The new Ghost Experience has been great so far. I've been loving the ability to adjust my own settings to get a better experience for me. Injury rate and bandage amount have really been a huge factor in increasing my immersion through making a more intense experience moment to moment. However, there is one big set of options that are not available that I think would be a great addition: Custom Enemy Difficulty.
Currently, the extreme difficulty sucks. Enemies pretty much kill you in one hit, which is fine from a realism perspective, but this is a video game. I feel like I'm more immersed when the enemy won't kill me outright, but I have a high possibility to be injured, thus making it harder to fight. Extreme difficulty doesn't allow this due to them having such a high output of damage. Yet, I would love to maintain their fast detection levels, since it shouldn't take someone 5 minutes to realize that the person running around kitted up and not in uniform sneaking around a military encampment is an enemy. Having the ability to set these independently would increase my fun in the game while removing some of the frustrations I have of playing at extreme. As a result, I currently drop the difficulty and find myself being babied by the current AI.
One last bit of feedback would be regarding the enemy AI tactics, specifically regarding the Wolves. My bud and I were playing the mission where you're protecting Cromwell or whatever her name is while she uploads the drone virus. Why is it that when Wolves finally appear in a mission, they come in a neat and tidy line allowing me to headshot all of them in less than 2 seconds? They are supposed to be the people that hunt the ghosts(players) yet they march in like the regular cannon fodder enemies. They should be using more varieties of tactics. Flanking, throwing grenades, rushing when the player is out of cover, all of these are currently at the bottom of their playbook.
Wolves should track the players after they assault bases and after main missions. They should also be able to track the player when they are injured, since the player is bleeding and coughing up blood, that would leave a trail. The game was marketed like the player is being hunted, and the beginning has that feeling, until you learn the game and realize you're actually the wolf and everything else is just waiting for you to make them your prey. Red Dead Online gets this right(one of the only things they get right) by sending bounty hunters after you when your bounty gets over $10. If I cause mayhem, they come after me. It should be similar in Breakpoint, when I disrupt the Wolves'/Walker's operation, they should be sent to track me down. They shouldn't just stand around or do their regular scripted patrol routes.
All that aside, the new experience has been great and I look forward to the next ghost experience update!
I honestly don't think the damage is the problem here, I think that the real issue is the accuracy of the enemies.
It should take it longer for them to aim and shoot and if the AI decides to shoot without aiming it should prob not hit the target that often, I also believe the AI could use some reprogramming, thinking in the head of the AI, what would I do if I saw a bunch of players attempting to take out my camp?
for AI
1. out of cover aim should be more periodic
2. rushers should rush in groups
3. there should be more suppressive fire from enemies
4. grenades should be more often and with shorter trigger times
5. tactical nades should be use as well more often, tear / flash
6. flanks tactics should be more often snipers shouldn't be stationary and should begin looking for high points
7. also wolves need a boost they are very weak.
I really would like to split the damage/spotting difficulty. Getting one-shot isnt fun but getting spotted is. As for AI, yeah it really needs an overhaul. Rogue___Agent seems to have a pretty good layout of things. Accuracy also sounds like a fun tweak to the game, currently the way it is set up seems to be that the AI sprays at you randomly and you get hit sometimes. It might even just be a flat probability thing where the bullets flying by dont matter at all and you just have a %chance that a bullet will be spot on and hit you (the rest being essentially cosmetic), which would be dumb. As it is I rarely feel suppressed and will just play whack a mole with enemy heads as they pop in and out of cover.
Being hunted by enemies would be AMAZING. Cause too much trouble and you get a swarm of angry patrols hunting you down. Instead of random helpless guys in the wild make patrols and search patterns be a thing. Make the player feel hunted, make the player feel like they are struggling to survive. This is what the game was marketed as and why a lot of us bought it.
I hear a lot about people saying extreme suck because you die so fast. But personally I don't have that experience at all! Extreme usually let you survive 2 good shots, and 3-4 shots if they hit you, but barely. In my experience When playing on extreme and with the hardest immersive mode etc, You have to play A LOT more careful, use cover A LOT more etc. I have had no problem with dying too fast or not dealing with injuries personally. I even had a situation where I was hunted by Murmurs, ran away, and ended up critically injured as I walked into a cabin, managed to bandages up and heal. Got surrounded by Sentinel and murmurs so I had to use emps, and fight off sentinels and actually walked away alive. Of course, you will die if you get caught in the open, but Imho, that is the point. You need to use the environment, the cover, the surroundings. You need to retreat and play on your toes. This in my honest experience is just false. or the problem is likely not with the game. But with adapting to the difficulty.
tbh again I don't see damage as a problem, the biggest issue here is that combat feels very cheap. As if the AI is not "I" at all, they shoot randomly and 10% of their bullets hit you no matter what (I didn't actually do the math but is an estimate).
with that in mind, gunfights get very repetitive whether you are using stealth or not. I actually find the hardest difficulty extremely easy and I don't even bother using stealth anymore, matter of fact I found that a rush in strategy works best against the AI as they have a hard time tracking you (assault) and proves to be the most efficient.
again the AI is kind of stupid and there is not tactics being applied by the enemy that can potentially counter your full on Rambo attack. If the enemy flanked more, went more in groups, shot faster but at closer ranges but took longer for longer ranges and provided assisted supressive fire, used more tactical explosives and more often (such as flash bangs and then rush), fights would be more challenging.,