🛈 Announcement
Greetings! Ghost-Recon forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game.
  1. #1
    UbiBard's Avatar Community Manager
    Join Date
    Nov 2019
    Posts
    192

    Raid/Mission Feedback

    As we move forward with Ghost Recon Breakpoint, we want to hear your thoughts and suggestions on several topics. When it comes to things like Raid and Mission feedback, we are happy to take in your requests and recommendations across the forums, but we also want to encourage sharing them collectively here.

    Mega Threads like this will help us with keeping all the different information and conversations in one place. Please keep any suggestions and ensuing discussion respectful and in accordance with our forum rules, as we want to keep this thread populated and productive. For more information on how to structure your posts in the forums, see here.

    Thanks!
     5 people found this helpful
    Share this post

  2. #2
    Bullet sponge drones with instakill weapons don't belong in a Ghost Recon game.

    The raid should be fully accessible for solo players.

    Instead of getting locked in an arena the raid should be about shutting down a communications jammer, taking out anti-air defenses, exposing the partially assembled drones and calling in an airstrike from the USS Wasp to take out the 4 targets.

    How the player approaches this should be up to them. Sneak in Splinter Cell style, go in as a squad (with AI or players) like you would in any other GR game, or go in guns blazing and hope you can survive the whole island coming down on you.

    If and only if the player alerts the enemy and exposes the drone assembly plant should the prototypes engage and then only when it makes sense. Let players lure them into a forest to get them stuck in mud, drive off a cliff, whatever. Anything but an arena with no cover and running in circles while shooting glowing blue spots or stupidly running around exposed to lethal gas while shooting moving panels.

    Let us scuba dive, let us swim over to that quantum computer tower and place charges on its base to drop the whole thing in the sea.
     43 people found this helpful
    Share this post

  3. #3
    Hard to give feedback on missions because they are so scarce. I will say make guided the default and punish players for switching it off. It's a great inclusion and makes the campaign actually viable.

    The raid is an insult. Forced co-op with failed matchmaking and randoms with no mics. Then hiding loot behind it after publicly claiming all items would be available solo. Also clearly the mechanics where built around pc, but how is open arena hot potato games GR? It's a tactical communication game, fine but we bought a shooter. Thanks.
     10 people found this helpful
    Share this post

  4. #4
    Raid is a joke as it is. Why didnt you do the raid as a real raid would be. Sneak in with a team and reckon the area. Identify key intel and targets. Chose your plan, infiltrate, eliminate, exfiltrate. Done. Missions could vary from taking down a wolf captain to sabotaging a road or a convoy of materials or even taking down the power infrastructure of the island. You could rescue a prisoner from a wolf camp or even mess with drone manufacturing and wolf communications.Is it so hard to come up with ideas? Im not even getting paid for this.
    Instead go shoot a tank at the back while another guy leads it to the corner of the arena. Sure.....
    Main and faction missions could follow the sane tread as well. Instead of going around killing everything that moves, give actual objectives.
     23 people found this helpful
    Share this post

  5. #5
    TrickShady's Avatar Senior Member
    Join Date
    Jun 2019
    Posts
    2,801
    Raid is a joke and should never have been included.

    Missions are very poor with little thought repeated over and over.

    Go here. Talk to them. Get intel. Kill him. Protect her. Steal truck. Hack server.

    With so many possibilites the missions are really lacking diversity and quality.
     12 people found this helpful
    Share this post

  6. #6
    Raid success should not be depending on being able to use a headset for communication.

    There should be visual communications. Like for example in the BAAL raid all others should see a how much percentage of analyzing is on the player who has the beam. This should be done for example with a status bar floating above the player. Or via the players icon. So others can see when they have to take over the beam.

    So please install some better visual aids for the raid.
     11 people found this helpful
    Share this post

  7. #7
    As i said in my Gunsmith post i was going to post feedback about supplies. This will be a long post.

    Where to begin.

    Add AI teammates back. That's technically the AI thread but you'll see why i'm listing it here.


