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  1. #1
    Lunatic LK47's Avatar Banned
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    [Feedback] [Suggestion] [Bug] Operation Watchman issues (by Shobhit7777777)

    To whom this may concern, Shobhit7777777 brought up an in-depth topic that definitely needs to be addressed regarding Operation Watchman. The mission is needlessly difficult for all of the wrong reasons, and I honestly do not wish to see this topic go to waste. The final product we received is definitely not what we were expecting, and I hate to say this, but it really came across as half-baked with very little thought put into designing the mission. Please read ASAP.

    The topic itself will be posted in italics.

    I replayed 'The Call' several times and found it to be a frustrating chore of an experience to complete. The premise excited me to no end - assist Sam Fisher and I liked how it started out, but the insta-fail conditions and the ridiculous ramp up of difficulty sapped all joy out of me.

    Note: I played this solo on regular difficulty, with the HUD entirely off. I have tried all camp entrances, used a vehicle as a trojan horse and knocked out the power. I haven't spared the diversion lures either. My issue with the mission extends beyond the heightened difficulty towards the restrictions on tactical flexibility.

    Let me start of with the good: Getting the call from Sam Fisher and the premise of infiltrating the Base in pitch dark. Trying to sneak around the dark, infiltrating the camp for the first time was a very thrilling experience but it soon got old the sixth time attempting it.

    WARNING: POTENTIAL SPOILERS BELOW



    Instant Fail for Takedowns/Detection:

    Ok, this makes sense for a Splinter Cell mission but this is Ghost Recon. Given the premise (Sam was already in) it made no sense for the Ghosts to sneak in without casualties for the game to suddenly flip the script and turn it into a scripted firefight.

    The Ghosts are a Direct Action unit - they kill goons and blow **** up. Wildlands is built around this premise - kill, blow up anything and anyone you need to. The gameplay is focused on stealthy, coordinated takedowns and planned chaos. This mission throws that out the window with the instant fail parameters and makes the experience very frustrating.

    This makes it a trial and error effort and there will be lots of trials because they've upped the Guard density and tweaked their patrols. There are more guards to deal with but your hands are tied. This does not make for fun gameplay the third or fourth time over.


    Tactical Restrictions - No Scope for Strategy

    Due to the instant fail and No takedown restrictions, you are severely handicapped. This is difficulty to play and not in a fun way, where you relish the challenge of solving a tactical puzzle.

    The mission forces you to cheese your way through...spamming flares, diversion lures etc. It also forces you to adopt the "safest" tactics which are often the cheesiest ones. Given the fact that this mission involves a lot of trial and error...it becomes super annoying and frustrating having your hands tied.

    It also doesn't make sense given the context of the mission. If Sam is already in....why can't the Ghosts silently take the UNIDAD out? Why are UNIDAD casualties suddenly an issue?? especially since you've been slaughtering them all year long. If we can silently clear out the encampment...how does it matter if we kill the enemies? The Ghosts sole objective is taking enemies out.


    No Checkpoints:

    The mission essentially is comprised of 3 stages:

    1. Sneak In
    2. Defend Sam
    3. Exfiltrate with Sam

    Each sequence requires considerable time and effort, yet there are no checkpoints in between. This is hugely frustrating and I cannot fathom how this greenlit. If you do manage to sneak in, you have to defend Sam against UNIDAD hordes and once the hack is complete....infinite Attack Helicopters. You die towards the end? Too bad...start all over.

    This is poor mission design and an amateurish mistake. I expect this from part time modders not professional designers working at Ubisoft.


    UNIDAD Response:

    In the second and third phase....the mission is a cactus enema. I'm playing Solo so it's already a little painful dealing with a horde and then you throw in a gaggle of Attack helis that keep on respawning and it's ****ing annoying.

    It is not fun battling helicopters. In this mission AND in the vanilla game. It's downright ******ed to have an infinite wave of helis coming at you. I moved through dense wooded areas and no dice...couldn't shake him. Shot 3 of them down and 2 instantly respawned.

    In which world is that^ fun?


    Feedback:

    Swift, Silent and Deadly:

    The Ghosts should not have any takedown restrictions. As much as I love the 'Splinter Cell' theme...this is Ghost Recon and I'm not a fan of trial and error experiences. As long as the alarm isn't raised, the player should be allowed to kill/KO enemies

    It's less frustrating and allows room for some error. Sure, triggering an alert could lead to mission failure, that would be acceptable in a 'Splinter Cell' themed mission. However, the complete inability to take enemies out makes the mission a chore. Especially when there is no good reason to go 'Non-lethal'.

    It also allows for more approaches. Not being able to take out sentries narrows down the gameplay to a serious degree. It unties the player from the AI routines and allows him/her more freedom to explore and act out a plan.

