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  1. #11
    I can see it's not going to improve on its course toward total self destruction, so yeah, I definitely agree with the OP.

    The game is a terrible shell of what it promised. It's not a tactical shooter at all when you have replaced a working AI structure with bullet sponges that can spam grenades way too frequently, can attain high armor, health and dps all at once, who can completely disable your special abilities just as soon as you've used them, and can no longer be surpressed. Just look at the heavy character - the one with an ogre sized body, heavily armored and wielding an LMG. This guy is a slow mover and cannot frequently spam grenades. He also has a few weak spots on his body, of which they are not particularly easy to hit. At the very least, the guy moves slow, so while that spells trouble for a solo player who can get foxholed by them, with multiple players, he can only focus his attention on one and will always expose his weak zone to another flanking player. That falls apart when there are 8 of them walking around, let alone when they are the only enemy type. That's just idiot programming.

    At the same time, the heavy has weak spots and moves slow. If and when he eventually reloads, you have a few seconds to fire before he gets up and goes right back to spamming infinite ammunition. Meanwhile, whatever kind of balance was supposed to have been achieved earlier on with the implementation of this enemy type is thrown out the window in end game, as the shotgun rushers have no weak massive damage weak spots, have tons of health, armor, and highly destructive dps. As they also cannot be reliably suppressed, there is absolutely nothing aside from a lucky grenade that is going to get them to halt their cheap stat-padded advance. It can be manageable when it's just one rusher, but when you have four and up, it's a nightmare. These guys outperform the heavy, easily.

    There are layers upon layers of idiotic artificial difficulty added to the game around level 25 and well on into end game. Prior to that, the Division is actually admirable in providing what it promised in a tactical cover shooter. It's when all those established gameplay mechanics are intentionally thrown out of the window by an incredibly underskilled development team that the game turns into a massive chore, severely loses its fun factor, and in the panic of losing its player base, instead of fixing these easily observable problems, sticks its thumb up it's own arse and demands that players grind even more.

    Gear scaling and armor rating are bat**** insane. Instead of gear having a very clear scaling orientation of establishing better gear with overall greater stats, we have gear with damn near randomized stats that we are being told are supposed to be better because of the rating attached to it, even when its use can be detrimental compared to gear dozens of points below that actually has much more usable and a wider array of stat bonuses. At the very least, every piece of gold gear and beyond should have had an empty mod socket, period. This would have allowed players to greatly use mods to orient character builds as they desired instead of relying on this travesty of a pretentious MMO gear progression system. All you had to do was have the base gear stats improve with rating, and with that empty socket on every piece, you could control where focus would be distributed.

    I digress. There's far too many problems with the gameplay that prevent it from being genuinely fun, and something worth investing time into when other titles are releasing every week. Other bugs, like being dropped randomly into the middle of the city when attempting to fast travel to a location have been around since release and haven't been corrected. Other measures taken to 'punish' exploitation have backfired and are causing the prevention of new players from joining very (artificially) difficult content. Instead of admitting and correcting difficulty areas, they have instead tried to implement counter methods to 'work around' these blatantly obvious balance issues, such as having to acquire a gear set just to combat the hideous grenade spam.

    Clearly some very real mismanagement issues at play here, company wide. That's probably not going to change for a long while. Really wanted to see this game improve, but I do not see it happening. Good luck to the Massive team. Wherever you end up, it's hopefully somewhere where you get the direction and support you need to get the job done right.
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  2. #12
    Mushashi7's Avatar Senior Member
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    It's not just the bugs and cheating that breaks the fun. Add all the crashes to this - and THEN you also have to run around getting nowhere because they made the game so strict and hard.

    This is no fun anymnore. I uninstalled the game half an hour ago. I have no problems with any other games like I had with this one. I quit and head for Witcher 3 and Fallout 4 again. Maybe even Mass Effect and Skyrim. Those were fun at least.
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  3. #13

    The new content added with 1.2 is very funny. I like playing solo, or with my wife.
    To gear her up we only group up with other players for the challenge mission, because there are some rude people out there and don´t like to play with bad attitude addiction people.
    For example, our baby woke up, i told this during the misison and my wife was shortly afk, one guy got so angry about it, that he constantly flamed her and after ending the mission he told her "that she can s. h. d.", for beeing 2-4 minutes afk between encounters. But hat is only one example while i prefer to play solo or in coop with gf.

