Oh my god. Yes please.Originally Posted by Virtual-Chris Go to original post
I encountered a lot of the same bugs and such as you but this suggested stuck out and I'm 1000% in support
Awesome. 😎Originally Posted by GAP_Computer Go to original post
Thanks. I think everyone feels the same way.Originally Posted by RevanStar13 Go to original post
Hey Chris .. good job!
You can add:
Hud - have mini map settings not affect main map. Perhaps add a section for the main map itself if need be or just fix that. As an example, I removed markers from the mini map, then didn't realize for some time that they were also removed from the main map.Co-op partners couldn't understand why I didn't know where they were pointing to.
Fix the map beacons. There are still times where there are double beacons (e.g. two A markers) or ghost beacons.
And speaking of that, as you can see in GAP's video, marking targets (A, B, etc.) freezes the game and creates massive lag.
Stopping inertia has been improved, BUT it should be completely removed and returned to the classic method within 3-6m of the player character to return precise movements to the character. A couple of tests to try: 1) turn your character 45 degrees at a time and watch the dip and slide dance move. Not in real life. Then not here. 2) try to inch up to the edge of anything .. you still run into situations where you fall off due to the animation and movements.
And get rid of that arc-turn movement. Forget about knapsacks and all that. I don't care who wants to argue or debate about it. It's not realistic and is completely unnecessary in this or any game. Even OJ Simpson wouldn't have run like that if he wore a backpack while running from the police.
Provide better clothing camo. Compare woodland, or anything else really, with the one in Wildlands if you want to know what I mean. They've gone backwards in quality, not as far back as the 80s, but back nonetheless.
Blueprints: provide a better explanation of them in game. I still have no real clue how that works, especially since I think many of them were seemingly available in my inventory menu from the get go. Change the name of weapons on demand to something more intuitive like blueprint weapons or something better. And add the Recon A1 for God's sake.
Change the name of the skin slots. I think it says Inventory Palette or something like that now. Definitely not an idea from a developer who games, that's for sure, which is indicative of many problems we see in game, by the way. How about something simple like Inventory skin set #1, #2, etc.? Palette? Save that for the paint store or Hell's Kitchen.
That's it for now ...
p.s. Chris, you are also one who is passionate about the series. If someone wants to think of you as negative, then it's most likely someone in denial or wearing rose colored glasses. You can't fix problems or improve things unless you point them out and talk about them. Simple as that. You keep doing what you do and saying what you say. Ignore the *****.
I forgot to mention this. Last night, we made a very rare return to the HUB. I pointed out to GAP just how quiet it suddenly was and that we were the only Nomads around. We were in disbelief! Unless it was a glitch, the HUB was the way it should be, and lag free too. We didn't return, so we don't know the truth, but for that moment, that sweet, sweet moment, it was a peaceful relief. The only (very minor) problem was still seeing names of people around the table who we didn't know. But no head-to-toe plaid wearing ****** ******* or players we had to inadvertently check the character cards of, because they were standing so close to us when we pressed the f key. IT.WAS.EMPTY!Originally Posted by Virtual-Chris Go to original post
Enemy AI:
- Terrible - Enemies spawning a couple of (dozen) meters behind or on your flanks in firefights, killing you instantly if there's no obstacles between you.
Your coop buddy will hopefully warn you or turn on detection clouds, watch out for a single cloud appearing out of nowhere and pretty close to you, mostly during firefights.
- Bad / Bug - Enemies detecting you and killing you through cover instantly, even though from where they are standing you are completely obscured with room to spare on all sides.
Example: 2x2m tree trunks around Wolves' Camp Red Tiger - I'm crouched and in cover, Wolf with orange icon overhead comes running over the hill at my 11 o' clock 15 m from my position, turns towards me instantly, "Haha, there you are!", in the split second before dying I tried returning fire with my 6p41 through the same cover he was hitting me (tree trunk), red dot on target, no penetration, no hits, me dead.
9mmTavor handled by a GL200 Wolf vs 7.62 6p41 handled by GL48 mesh_actual - 1 : 0.
- Terrible - Enemies effortlessly spotting you and killing you through hill crests ignoring visibility obstructions and line of sight breakers like high grass and other foliage.
At first I was thinking that the only thing the AI respects is probably the geometry (i.e. solid ground), but after the example above I'm not so sure anymore.
The worst thing about this: These are the same exact problems carried over from Wildlands.
Wildlands was for me one of the best games of all time, in my first 100-200 hours.
Regrettably, over the course of the next 600 hours I've come to absolutely despise the game and I haven't touched it ever since. The only reason for that is that the game rewards your dedication, planning, tactical thinking and meticulous execution while playing on higher difficulties (extreme/tier/ghost mode) with realistically completely impossible, underhanded and downright intelligence insulting moves. I'm not even going to talk about immersion here - imagine clearing the last room in an hour long op only to get killed by an enemy the game spawned behind your back while you turned around to leave said room.
I was really hoping this would get fixed in Breakpoint.
A game like that just isn't worth a serious dedication and time / money investment.
Note: These were observed in advanced or extreme difficulty and / or with high gear score differences.
I wish I was recording my play sessions like GAP, that would have been something to see.
Great list! If this is truely a 'List of all Lists', please add the following:
-I only list bad points, but actually enjoyed the beta very much.
Graphics
BAD - the stealth vignette causes annoying screen flicker when running through wilderness/bushes, which is extremely often. It really servers no purpose, adds nothing and should be removed imo.
BAD/BUG - indoor lighting way too dark when viewed from outside.
BAD/BUG - pouches on gear would randomly change(Bug) and not correct for the weapons equipped(as they were in Wildlands)
Controls
BAD - We need a button press to change shoulder/facing when in cover, just like Wildlands.
BAD - Picking up bodies took way too long and cannot be cancelled.
BAD - no option to invert Y axis on Drone camera or Helicopter camera
Wish List
BAD - Option to equip single Primary weapon without loosing gearscore
BAD - I wish when exiting water we were holding our weapon and default to crawling, the stealth approach
BAD - When climbing, we should default to crouch not standing, again, stealth first
You can remove the COOP prompt from the HUD, but as the betas over I can't check which option is.- Bad - There’s a big yellow banner in the upper right of my screen most of the time prompting me to join players - get rid of that!
I turned it off immediately and it never appeared again.
I had a similar issue with the drone.- Bug - Sometimes I could not deploy my drone
I believe is due to creating multiple Presets BEFORE being presented with the Drone in Erewhon.
The Drone then only works on the one Preset you were using when it was given.
Thanks man! Will do!Originally Posted by Mongol_Horde Go to original post
ps, I added some of your issues that I also witnessed to the list.
Lol Mike, that is a good oneOriginally Posted by MikeWeeks Go to original post![]()
A specific test which I classify as bad design:
Turned off a generator at night; got the warning of power outage and thus NPC re-action. Had laid a mine right in front of the entry to the generator. Investigating NPCs arrive and start to search, one triggers the mine; surviving NPCs immediately take cover. At this point everything is fine. THEN after a short period the remaining NPCs make a beeline towards my hidden position. Observing how this would play out via the drone, I displace to another location prior to any contact. Only upon reaching my former position do the NPCs start a search pattern.
So it appears when it comes to an explosive device the NPCs are coded to know where the player happens to be at the time of the explosion.