Guess Wildland was way too good, that is why everybody had such higher hope for the Breakpoint. same goes for me, I had almost every weapon collected in wildland and ground to tier 0. do hope the development team will take all the feedback from the players and makes the adjustment to the game. still has hope for this game.
I immediately pre-ordered Wildlands after playing the beta. Having played probably upwards of 2000 hours in GRAW and OGR, I realized it was a pretty big departure from those classics and I understood the complaints people had, but I still thought the devs had done a decent job of merging the tactical authenticity of the old games with the less demanding gameplay today's audiences want. Wildlands looked great, the open world and diverse biomes were amazing. The game had a degree of authenticity - stealth worked well enough, and you could one-shot most unaware enemies. It was a game well worth buying - Breakpoint isn't. The arguments people put forth about Wildlands not being a true GR game have been doubled or even tripled down on in this title - in fact there's far less Ghost Recon in this game than any other given Ubisoft series. Leveled enemies? Tiered gear? Conversation trees? Faction missions? Let's face it, the game would be more appropriately called something like Ghost Division: Assassin's Cry. Not all of these mechanics are bad, but if I want to experience them I'll go play one of those other franchises.
Aside from the underwhelming nature of playing other games inside a Ghost Recon game, it seems the devs decided to retain all the things many people didn't like about Wildlands. Flying is clunky. Driving is terrible. Shooting and hit boxes are worse than the last game. Enemies still magically know you're driving or flying past, no matter how fast you're going or how high up you are. An AA lock in a helicopter is still pretty much a guaranteed death sentence. I don't even know what's going on with the UI. The base is a nightmare - one that I kept ending up in whenever I started the game despite where I had saved in the world. In short, I'm sorry to say this is very much a hard pass for me.
I'm surprised how well it runs on my ancient R9 270X at 2K. I'll be generous and assume that's responsible for the many UI flow lockups on dying.
Then it's all downhill, a confused mess of a game fronted by an overcomplicate, sprawling aimless mess of a UI. Calling this a Ghost Recon game seems like false advertising.
If the loot had been implemented in a less intrusive way, with less emphasis on it then it could actually have improved immersion and reward.
Having less but more meaningful loot would have been more rewarding. As it is everything from ammo to supplies to plants its all just way too much. Its a total bonansa and it has the effect of actually reducing the need for loot because it is so plentiful.
And we should've been able to pick up enemy weapons or even manually searchingbthe bodies for supplies rather than ammo, grenades and healing stuff spraying everywhere. That's simple and realistic looting mechanics right there.
Hi mate,, since you want to do it with "science", do it correclty please (since NPS and CX is my job for more than 15 years)
1) This is not an NPS poll but a Customer experience question. NPS is only asked whether you promote something or not (like or dislike is not NPS). Taking the counts of the experience rating and transform them into NPS categories, is not correct,
2) NPS is never expressed in %, but in absolute numbers.
3) Here you just have a simple like/dislike of a product
4) Companies target depending on their market benchmark and not necessarily above 60%
5) Liking or disiiking a product before relaese in NOT a solid fact to order decision. You might dont like a product but buy it.
In simple terms, the poll says that 78% does not like the way GR goes and 22% does like it, Thats all. No buying decision is tied to this, no promoters or passives exist here. Lets not mix things up
thanks
Did you bother to go to question 2?Originally Posted by Sellsoap Go to original post
Question 2 is User submitted response of 1-10 based on how the player enjoyed their experiance with the beta, which than yelds a Net Promoter Score % calculated from CX response (1-6= detractors, 7-8= passive, 9-10= promoter).
I might not have your 15 years of experience, but in my 10 years of consumer product and brand marketing I have definatly learned to read past the first question on a survey.