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  1. #1

    allow us to switch on and off permadeath in ghost mode

    I love the new ghost mode and love to keep playing in that mode (2 Hours on Extreme and haven't died yet, fingers crossed). I especially love how your teammates can only have one gun and can't switch on the fly. Now everyone has their specific role. However I am not a fan of being force to play with permadeath and having to start over from scratch because crap happens after one little mistake (i.e. jumping out of a helicopter and the helicopter lands on you). Can you make it an option to switch off the permadeath and not get the rewards like the exosuit? This way people who just like to play in ghost mode can enjoy it without the negative effects of permadeath? Maybe just create a new difficulty on the regular campaign that goes beyond extreme called ghost mode? Maybe if players have ghost mode without permadeath they only get a very small portion of the credits so players still have that carrot?

    PS Ubisoft thank you for finally fixing the night vision mode with Sam Fisher's Night vision goggles. I can see at night now with them!
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  2. #2
    not worried about permadeath too much, I would much rather be able to toggle between a single weapon and 2 main weapons Permadeath just makes you think about your playthrough and not just zerg through everything
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  3. #3
    I've also made a thread with this exact request. Bundling everything together makes no sense. I want weapon restrictions and FF for my extreme playthrough. I don't want permadeath because mistakes and bugs happen.

    Why can't we choose from them like we can choose hud elements?

    If I don't get the extra rewards for not playing in "proper ghost mode" I simply don't care.I just want the best single player experience taylored to my needs and preference.
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  4. #4
    I've also made a thread with this exact request. Bundling everything together makes no sense. I want weapon restrictions and FF for my extreme playthrough. I don't want permadeath because mistakes and bugs happen.

    Why can't we choose from them like we can choose hud elements?

    If I don't get the extra rewards for not playing in "proper ghost mode" I simply don't care.I just want the best single player experience taylored to my needs and preference.
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  5. #5
    Kean_1's Avatar Senior Member
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    These should have all been options replicated in the main campaign. .....not just "lone wolf".

    In fact, that is all most folks were asking for when they requested these features yet they are locked into a mode with a "permadeath" mechanic that wasn't nearly as popular as the other community suggestions. ....and even that in itself was mostly requested as an option.

    It's times like these when I think devs are really out of touch with some of their community and their requests.
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  6. #6
    GiveMeTactical's Avatar Banned
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    I understand is a FREE mode but why kick many people in the teeth with?

    Why not Ghost Mode with PD and Main game with community request w/o PD... win win
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  7. #7
    Edgemoor's Avatar Senior Member
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    I think permadeath is pretty much what ghost mode is designed around. Because Ghost Mode is designed around it I really don't see it being a toggle switch in that mode. In the main compaign, however, that's another story. May be we'll get a means to configure options like what we have in Ghost Mode at a later date.

    Not a fan of permadeath, but at least we get to determine the difficulty level.
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  8. #8
    Personally I feel like the single primary is an unnecessary thing. I don't trust you enough as a person or player, to back me up co-sympatico, if I'm stuck in a specific role (ie. Sniping); and it's just a strange liability Solo. Not when permadeath is a hard rule.

    Played enough MOBA's to know how pedantic gamers can be about "proper roles". Despised the toxicity there and don't want to see it here.

    "Single primary" should be a MP host switch ONLY.
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  9. #9
    Originally Posted by DIDJAMOM Go to original post
    Permadeath just makes you think about your playthrough and not just zerg through everything
    That would be true if accidental deaths were less common. As it is, aside from Tier One, practically all my deaths in two complete playthroughs on Regular (first PT) and Advanced (second PT) were from stupid stuff happening, like cars accelerating just as I'm crossing the road, AI sniping through walls, parachute refusing to open, respawning enemies and so on. Even dropping through the surface. Having permadeath in a game that not only blatantly cheats (aimbot AI on steroids and with X-ray vision on Extreme difficulty) but is also riddled with life-threatening bugs is a bit pointless. I definitely WILL give it a shot, but I'm 100% certain that it will be a source of frustration and despair. Being able to turn it off temporarily (pretty much the way you can switch Tier One off) would actually make playing (and finishing) Ghost Mode more user friendly. Even if it mean forgoing some rewards.
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  10. #10
    I agree with basically everybody in the thread.

    My suggestion would be to add every individual Ghost Mode feature into the main game's difficulty options as separate toggles and for each one enabled, the player's resource and XP modifier increases. The harder you make the game, the more resources you get for every rewarded action. Simple, modular, and effective. The game could then be as easy or hard as you wanted it to be. If you attempt to join a multiplayer game, you'd be given a list of the difficulty toggles enabled in the host player's game and could choose to accept or pass.

    Also, I could accept permadeath if the game started you with a full inventory and it were possible to achieve a stat-maxed character in, say, 4 or 5 hours. There's a reason why almost every permadeath-enabled roguelike game's designed playthrough time is just a few hours long, after all. Anything less than that though and any mode with permadeath enabled is going to be ignored by most people. People will try out permadeath mode then go back to the regular game and never touch it again. It's too punishing in a game where a single playthrough is designed to last multiple dozens of hours, and where being killed by engine bugs is all but guaranteed to happen at some point.
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