I like what solokiller had to say, the raid should be open to solo players as well as coop.
Surely there must be a way to scale the difficulty so everyone gets to enjoy the game and continue to progress. I have been stuck at 252 for over a month and the 2 daily elite faction missions aren't giving me any upgrades anymore. I would love to explore Golem Island and get some better gear, but I wanna be able to do it at my own pace and in my own playstyle. I can't do that in a raid group.
The raid was fun to play when you could do the drm glitch, only because it made it much easier and FUN, now that its taken away you RAID still SUX because you made it impossible to play when don't have your own raid group, so unless you make this more manageable to play were done playing this game...…………...
The Terminator event again shows that Ubisoft is still going down the same path that ruined Breakpoint: time-locking content, bullet sponge drones, grinding, and restricting unlocks to a specific save.
I understand that the purpose of these events is to entice people to play (during the event) and pay real money for the exclusive content (after the event ends) but you could at least be more subtle about it.
Yes, when they ask for input, and they receive a plethora of great ideas, but still just continue "doing what they're doing"... not good PR.Originally Posted by solokiller Go to original post
And yes, the raid is back to sucking albatross eggs.
I had foreseen it...Originally Posted by King-Goji Go to original post
I believe the raids are way too hard and unfair . i hate to say this but the dmr glitch made it fun and players actually wanted to sqaud up n play. players acually enjoyed it . of all levels . maybe tone the raid boss.s health down or better buff the wepons because UBISOFT i hate to say it . it sucks being kicked from a game because your not classed as an alete player and its not fair for those players . boss.s should take 15 20 minutes at most not up to hours. FIX THE GAME FAIR FOR PLAYERS OF ALL STANDARDS.
and Stop with TIME LOCKED CONTENT THAT EFFECTS GAME PLAY eg excluse wepons its un fair on those players that work that sometime miss event dates ! always have a ingame so anyplayer can unlock whether earn or DLC
Abstract:
Hello all, I have expressed my thoughts a bit on the Terminator Event, but now I would like to provide detailed write-up for feedback on this event for the Community Managers to forward back to the Developers, and to start a constructive discussion, let us begin.
To address the Elephant in the room, Is it Ghost Recon?
No, of course not, not even close, but just like Predator in Wildlands, it’s not meant to be, and to grade on whether or not it’s Ghost Recon and dismiss it, would be disingenuous, Like Predator, It’s meant to be a fun crossover that is related enough to the core theme of the game, so that it doesn’t take away from the game like the My Little Pony R6:Siege event did, for being to “jump the shark esc” However, I’ll say I completely understand why people don’t want both Predator or Terminator in Ghost Recon, and I completely agree, but it’s obviously inevitable that we’re going to get silly events like these because of the nature of Ubisoft as a company (and also 20th Century Fox off loading a dump truck worth of money), and at the very least you can make an argument for these silly events fitting in the game. So that being said, How do we grade these two events? Well, I’ll copy over how I graded Predator before under these 3 criterias:
- Was the general content smooth and not buggy, and the QA from a technical standpoint surrounding the Update good?
- Is it fun, and are the missions well designed?
- Does it respect the source material, the universe and the canon of the Terminator 1+2 films?
Was the general content smooth and not buggy, and the QA from a technical standpoint surrounding the Update good?
Are you kidding me? absolutely not, Not even mentioning the server fiasco on the 28th that showed the greatness of “Online Only” in full detail, we had in this update maybe 3 or 4 at best technical issues addressed out of at least maybe 15 or so from the top of my head, on top of that a good chunk of the playerbase is experiencing crashing issues so bad, the game doesn’t even launch in english. Most egregiously, the Silent Mountain Crash Issue and the lack of NVGs, Drones, or Thermals Issue is still in the game, putting us at 3 months without a fix to these extremely gamebreaking issues. Headshot screaming and the enemies calling out their dead buddies while in stealth, are still in the game, if maybe only partially fixed. The new cosmetics while look good from a base design standpoint, have so much clipping to them that it becomes a massive eyesore and is borderline insulting, and now the battle belt for some reason now is colored off your shirt. Not even going to mention “Lorem Ipsum” which for those that don’t know, it’s placeholder text in code when there is no “correct” text, the fact it is appearing in the game means I now questioning the college degrees of some of these coders. The one saving grace on the QA side of things, was that I couldn’t hear the coughing in Erewhon, as oppressively as before, and the actual terminator event missions are seemingly the least affected, with the only bug I’ve seen or heard about was the mission not popping up for certain save slots, which is still pretty bad, but it’s not the rest of this update bad. QA in general here is almost insulting, and I hope that Ubisoft really figures out why these issues are remaining in the game, and why gamebreaking issues like the crashing are still making it in. Moving on.