    I can still do Lincoln tunnel in challenge mode solo. The new HVT missions are really fun and i could manage all them solo, or with my wife as backup i one of the high risk targets from the weekly missions. We failed by the last high risk mission, but we loved the challenge.
    In the Dark Zone I could before the patch solo the map up and down, after the rogue love patch it was hard enough avoiding the 4-player-gang-up-squads, but the numbers of cheaters were rapidly reduced by this patch, so i was fine to die frequently by this squads.
    But now, i couldn´t get far, the npc´s in the dark zone are so hard, that even with an gearscore of 211 and well modified and selected, it is a brutal mess. So that I personal gain a lot with 1.2 but lossed the Dark Zone of beeing my PVE playground.

    What i would like to see, is when you could implementing the choice how you would play your game.
    You allready did it in your dailys, when you play in hard mode solo or in duo, there are some more enemys added, depending on the number of players in the team.
    When you could use the same for the challenging misison it would be aditional content for some players, that love this kind of challenge.
    And if you let the player choose to start the Dark Zone as an PvP or PvE map, more player would use and would be able to use this content.
    The different choices could be limited or boosted with different drop chances and when you add this to be visible when you´re choosing your kind of mision, then everyone would see what they can get with which level of effort.
    About 10 years ago, i become really adicted as an pvp player, this ended 5 years ago by birth of my son, but back in the days, me and my team were allways looking for hard challenging team fights, and we didn´t like gangers or were forced to play against radom groups, but this were still groups that choose to play pvp. Here you let some bloodhounds out for hunting puppys, but i guess a real satisfication s this neither for each side.

    You can never make us all happy, but the negative feedback in summary is a little bit unfair.
    When you would let the gamer chosse how he like to play his game and how hard, maybe then would be the feedback more positive in tone and genarally.

    Sorry for my bad english, it´s not my mother tongue.
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  4. #14
    Originally Posted by killerofthief Go to original post
    Already, The Division is coming to the end of it's life span. Why? Surely you don't need me to answer that..? - But I will...

    The intensity of the bugs and glitches are overwhelming and are game breakers. Ubisoft do not act quick enough to sort out known issues.
    There is a huge PVE player base, which quite frankly, The Division is too lop-sided onto satisfying the needs of the PVP more styled community.
    There wasn't an anti-cheating engine implemented from the start of it's release and because of this, Ubisoft have to work harder to gain our trust.
    And because of this poor trust I/we have for the developers..players have given up of ever experiencing the game that was sold to us - and indeed we bought into before release.

    I really do honestly love this game..I have never come across such a huge gaming potential..but at the moment, flaws really do out-weight the pros of the game.

    I hold onto hope, Ubisoft will actually pull their foot out of their a5$ and work hard to satisfy the player base.
    Disagree.

    1. The only way to have a bug-free release of any major piece of software is to NEVER RELEASE it.

    2. The bugs that have come with patch 1.2 are almost entirely minor annoyances. The daily missions failing to proc is not game-breaking.

    3. The addition of the HVT/HRT system, and the MAJOR revamping of the loot system is addressing the problems that WERE looking to truly kill this game.
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  5. #15
    Originally Posted by xxSHEPERDxx Go to original post
    I can see it's not going to improve on its course toward total self destruction, so yeah, I definitely agree with the OP.

    The game is a terrible shell of what it promised. It's not a tactical shooter at all when you have replaced a working AI structure with bullet sponges that can spam grenades way too frequently, can attain high armor, health and dps all at once, who can completely disable your special abilities just as soon as you've used them, and can no longer be surpressed. Just look at the heavy character - the one with an ogre sized body, heavily armored and wielding an LMG. This guy is a slow mover and cannot frequently spam grenades. He also has a few weak spots on his body, of which they are not particularly easy to hit. At the very least, the guy moves slow, so while that spells trouble for a solo player who can get foxholed by them, with multiple players, he can only focus his attention on one and will always expose his weak zone to another flanking player. That falls apart when there are 8 of them walking around, let alone when they are the only enemy type. That's just idiot programming.

