs in the back might be better since at least there you aren't stuck in a corner.
  15. Jeffy

    Jeffy Hmm...

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    Kinda cool that they send you updates on your stats when you finish a story mission.
    [​IMG]
    After successfully detonating Walker’s drone fleet and erasing mistakes of the past, the Ghosts now move to safely extract Paula Madera. But first they’ll have to do the impossible: convince Paula that Jace Skell has done decent things.
    YOUR LATEST GAME STATS

    [​IMG][​IMG][​IMG]

    [​IMG][​IMG]

    [​IMG]
    [​IMG]
    88:55
    TOTAL TIME PLAYED

    [​IMG]
    3921
    NUMBER OF KILLS

    [​IMG]
    46%
    STORY MISSION PROGRESSION
  16. Jeffy

    Jeffy Hmm...

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  17. Jeffy

    Jeffy Hmm...

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    Well Darren and I took out Flycatcher. it was very anticlimactic. Looks like it might have been that way because we were using stealth as much as possible. Stealth killed the guard outside, opened the doors and stealth killed one guards and Flycatcher was just standing there. headshot and he was dead without any fanfare. This was on Extreme. I've seen a video with it on what appears to be normal or maybe Advance since the enemy bloom was there and they were running around and the NPC's were moving.

    The one big advantage we had was that I had cleared the base solo the day before so I knew what we were in for. It's pretty technical if you want to do it as stealthy as possible. I don't think there's anyway way to really do it without setting any alarms off. Every sniper has a drone following them so there's no way to kill them without alerting the drones or knocking the drones out without alerting someone. I could be wrong though. Might have to experiment with it a little.

    I've mostly been working on getting the Battle Rewards done since there's limited time to do them. I think there were 50+ days and there are 50 items. There's a limit of 400 points a day which means I can only unlock 2 items a day. Also, I don't care for some of the hacking missions as you just get jumped by more and more NPC's and when you're solo'ing it you can get overwhelmed quickly especially when there are more than one opening and you're stuck in a room guessing which door they're going to rush. I'd like to see some missions where you have to kill someone without killing anyone else or being seen. There were a few old school R6 missions like that. I still love the stealth which you don't get in The Division 1/2 or R6 Siege.
  18. Jeffy

    Jeffy Hmm...

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    So I guess there was an update to boost players who couldn't spend enough time to do Battle Rewards. Also the 400 point daily limit make it a bit of a drag. So now it's 600 point limit and a mission gets you 30 points instead of 15. There are also a lot more Faction Missions overall so you're not stuck doing 8 or so.

    Also, blueprint weapons are no longer a range of GS's, they are always the highest GS you have available. I never really found this a problem since I always go for headshots. Though I'm unsure if the GS adds any increase in weapon damage that's not being counted on the stats. I have used a GS 7 rifle against higher level enemies and saw no real difference. It's not like Level 30 Weapons in Wildlands where there's a noticeable difference.
  19. Jeffy

    Jeffy Hmm...

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    This is pretty sad. I think the main reason for it is their move towards making all their games a sandbox. They're too similar. There was no need to ass RPG elements into Ghost Recon.

    https://www.polygon.com/2019/10/24/20931007/ghost-recon-breakpoint-sales-metacritic-ubisoft-microtransactions-pc-ps4-xbox-one

    Ghost Recon Breakpoint’s spectacular bomb blows up Ubisoft’s plans for 2019


    How did a meat-and-potatoes shooter fall so short of expectations?

    By Owen S. Good Oct 24, 2019, 4:26pm EDTShare this on Facebook (opens in new window)
    [​IMG]Ubisoft Paris/Ubisoft
    Let’s hazard a guess that being called out, in front of investors, by the company president, as both a critical and commercial disappointment, is about the worst place a AAA video game’s makers could find themselves. That’s where Ghost Recon Breakpoint’s developers are today.

    In advice to investors before a noon conference call, Ubisoft told them to expect “a sharp downward revision in the revenues expected from Ghost Recon Breakpoint.” This is a $60 video game which has a microtransaction structure — heavy on the cosmetics and flashy gear — that struck me as very close to NBA 2K20’s, one of the biggest rainmakers in video gaming.

    When you pull out the numbers Ubisoft provides and revises, it’s clear that the publisher, in a year without an Assassin’s Creed, had banked on its Tom Clancy games opening a cash spigot to get through 2019. Yeah, delaying Watch Dogs: Legion into the next year affected the new numbers Ubisoft gave out on Thursday. But one can easily imagine that leadership looked at the bath they were going to take for the rest of this fiscal year anyway and decided to push Legion and two other AAA games (whose launch dates had not been announced) into sunnier climes.

    But that’s just insidery speculation. The real guts of it is in Ubisoft president Yves Guillemot acknowledging that Ghost Recon Breakpoint “has been strongly rejected by a significant portion of the community.” While no fan wants a terrible game in their favorite series, that’s a remarkably empowering statement for Ghost Recon’s, because it means those players aren’t just making empty threats or nitpicky complaints in subreddits and official forums. They’re walking away in numbers that got the chief executive’s attention.

