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  1. #1

    What options Breakpoint's immersive mode still needs to make the game shine!

    1) Permadeath for the ghost. (Not the kind that deletes the entire campaign.) Survival is all about keeping you ghost alive, and therefore there must be a reason why you would want him/her to really stay alive! This is why permadeath for the ghost is important, since dying should mean something more than a mere re-spawn that feels like the cheat re-wind in many racing games of today.

    So you'd just lose the individual ghost. This would the perfect middle-way between the current infinite re-spawns vs. the campaign-ending-permadeath that Ghost Mode was. Just like in the old R6 games. A new rookie recruit would pick up from where the previous ghost died, and fetching the lost gear of the dead ghost would be obviously priority no. 1, a mini-mission in itself. If you died in a tough spot, good luck retrieving it with the gear the rookie has. The penalty to skills could be determined by the difficulty level. On easiest, you'd just drop the gear and all the skills would remain. On extreme, you'd lose the gear and all your skills and levels entirely. It's very easy to balance out the penalties with difficulty levels, so no one has to feel the game feeling too easy or too difficult and unforgiving, and this is how the immersive mode in Breakpoint already works with the available customization options. Or there could be a pool of rookies to choose from with different skills learned, just like in the old R6 games. There are many ways to implement this that are all good, and permadeath would make the game much more exciting now that you have a reason to try to keep your ghost alive.


    2) Friendly fire. Without friendly fire Breakpoint feels like a safe simulator. If your buddies can't take damage from your mistakes it's like they have the god-mode turned on. Extremely unrealistic.


    3) Ability to receive missions via radio without having to run to Erewhorn. That place is a time-waster and a constant reminder of the greediness of Ubisoft, even now that the other players are gone. Erewhorn feels out of place, and constantly running in and out could eventually reveal the place to the baddies anyways. Erewhorn is a total mood-killer for those want to feel that they're really behind enemy lines like Ubisoft claimed. But in reality, it's irritating that you have to run to a social hub where you meet extremely stereotypical video game characters to get missions from. You have the brainy nerd, the children playing, the worried women, and the extremely-extremely stereotypical wise old man with a beard to get missions from. Blah. It feels like Ubisoft has tried everything to the masses, and thus have lost their ability to do anything original. So, Erewhorn should be totally optional if the player chooses so.


    4) Remove all unrealism from weapon upgrades and class abilities. If you can make your weapon much more powerful with random "weapon parts" (or don't upgrade and can't kill a t-shirt wearing enemy with five shots to the chest), there's something really wrong here. Too much unrealism kills the atmosphere, and magical abilities like receiving health from a kill is so unrealistic that it's hard to describe. Wildlands was realistic enough, so that's a good measuring stick.


    5) Separate the detection sound from the hud detection indicator. Humans have a "sixth sense" of knowing when they're being observed, but this doesn't always include the knowledge of the direction. This is why the detection sound should be there, but the moving detection indicator should not be there. This way once someone almost sees the ghost, you would know, but wouldn't know where the enemy is. And while talking about the hud, the special ability meter should be colorless, as the blue color is quite annoying if you still prefer to see the ammo count.


    So here were four the suggestions on how to make the immersive mode much better, and I would love to see all of them implemented in as options, since it would finally make Breakpoint feel like a proper spec ops game instead of a game made for casual gamers who don't mind unrealism and childish plots. (And remember, these would be optional, so no one would be forced to use these.) The AI should also still be improved, but I'm hoping Ubisoft is already working on that.
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  2. #2
    ArgimonEd's Avatar Senior Member
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    Agreed.
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  3. #3
    MaxPain_'s Avatar Member
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    what i miss even in immersion is range finder to target, in real life you can get a range using a range finder so snipers never need to guess.
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  4. #4
    The binoculars have a rangefinder function. There is also a rangefinder attachment but it doesnt actually tell you the range, it just magically adds muzzle velocity.
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  5. #5
    I'm not sure what a rangefinder has to do with the immersive mode, since it should be in all modes, but I'm for it too.
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  6. #6
    One more thing is the removal of fast travel, but that would require adding the GPS routes, since otherwise the navigation is too cumbersome, especially with the relatively slow loading map. This mode would also require the point 3, ability to receive all missions via phone, since running to Erewhorn would be quite a drag if there were no fast travel.
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  7. #7
    I don't agree with permadeath, I think there are other ways to add meaning to death. For example by having you lose what you carried, or something like that.
    Permadeath in this game feels like a bad design choice. I think they should look to Tarkov instead, and do something similar.

    I'd really, REALLY like Friendly fire so I would have to be careful with my shots etc.

    3 and 4 I don't really care about, but 5 is a big, fat disagree from me.
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  8. #8
    Well, I described that the ghost would only lose the gear upon death on the easiest level, so problem solved.
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  9. #9
    Thats even more stupid imho. And your answer is a logical fallacy. Why does everyone throw around strawmen nowadays? The problem isn't solved just because easy difficulty doesn't have perma-death. That statement is beyond rediculous. If you can't see other positions than your own, then this is a waste of time for me, but I'll waste it anyway.

    Taking away challenge from people why want it just because they don't want perma-death. I play on the hardest difficulty both in terms of AI, and in terms of the Immersive mode, and I have barely any hud on (only compass and skill recharge rate). If I am not taking 2 enemies seriously, I die. If 1 enemy catches me off guard, usually that results in death, and I love it. I would be completely fine with losing my **** on death, or even losing exp. Or having other punishments I would have to deal with. But perma-death I'd rather not have. I don't mind losing levels, exp, or all my ****. My skills even, tbh, I don't even need to have the skill tree. But leveling up every single class, unlocking all cosmetics, having to spend menu-time to configure the look of my ghost. that is not something I want to do.

    You can easily create perma-death-like systems by just implementing better ways to do it. Like loss of gear. If you want a perma-death game, then usually you need systems designed to complement that, and ghost recon is not a game that is designed to compliment perma-death. Progression takes too long. Spending menu-time is not fun. Having to go through a grind everytime you die onstead of actually setting progressive objectives is boring.

    It is a reason why games with perma-death usually have very fast progression or a rogue-like system. Tarkov for instance. Your character dies. His health is persistant. He need to heal up. Wounds persist. You lose all your ****. But you still progress through skill or exp gain. Or dayz, it is quite easy to get back into the game, because it is just a matter of looking around. A lot of other rogue-like games can make you lose your progression or your character on death, but you can also progress passively when you die. Dark souls makes you lose all your souls on death, though you can retrive it. Dying Light takes away experience.

    The point is, mechanics that punish on death is great but they need to be designed to fit the game. If you want perma-death then by all means, but it should be toggleable because the game is not designed for such a system to be enjoyable, and forcing people into it will only be frustrating. And I say that as someone who finished ghost mode in Wildlands.

    It's not like I don't want a punishing death system. But perma-death in this game is rediculous from an objectively analytical standpoint.
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  10. #10
    Dude, in the headline and the first post I'm talking about OPTIONS, so obviously all of them would be just options. Read more carefully before you rant.

    Ghosts can die in spec ops. That's how it goes. That's why it should be in the game as an option, no question about it. Permadeath makes you invest in your character. If the ghost is immortal, has infinite re-spawns, there's no tension in trying to keep him alive. Not having the ability to die in a game that's about life and death is kinda silly. But that's how games are today: designed for the casual gamers and those who don't enjoy them being punished for making a mistake, and all of this is done to maximize the profits for the company, NOT to make the game better or more atmospheric.

    And I agree about the levels of loss upon death, and I addressed them already. So I'm quite unsure what your beef is here.
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