    At the same time, the heavy has weak spots and moves slow. If and when he eventually reloads, you have a few seconds to fire before he gets up and goes right back to spamming infinite ammunition. Meanwhile, whatever kind of balance was supposed to have been achieved earlier on with the implementation of this enemy type is thrown out the window in end game, as the shotgun rushers have no weak massive damage weak spots, have tons of health, armor, and highly destructive dps. As they also cannot be reliably suppressed, there is absolutely nothing aside from a lucky grenade that is going to get them to halt their cheap stat-padded advance. It can be manageable when it's just one rusher, but when you have four and up, it's a nightmare. These guys outperform the heavy, easily.

    There are layers upon layers of idiotic artificial difficulty added to the game around level 25 and well on into end game. Prior to that, the Division is actually admirable in providing what it promised in a tactical cover shooter. It's when all those established gameplay mechanics are intentionally thrown out of the window by an incredibly underskilled development team that the game turns into a massive chore, severely loses its fun factor, and in the panic of losing its player base, instead of fixing these easily observable problems, sticks its thumb up it's own arse and demands that players grind even more.

    Gear scaling and armor rating are bat**** insane. Instead of gear having a very clear scaling orientation of establishing better gear with overall greater stats, we have gear with damn near randomized stats that we are being told are supposed to be better because of the rating attached to it, even when its use can be detrimental compared to gear dozens of points below that actually has much more usable and a wider array of stat bonuses. At the very least, every piece of gold gear and beyond should have had an empty mod socket, period. This would have allowed players to greatly use mods to orient character builds as they desired instead of relying on this travesty of a pretentious MMO gear progression system. All you had to do was have the base gear stats improve with rating, and with that empty socket on every piece, you could control where focus would be distributed.

    I digress. There's far too many problems with the gameplay that prevent it from being genuinely fun, and something worth investing time into when other titles are releasing every week. Other bugs, like being dropped randomly into the middle of the city when attempting to fast travel to a location have been around since release and haven't been corrected. Other measures taken to 'punish' exploitation have backfired and are causing the prevention of new players from joining very (artificially) difficult content. Instead of admitting and correcting difficulty areas, they have instead tried to implement counter methods to 'work around' these blatantly obvious balance issues, such as having to acquire a gear set just to combat the hideous grenade spam.

    Clearly some very real mismanagement issues at play here, company wide. That's probably not going to change for a long while. Really wanted to see this game improve, but I do not see it happening. Good luck to the Massive team. Wherever you end up, it's hopefully somewhere where you get the direction and support you need to get the job done right.

    1. You were never promised a tactical shooter. In fact, pre-release, the devs bent over backwards to tell people that the game was going to be an RPG....not a tactical shooter. If you bought it thinking you were going to get one? Your fault.

    2. Shotgun rushers have kneecaps.

    3. Screw this. I'm going to give a point-by-point rebuttal to a tantrum.

    TLDR:

    You bought an action-RPG with guns. You are complaining about aspects of this game that are in ALL action-RPG games.

    You made a bad purchase decision, because you didn't do your homework before you spent your money. YOUR fault. Not Massives.

    This game has had a LOT of problems. Just none of the things you're complaining about.
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  6. #16
    Originally Posted by kellygreen45 Go to original post
    1. You were never promised a tactical shooter. In fact, pre-release, the devs bent over backwards to tell people that the game was going to be an RPG....not a tactical shooter. If you bought it thinking you were going to get one? Your fault.

    2. Shotgun rushers have kneecaps.

    3. Screw this. I'm going to give a point-by-point rebuttal to a tantrum.

    TLDR:

    You bought an action-RPG with guns. You are complaining about aspects of this game that are in ALL action-RPG games.

    You made a bad purchase decision, because you didn't do your homework before you spent your money. YOUR fault. Not Massives.

    This game has had a LOT of problems. Just none of the things you're complaining about.
    1) A RPG can stil lbe a tactical shooter, though i do agree this was never really stated anywhere to be the gameplay style (maybe cover based shooterRPG?)

    2) yes, and that does as much damage as a headshot, neither of which are enough to stop them from rushing and killing you at level 32 gold when you play solo / with a friend.

    3) The artificial difficulty of the game is something that's been a pain in the arse for a ton of people, especially since the gameplay changes so abruptly once you get to 30 / try a challenge mode.

    4) The point about gear progression is actually very valid and has been pointed out many times. Still not fixed, even though it's very simple to do so.

    TLR:

    It's not an action-RPG, It's a cover based shooter (not tactical per se) with RPG elements. While most aRPGs share aspects with TD, they usually have it either better implemented or don't have an active playerbase after a few months.