    • The raid:
      • Skell tech was working on drones that could end wars all by themselves, but they're still in the prototype phase and under construction on Golem Island. Infiltrate the island and eliminate the 4 drones under construction.
      • Can be played solo or in 2/3/4 player co-op
      • Can be played fully in stealth (difficult) or combat (also difficult) or any blend of the two
      • No time limit
      • Titan drones will only be active if players allow them to be. This means you have to blunder and allow them to be unshackled long enough to activate.
      • How to complete the raid:
        • Disable the communications jammer to contact the USS Wasp
        • Disable the anti-air defences
        • Upload virus to mark US military aircraft as friendly to drone swarm for a limited time
        • Expose the assembly plant for each drone and paint the target for an airstrike
          • Take too long and the drone activates

        • Make it off the island alive
        • Make it to the US military supply airdrop and secure it before Sentinel destroys it
          • Kind of a problem since Golem Island is so far from the rest of the game world. Maybe just let players get to it and have Sentinel patrols nearby that can spot it and cause a firefight but no real threat to the supplies

        • Meet up with and recruit the US Navy SEALs that HALO dropped onto the island while the drone swarm has them marked as friendly (aka replay the raid to get highly trained base guards and/or teammates)
        • Raid complete! You're winner!

      • New item: laser designator: highpowered laser used to designate targets for an airstrike. Titan drones can spot this laser and use it to locate you, so make sure you're ready to hit the drone as soon as the assembly plant is exposed if you don't want to have to run for your life. Laser can also be used to temporarily blind humans and drones by shining it into their eye, but is easily visible to the naked eye and will draw attention.
      • The supercomputer drone obviously can't pose a real threat unless you get inside it so let's just say it's the easy boss to defeat. Just mark it and blow it up, or swim over and scuba dive down to plant explosives on the supports keeping it standing in the water.
      • No more bullet sponges, no more arenas, no more running around in circles. Solo play possible but challenging (and oh so rewarding) and much more realistic.

    • Side missions:
      • The main island is covered with the drone production line. From mining operations to material refinement and storage, to R&D, production, testing and of course power production.
        • Allow us to target and destroy these bases to slow drone production. Slower drone production means fewer drones in the world.
        • Bases rebuild over time, restoring production.
        • Hitting power production slows overall production and also knocks out power in the open world in general, requiring use of local generators.
        • Adjust story slightly so Skell deploys a drone to detonate an EMP over the island, destroying the island's facilities and leaving drone production at the bare minimum at the start of the game. The player will thus face resistance that increases over time due to Sentinel repairing the damage. Hitting the various bases counters the repairs done.
          • Players can find the remains of the EMP drone in the open world as a reminder of what it took to give them a fighting chance after the helicopter crash.

        • This also justifies the influx of supplies.
        • Keeps players busy, gives them a reason to hit bases. Infinitely repeatable, can be expanded over time with DLC islands.


    • Unlocking items:
      • Replace the skill based unlock system with a supply lines system. Recruit insiders to provide supplies, steal supplies from bases, acquire blueprints to make them yourself.

    • DLC:
      • New weapon blueprints
      • New attachment blueprints with upgrade paths
      • New islands with more bases to raid, rebels to recruit, scientists to rescue and put to work, base locations, and unique environments
        • For example: a new island that is a dense jungle, with a secret underground base. Its purpose: develop Terminator-like drones to allow for better integration with human society. Skell hid the base, Wolves found it. Race to destroy the knowledge inside before the Wolves can build them and send them to fight you. Players can complete side missions to distrupt drone production as on the main island.

      • VR training simulator: Enter a VR environment designed to train soldiers to acquire the blueprints for high-tech gear that Skell himself hid in the training program for safekeeping.
        • Excuse to add different environments, like a jungle, desert, urban area, etc, but also to place missions at different points in time (e.g. Cold War). This allows for the introduction of weapons no longer in use (e.g. FAL) while still making sense.
        • Players can take all their gear into VR along with teammates, can acquire gear that can be 3D printed (at the cost of supplies) for use in the "real world".
        • Locations don't have to be real, so can make up whatever (e.g. a city that has all kinds of stuff in it that no real city has in one location).
        • Example for urban map: http://ontheworldmap.com/belgium/cit...ntwerp-map.jpg
        • Can train rebels without risk of them getting injured or dying.
        • Can't acquire any supplies while in VR.
        • Make sure to have the option of deploying in different ways:
          • On foot
          • By ground vehicle
          • By boat
          • By helicopter
          • By parachute (HALO drop from C-130)