Is it fun, and are the missions well designed?
Surprisingly enough, yes they are, very much so. The Terminator intro mission is quite honestly a blast on my first playthrough and having an actual narrative to it is great (but I hope it is completely uncanon in future Breakpoint and TC storylines), it has you doing a variety of objectives, there is actually a difficulty to it, and the quality of the mission itself with pre-rendered cutscenes, Interrogation dialogue for the Sentinel mooks, and the general accuracy to the film is top notch. The Terminator himself while being quite simplistic from an AI standpoint, is accurate to a film standpoint and isn’t a complete cake walk even being extremely threatening in the first mission forcing you to run away, and watching him completely slaughter sentinel is completely satisfying, and brings the “faction warfare” mechanic back, which is one mechanic that is sorely missed. The faction pass system 2.0 on the other hand is a mixed bag quite honestly, sure the missions are decent from a strict design standpoint, I don’t like the system for the event as a whole because of its reliance on FOMO with a much smaller time limit of what I presume to be only 2 weeks, it’s unoriginality when we already have this system in place also I imagine in the Future when the actual Faction Pass returns it’s going to be a big issue, and also quite frankly it kind of pegs down the Terminator because after killing him a couple of times, it takes away what makes him so special, and emphasis on Terminator 1 was that there was only one in the story, and the fact he was this almost unstoppable God of War is what made him so deadly. I cannot say whether or not this FOMO system is better than Wildlands going straight to the point and forcing you to fork over 20 dollars, but as long as it doesn’t go overboard, I can tolerate it since it’s free. So if rating it, a mixed bag with the actual part 1 intro mission being excellent and the Faction Pass 2.0 system being pretty bad from a structure standpoint, but overall it’s fun. Moving on.
Does it respect the source material, the Universe, and the canon established in Terminator 1 and 2?
No surprise when comparing it to the Predator DLC, the team also did an excellent job here in my opinion, the weapons and cosmetics provided in the DLC are all completely accurate to their movie counterparts in appearance and function, the “Bernthalinator”, which is what I’ll refer to him as, while not Arnold and for some reason modeled after Jon Bernthal still looks, acts, and functions like the Terminator, and the mission itself is a great throwback to the first movie, with some of the dialogue being taken straight from the movie, and the cutscenes showing various throwbacks like the Terminator vision, and hip firing two assault rifles. Even those faction esc missions have some throwbacks to them like the Club that you fight the one terminator in, ends up to be named after the club in the first movie. While I can’t really decide whether to say it was as much of a love letter to the franchise, as Terminator Resistance was last year, I can acknowledge that the team did a great job with keeping true to the franchise, which is kind of sad that I can’t say the same about their handling of the “Ghost Recon” franchise which is kind of the most important franchise here.
Conclusion:
First I would like to thank those that read through the full thing whether forum user, Community Manager, or Developer, and for final thoughts. I can say confidently, while the event isn’t the best content I’ve ever played, or even the best video game crossover I’ve ever played, this crossover was both in my opinion well designed and an excellent representation of the respective franchise doing it justice, but ultimately it’s also fun which is arguably the most important thing here, and I’d consider it a “win” for Breakpoint. The only issues with the event is the lack of QA as a whole and the Faction Pass 2.0 system, which in my opinion needs to change for future live events. Though I will say as my final message here, now that the Terminator obligation has been upheld, We need to return to form in bringing a believable story, worthy of the “Ghost Recon” franchise, and if we were forced to do another crossover, it needs to stay “in house”, meaning that it should only be with another Tom Clancy franchise that is canon in the current Clancyverse (meaning No Division or Endwar) like Rainbow 6, Splinter Cell, Jack Ryan, HAWX, or previous Ghost Recons like GRFS or GRAW.
