I want to start by saying I really liked Wildlands. Yeah, the story's not the greatest and the gameplay isn't everyone's cup of tea, but it was my kind of game. Breakpoint at its core contains the same elements of Wildlands, just with a new setting and I'm perfectly happy with that......then it got buried under a mountain of garbage and incompetent design.

With that, the list of things to fix off the top of my head is as follows, adherent to playing on Normal difficulty.
1. Get rid of the loot system. That can stay far the hell away from Ghost Recon.

2. Survival system: I don't mind it, but infinite bandages, seriously? If health falls below a chunk, that chunk should go away until you syringe or bandage, it cannot just autoregen. The autoregen health system should never regen more than the current health chunk. Syringes can be used to heal up to one chunk, bandages can heal you all the way. Bandage limit should be equal to syringe limit at most, though it might even be best to have it at half that.

3. Preparations vs. Rations: get rid of the redundant boosts. Why craft something for accuracy or stamina or injury resistance using world materials when you can use the Preparation menu to get way better stat boosts for free?

4. Minimap gets crowded. Loot drops (crates included) vehicles, and enemies, that's all that should be here. With it showing ammo pickups in addition to the other things, the map's an absolute cluttered mess.

5a. Objectives board: the mission structure and stuff has gotten a lot more complicated, so I kinda understand why objectives has gotten more complicated....but there's still so many drill-downs just to get to look at something. And that compounds with the problem that this tab is zoomed.....just give me a scroll menu system, it would somehow piss me off less despite not fixing the drill-down issue. Or zoom it out, I don't care, but the current state is so incredibly annoying to navigate.
5b. Why do we have to "Resolve" an investigation? What purpose does it serve to make the player click that button? Waste of time.

6. Skills page: ZOOM OUT. It's so incredibly annoying. The only possible reason I can think of for this page being the way it exists is because someone wanted their icon work to be admired. The zoom on this page can be reduced by half and it would make it so much better.

7. Ammo economy: a very sizable chunk of weapons all display the wrong ammo because you tie the pickups to the attributes stat sheet. Fix the linked elements. I get that it's supposed to cut down on how many ammo types are available in the game because there's such a wide variety of weapons, but ammo pickups can just be based on weapon types (pistol, SMG, rifle, shotgun, sniper) so that you can list the correct caliber in the weapon attributes (P90/FN Five-Seven should be 5.7mm, TAC50/M82/HTI should be .50 BMG, etc.). Overlooking this type of detail really annoys me when you're striving for at least some level of accuracy to the real-life counterparts, which is what Ghost Recon as a series has always aimed for. Weapons need to have the correct ammo counts too, i.e. pistols chambered in 9mm should have roughly 17rd mags while it makes sense for .45 cal pistols to have 12rd mags, with certain outliers like the M1911 being lower than that because it's the same round, though limited by single-stack capacity and the Deagle due to its use of the .50AE round. DMRs should be 10rd standard mags, 20rd extended, or 5rd small (though this one really shouldn't even exist).

8. Invert Y camera: how have you messed this up? Why does that option not work the way it should? Why do I have to go way down into the customization menu to individually map those buttons in several places for it to work properly? There is NO REASON for this option to not invert Y camera regardless of being in player, vehicle, or drone mode. NO ONE inverts Y camera on player and wants to use non-inverted look while in a drone or helicopter.



Am I still playing this? Yeah, I enjoy the core gameplay because in that respect, it's very much like Wildlands. What I've had to do is figure out how to work around or ignore a lot of the new stuff because it's poorly designed from the outset and that should never be how I should need to approach a game.