        • Can have any amount of US military support in VR mode:
          • Tanks
          • Helicopters
          • Gunships
          • BRRRT- i meant A-10s
          • International incidents on demand (Future Soldier reference)



    • Movement changes:
      • Add ability to rappel
      • Add scuba diving
      • Add option to have rebels fly you to a place to parachute down without getting hit by your own helicopter (and without dropping a helicopter bomb on top of the enemy)



    • Mission editor
      • Create custom missions with various goals and requirements.
      • Can make missions that take place in multiple "worlds". For example start in Auroa, go to a VR location, then another VR location in another map, then going back to Auroa to hack a "real-world" server to progress in VR further.
      • Missions can be shared through in-game mission sharing system, with highly rated maps being "recommended by Ubisoft", and giving rewards (supplies, teammate NPCs).
      • In-game editor counts as play-time and player retention => player retention goal accomplished.

    • Level editor
      • Allow creation of custom levels.
        • Add prefabs to existing maps for use in open world and custom mission design
        • Allow creation of entirely new maps for infinite replayability:
          • Create underground bases using prefabs (e.g. remake Splinter Cell levels)
          • Create displacement terrain, carve holes to make underground entrances
          • Place structures, roads, etc to create bases, cities, checkpoints, etc


      • Even the ability to lay out prefabs can make for a powerful level editor, so inability to make displacement terrain or wide open areas does not mean it is impossible. Personally i'm fine with building huge underground bases where the entrance is a glowing box with a white texture.
      • In-game level editor counts as play-time and player retention => player retention goal accomplished.
      • Assets can be taken from other games (Future Soldier, Wildlands, Division, Splinter Cell (make an HD remake and share the assets between games))
      • Assets can be gated behind MTX with free drops at particular times. Better than MTX gating weapons and attachments and stuff. Assets should only be gated for level designers, not players, to avoid locking out people and making them angry.



    To summarize: the player starts off alone, with nothing more than a pistol, facing a PMC and an elite unit of spec ops with former Ghosts in their ranks. By the time the player has completed everything but the repeatable stuff, they'll have amassed a rebel army, acquired high-tech gear and enough firepower to level Golem Island, and the most elite Wolves are all dead.

    This is a progression system that does logically and realistically and with actual content what gear score was intended to do and could not: to make a logical progression from being weaker than the enemy to being on-par and even more powerful.

    See my post in the Gunsmith thread for details on how weapons should be improved. I'll need to write up how Charactersmith needs to be improved, if i can find the right thread for that.

    Edited to remove some things.
     28 people found this helpful
    Share this post

  8. #8
    Here's an old write up I did for a repeatable weekly mission or event:

    So I just finished the side mission based on the Behemoth tanks called “Firepower” where you have to go to the Driftwood Islets Testing Site and take out the Behemoth in the City, and I thought the encounter was pretty cool honestly. I think two of the problems with the Behemoths is that the setting the fight takes place is rather bland (with a couple of exceptions) and they aren’t really rewarding. So, my solution is a weekly event I’m calling “Residential Resistance.” A simple repeatable event I wrote up with the purpose of it becoming a sort of “filler content” and for it to be easy to implement.

    Story:
    -The story of this simply is that Sentinel is cracking down on outcast sympathizers in the residential areas, and is sending a retaliation force to send a message, your objective is to simply stop them.

    Location:
    -The location will be a randomly chosen “residential area” on the map that will change weekly, so for example, the Jefferson Residences, Ayn Residences, Richard Cobden Residence, Freeman Residences etc.

    Mission Set-up:
    -The setup itself is pretty simple, Go to the residence specified on the map, and find the retaliation force and eliminate them.
    -The force will be made up of 10-20 Wolves of various archetypes and 1 Behemoth Tank.
    -The retaliation force will always be either surrounding the town with the tank in the middle of the residence square, or will be approaching the residence in a foot patrol type manor (The force will take the place of any enemies that normally spawn in that area for the week)
    -Level-wise will be the exact same as Elite Faction Missions.

