I enjoyed the beta. I generally agree with complaints here in the forums. They could have just kept everything the same from wildlands and created a new island. Anyways my biggest complaint comes after spending time clearing a base or city and looting everything and then you leave the base travel somewhere else and then return to the base and it is re-populated with the same enemies. After clearing and killing enemies they shouldn’t re-appear. Takes away from the “realism” and sense of accomplishment.
Yes OP, I cleared a field near a checkpoint yesterday, as soon as I cleared the field I moved to the checkpoint, I cleared the checkpoint then a helo spawned on the ground and a squad of enemy spawned around it 60m away, I cleared that again then another enemy squad spawned about 30m from that cleared area about 10 seconds later, I was like "wtf is going on here" ubisoft ?
Wow, that's not good, not good at all. I must have been lucky because I haven't had anything like that happen, and I played a lot, specifically to find out all the "realistically questionable" things going on in Breakpoint.
Thanks for sharing.
If you want to retry missions in Breakpoint, the game will warn you that this will also reset the game world, which is quite nice. (Well done, devs.)
Perhaps a better solution for enemy respawns in BP is to make them all respawn only when the game world is reset or alternatively, after 24 in-game hours pass. Perhaps make some respawn after 23-25 hrs, just so it's not completely obvious when the respawn kicks in.
Off the top of my head, I'm not sure if there are any game systems this would be detrimental to or flat out break, but what I am sure of is that it would allow us to avoid many (unrealistic) problems when planning and executing missions: once you have secured an area, it stays secure for the foreseeable future (unless outside patrols drive in, of course) and you have effectively created a window in which to execute your mission.
I can see where you are coming from but the problem with this is that auroa biomes would be dead and there are those here on the forum that have complained at how the world of auroa is boring lifeless and dead anyway, unless you like chasing after mountain goats, mind you, if you end up killing all the goats and all the wildlife then what? tricky one, lol.Originally Posted by John1017rm Go to original post
I'm not sure how people can make such a definitive decision about the game world after seeing about 15% of it, but if "the world of auroa is boring lifeless and dead anyway", I'm not sure respawning enemies 30, 60 or 100 m away from the player like a carrot on a stick is going to do much in terms of help. But I'd say that is a whole other topic of conversation though.
If anything, I'd argue that killing a group of enemies, respawning them, coming back and killing them again is the definition of boring, lifeless, and dead, while adding repetitive and meaningless into the mix.
I've been all around this small part of Auroa and if you're willing to look off the beaten path and not only directly at what's in front of you, you'd find the world is anything but lifeless. Sure, the part we had access to until now doesn't have towns, villages or major population centers, just bases, workplaces and isolated huts, but that doesn't mean there aren't any. (look south on the map) Granted, it doesn't have the rich cultural backdrop and real-world connection of Wildlands, but it does have it's merits. But hey, what do I know, I've only seen about 15% of it.![]()
That would be ok for standard enemies. But wolf units should take much longer (up to 1 week IMO).Originally Posted by mesh_actual Go to original post
Ubisofts respawning of enemies that were cleared from an area or checkpoint has always been a problem for players not only in GRW & GRB, but even back to Far Cry 2 and all the way through the FC series, you would clear a checkpoint, drive 200m turn around and the checkpoint was repopulated.
I agree there does need to be a certain "timer" put on the QRF's headed to your position after the call goes out for reinforcements but killing the guy that is calling for reinforcements is key to not having them come at all.
I have been playing stealth shooter games for well over 15 years & I think Ubi are trying make people focus more on stealth which imo most people are slack at doing & just wanna go loud, reinforcements are the consequences of going loud. It's called Ghost Recon for a reason, I think people have got too used to going loud in Ghost Recon: Wildlands, maybe Ubi have changed it up a bit to get back to the stealth roots of the series and people have not realised that yet. Stealth is the key to success. I think making players play stealthy it's a step in the right direction. my 2c.
That's what makes the Ubisoft games fun for me. I asked for this many years ago and the games has been way better and they last longer for me. I don't get bored so fast. I beat games in like 1 to 2 days on normal setting, so you could see how bored I would get. I beat gta 5 in about 2 days, far cry 5 on 2 pcs in 2 days. wildland in a week on 2 pcs.. in the breakpoint beta I left settings on normal and had maxed player in 7 hours and the best heli and few of the trucks, and killed over 2k guys and still having fun. would of have more but lost 5 hours of gameplay guns gear cash.