Tom Clancy's: The Division 2 - Official Thread

Another SotG should be streaming now-ish and I'm looking forward to hearing from the horse's mouth on things currently.

For those reading who haven't played but want to or have played little, the baseline reception since launch has been praise for early- to end-game – in gamespeak, that's character creation to Tiers 4/5. I, personally, couldn't agree more and thought it immense fun. End-game as it stands has however revealed some fractures in the foundation of play that aren't readily apparent until late-game when one has more a bird's-eye view of things A-Z. Deepest amongst them relates not to missing-the-mark Skills/CD but gear score (GS) rather and the, frankly, healthy disconnect between it and the game's RNG.

Build optimisation and diversity (which for many can be a cynosure of the genre) are as a result being one-laned into uninspired DPS, DPM, and DTE contingencies – depending on in-mind enemy (AI, PvP) or mission. DTE refers to one's cumulative score (%) in the Stats submenu per the buffs available for punishing bosses (i.e., Elites, or cats with gold HP), for those unfamiliar. These safe 'boss builds' appear to be musts for running the latest Dark Hours operation, for example.

In fixes per the last patch (TU3?), some bad was made good while elsewhere, even that not previously a problem, got worse. The code for these games is obviously complex but it no less sucks to watch your baby keep falling out of the crib and for every pick-up breaking an opposing limb.

I'm not sure how scope-breaking this would be from a backend/TU point of view but I'd like to see GS rethought. I'd personally fancy a simplification with lvl 30 rolling into Scores (or bands) 1, 2, 3, 4, 5. That's it. GS right now is by and large an illusion and indicative (for respective agent as well as clanmate and opponent) of frankly nothing. Development has in the past explained the RNG tie-in to GS and even referring at one point to a pie (graphically) but it's too muddied and unnecessarily graded a system, IMO, or to keep to their terms – the pie tastes like s***. Slicing and dicing an apple wedge up into a million pieces doesn't make for a better apple turnover.

The gameplay's risk-reward tug of war is unserviceable, full stop. Have gear banded where tier-4 gear is better than t-3 et cetera and demonstrably tiered drops for a given agent proportionately piggybacking event difficulty. Done. The by-colour quality scale per piece and tier can stay with offering fewer (attributes) the lower the drop – while still serving up a singular chance roll of some attribute spectaculaire to recalibrate elsewhere later on.

Sorry for length. There's far too much to cram into one post with examples and related objects of explanation being left out as is. Thoughts and disagreement welcome.
 
Another SotG should be streaming now-ish and I'm looking forward to hearing from the horse's mouth on things currently.

For those reading who haven't played but want to or have played little, the baseline reception since launch has been praise for early- to end-game – in gamespeak, that's character creation to Tiers 4/5. I, personally, couldn't agree more and thought it immense fun. End-game as it stands has however revealed some fractures in the foundation of play that aren't readily apparent until late-game when one has more a bird's-eye view of things A-Z. Deepest amongst them relates not to missing-the-mark Skills/CD but gear score (GS) rather and the, frankly, healthy disconnect between it and the game's RNG.

Build optimisation and diversity (which for many can be a cynosure of the genre) are as a result being one-laned into uninspired DPS, DPM, and DTE contingencies – depending on in-mind enemy (AI, PvP) or mission. DTE refers to one's cumulative score (%) in the Stats submenu per the buffs available for punishing bosses (i.e., Elites, or cats with gold HP), for those unfamiliar. These safe 'boss builds' appear to be musts for running the latest Dark Hours operation, for example.

In fixes per the last patch (TU3?), some bad was made good while elsewhere, even that not previously a problem, got worse. The code for these games is obviously complex but it no less sucks to watch your baby keep falling out of the crib and for every pick-up breaking an opposing limb.

I'm not sure how scope-breaking this would be from a backend/TU point of view but I'd like to see GS rethought. I'd personally fancy a simplification with lvl 30 rolling into Scores (or bands) 1, 2, 3, 4, 5. That's it. GS right now is by and large an illusion and indicative (for respective agent as well as clanmate and opponent) of frankly nothing. Development has in the past explained the RNG tie-in to GS and even referring at one point to a pie (graphically) but it's too muddied and unnecessarily graded a system, IMO, or to keep to their terms – the pie tastes like s***. Slicing and dicing an apple wedge up into a million pieces doesn't make for a better apple turnover.

The gameplay's risk-reward tug of war is unserviceable, full stop. Have gear banded where tier-4 gear is better than t-3 et cetera and demonstrably tiered drops for a given agent proportionately piggybacking event difficulty. Done. The by-colour quality scale per piece and tier can stay with offering fewer (attributes) the lower the drop – while still serving up a singular chance roll of some attribute spectaculaire to recalibrate elsewhere later on.