Epilogue:
So after finishing the second mission "Clear Sky" and reaching tier 21 truly finishing the event, has that changed my Opinion? No, not really, however I'd like to expand on the mission, and some other thoughts. So, speaking on the new mission, It was pretty good, while it doesn't have the same nostalgia feeling as the first mission since it seems to be its own thing, it was still really enjoyable. I really liked the layout and spectacle of the bunker itself and having to blow up the 4 vents to open the bunker was a cool mechanic, and I would like to see it extended to other bases in the future. The cutscenes were all great(not to mention pre-rendered), and the ending with Rasa gave her character more well "character" than 60% of the launch, her, Gibson, and Sigrid/Becker shows me that Ubisoft's writers are getting much better with writing characters than before, and it makes me hopeful that this continues into the later Breakpoint story.
Now on to the Issues, they have grown since before. As expected, the continuous battle pass esc missions have made the Terminators less exciting to fight, and if it wasn't for the fact it's still cool to watch them completely demolish sentinel, drones, and the Wolves, also them being just well designed enemies in general (in relation to them being Terminators that is) they would have been worn out a lot sooner. Another issue is once again, the bugs, this time, the floor in the assembly line LITERALLY DIDN'T LOAD IN, which made the experience frustrating, and forced me to replay the mission again. This just exemplifies the need for more QA testing and hotfixes because it doesn't matter how good the content is(and this was pretty damn good), if it's unplayable or frustrating to play due to something out of your control like bugs.
Finally, the monetization, as of yesterday, a new store update hit with two bundles for Kyle Reese and a more "Arnold" T800 figures/clothing/vehicles were added to the store, I would be a lot more mad, because of the FOMO battlepass already being there, if it wasn't for the massive amount of free content already, the lowering of all items cost-wise in the store by 50%, and the compensation that was given out for the server outage which was ultimately combined as a nice gesture. I have one personal issue however, with the Kyle Reese Figure, and that it's good, really good, in fact it's extremely accurate to the movie down to the littlest details. My issue though, is that why is this figure so good, and the other figures so extremely terrible? I've written multiple times about the various issues surrounding the figures (It's in the first page of the customization mega-thread), and there are a lot. So my question is, why is this specific figure given so much love and care, while the other figures are just kind of thrown together in a blender, and look nothing like their in-game counterparts? This is an issue because those figures DO cost money, about $5 or so, and what makes it worse is that these figures are Breakpoint original characters, with in-game models, so I cannot see why it is like this. That's all I have to say really, once again, I really enjoyed this from a "content" standpoint, it's a really fun event that's well-designed and pays a lot of homage and love to Terminator, and I hope that that same love is paid to Ghost Recon. Thanks for reading
EDIT: Credit where credit is due Ubisoft,
https://kotaku.com/the-terminator-ev...ood-1841394471
I've read a few of some others people feedback and I just wanted to add my own in the off chance the right UBISOFT person reads it
Im not a toxic screamer, I'm...okay with breakpoint.
my experience with raids and the issues encountered:
- dependency, mics are needed, in my last several raid attempts, Ive been called ******ed for not using a mic, had a kid blast his music over it, and...something in russian?
- rewards, once you kill a titan you aren't rewarded if you kill it again. I understand why, but can I just buy the rewards from the store? or be rewarded with diminishing returns? like I wanted one of thoes coats before the game was even out.
Ive had such a horrible experience trying to unlock things that were stuck behind ghost war, please don't make me suffer more with raids.
Metal Gear Solid 5 let you do pvp or pve events. so I could avoid other toxic users.I think many other comments say this as well.
I'm keeping a eye on that survey and updates, but I won't support a game that continues to force horrible unwanted online interaction for free content that I technically paid for already.
This is my Old Nemisis system I wrote up, however, I have updated now as a way to reintegrate all current and future raid weapons or event weapons that players won't be able to acquire due to either being a solo player, or not playing during the time period the event ran. (This is currently updated to Update 1.1.0: the Terminator Live Event)
So, a while ago I posted about a personal experience I had with Ghost Recon Future Soldier and how it applies to the Wolves in Breakpoint, and a user by the name of Mars388502 mentioned that the “Alpha Wolves” should have had their own units or “packs” assigned to them with their own characteristics that patrolled certain sectors. Which got me thinking and since the current “Alpha Wolves” are dead, A way to apply this idea would be through a system i’m calling for now “Wolf Hunt”or my hypothetical Nemesis system. This system is a mixture of the “Kuva Lich” system from warframe with the “build your own personal enemy” aspect and the buchon system from Wildlands, so let’s begin:
How to Spawn your Wolf lieutenant:
-The first step is pretty simple, I think the way to spawn should be by either Dying to a Sentinel soldier or a Wolf would have a chance for that Unit to be promoted and that “Alpha Wolf” to Spawn, and only one Wolf lieutenant would be active at a time. (Addition since Raid update: Dying to a Golem Island Red Wolf has a 100% chance to spawn an Alpha Wolf, if one is not currently active)
Characteristics:
-This part will be all the factors of what goes into crafting your lieutenant, each aspect should be randomized for everyone, so that each lieutenant is individually crafted for that player to hunt.
