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  1. #1

    The Divisions loot problem

    So if I roll two pieces of gear, on one I get the bare minimum that can be rolled, and on the other I get the highest possible stats.

    Those 2 items have the same GS, however, one is far Superior to the other. No developer/producer sees the problem?

    To fix this, you need to create a formula that assigns a value to stats and calculates the GS of the item. For those that played WoW, Remember GearScore was a player made Add-on, not something provided by Blizzard. In the division, we have an RNG system with a Set/Tier Mandated Gear Score system, it cant work, it doesn't work, and that's why players are unhappy.

    The above is the reason the loot system is broken.
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  2. #2
    Tallsoldier's Avatar Senior Member
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    So just keep the one with the best stats and trash the other piece.
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  3. #3
    Originally Posted by Tallsoldier Go to original post
    So just keep the one with the best stats and trash the other piece.
    His point is you shouldn't have 2 items of same GS with wildly different power levels
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  4. #4
    Originally Posted by KonaTC Go to original post
    So if I roll two pieces of gear, on one I get the bare minimum that can be rolled, and on the other I get the highest possible stats.

    Those 2 items have the same GS, however, one is far Superior to the other. No developer/producer sees the problem?

    To fix this, you need to create a formula that assigns a value to stats and calculates the GS of the item. For those that played WoW, Remember GearScore was a player made Add-on, not something provided by Blizzard. In the division, we have an RNG system with a Set/Tier Mandated Gear Score system, it cant work, it doesn't work, and that's why players are unhappy.

    The above is the reason the loot system is broken.
    Agreed, GS needs lots of fine tuning.

    Have a range instead of a fixed number. Instead of GS 191 for set gear pieces, have a range of 181-191. If the stat roll for firearms, stamina, and skills are on the lower end, penalize it accordingly. Same goes for other attributes. It's some complicated math to figure out, but it can be done.

    Penalize stats that reduce combat effectiveness, such as kill XP bonuses and scavenging. Since GS is usually evaluated by prospective teammates, then equipping those bonuses usually mean a hit on your DPS or survivability, thus making you a less effective teammate, even if its minor.

    Have GS be a FLUID rating, thus when you equip weapons and skills that augment what you have on your armor, such as pulse duration or marksman rifle damage increase, your gear score goes up when you equip both of those.

    It is definitely a more complicated system, but if it can be worked out, it would be a much more accurate rating for combat effectiveness.
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  5. #5
    ejnt's Avatar Senior Member
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    Originally Posted by MelMan0227 Go to original post
    Agreed, GS needs lots of fine tuning.

    Have a range instead of a fixed number. Instead of GS 191 for set gear pieces, have a range of 181-191. If the stat roll for firearms, stamina, and skills are on the lower end, penalize it accordingly. Same goes for other attributes. It's some complicated math to figure out, but it can be done.

    Penalize stats that reduce combat effectiveness, such as kill XP bonuses and scavenging. Since GS is usually evaluated by prospective teammates, then equipping those bonuses usually mean a hit on your DPS or survivability, thus making you a less effective teammate, even if its minor.

    Have GS be a FLUID rating, thus when you equip weapons and skills that augment what you have on your armor, such as pulse duration or marksman rifle damage increase, your gear score goes up when you equip both of those.

    It is definitely a more complicated system, but if it can be worked out, it would be a much more accurate rating for combat effectiveness.
    GS doesn't need fine tuning, it needs to be removed. It means exactly nothing.
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  6. #6
    But with no GS how will we measure ePeen sizes?
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  7. #7
    Originally Posted by KonaTC Go to original post
    So if I roll two pieces of gear, on one I get the bare minimum that can be rolled, and on the other I get the highest possible stats.

    Those 2 items have the same GS, however, one is far Superior to the other. No developer/producer sees the problem?

    To fix this, you need to create a formula that assigns a value to stats and calculates the GS of the item. For those that played WoW, Remember GearScore was a player made Add-on, not something provided by Blizzard. In the division, we have an RNG system with a Set/Tier Mandated Gear Score system, it cant work, it doesn't work, and that's why players are unhappy.

    The above is the reason the loot system is broken.
    This is just the tip of the iceberg as far as problems with the loot system in this game. But yeah, GS should really be thought of as a measure of the POTENTIAL for that piece. The possible top-end roll for a 182 exceeds the possible top-end roll for a 163, etc. But its certainly possible for an item with a lower gear score to be functionally superior to an item with a higher gear score. Which becomes a real problem when you have required gear scores for activities and LFG groups refusing players based on that score.
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  8. #8
    Originally Posted by ejnt Go to original post
    GS doesn't need fine tuning, it needs to be removed. It means exactly nothing.
    I disagree. Having carried 150's in the incursion or even just a challenge mission, it is MUCH harder to complete. They either do no damage, or just die too much so your spending half the mission reviving them. I generally don't mind playing with lower GS players (mine is 189), but on some rare days, I just don't have the patience to carry 150 randoms. With that being said, there's still a disparity between people of similar rank that needs to be addressed.
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  9. #9
    Originally Posted by KonaTC Go to original post
    So if I roll two pieces of gear, on one I get the bare minimum that can be rolled, and on the other I get the highest possible stats.

    Those 2 items have the same GS, however, one is far Superior to the other. No developer/producer sees the problem?

    To fix this, you need to create a formula that assigns a value to stats and calculates the GS of the item. For those that played WoW, Remember GearScore was a player made Add-on, not something provided by Blizzard. In the division, we have an RNG system with a Set/Tier Mandated Gear Score system, it cant work, it doesn't work, and that's why players are unhappy.

    The above is the reason the loot system is broken.
    it's definitely a problem, but it's not THE problem. yes gs is arbitrary. but the real problem is the division needs loot 2.0 from diablo 3. we need the best source for loot in the game to be fighting npcs in fun and epic firefights. we should be able to run around the light zone and the dark zone taking out enemies that drop awesome usable loot. we should be able to complete hard and challenging and even further escalating difficulties of the regular missions, and the npcs and the final elite named boss should drop awesome usable loot. right now 99% of loot dropped in the game is sh!t. even if you get a 191, 204, 214, or 240, the rng gods could be so terrible to you, that the gear could be worse than a well rolled 163 or 182. and then you can only recalibrate 1 stat per item. so even a green set item can be complete sh!t compared to a highend 163. because looting is bad, everyone just uses blueprints, cuz its better to just roll a bunch of blueprints then fight a bunch of sh!tty bosses to get sh!tty gear.
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  10. #10
    They should have had the recalibration work like reverse engineering did in swg with the ridiculous random stats on loot. If they did that it would actually be worth the time you have to spend farming gear.
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