Sorry for length. There's far too much to cram into one post with examples and related objects of explanation being left out as is. Thoughts and disagreement welcome.

I agree with all of that. There's no way that 500 gear shouldn't be the most powerful. The gearsets are trash. Pure shit.
 
Another SotG should be streaming now-ish and I'm looking forward to hearing from the horse's mouth on things currently.

For those reading who haven't played but want to or have played little, the baseline reception since launch has been praise for early- to end-game – in gamespeak, that's character creation to Tiers 4/5. I, personally, couldn't agree more and thought it immense fun. End-game as it stands has however revealed some fractures in the foundation of play that aren't readily apparent until late-game when one has more a bird's-eye view of things A-Z. Deepest amongst them relates not to missing-the-mark Skills/CD but gear score (GS) rather and the, frankly, healthy disconnect between it and the game's RNG.

Build optimisation and diversity (which for many can be a cynosure of the genre) are as a result being one-laned into uninspired DPS, DPM, and DTE contingencies – depending on in-mind enemy (AI, PvP) or mission. DTE refers to one's cumulative score (%) in the Stats submenu per the buffs available for punishing bosses (i.e., Elites, or cats with gold HP), for those unfamiliar. These safe 'boss builds' appear to be musts for running the latest Dark Hours operation, for example.

In fixes per the last patch (TU3?), some bad was made good while elsewhere, even that not previously a problem, got worse. The code for these games is obviously complex but it no less sucks to watch your baby keep falling out of the crib and for every pick-up breaking an opposing limb.

I'm not sure how scope-breaking this would be from a backend/TU point of view but I'd like to see GS rethought. I'd personally fancy a simplification with lvl 30 rolling into Scores (or bands) 1, 2, 3, 4, 5. That's it. GS right now is by and large an illusion and indicative (for respective agent as well as clanmate and opponent) of frankly nothing. Development has in the past explained the RNG tie-in to GS and even referring at one point to a pie (graphically) but it's too muddied and unnecessarily graded a system, IMO, or to keep to their terms – the pie tastes like s***. Slicing and dicing an apple wedge up into a million pieces doesn't make for a better apple turnover.

The gameplay's risk-reward tug of war is unserviceable, full stop. Have gear banded where tier-4 gear is better than t-3 et cetera and demonstrably tiered drops for a given agent proportionately piggybacking event difficulty. Done. The by-colour quality scale per piece and tier can stay with offering fewer (attributes) the lower the drop – while still serving up a singular chance roll of some attribute spectaculaire to recalibrate elsewhere later on.

Sorry for length. There's far too much to cram into one post with examples and related objects of explanation being left out as is. Thoughts and disagreement welcome.

Spot on!

I'm rocking 491 kneepads because they have 2 mod slots and with the mods, they're better than any 500 pads I've come across so far.
 


New specialization coming soon!

th
 
I respect the balancing cover-cancel is when Gunner draws; riot foam grenade sounds cool and a logical instrument of war given the current universe. Thanks for the update, Strych.

I want to be more excited for the P320 X than I am but sadly for me, the weapon classes haven't enough a distinctive weight or feel to them to make much a difference. I wouldn't even know what class I'm using if it weren't for reticule.

And patch (3.1) was pushed this morning, hopefully (actually) righting select wrongs. Respect to Strych for dropping SGT Mac ITT.

<Gordonhat>

@Strychnine

Fixes for the homies below; Ubi moreover issued a warning on all agents' accounts who'd exploited the armour glitch under normalised conditions, which has now been stamped out.

• Increased tutorial font size on the Mega Map.

• Increased visibility on Collectibles and Caches in the Open World.

• Fixed an issue where the "Loot" tutorial at the beginning of the game wouldn't appear.

• Fixed an issue where the Field Proficiency toast would not include the gained rewards.

• Fixed an issue where players could remain stuck in the Theater settlement after recruiting Inaya al-Khaliq.

• Fixed an issue that could cause players to get stuck on the roof of the Grand Washington Hotel mission.

• Fixed an issue where Hunter Mask and Ivory Keys would not drop, even if the player correctly solved the riddle and killed the Hunter(s).

• This fix should allow players to re-do the Hunters and collect the Masks and Keys they are currently missing.

• Fixed an issue where the rate of fire on semi-automatic weapons would be lower than intended.

• Fixed an issue where face masks would appear smaller than intended.

• Fixed an issue where opening a Dark Hours Apparel Cache could cause a continuous loop.

• Fixed an error that removed the Loot All as Junk option. Sorry about that!

• Fixed an issue where enemy NPCs would rush past players to get into cover.

• Fixed an issue where enemy NPCs would flank players too often.