    His fault for not reading properly, Massives fault for using badly implemented systems.

    List the problems the game has according to you then please.
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  7. #17
    People take games way too serious, too much neglect of reality not take the issues of the world as serious.
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  8. #18
    Originally Posted by Desolator_X Go to original post
    1) A RPG can stil lbe a tactical shooter, though i do agree this was never really stated anywhere to be the gameplay style (maybe cover based shooterRPG?)

    2) yes, and that does as much damage as a headshot, neither of which are enough to stop them from rushing and killing you at level 32 gold when you play solo / with a friend.

    3) The artificial difficulty of the game is something that's been a pain in the arse for a ton of people, especially since the gameplay changes so abruptly once you get to 30 / try a challenge mode.

    4) The point about gear progression is actually very valid and has been pointed out many times. Still not fixed, even though it's very simple to do so.

    TLR:

    It's not an action-RPG, It's a cover based shooter (not tactical per se) with RPG elements. While most aRPGs share aspects with TD, they usually have it either better implemented or don't have an active playerbase after a few months.

    His fault for not reading properly, Massives fault for using badly implemented systems.

    List the problems the game has according to you then please.
    No.

    1. RPGs and Tactical shooters are like mixing Oil and Water.

    2. I'm sorry that you can't solo content that was designed to be played by teams. Doesn't mean that the game is broken.

    3. What you are calling "artificial difficutly" is a staple of action-RPG games. If you can't make you're peace with it, then you are simply playing the wrong kind of game...and needed to do more homework before spending your money.

    TLDR:

    This is not Wonderland, Alice...and simply saying something doesn't make it so.

    THIS IS an action-RPG. One that simply has cover-based, TPS play mechanics instead of the usual hack/slash/kick/punch mechanics. The implementation of those mechanics are the same in this game as they are in any other. The advantage that most A-RPG have over this game is that they are FANTASY games, where you have MONSTERS and MAGIC. So the "tankiness" and "sponginess" of enemies isn't so noticeable (or more acceptable) when your attacking a 50 ft dragon....or unloading your LMG into a space alien.

    ...instead of a human being with body armnor.

    These things are only an issue in this game because of its determination to remain true to the Clancy brand. So the game is limited to human opponents (no zombies or aliens)...and to what is plausible with contemporary science and technology.

    The combat in this game is NOT badly impletemented. It is very typical for A-RPGs. Its just a kind of combat that a lot of SHOOTER gamers are either not used to....or don't like.

    What was badly implemented in this game was its end-game (rolled out piece-meal, and not given much thought). Its loot system (terrible at the start) and its economy (nuked by patch 1.1, but on the mend with the changes being made in patch 1.2)

    Those who have problems with the game's combat are simply playing the wrong kind of game...and Massive tried to warn these people even before Launch Day. Not to come to this game expecting Rainbow Six, Ghost Recon, or Call of Duty.

    This game is Diablo 3....with guns.
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  9. #19
    Originally Posted by kellygreen45 Go to original post
    1. You were never promised a tactical shooter. In fact, pre-release, the devs bent over backwards to tell people that the game was going to be an RPG....not a tactical shooter. If you bought it thinking you were going to get one? Your fault.

    2. Shotgun rushers have kneecaps.

    3. Screw this. I'm going to give a point-by-point rebuttal to a tantrum.

    TLDR:

    You bought an action-RPG with guns. You are complaining about aspects of this game that are in ALL action-RPG games.

    You made a bad purchase decision, because you didn't do your homework before you spent your money. YOUR fault. Not Massives.

    This game has had a LOT of problems. Just none of the things you're complaining about.
    Fine, lets complain about the problems.

    The incursions are garbage. Sit in a pit and shoot out of it...for 30 minutes. Exciting
    Mobs are now uber players. Shotguns are sniper rifles...STILL after 1.2.
    Speaking of snipers: Yep, they can still one shot anyone even after the nerf and better armor
    Incursions now bug-out and send out multiple waves at once (see Reddit for video)
    I'm not worried about players in the DZ anymore...just the mobs.
    There's no real storyline after the last boss.

    And finally....posts on other game forums now point to the Division as the example of what not to do. See Battlefront forums for irony.
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  10. #20
    NitroMidgets's Avatar Senior Member
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    The Division is even used as an example of what not to do on the WildLands forum.
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