Tom Clancy's Division - Page 18
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After checking the "late game demo" earlier, .. i don't know. It didn't feel good. Weapons feel kinda ass, i'm not going to lie. The forced scoping while ADS with sniper rifles is ridiculous and a completely unnecessary change/nerf. Every weapon the demolitionist gets at the start feels incredibly underwhelming against elites, i mean yay, the SPAS12 can two shot a red enemy, great. That's.. about it. If you think in D1 enemies were bullet sponges, you're not gonna like D2.
I do like that overall, the game feels a bit more dynamic - while pathing for enemies kinda is ass quite often, it actually feels like they're actively trying to avoid you coming close and circle you, for the most part. They don't just sit behind cover for 7 minutes.
There's a few things that i absolutely hate already. In the "late game demo", the enemy is using airburst underbarrel grenade launchers or something (airburst stuff) which pushes you out of cover. In front of a fucking minigun. And not just once. They can and do spam it. And there's nothing to dodge because these don't have an indicator as to who's being shot with it - same with the suicide drones that are seemingly spammable for NPC, since we had at least 5 or more incoming in less than 30 seconds. Those push you out too. The minigun literally demolishes you in less than two seconds.
Yeah, of course it's doable. But it's hilariously frustrating and imbalanced, and you can't do shit about it.
Don't get me started even on the EMP grenades, which completely devastate your health/armor for some reason.
Overall, yeah, i like Division 2.But there's plenty of work to be done, and some things feel genuinely like they weren't not only not thought through but were a placeholder for a system that was supposed to come but they cba to actually do it - attachments. It's so unexciting, and it absolutely demolishes half the lategame since there's no "min-maxing" involved anymore with attachments. You just don't use them because they suck major ass currently, and on release you use the same ones, always. Nothing changes ever, you won't get a mag that may be a slight upgrade.
Like, who thought it's a good idea in a looter to take away.. you know.. loot? Imagine Diablo 3, every item drops with the same stats. Like, why? It's so stupid.
A lot of bugs still, which is absolutely expected in a beta - but 5 weeks before launch, one has to wonder how much they can actually fix before release. Hell we had entire showstoppers, repeatable (there's two of these attack points in the "low level demo", the northern one, you can't actually finish because the enemy who's supposed to have a key spawns behind a door that doesn't open - and 45 seconds later he magically dies behind that door, leaving the key there).
I'm not gonna make friends with this, but in all honesty? Anthems demo had less bugs.
Not to mention the biggest idiocy, like why are weaponsounds so underwhelming? I initially thought (i think i even mentioned it) it was a bug or a problem with my system (much like many people didn't have any voice overs etc), but after watching streams - weapons are supposed to sound like this. Pumpguns almost sound similar to silenced weapons in D1. No "hit sound" either for headshots/hits.
Eh.. Not gonna lie, the beta was a little sobering.
I just wish i could turn on a flashlight in these moments, with some cool lighting effects.
That all being said, i don't know if it's just me, but the graphics seem to be a downgrade? I know that many "problems" with D1 graphically were hidden/obscured by the snow, but some areas feel very undertextured in D2. And that's with literally everything cranked up (apart from DX12, since that still crashes like mad).
It's hard to explain, the world doesn't seem as coherently nice as in D1, which wherever you looked, you had gorgeous graphics (because "problems" in textures etc were hidden by snow). Here, often it looks.. I don't know. A bit like Hitman, with some parts simply very bland.
Here's hoping they patch a few things.
We will be running a Technical Test of Tom Clancy's The Division 2 ahead of the Open Beta, from Thursday, February 21st to Friday, February 22nd for a limited number of PC players worldwide. Our goal with this Technical Test is to assess a certain amount of fixes we implemented based on your feedback following the Private Beta.
This will help ensure that your Open Beta experience will be as smooth as possible.
Tom Clancy's The Division 2 Technical Test will be available to a select number of users on PC. PC players who are invited will receive an email on Wednesday, February 20th.
Access to the Technical Test for PC pre-orders is not guaranteed. Invites will be distributed at random to ensure a wide range of participants.
Tom Clancy's The Division 2 Technical Test will be available on PC only. The upcoming Open Beta will be available on all platforms from March 1 to 4. Stay tuned for more information about Open Beta on our beta page.
Players who join the Technical Test will be able to test all the content available in the Private Beta, except for Conflict, Endgame and Photo Mode.
Participants in the Technical Test will not be able to invite friends during the test.
Tom Clancy's The Division 2 Technical test is not under any Non-Disclosure Agreement.
We want to thank everyone involved in the previous testing phases for their passion and enthusiasm as we pave the road ahead for launch. Your feedback is very valuable to us. We are very excited for the future! Please join us on the Technical Test forums to discuss, give feedback, report issues and tell us about your experiences!
Thank you and see you in Washington, D.C. soon!
/The Division Development Team
Massive clearly learned a bunch over the course of the original Division’s live service and arguably its most important takeaway was the need for a solid endgame right out of the gate with the sequel. This has led to the team taking an “endgame first” approach with The Division 2 and it shows. What was discussed on yesterday’s stream made the game sound like two games in one. Players will play through the main story and get to level cap as they would in any one of these games, but what’s different this time around is that what awaits players once the credits roll honestly sounds even larger in scope than the main game before it.