    Most importantly, it saves the player from a potential alert. If you're sneaking around and are about to be spotted, taking the threat out allows you to remain undetected....inability to do so leads to a mission failure and a complete restart.

    I wouldn't mind a No-kill restriction IF there were checkpoints, slightly lesser number of guards and if it made sense from a narrative standpoint.


    A Sensible Premise:


    The mission's context didn't make much sense. Why would Sam ask the Ghosts to sneak in all the way and THEN initiate a hack which would trigger an alarm? The mission should make sense within the context of a Ghost Recon game.

    The Ghosts are a 4 man direct action team....and Sam Fisher should've called them in to arrange for assistance during an infil/exfil. The Ghosts should've been asked to :

    1. Take out the jammer (Not the generator - a power cut would stop Sam's hacking attempt) so Sam's gear remains operational
    2. Take out key enemy personnel - Sentries, Snipers etc.
    3. Quietly steal a vehicle to arrange an exfil
    4. Abduct an enemy commander

    Doing things that Sam personally would've had a hard time doing.


    Room for Failure, Room for Preparation:

    The UNIDAD alert kicks in the moment Sam initiates the hack...and this is where the mission goes downhill completely. Instead of having it scripted, allow the player some time or control over WHEN the hack is initiated.

    This gives the player room to prepare the area with mines, place his teammates and take out UNIDAD units within the base, before re-enforcements come rolling in.

    Furthermore, insta-fail should've been dropped in favour of escalation. IF the player is detected, the base is alerted and the game THEN goes into horde mode - now you have to go loud and fight off incoming waves of UNIDAD troops. It should've been a consequence of a ****-up rather than a scripted event.
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  2. #2
    shobhit7777777's Avatar Senior Member
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    Thanks for the Tags LK
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  3. #3
    Lunatic LK47's Avatar Banned
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    Originally Posted by shobhit7777777 Go to original post
    Thanks for the Tags LK
    Happy to help, Shobhit. Wanted your message to be read by everyone at UbiSoft.
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  4. #4
    Fully agree.

    I tried the mission several times and actually liked the challange to sneak into an heavilly guarded base with most of unidad being in the front.
    Then you have to defend for no stupid reason against endless enemies...
    Then you die cause you're playing in tier mode and have to do it all again as your ai team are pretty dumb with no area defense so they wander off instead of defending the building while you command recall&attack spam for them to get whiped and die.
    Then you have to restart from the beginning all over again instead of spawing at the beginning of the defend stage

    No, just no...

    Ignore the mission and just keep continuing the campane mode as I made a rule that I must collect every single thing in a region befor I'm allowed to go after the boss, and with a little bit of fun, small enemy locations I go in without a silencer and use the team attack to brute force my way in fast enough to be able to take cover inside befor reinforcements arrive for the team to hold the front with rebel idiots while I mop the rear and grab the intel/items.

    Obviously, dying happens alot and with the Sam mission remaining it keeps SPAWNING me 90% of the time at 20:56!!
    I'm tired of playing night time!
    Stop forcing me to do that stupid mission so I can enjoy the rest of the game!
    Also, stop SPAWNING me half the time NEXT to the unidad base, I don't want to do that mission when I'm frustrated with yet another failed attampt and want to enjoy the game!

    I do WANT to do this in my tier play as this gives much more a sense of accomplishment, but I am not going to do the same thing for a month straight, fix the respawn time, fix the respawn location and give us a chackpoint so even if we fail several times in a row, we can teleport out and come back for a retry when ever we feel like giving it a few more shots.
    I really loved the predator mission, it was a pain in tier mode but soo enjoyable due to the atmosphere when doing it at night! but this mission is just stupid, having alot more fun killing unidad in a base and then piss them off to try and hold the base while **** is blowing up left and right and die to a cobra missile in the face
    Now that I'm making this rant, I might just put the game back on noob mode just to get rid of that stupid mission so I can play the rest of the game again with irritation heh

    FYI, I have played the game on extreme from the second hour I got the game, played an hour on normal to get the hang of it with the ai being way too easy, tier mode, besides ai team being rather dumb as there is no command to hold a position and defend it without then running off.
    230 hours in and on tier 34 on a new character so don't get me wrong with this complaint, I really enjoy the game and having my team as icons is pretty cool for a change

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  5. #5
    and please remove this when the mission isn't active, quite annoying to have it up 100% of the time
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  6. #6
    I agree, needlessly difficult and not fun.
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  7. #7
    UbiInsulin's Avatar Community Manager
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    I'm going to close this thread as I just responded to the original post. Just so you know, I personally don't flat-out ignore any threads based on whether they're tagged or not. We try to get to every thread we can, but sometimes things slip by.

    If you think a thread is a must-read, just PM me and I'll definitely take a look (I can't promise a response).

    Shobit's thread was terrific, and I'll try to send the main points of the discussion to the team.
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