1.Name: The name would just be a first and a last name randomized.
2.Gender: Male or Female, and gender simply is one part that determines the voice of the lieutenant, and also determines the body type.
3.Nationality/Service: This next section is the gameplay relevant part, as the Nationality and Service determines what Nationality and Accent they have, and what weapon they’ll use, and what camo they’ll wear. The camo and weapons would be from a raid weapon variant assigned based on what weapon that military or its closest counterpart actually uses, and they are static with the Nationality/Service. I’ve created a couple of archetypes below for examples based on real militaries/special forces groups and ones from the Clancy verse.
-There should be ideally 4-6 Nationality/Service Presets with 1-2 weapons and 1 Weapon/Gear Camouflage tied to preset.
- -Isreali Nationality/Former IDF Soldier
- Weapon: TAR-21 Assault, Uzi 9mm, or Tar-21 Scout
- Camo: IDF Universal
- -Russian Nationality/Ex Bodark
- Weapon: RU12SG Assault, Resistance Rifle, or AK-47 Assault
- Camo: spetsial'nyi maskirovochnyi komplekt (SMK) Urban or Flecktar-D
- -British Nationality/ Ex SAS Operative
- Weapon: MPX Tactical or M4 Shorty
- Camo: British MTP
- -American Nationality/Ex Ghost
- Weapon: MK14 Assault, MK-17 Shorty, AR-18, Stoner Compact, or MK-48 SAW
- Camo: Desert Tiger Stripe, or an ATACS Variant from Golem Island
- -Bolivian Nationality/Ex Unidad
- -Weapon: A2 Shorty, SPAS-12, or Scorpion EVO Tactical
- -Camo: Los Extranjeros Camo
4.Enemy Archetype: This determines what combat ability the lieutenant has to set him apart from other units, for example: Panther(Based on the Raid enemies that deploy smoke bombs, but with suppressed weapons), Jammer(Based of the unit from the Wildlands’ fallen ghosts DLC), Covert(has access to active camo, and suppressed weapons), Drone Operator(Same as Flycatcher or the Sentinel Unit), Grenadier(armed with an M32 that acts like the rocket enemies with much lower damage, but fires faster and has a knockback effect) or Sniper(Same as Rosebud or the basic unit.)
-A Jammer Unit takes cover to return fire.
-A Panther Unit using its combat ability.
5.Appearance: Much like the Kuva Liches in Warframe, These lieutenants appearance wise would be just various Wolf armor pieces thrown together, but for the purpose of differentiating him from other wolves, the mask and cloak would be the camouflage representing their Nationality/Service instead of the basic Multicam Black camo that the normal units have. So using the example above, An ex-Ghost wolf lieutenant would have Desert Tiger Stripe as the camouflage painted on his mask and Cloak.
Hunting your Wolf Lieutenant:
-The next step will be hunting down your Wolf Lieutenant, and first off the Lieutenant will be operating at a random base within his Area of Operations which makes up various 2-3 interconnected provinces(Similar to the Buchons in Wildlands) and if you gather intel(Skell Employees, Soldiers, and Documents) or do faction missions within that zone of influence, you’ll gain intel fragments to narrow down his location, and then if you bring a certain number of fragments(around maybe 5-10) to either Mads or Haruhi to get an exact location and a contract to kill them. Another way to gain intel will be to hunt down members of the lieutenant's “pack.” These would be specialized wolf variants that would be found either patrolling in the region or result from an Azrael spotting. Killing these units and looting them will give intel on the Alpha’s position.
-The whole Wolf Hunt process should only take 1-3 hours if done casually, and slightly under 1 hour if done optimally with no deaths per lieutenant, and for clarity this system needs to be unlimited, There should be very little "downtime" without an Alpha Wolf operating somewhere on the various providences of Auroa.