Over the course of the main story you’ll slowly wrest control over the DC area away from the violent factions that have taken over. You’ll capture control points and take these factions head on in their Strongholds, but once you beat the campaign a new faction called the Black Tusk invades the city and these guys are serious business. They’re so successful in their invasion that they’ve kicked the factions you previously fought out of their Strongholds and back out onto the streets and this throws everything into chaos. All the control points you’ve captured and fast travel points unlocked over the course of the campaign reset. You’re basically pushed all the way back to your home base of the White House. It’s a sort of New Game+, in a sense.
Before you can start taking on the Black Tusk, you’ll need to choose from one of three Specializations. These include the Grenade Launcher, the Sniper Rifle, and the Crossbow. Each brings a different approach to combat and you’ll be able to switch between them.
The Division 2’s endgame experience takes place across five different World Tiers (four available at launch). Players of the original game will recognize the World Tier system, but there are some key differences in the way this system works. No longer can you just rapidly gear up and speed through to the highest tier. The progression is a bit more directed this time around.
Tiers 1-3 are unlocked by beating invaded versions of the game’s original three Strongholds, now taken over by the Black Tusk. Each Stronghold will be gated by a pair of missions and a Gear Score requirement. You can pick whichever of the three you want to go for first and once you beat the Stronghold you choose, you’ll be promoted to the next World Tier, and so on. As one can imagine, each tier is harder than the last and the Gear Score requirements for the next Stronghold go up until you’ve beaten all three of the game’s original Strongholds and unlock World Tier 4.
World Tier 4 introduces the Priority Target Network, which is a tiered set of Bounties. The regular game will feature Bounties you can spend Target Intel to unlock, but those found in the Priority Target Network will need to be tackled in sequential order and they get harder as you go along. The harder the target, the better the rewards. These bounties are built using a logic-based system that gives the targets a certain budget of points to spend on different gear and abilities based on their difficulty levels. It’s not purely random, but it should keep things fresh with differing targets.
You’ll also unlock the Challenging difficulty in WT4 and once WT5 launches, players will need to fight the Black Tusk at their Stronghold, Tidal Basin, in order to unlock that. More features will be coming in WT5, but no details are available just yet.
In between all the World Tiers are myriad new features and changes to the way existing features worked in the main game. One of the more interesting changes is the way the Living World system evolves once the Black Tusk come in. In the campaign, taking over control points is a permanent thing, but once the Black Tusk arrive and boot all the factions out of their Strongholds, the world map becomes a chaotic back and forth with factions vying for control over these points. It’s not just you as a player going after and taking control of these points, but the AI will fight each other and will also act according to a programmed system of motivations.
Each faction (and even the allied Settlements) is governed by needs for things like food, water, and components and they all also each have a unique base motivation . If a faction is lacking in one area, they will take actions to shore that up, but if they’re fully satisfied in terms of their basic needs, then they’ll take actions based on whatever their unique faction motivations are. So one faction might think it’s a good idea to go out and execute some hostages, while another may put out some new propaganda. Settlements will take the fight to these guys as well, so you may find yourself with some help. Factions that are pushed back enough will lash out and take even more aggressive action than usual. Of course, the Black Tusk themselves will be making moves across the map and that’s a whole other thing to worry about.
This system gets another wrinkle added on top of it once you get to World Tier 4. Control points will now have levels of difficulty, starting with Normal. If you do events surrounding the control point, you’ll effectively rank up its difficulty, making it harder to complete, but also increasing its rewards.
Another interesting change with The Division 2 is what's being done to spice up repeatedly playing through content. I’ve personally talked about the need for a level of randomness to keep things fresh in the past, but the devs are doing something even smarter. Like the Priority Target Network, they’re using a logic system for missions to achieve the desired variety of something like a randomized system, but without the frustrations of a system that’s truly random. When replaying content, you may find different enemies, or enemies will spawn from different locations, but Massive has tested the individual parts of this system so you’re not running into the sorts of frustrating configurations you might encounter in a truly randomized system.
A couple of other features discussed during the stream were the Snitch & Gun Runner characters and something called the Deck of 52. The Snitch is a character you’ll meet through the main campaign, but once you get to the endgame, he’ll clue you in on the location of a character named Cassie Mendoza. She’ll spawn in a different location of the map individual to each player and will only be revealed once you find The Snitch. Cassie is basically The Division 2’s Xur in that she’ll have a special stock of powerful gear that rotates out each week. Cassie will only appear in a specific location for 1.5 days at a time, but she’ll have the same stock available for the week, so players will have plenty of opportunities to track her down.
The Deck of 52 sounds like a cool throwback to a similar system from Mercenaries. Basically, there are 52 named bosses, with each of the four factions representing a suit. Taking out these targets will earn you loot and commendations and you won’t encounter the same target twice until you complete the entire set.
In addition to all this content, you’ll also find your expected slate of dailies and weeklies to complete for a variety of different activities, including Projects. One notable thing that Massive is doing here with Projects is that they’re allowing you to keep or discard a task similar to the way these assignments work in Hearthstone. If you didn’t finish a daily Project today, you can tackle it tomorrow, or decide to discard it for something new. The choice is yours.