Well, the most obvious thing to do first is to remove all the grind walls.
Instead of tech tree hidden behind tech tree, use something like the original Rainbow 6, Ghost Recon and Splinter Cell games where the player used a load-out prior to a mission, with upsides and downsides, with enforced limitations.
Secondly, make it like these games where combat is an option, but generally deterred. No more "press X to win" shit or lazily making difficulty through increased damage sponge enemies.
Something akin to an updated thief.
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I'd take cue from Gothic as well. Do not empower, nor immediately empower the player where everything dwindles into the perfunctory and monotony.
Gothic made the player a nobody, easily destroyed in seconds with a gradual shift over the course of the game towards empowerment. For all Ubisofts graphical powerhouse, it was never as engaging of some Eurojank RPG from 2001.
If it's to use upgrades, simplify it to something like BOTW. Direct rewards for doing specific thing with no incremental shitty bar going up.
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As mentioned above by our dearest of friends, make a game length that is justified. 20-30 hours sounds like the sweet spot.
Always never finish Ubisoft games, not out of difficulty or lack of time, but apathy setting in.
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None of the staff sexually assaulted
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No **** practices on top of that. Microtransactions, a document required for all the DLC shit, timed exclusive wank.
You see game, you buy game. Pretty fucking out there concept.
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And yea, as above mentions either drastically improve the modern day sections or gut it out altogether. It's never been good.
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Modding ability akin to Skyrim. No doubt have a ripple effect on the core game itself beside allowing users to tailor their experience.
Probably a bunch of other stuff missed people will bring up, but that's just top of me head.
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