I was wondering how the game can expand and not become the result of a bad game that wont last after players met their level cap, and just wont last after the first week of it's release? I wanted ubisoft to make a great game out of this. I hate it to be a disappointment in the community, because as it stand many people are already bashing at this game when it hasn't even been out yet. A game like "The Division" can seem so small in content but big in everything. I just hope that ubisoft will play their cards right and make this a potential game of the year. I hate a game like"The Division" to be bashed at when its not even out yet. How can ubisoft expand the game more to where it can satisfy the players that reach their level caps and done everything in the game. A huge part in RPG games are the PVE loot base system where people are always accustomed to. I hope ubisoft won't favor the PVP darkzone area more than the PVE "Story Mode" area. Because in the end of the day RPG gamers only look forwards to the PVE content more than the PVP, you get more satisfaction killing a high level boss solo/coop than killing a rouge player or surviving as a rouge. What I am ultimately stating here is UBISOFT NEED I LITERARY MEAN NEED TO MAKE THIS A SPECIAL, UNIQUE, ONE OF A KIND, RPGMMOFPS GAME, it doesn't have to be Game Of The Year.
we should talk about how to improve this game instead of bashing itOriginally Posted by ZOMHUNTERx365 Go to original post
I sort of see the logical possible evolution of this game whether it be DLC or future franchise, as perhaps having an organized counter insurgency by a foreign entity, attempting to 'fill the void'... And the division may be challenged not only by that, but also Rogues attempting to grab some of that for themselves...
Could consider improving OPs paragraphing too.Originally Posted by Diezero Go to original post
That's actually interesting. It poses dilemmas - TD agents are meant to ensure that the government stays intact and that there is a society to govern, or something along the lines. But if the population conforms to this foreign entity then it defeats the purpose of TD agents in the eyes of citizens.Originally Posted by Velvetones Go to original post
I like the idea of the overall story, and I like that it is set in a quasi-real world. I like the skills (what little I've seen) and the gameplay.
I hate the Dark Zone. I hate it almost as much as I hated the ending of Mass Effect 3.
For this game to have any kind of longevity, they are going to need to completely overhaul the Dark Zone if the final product is anything like what we've seen in both betas.
DON'T MAKE THE DZ PVE/ STAY OUT IF YOU DON'T WANT PVP/ RISK VS REWARD/ AND OTHER TROLLSPEAK: I don't have a problem with the idea or implementation of PvP. In fact, that's the only game mode I generally like in other shooters. But the PvP in the Division makes absolutely no narrative sense whatsoever. It comes out of nowhere, has no purpose other than to have a PvP aspect in the game, is horribly implemented as it currently is, and, if the more recent articles about the game's story and end-game content are true, completely unavoidable.
That's right. Players that want to focus on the story cannot simply "stay out" of the DZ as so many mouth-breathing, caps lock using, anonymity-inspired courageous PvP/DZ defenders on this forum and others have spewed in unthinking defense of a fundamentally flawed system. The story will take players through the hornet's nest that is the DZ. A significant portion of the end-game content will focus on the DZ. There will be no getting around it - everyone will be exposed to the DZ and all the pointless griefing, trolling, and nonsense that goes on there.
Honestly, any and all PvP should be in an entirely separate game mode anyway, like all the other GOOD PvP experiences are. More importantly, the PvP should make sense in the story itself. This means the players should be representing other factions within the story, either before or after attacking other players. In fact, I think that should be the result of going Rogue: you are kicked out of the Division and have to join another faction to "survive."
Maybe you join the Cleaners. Maybe the Rioters. Maybe whatever the new, shadowy faction is. If you want the ability to start shooting other members of the Division or JTF, you can no longer be a member or go back to your base - you're out. You're Rogue. Being Rogue should not go away, ever. Anything else makes no sense when actual critical thinking is applied to the issue - what kind of government or private agency would willingly let someone work for them when they are confirmed killers of said agency's other agents?
