Originally Posted by
thedonclark
Wake up, clean your ears, listen to your consumer base. You created a game that was similar to Destiny in the minds of many customers. You succeeded, you had a great pre-order and launch, people loved the game, i played for hours, couldn't put it down, now i might not pick it up again, it's dependent on you.
I've owned and managed my own business for decades and let me tell from experience what is the most valuable commodity in any enterprise in any industry, ready for it? Knowledge. When a company is not making the money they hoped to make, or are losing money the question is "how can i sell my product or service more?" Having that answer is golden, it solves the problem, you come out on top. You have the answer(s), but you're not listening. You have hundreds if not thousands of people commenting on social media sites, forums, xbox, ps4, pc dashboards, all you have to do is listen and you'll solve the riddle.
This game is separated into two categories; campaign (story mode) and pvp (Dark Zone). Once the campaign is finished all that's truly left is the dark zone. Sure you can do dailies and farm the campaign for gear, supplies, mods, and weapons, but it's repetitive and over time it will get boring. People will leave and go to another game, IE: How destiny players came to the Division. I have 7 friends who all stopped playing Destiny for the Division, guess where they've been the last 3 days? Back on Destiny. Just in my life you succeeded in pulling 7 hard core Destiny players from their beloved game into yours but lost them 72 hours ago. How do you lose gamers to a game that's almost 2 years old? That's a kick in the junk.
Here's how to enhance the Campaign
Step 1: More Daily and weekly missions.
Step 2: Increase the rate of drops for high end green gear.
Step 3: Make challenge mission on incursion easier.
Step 4: Include the ability to upgrade safe houses in each section of the city along with the ability to expand the post office to include more services to the public such as showers, and bathrooms, more barracks, training simulators, surgical wing, etc. The post office is massive and yet only a small fraction is accessible.
Step 5: Include the ability to clean up the city or increase safe houses to accommodate more citizens.
*key is to have more things to do than time available to do them. Players will be enticed to play it more to achieve more.
Dark Zone
Here is where the biggest problems lie. For three days in a row i have been destroyed by level 95s, level 97s and level 99s. On one occasion there were 6 level 99's against myself who's a level 70. You'd think this happened in DZ6, nope DZ01. The rogue status in this game is out of control. I've seen people camp outside of safe houses making it impossible for you to play, i've seen people intentionally go rouge for extended periods of time and groups of 6 or more running together. You really think people want to play this game when it's like this? Wait why are the Destiny servers packed tonight? Probably because people left the Division back to Destiny. Three days this has happened to me and those i play with and it's at the point where i don't want to play the game any longer. The other 7 have left all together. That's only $480 dollars lost on season passes, big whoop right? Check your forums, check social media I'm only a small sample size of a much bigger problem coming your way. You made over 330 million in the first week, you're riding high, but you're going to lose a great opportunity.
Here's a few simple solutions
1. Divide levels into their own servers. 90> own servers, 65-89 own servers, 1-64 own servers.
2. Create an "intentional rogue system" vs "accidental rogue system". This would easily be determined by a set amount of bullets hitting the same target in a certain amount of time. Over the limit = intentional rogue. When someone goes rogue intentionally they should be penalized with the inability to use specials, longer refill timers on healing, half armor score, and limited ability to use benefits from high end gear sets. The penalties can be stiffer for different DZ player levels. Dying as an intentional rogue has a greater penalty in xp lost.
3. Rogue duration penalty. If a player stays rogue for a period of time or goes intentional rogue X amount of times in a period of time they should have the penalties mentioned above. Level 90s> should have a reduction in skills by percentages based on which DZ area they are in. DZ06 no percentage reduction, DZ05 - 5-10% reduction across the board, DZ04 - 11-15% reduction, DZ03 - 16-20% reduction, DZ02 - 21-25% reduction, DZ01 - 30-45% reduction in health and or dps.
4. Dying as an intentional rogue 90> could also force the player to allow the killer to choose from an item they have equipped, cash, phoenix credits, or item in their stash.
The bottom line is you need to even the odds. Don't get rid of the system, but level the playing field or run the risk of losing customers. A person who's a level 95> who comes down to DZ01 to beat up on people who are 70< can't get any enjoyment out of it and the 70< aren't getting any enjoyment either. They can't progress in the game, they can never get to level 99 because they've hit a wall of 90s. The 95 and above people are living out how they wished their childhood could have been. It's probably a bunch of kids who got picked on or picked last for kickball growing up now taking out that frustration of not being accepted on innocent people who spent their hard earned money to enjoy a game. It should be riskier to go intentionally rogue.
You could also create a separate DZ server for people who specifically want to pvp each other. Listen up Ubisoft, your customers are telling you what they want in order to buy your product, listen and you succeed, ignore and you fail.