• Fixed an issue where enemy NPCs would not react to any combat until reaching cover or having their movement interrupted.
 
Just saw this:

Code:
Fixed an issue that could cause players to get stuck on the roof of the Grand Washington Hotel mission.

Bitten by this very bug, and it sucked. My team had to force-teleport me by continuing mission; missed out on all Challenge/Heroic drops from rooftop finale as a result. If curious, pocket was far in back (opposite ingress) when atop the concrete veranda one drops down and gets pinched in between a chair and umbrella table… hell of a time to work on my tan, lol. I swapped to my Marine Super 90 in a frenzy and continued meting out punishment despite for all intents and purposes being lamed. Felt diehard to go out swinging if I do say so myself. ?1?
 
Already in play on the PTS, the upcoming TU4 looks to be retiring generic mods from use at any gear-quality that matters. No-one has been complaining about this to my knowledge and of all things, this is one Massive chooses to 'fix'?

<41>

Many an agent's build will be compromised or binned as a result, including my DZ shield loadout. If they opt in turn not to rework current high-end mods then they are again repairing at the expense of breaking. (Serviceable) Mod drops are currently at troll levels as is.

e/ Just saw this update is mentioned in PRIDE's vid by Epic Slay3rs. A recent comment from some dude nails it with 'These are great changes but how about they fix the Crap Loot drops!!!' Yep.

There's some genuinely Christmassy stuff packaged in TU4 but, damn… They've got things so inadvertently ass-backwards that agent efficiency effectively decreases with increase of GS. That just makes no damn sense.
 
Already in play on the PTS, the upcoming TU4 looks to be retiring generic mods from use at any gear-quality that matters. No-one has been complaining about this to my knowledge and of all things, this is one Massive chooses to 'fix'?

<41>

Many an agent's build will be compromised or binned as a result, including my DZ shield loadout. If they opt in turn not to rework current high-end mods then they are again repairing at the expense of breaking. (Serviceable) Mod drops are currently at troll levels as is.

e/ Just saw this update is mentioned in PRIDE's vid by Epic Slay3rs. A recent comment from some dude nails it with 'These are great changes but how about they fix the Crap Loot drops!!!' Yep.

There's some genuinely Christmassy stuff packaged in TU4 but, damn… They've got things so inadvertently ass-backwards that agent efficiency effectively decreases with increase of GS. That just makes no damn sense.

It's amazing how much they've regressed from the first game. They could've just repackaged the finished first one and just added some things. Nobody would've really complained since everybody now likes the first one.
 


Timestamped!

Sorry if you all knew about this, but I didn't and the game doesn't tell you jack about how to get them. :)
 
I need that damn heavy extended mag for the 5.56.
 
I got a control point up to level 3 today and MAAAAANNNN!

It was wall-to-wall reds and elites! I THINK that the group that was coming in to back me up ran into elite enemies doing a supply run and only the civilian leader made it! I was ducking and dodging like crazy, but I pulled it off! Got an extended magazine for my favorite rifle too!

2rdi7mq.jpg
 
Fuck me that Roosevelt island stronghold is a pain in the ass.
Anyone on PS4 available 9pm EST tonight to help a fellow sherdogger out?
 
Fuck me that Roosevelt island stronghold is a pain in the ass.
Anyone on PS4 available 9pm EST tonight to help a fellow sherdogger out?

That's a ROUGH one! I'm on Xbone though Sherbro. I've found that the matchmaking queue does a good job of putting me in with people that I can help or vice-versa.

Good luck Sherbro!
 
I got a control point up to level 3 today and MAAAAANNNN!

It was wall-to-wall reds and elites! I THINK that the group that was coming in to back me up ran into elite enemies doing a supply run and only the civilian leader made it! I was ducking and dodging like crazy, but I pulled it off! Got an extended magazine for my favorite rifle too!

2rdi7mq.jpg
<GinJuice>
 
Fuck me that Roosevelt island stronghold is a pain in the ass.
Anyone on PS4 available 9pm EST tonight to help a fellow sherdogger out?
RI is the hardest non-Raid content in-game, IMHO.

It took me and three mates hours to beat it on Challenge; my hands hurt by the end and we had two almost unwilling to keep fighting. The cordoned-off dockspace finale and then enemy waves are a verifiable test of teamwork and agent skill. I've never even endeavoured the like on Heroic but don't think the current state of RNG warrants that level of hardship.

I'm not playing TD2 right now but if you ever need advice, tips, or an ear to vent, I'm here, dude. In short, spare your controller the pain of meeting a neighbour's window and leverage the power of the sub, lol.
 
Would like to play this but the stutter makes it impossible. Not sure what's happened in the month or so i've been away from the game.
 
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