    Reward:
    -For completing the mission you’re awarded with one random piece of a set based on 2010's E3 Showing of Future Soldier and 500 Battlepoints for the current act (Image below)
    https://www.behance.net/gallery/3244...oldier-E3-2010

    The reason I picked this set is that I think it can fit into the game well as a Ghost Recon set and it overall fits the theme of the Behemoths. Other cosmetic rewards can be added later but this was just a basic framework.

    That’s about it really, as I wanted to keep the framework as simple as possible for it to be easy to implement, as it can be a good addition to add variety to the daily faction mission pool.

    Link to the Google Doc: https://docs.google.com/document/d/1...it?usp=sharing

    Addition: The Unique Behemoth variant that patrols Howard Airfield can be reused as the Behemoth for this game mode.
     6 people found this helpful
    Share this post

  9. #9
    Klaymond's Avatar Senior Member
    Join Date
    Feb 2017
    Posts
    1,066
    Coffee Pasta from General Discussions

    Rewarding Sequential Titan Kills

    So, many of us help our dudes accomplish raids even though we're, personally, not the biggest fans. Given this intent, we often find ourselves helping multiple different friends defeat the same titans on repeat. The first titan victories within the given intervals prove rewarding, however, reaccomplishment of these tedious endeavors provides us no further reward until the next interval.

    The exclusive titan loot drops operate with RNG mechanics along with duplicate potential which should have allowed players, at minimum, a proportionally shrinking loot pool with each repeating titan victory within the weekly interval.

    Ex. Baal (within interval)
    1st victory= 5 drops
    2nd victory= 4 drops
    3rd victory= 3 drops
    4th victory= 2 drops
    >4= 1 drop minimum

    This idea is primarily to better raid motivation since many of us, helping our friends (who are more enthusiastic about raids than we are), hesitate at the fact we'll get nothing having just accomplished applicable raid.

    Disclaimer: Uncertainty of current drop rates for certain items, telling ubi not to finagle drop rates for worse, bugs/glitches, QoL, drop LooterPooters from GR
     1 people found this helpful
    Share this post

  10. #10
    Originally Posted by solokiller Go to original post
    Bullet sponge drones with instakill weapons don't belong in a Ghost Recon game.

    The raid should be fully accessible for solo players.

    Instead of getting locked in an arena the raid should be about shutting down a communications jammer, taking out anti-air defenses, exposing the partially assembled drones and calling in an airstrike from the USS Wasp to take out the 4 targets.

    How the player approaches this should be up to them. Sneak in Splinter Cell style, go in as a squad (with AI or players) like you would in any other GR game, or go in guns blazing and hope you can survive the whole island coming down on you.

    If and only if the player alerts the enemy and exposes the drone assembly plant should the prototypes engage and then only when it makes sense. Let players lure them into a forest to get them stuck in mud, drive off a cliff, whatever. Anything but an arena with no cover and running in circles while shooting glowing blue spots or stupidly running around exposed to lethal gas while shooting moving panels.

    Let us scuba dive, let us swim over to that quantum computer tower and place charges on its base to drop the whole thing in the sea.
    This would have been fantastic. A raid in the context of an "authentic" special operations experience shouldn't resemble something straight out of Destiny. It should be challenging for sure, and it should involve multiple objectives, starting with special reconnaissance, potentially close reconnaissance; a requirement to actually search out and obtain multiple types of Intel. Sigint, humint, elint, etc. Each of those should be a mission in itself.

    There should be freedom to choose the method of insertion into the AO (absolutely including scuba), freedom to choose the path of infiltration, and should reward careful planning, tactical patience, and stealth. It should culminate in an inevitable fight, but instead of giant drones, it should be something like a defensive fight while waiting holding laser designator for air strikes, or a running gunfight during exfil after destroying something of great strategic importance to the enemy. It should be set up such that any number of players can attempt it, not just a full team of four.

    Instead we got looter/shooter puzzles, giant robots with a glowing weak point, a requirement that forces many people to play with randoms who really don't want to, and arenas with laser walls. There is nothing even remotely resembling a special operations mission in the raid. It is pure sci-fi, and bad sci-fi at that.
     6 people found this helpful
    Share this post

Page 1 of 26 12311 ... Last ►►