1. #11
    GAP_Computer's Avatar Senior Member
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    i can see the future of the game, go into a menu with 500 slides, so you can choose whatever you want, from speed to visual effects and even then, people will complaining about having too many slides
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  2. #12
    lol .. In BP's case though, I think there will never be enough option sliders.
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  3. #13
    GAP_Computer's Avatar Senior Member
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    here is Ubisoft (Rango) trying to fix the game (komodo dragon) starts at 0.45

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  4. #14
    EREWHON

    In Erewhon, the offline avatars standing around the table are the player’s friends instead of unknown players.

    Why not let the player turn this off? Some people just what to play SP and don't have other people running around
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  5. #15
    Originally Posted by GAP_Computer Go to original post
    here is Ubisoft (Rango) trying to fix the game (komodo dragon) starts at 0.45


    I weed a little.
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  6. #16
    It looks like they just made the game more arcady and more silly looking. It went from being a tough survival and exploration game with solid heavy animations that looked quite realistic to being a silly let me take my friends and drive our Jeep up a 90 degree cliff game. I loved what I saw at e3 I was liked what I saw in the closed beta but I really don’t like the direction the game is going. I don’t like seeing my character swap weapons in a millisecond. I don’t like seeing him stop from a full sprint on a dime like there is no weight to his movement. I liked how they changed the movement from wildlands but it seems like they are going backwards. I like how they changed exploration with investigations and clues, discovering things on my own but it feels like they are going back on that too by making guided mode the default. They are taking steps in the wrong direction to appeal to lil Wayne type fans and that just feels wrong to me. Ghost recon should be more immersive and less Arcady not the other way around. It feels like they are making the game for drugged out rappers who want to crash into their friends and blow stuff up and not for people who want to play tactically and be immersed in the beautiful world they are trying so desperately to create.
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  7. #17
    Originally Posted by GAP_Computer Go to original post
    here is Ubisoft (Rango) trying to fix the game (komodo dragon) starts at 0.45


    This is the best thing I've seen around here thèse last days, thank you GAP 😂
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  8. #18
    AI BLUEFOX's Avatar Senior Member
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    It's more than I thought they'd get done, a bit less than I hoped.

    I had no expectation that the weapon levelling would get changed, they are in too deep with it, but I was hoping for some info on one primary and a limit on bandages.

    I wasnt expecting any changes to the rush animation, but it didn't jarr with me anyway, so I'm not really sure of the difference. It looks smoother, like they have added more frames in.
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  9. #19
    GAP_Computer's Avatar Senior Member
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    @ Zach._-
    I don’t like seeing my character swap weapons in a millisecond (requested because was too slow)
    I don’t like seeing him stop from a full sprint on a dime like there is no weight to his movement (requested because you can't stop at the edge of a cliff and many other things)
    they are going back on that too by making guided mode the default (this is a option that you can change, isn't permanent)
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  10. #20
    ArgimonEd's Avatar Senior Member
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    Originally Posted by Ubi-Hayve Go to original post
    Ghosts,

    We are extremely grateful for all the support you’ve shown Tom Clancy’s Ghost Recon Breakpoint. Your desire to see this game and community grow has been an incredible experience.

    We want to thank each and every one of you who took the time to provide feedback on your experiences during the closed beta. While we were so excited to see how many of you enjoyed your time on Auroa, we understand that there is always room for improvement.

    Tom Clancy’s Ghost Recon Breakpoint is a live game with a long post-launch ahead of it. Our team is committed to providing you a fun, polished experience at launch and beyond.

    Below you will find the updates and improvements made to the open beta since the closed beta, based on the feedback we received:

    MAIN CHARACTER
    BETTER CONTROLS
    HIGHER CONTROL RESPONSIVENESS

    • Enhanced responsiveness for the main character so that the controls feel smoother.
    • Faster acceleration and stops of the main character, resulting in a decreased feeling of inertia.


    Link to clip:
    https://i.imgur.com/BvwgZHT.mp4
    • Faster weapon swaps for increased responsiveness when changing weapons.


    Link to clip:
    https://i.imgur.com/M0v0IQd.mp4

    • Faster stance changes to adapt more quickly to the situation.


    Link to clip:
    https://i.imgur.com/rKyMXxp.mp4

    • Faster interaction with chests to loot them.
    • Less paralysis time after injury trigger (faster recovery of the controls).
    • Faster entry into vehicles.


    CANCELATION OF ONGOING ACTION

    • Ability to cancel opening the chest.
    • Ability to cancel car entries by moving the stick away from the interaction.
    • Faster cancelation of intel-gathering interactions.


    BETTER WALK / RUSH ANIMATION

    NEW RUSH ANIMATION

    • Rush Animation of the main character has been modified to be more natural.


    Link to clip:
    https://i.imgur.com/5yrHl4Z.mp4

    WALKING / RUSHING REALISTIC ANIMATION

    • Better terrain analysis when running to more accurately display correct animation.


    CAMERA

    BETTER CAMERA FOR SHOOTING FROM A VEHICLE


    • Camera framing from passenger seats has been improved for better shooting opportunities.


    CO-OP REPLICATION IMPROVEMENTS

    DEBUGGED ONLINE REPLICATION OF OTHER GHOSTS

    • Many fixes for various replication issues while playing in co-op, to ensure more coherent visuals and prevent unintended behavior like sliding, teleportation, and incorrect positioning.


    DEBUGGED ONLINE REPLICATION OF NPCS

    • Many fixes for various replication issues with NPCs to ensure more coherent visuals and prevent unintended behavior like sliding, teleportation, and incorrect positioning.