    What’s gone wrong with Ghost Recon Breakpoint? I confess a lot of anxiety over this, because I gave the game a lot of benefit of the doubt in my review, and I do find its combat and stealth obligations enjoyable, if laborious. But, personally, I’m in a stage of enjoying long-term, grindy experiences in my action and sports library. Guillemot’s followup remarks speak more clearly to Breakpoint’s anemic reception than my review, or any other, could.

    Ghost Recon Breakpoint did not come in with enough differentiation factors, which prevented the game’s intrinsic qualities from standing out,” Guillemot said. In other words, it’s a classic sameness problem that licensed games and annual series face. In this case, it’s worsened by the fact there’s another Tom Clancy’s third-person open-world shooter with all kinds of microtransactions that has already been on the market for six months. The Division 2 is also the newest sub-franchise under that techno-military brand, and it appears to have edged out interest in Breakpoint now that both do largely the same thing.

    Ghost Recon Breakpoint launched without AI squadmates — an enormous differentiation for what supposedly should be a more tactical experience than The Division 2’s heroics. The biggest differences between Breakpoint and The Division 2 that I can describe is that you don’t press a button to go into cover, and there are no loot box cosmetics. Co-operative multiplayer in Breakpoint is also a lot harder to organize than in The Division 2.

    Maybe Ubisoft Paris gets its act together with Breakpoint and gives us one of those “OK-now-the-game-is-actually-good” redemption arcs that have become so cliché to the live service genre. Fast-tracking AI squadmates would seem to be a top priority. But that’s only going to shore up Ghost Recon Breakpoint’s existing player engagement and retention. For creating new buyers, or finding ones so excited they splurge on cosmetics or player-progression “time-savers,” the damage seems to have been done.
  20. Jeffy

    Jeffy Hmm...

    Joined:
    Feb 17, 2006
    Oddometer:
    8,223
    Location:
    SF - East Bay
    I don't really think the sandbox is a good fit for Ghost Recon. The story was a bit disjointed since I killed Walker very early on and yet everyone still talked like he was some big badass that was still running the place. Also, it's strange that YellowLeg does not show up on your story chart. Mine's isn't working properly since some of the people are blacked out when they shouldn't be unless it's tied into the side story. Herzog, I think is dead but it's still darkened and I can't click on it.

    I've also been working on getting all of the Battle Rewards. There's 20-something days left and I have less than 10 to go. If you're doing these, the easiest ones are the Destroy The Truck and Destroy the Drones. You can do tthe drones easily with a helicopter with missiles (not rockets) as they can lock on. Kill the Sentinel Commander is usually pretty easy as they almost always are standing near a doorway. The Destroy Ammo crates can be a little harder as some are inside buildings. The hardest ones, especially if you want to keep your Stealth Kills stats up are the hack the computer, where you have to defend it. If it's out in an open area it's not too bad as you can mine the road. If it's inside a building, it's pretty easy to get overrun. I don't really do those ones as I'm trying to keep my Stealth Kills at 83%.

    I'm also noticing the game crashes often when I get a Behemoth's health really low. I'm not sure what's up with that but it's very frustrating since it does take some time to take them down. They have 4 power cores that are blue but they're behind armor. So you have to knock the armor off then destroy the core. It's pretty simple but the Behemoth's are always out in the open and getting around to all the sides can take some running around.

    Oh and here's some other observations I've noticed. You can't play without all the HUD unless you like to make things a lot harder on yourself. If you have it on Dynamic, you can turn it off when you're not in combat. The problems are many. Without the weapon HUD, you don't know what your G button is unless you bring up the wheel. At that point, you're looking at a giant wheel instead of a small HUD. Turning off the reticle is nice BUT if you're in a vehicle with guns, it's nice to have the reticle since you don't have a 1st person view. Missiles still work but you don't know what it's targeting and the audible is very low.

    I do turn off the Stamina bar, Loot, Alerts, XP, and the Enemy Cloud (although that is automatically turned off on Extreme mode). Basically I try to turn everything off or at least small. If you don't have Allies markers, it will make it a PITA to find the people you need to talk to for information. I wish TAB was more of an on/off rather than a on and maybe off. Also play it on Advance or Extreme. Ubisoft already mentioned they dumbed down Arcade and Regular which I'm sure are what you'd get on the consoles. I've been playing on Extreme and haven't found it that hard. The main difference is how fast you get spotted.

    Here's my current loadout for anyone wondering.

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    Congratulations on completing Operation Greenstone! Take a look at what you achieved in Auroa!
    YOUR LATEST GAME STATS

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    [​IMG]
    176:00
    TOTAL TIME PLAYED

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    8752
    NUMBER OF KILLS

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    100%
    STORY MISSIONS PROGRESSION