TO FIX THE GAME SO IT LASTS: One of 3 things needs to happen.
1) Do what I said - make going Rogue a radiant event that changes the story afterwards. Risk vs Rewards, afterall. You chose to murder a fellow agent, deal with the consequences IN THE LONG RUN. Very difficult to do if they aren't planning this, and they're not, this late in development, so it likely won't happen.
2) Implement either a Passive Mode or a non-PvP instance of the DZ (necessary since the story will take all players through the DZ anyway) to prevent griefing and trolling. Players itching for PvP can still nonsensically kill each other to their hearts content in a pointless battle over meaningless numbers and gear. Players who don't want to deal with that BS can go about their business free of harassment. If they don't already have a Passive Mode in the works, a non-PvP instance wouldn't be difficult to pull off - literally all they'd have to do is turn off friendly-fire in those instances.
3) Change it from competitive to cooperative, a la Mass Effect 3 Multiplayer (one of the only redeeming features of that game). You can't turn on team mates, you can't start shooting other players - you work together or you go it alone. I think this should have been what the DZ was, and PvP should have been relegated to separate modes like every other game that has PvP that's worth a damn. Anyone who says otherwise is either a griefer, a troll, or hasn't run into griefers and trolls every time they've walked into the DZ. That's been my experience. Whether I'm with a group of 3 of my friends or on my own, bands of griefing players that have glitched, exploited, or simply not worked an actual job so they could devote the time to get the best gear have ambushed us or me and made it so playing as anything other than a moving target is impossible in the DZ. This needs to change because no game can maintain a player base if that's what they have to deal with. That's just bad business sense to keep the DZ the way it is right now.
Whatever way they go, they need to get rid of Extractions altogether. They make no sense either.
"Oh, everything in this area is contaminated? So, why can I walk back in through the UV lights to get out again?" Haven't seen anyone question that one yet, and I've been wondering why. Why can we bring in weapons and gear that is exposed to the elements, but not put whatever we find through the same decon protocol we have to go through when we leave? Why do we have to send out a massive signal that alerts everyone that we found something we want to keep?
Because it sends out a massive signal that we found something we want to keep, and some moron on the development team thought that would be a good way to inject some "nerve wracking tension" or some other nonsense. The extraction process is asinine, from concept to execution, and should never have been put in the game in the first place.
I honestly don't think this game can be saved or made viable for long-time gameplay. I think it's going to crash the same way Watch_Dogs and AC: Unity did.
rpgmmotpsOriginally Posted by zomhunterx365 Go to original post
Im going to throwing some ideas out there for Ubisoft. You have building so hopefully in the future expansion there's grappling/propelling down the side of buildings or rooftop-2-rooftop missions. Additionally, you guy can add a building mission where you can choose to cut the building power supply & use night vision or stealth & if ex-point is an issue for stealth. Why not just make the mission a computer download where it goes wrong & the player have to extract the info while defending against a wave of enemies. You can also have a tank or helicopter battle for raids or mission with RPG's. The game has potential. It's just up to the creative team to see it through.
P.S. add some damn burning vehicles!
I think by lengthening the missions all together will benefit the game in the long run. Many people are complaining about how quick the missions were to complete. I think many would agree that purchasing an online MMORPG we were willing to invest many hours into developing and gaining a community bonding experience. The longer you can keep the player engaged. The less likely it is that they'll find themselves wandering around doing nothing but searching for a reason to complain. I honestly believe this will improve the longevity of the division. This can easily be done by adding side objectives & enemy variety to the missions. It'll constantly keep the players guessing & adapting.
Another path that will lead to the longevity of The Division is giving the players multiple ways to attack a mission regardless if the outcome is a gun fight. I can't you how fast it gets old doing the same mission over & over again with no change that is the definition of insanity. So by giving the players a sense of options, it will allow the mission to not feel repetitive. This was primarily the success of MGSV & Hitman.
Originally Posted by ANStarks3 Go to original post
This is exactly what I thought when I first entered the DZ.