    VEHICLES

    HANDBRAKE AND DRIFTING BEHAVIOR


    • Improved handbrake behavior on vehicles, which allow the players to better handle/control the vehicle while drifting.


    Link to clip:
    https://i.imgur.com/xfZsf1e.mp4

    SLOPES

    • The ground vehicles are less affected by the angle of the slopes to provide a less frustrating and more coherent driving experience.


    TRAVELING WITH HELICOPTERS MORE ACCESSIBLE

    • More helicopters distributed to grant greater ease of access to the open world.
    • Sparrow helicopter is now accessible by default at the bivouac right away.
    • More helipad locations available.
    • All helicopters are now shown in the Erewhon shop menu without having to unlock them in the Skill Tree.


    AI


    SMARTER AI


    BETTER BEHAVIOR


    • Improvements made to help prevent NPCs from becoming stuck in walls.
    • AI camp states are more reliable, resulting in consistent and logical behavior.
    • NPCs related to specific missions improved to better move and follow more accurately.
    • Improvements made to provide more logical enemy sniper behavior so they remain at or near their vantage points.
    • NPCs will now take cover in a more realistic and logical way.


    GAMEPLAY

    • Increased the window of opportunity to avoid the call for reinforcement.
    • The time before the reinforcements arrive has been increased, meaning players will have more time to react and kill the archetype Radio Operator.
    • Mortar is now far less precise, to give players more opportunities to move and avoid the hits.


    WIDE-RANGE DIFFICULTY

    MORE ACCESSIBLE EASY & NORMAL DIFFICULTY LEVELS

    • Regular difficulty level has been turned down a little bit to prevent difficulty peaks.
    • Arcade difficulty level is has been adjusted to be easier:

    • Enemiy AI are less powerful, meaning they do less damage than before.
    • Life regeneration of the main character is faster.
    • Aim assistance has been increased to make a wide area of tolerance in which the players don’t have to aim precisely to target an enemy.
    Link to clip:
    https://i.imgur.com/kJ09cVA.mp4

    • Aim assist has increased precision.


    MORE REALISTIC EXPERIENCE IN EXTREME DIFFICULTY

    • The red lights on the mini-map that indicate enemy presence have been removed to provide increased immersion and challenge.


    Link to clip:
    https://i.imgur.com/WXHS9mh.mp4

    UX / UI

    SHOP MENU


    SHOP IN BIVOUAC


    • All the functionalities provided in the shop in Erewhon are now accessible at any bivouac in the world.


    EREWHON SHOP MENU


    • Improved menu feedback when buying or selling items.
    • Differentiated weapon and gear camos in the buy menu.
    • Shorter timer for refresh of weapons and gear available for purchase.


    EXPLORATION ICONS


    • Improved the locations icons display on the tacmap.
    • Behemoth areas are now discovered by default on the tacmap.
    • Each Behemoth displays the unique reward it gives when their challenge is complete.
    • Location discovery using drone recon has been improved to reward players with more intel.
    • Unique item chests now have specific icons that promote the type of reward it contains (e.g. unique customization gear, weapon blueprints, skill points). Chests containing Skell Credits are marked with the basic chest icon.
    • Exposition of mission intel is improved in the Objective Board.
    • Sidequest mission-givers in the open world are now easier to discover.


    A MORE GUIDED EXPERIENCE

    • Guided mode is now the default mode when beginning the game. Players can still switch between Exploration and Guided mode at any time using the in-game menu.
    • Non-equipped missions and objectives are now displayed on the tacmap in Guided mode.
    • All undiscovered locations on the tacmap are displayed in Guided mode with question marks.
    • Increased UI display options: you can now choose if the map shows questions marks for undiscovered locations in the Gameplay menu if you do not wish to see points of interest already marked.


    EREWHON

    • In Erewhon, the offline avatars standing around the table are the player’s friends instead of unknown players.


    PROGRESSION


    PROGRESSION BALANCING


    ECONOMY

    • Fixed various economy balancing issues.


    CHALLENGES


    • Class challenges have been balanced to be more rewarding.


    SAVES

    • Fixed various issues that caused save files and/or inventory to be lost.


    GRAPHICS

    ALL PLATFORMS


    • Improvements made to objects and level of detail to create a better visual experience.


    PC

    • The options for textures on PC now has better resolution.
    • Better options offered to let players choose between visual quality vs. frame rate.


    We will be adding continuous improvements to the game at launch, which will include:

    • Weapon audio improvements.
    • Debug of vehicle entry interaction.
    • Better camera consistency with the main character.
    • Improved audio cues when concealed, hit, injured, etc.
    • Improved audio on vehicles.
    • Slower vehicles (like SUVs) speed increased.


    On behalf of the Ghost Recon team, thank you again for your passion, your support, and your understanding as we head toward an exciting launch this October.

    Player feedback is extremely valuable to us, so please continue to share your thoughts and any issues you may experience on the open beta forums once they are active next week.

    We’ll see you on the field, Ghosts.
    Thank you for taking your time to make this list informing us on all changes, I'm very grateful for the changes the devs have made, but I have one question.
    Can someone look into this?
    - As someone who follows a lot of shooting channels and instructors online (Also a competitive shooter myself), I find that the amount of shot's I can fire in a determined amount of time should be decided by my trigger finger only, gun triggers have some weight on them, while my xbox controller doesn't, and I can shoot my pistol way faster than any pistol in-game(This is a problem I did not had on Wildlands), the same goes for rifles in semi.
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