-A sample rendition of the Area of Operation
-Update due to Backlash from Warframe's Kuva Lich system: One mechanic I have added to this hypothetical is to "Auction off" your current contract for a new one, provided if you already have the specific weapon/camo present on the lieutenant. Once a day, You'll have the option from talking to Mads, to allow the Homesteaders to make an "attempt" on the Target in the Contract and hand it off to them, meaning that the current Contract is taken out from your inventory( Or where ever they choose to show the contract), and you'll be able to spawn a new Alpha Wolf to take the previous one's place. To keep it fair, you will have to pay a modicum of materials and Skell Credits (Maybe around 30,000 Skell Credits to have the contract removed), their assasination attempt CAN fail leading to the Homesteaders being captured(if not saved faction missions become much harder across the board) ,and you can only do this once a day. Going to Haruhi and the Outcasts will allow to to "blackmail" the current Alpha Wolf, this acts the same as the going to mads, however there is no chance for failure, but it will cost more Skell Credits(about 100k), and can also only be done once a day.
The Reward:
-If you manage to complete the contract, you’ll be rewarded with 4 items and 20k SkellCreds, first you’ll get the raid variant weapon blueprint for the particular gun that lieutenant was using, next you’ll get the camo that he was wearing as a gear camouflage option, and lastly you’ll get that same camouflage as a weapon paint. So using the example above again, if you kill an Ex Ghost Wolf lieutenant, You’d get the MK14 Assault blueprint and Desert Tiger Stripe or the Golem ATACS variant as both a gear and weapon camouflage.
The Random Reward:
The fourth item is the random reward which I think should be either a random unrelated cosmetic reward from the Raid (Any cosmetic that drops from the raid, that isn’t Red Wolves Gear) or an iconic cosmetic item from the ghosts that the lieutenant takes as a trophy, so for example, Walker’s Vest, Ghost bandanas based off Hunter teams skull bandanas in GRFS, Midas’ Machete or Scarf, UNIDAD Patch, or a pair of CROSSCOM Glasses.
-The Random Reward should be a pool of the remaining raid cosmetics that you don’t own and 10 additional cosmetic items with absolutely no duplicates similar to the battle crates.
The Punishment:
-Similar to Warframe or Shadow of Mordor’s Nemesis System, if you die to the lieutenant while taking on the contract, the lieutenant will rank up and this will lead to his Area of Operation becoming more dangerous to operate in as a result, and will persist until he was killed. In this hypothetical system, I will use the 3 ranks Lieutenant, Captain, Major to represent this and one key thing to note is that the area threat level doesn’t change unless the lieutenant himself kills you, and if you kill the Alpha Wolf then the Area returns to normal or a "calm status" Area changes as followed are:
- Lieutenant: No Area of Operation Changes
- Captain: All enemies in the Area of Operations are now 5 levels above your gear score and locked to advanced difficulty damage/reaction, Azreals spawn 50% more frequently, and some bases are now populated by Wolves. (Ignore Gear Score Change if in Immersive Mode)
- Major: All enemies in the Area of Operations are now 10 levels above your gear score and locked to extreme difficulty damage/reaction, Azreals spawn 100% more frequently, and most bases are populated by Wolves.(Ignore Gear Score change if in Immersive Mode)
That’s about it really, and I would like to thank you if you took the time to read through the whole thing. The point of this hypothetical system is to both bring back the Buchon system from wildlands that some people love, add a solo or optional group method of acquiring the raid weapon variants or any event weapons that are locked to a piece of forced coop/timed content, add characterization to the Wolves faction that’s true to their lore of being “various ex-special forces,” and to create a form of replayable “filler” content that people would hopefully enjoy.
A couple of Key Notes:
-This whole idea is meant to be entirely solo however, it can be done in coop, and if so, The group will simply go off of the host's contract.
-The actual "Random Reward" will have no duplicates, however the spawning of the Alpha Wolf can be duplicated (i.e You can have a "Ex Unidad" Wolf spawn back to back)
-The Red Wolves gear and the 4 "main" weapons from the raid (CMMG BAAL, Vector Control Room, Koblin, and BOSG) are not included.
Link to the Original Document: https://docs.google.com/document/d/1...it?usp=sharing
I’m playing in the guestpoint breakpoint. I saw one player in the walker hood. I assumed that it turns out in the raid. But I didn’t see anyone else in the hood and he didn’t fall from the raid.
Maybe someone has more detailed information regarding its loss ?!
P.S. The character is not mine, the screenshot is made on ps4![]()