The one problem i have with all these arguments about how the franchise was a tactical shooter was when the franchise went all future soldier.. Sorry but this franchise has had many reboots and probably get more in the future.
I have played every GR game from the start (Yes I'm an old man) and while the early ones were true tactical shooters and actually extremely well polished for the time (Forgive my memory) as gamer's changed so did the franchise. Currently open world format is selling well with gamer's as whole.
I disagree with the whole "its like division 2" imho it's more like AC Odyssey in regards to the loot system. I have read a post on here that i think does add weight to a loot system in this game and that's to make the tiers correspond to condition. This would make it more relevant to the setting. I also think the numbers in the hub should be reduced to around 16 max as that can kind of correspond to the story that half the team has been killed. I get the hub is there for you to meet randoms if none of your friends are on line but the amount i saw was certainly to many.
I completely agree with the comment reference toggling off everything as i enjoy as much immersion as i can. I would even go as far as removing the hit markers so you rely on your eyes to judge if the player is down.
this is what make it even worse. You're not locked in The Division either but you die pretty much instantly if you're so much as sniffed at by an enemy on those areas because their Gear Score and therefore power/resistance etc is so much higher than you.Originally Posted by bungyfreek. Go to original post
So why is it even IN Breakpoint? Answer: to make an excuse for not making Ai harder! Instead the enemies just get health and damage buffs to huge values.
Its cheap and sad.
In Division without the right GS you cant even hurt higher levels. Here you can, that's the difference. Hence why i think its more like Odyssey as you can use lower gear against higher enemies and the fight is still possible. Its an interesting change to the formula and guess it encourages a bit of variety to ones game-play as you may feel like swapping weapons around a little as i know i spent most of wildlands using a M4A1 and HTI.
i don't feel any of the game changes our deal breakers as i will play the game how i want to but it does seem to open it up to other more casual players, but again these are only my opinions as an old gamer lol.
I just think you guys are getting riled up over small potatoes is all I'm saying, dude.Originally Posted by quinch1199 Go to original post
And more specifically, I simply rebuke the assertion that Breakpoint is a clone of any other game in the Ubisoft lineup. It's a patently false statement filled with sensationalized hyperbole. Outside of MAYBE borrowing weapon model assets, since, why wouldn't you, there's nothing in this game that has been cloned from any other game, except maybe Wildlands--BP's direct predecessor. Your passion and/or anger in your statements regarding this issue doesn't make your statements true.
People also need to learn the meaning of the word "Immersion". As most people using it on these forums have no idea.
Running around searching for clues so you can progress to the next part of the quest does in fact = immersion.
Crafting gear and or consumables to then use on the next mission does in fact = immersion.
Tiered loot does in fact = immersion
Even having a in game social hub still does = immersion.
Changing a game to meet the current needs of a social connected world still = immersion
You have the internet. Google the meaning FFS.
Definition of Immersive experience:Originally Posted by MardukAUS Go to original post
"An immersive experience is an illusory environment that completely surrounds you such that you feel that you are inside it and part of it."
How do any of these things you have mentioned help IMMERSE a player into being an almost lone spec ops fighter, behind enemy lines, with little back up, always hunted and with few materials?
Did you google the wrong word?
I wonder how many pages of "ThiS iS SuPpOsEd tO bE a TaCtiCaL ShOoTeR" I have to read.
Mate, it's still a tactical shooter.
Did you play the beta at all?
It felt more tactical than Wildlands by far in my opinion, mostly because I could move through a base single headshotting enemies with a suppressed weapon building to building and if/when I was finally spotted- The enemies didn't magically take a full magazine to kill because I was playing it on the highest difficulty.
A single shot to the head was still an instant kill, and aside from the Wolves (Who I still cleared with single shots to the head) that required an extra bullet or two, no enemy felt "spongey" at all.
In fact, I rarely swapped my rifles from Semi-Automatic to Automatic the whole time I played. There as no need to, because I never needed more than a few quick taps to down an opponent.
And mind you, I played with a level 3 AUG (because being Australian it felt nice to see something I was familiar with and didn't want to part with it despite having multiple weapons level 15+ available in my loadout) for hours and hours against sentinels and wolves alike.
The only issue I had killing anything was drones and that all changed as soon as I got my hands on the Benelli M4, I was weaving through trees and swatting them down fine- But it was a challenge, which made me think about how to approach things first- Which is what makes it a tactical shooter.
I also don't understand why people are complaining about tiered loot when your cosmetic look doesn't change depending on your load out and it took me (On Xbox) about 10 seconds to equip a new piece of gear which I took the time to go through and select after I was done clearing an area.
I start a zone GS 32 and I leave the zone GS 35, And that's if I even remembered to check the stuff I picked up.
I hit GS 45 before I stopped playing, Weapons I could buy from the store after I got their blueprint but I preferred certain weapons that I found in the world despite them being lower tier and even as I swapped between a T32 rifle and a T25 LMG I didn't really notice any sort of difference in how quickly I took on a place so long as I took my time to clear it properly.
“I also don't understand why people are complaining about tiered loot when your cosmetic look doesn't change”
- This isn’t the reason we’re so resistant to tier’d loot. The issues are many-fold but its not revolving around feeling we need to constantly update gear because we’re fed so much loot. Plenty of more in depth explanations on the issues in other threads. I guess it boils down to two main aspects. 1 – seemingly being forced through an artificial game mechanic to upgrade gear because you get warned all the time you’re not high enough for the area you’re in & 2 – being literally spammed with loot drop indicators and crates where ever we go on the map.
I personally feel we have a looter-shooter game with tier mechanics because the Ai is so lacking it needs magical buffs to keep up with players. Instead of working on Ai with gradients of intelligence (like they have in Division 2!!) we have one Ai level, with level of difficulty only depending on how much damage they do and how much damage they take.