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  1. #1
    Ubi-Johan's Avatar Community Developer
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    Resistance Feedback Thread

    Agents,

    We would love for the community to give us feedback regarding the new Resistance PvE game mode in this thread.

    This thread will be open to gather feedback until Saturday, 16th of December.

    Let us hear your thoughts on the topic!

    / The Division Dev Team
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  2. #2
    WT1 resistance was the best PVE experience in The Division by far.

    WT5 resistance is boring as hell, enemies scale way too fast to be any sort of real horde mode. The boss objective time limit is a lame mechanic.
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  3. #3
    WT1 resistance was fun and rewarding as a solo player. It was challenging enough to get to Wave 20 solo, and the gear felt like a good reward. WT5 scales way too quickly way to fast, and not worth it in terms of reward.
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  4. #4
    It is paramount to mention the now fixed "exploit" that allowed people to play WT1 and receive mostly WT5 rewards for that, no doubt it was far easier and faster to receive loot this way than it was playing WT5, however, WT5 as a whole has its own share of issues.

    First of all, issue I've mentioned already in this thread, enemy durability goes above and beyond the threshold of entertaining difficulty into mindless chore, durable enemies have their place in videogames, but not only are they far harder to justify in The Division, as even the lightest armoured foes can withstand ridiculous mount of firepower, but they aren't fun to fight, as the feedback to being shot is often minimal or limited to damage display exclusively, which have some problems on their own.

    Playing in lower WTs was not only far more efficient farming method, but it was primarily fun and let people live the power fantasy of being a skilled hero striking down baddies with little to no effort (which ramped up anyway, as enemies get increasingly tougher to kill as the waves progress).

    It mostly boils down to the issue of enemies being far too durable, which is not limited to Resistance, though infinite scaling there makes the issue even worse.

    Another issue that could at the very least be mentioned (which again, is not limited to Resistance mode) are infinite enemy respawns, it's not uncommon to be occupied by waves after waves of melee enemies rushing at the player, not only being meatshields to high value targets but stunlocking the player as well, which isn't particularly fun either.

    I'm not expecting the game to be turned into urban equivalent of Ghost Recon Wildlands, but enemy health, wave and group scaling need to be addressed as to provide more engaging combat scenarios that doesn't completely rely on magdumping into the head area hoping for the enemy's HP bar to empty before player's one does.

    tl;dr

    For what it's worth, the rewards players get for the "challenge" of facing WT5 enemies which essentially are sponges was not worth either or both time and effort required to get any value out of the mode.

    The issue of enemies being sponges is not limited to Resistance, other mechanics (group scaling, mission progression) add to the issue.

    It would be appreciated if enemies gotten harder to kill through other means, like moving more dynamically between cover akin to LMB soldiers in Legendary missions (which on their own are both spongy AND hard to hit).

    Neverending streams of trash enemies should be somewhat reworked as to provide either breathing room or an ability to actually focus on the target instead of having to fend off little sponges all the time.
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  5. #5
    This has probably already been stated numerous times, but I would like to see the inventory and stash organized by name again instead of by gear score. It is easier to compare and view items stats when the are next to each other of the same name. Then view the gear score after looking at the stats.
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  6. #6
    as everyone says: WT1 is just perfect to farm good WT5 loot to some new friends that have starting with the game. myelf and some others Day1 players we helped other guys to reach Wave24 and more so they can get some caches and go to DarkZone more prepared that just with the un-optimized WT5 fresh start gear.
    Again, is a great experience WT1, WT5 is pretty hard and quite boring and it looks un-rewarding for the inverted time.
    thx for the whole time and effort that you dev team put in this game
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  7. #7
    WT5 are boring, so hard for normal play and i feel wrong numbers between difficulty/reward. I think need rework Tier 1-3 caches too. And stupid mission: Time for kill bosses. Infinite npc respawn and you have 5 mins for kill. NPC work as human shield for bosses.
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  8. #8
    Let's have some simple math here:
    If I want to play with one specific gearset and just need 1 more part, how much time would I need to grind?
    In GE period, there are 4 CLS gearsets(strike), which means there are 24 poteintial CLS gears, and accroding to massive, the expectation droprate for CLS gear in one cache is 0.72, so the expectation for getting what I want in one cache is 1/24*0.72 = 0.03
    Now suppose the average time for a LEX run is 9 minutes and we get 875 GE points per run, then the expectation time to get one cache is ~15 min and getting the part I need would take 15/0.03 ~ 500 min, that is to say 8~9 hours grinding, which is pretty decent.

    What if we farming it in pre-fixed WT1 resist? Let's suppose the droprate is the same for resistent cache and there are (3+3+4)*6=60 possible CLS gears in it.so the expectation for getting what I want in one cache is 1/60*0.72 = 0.012
    Since most people would not farm over 100+ waves. If one player is going to stay until wave 100 it would take(3min/wave) 300 minutes to get ~12 lv5 cache, 2 lv4/3/2 and 1 lv1(only junk), I assume this would equal to 18 GE caches(in reality it's most likely less worth) now the expectation time for get one cahe is 300/18 = ~17 min, and getting the part I need would take 17/0.012~ 1417 min!, that is to say ~24 hours grinding!

    What if we farming it in WT5 resist? Most people for now can only make to 20~25 waves, and that usually takes 50 min. I assume 2 lv2 + 2lv3 would equal 1 GE caches (in reality I never seen CLS drop from lv2 and I assume lv3 cache is equal to half of the droprate of lv5 ) now the expectation time for get one cahe is ~50 min, and getting the part I need would take 50/0.012 = ~70 hours grinding!

    So what is the point to have players(especially new ones) farm the new endless mode with less than 1/10 benefit from GE?
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  9. #9

    The best and worst

    1- It is very good to play as a team but in the end we want things that give us benefits for the time it takes us to finish all the smells.

    2- in the smells of killing to the bosses the time is too short to kill 4 casters who are quite difficult to capture in WC5 of the NPC of the JTF.
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  10. #10
    RushLoongHammer's Avatar Senior Member
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    Apart from the occasional super dive rolls and teleporting enemies, Resistance is legit fun, but as with everything in the game at the moment, should be improved upon over time.

    A high level suggestion would be add more variety of waves, and maybe add random events to some waves.
    The variety of waves would be like, defend the JTF for a wave while a helicopter extracts some supplies and if you succeed those JTF will fight will you until they die.
    Swarm waves, where the enemies are very easy to kill, but move fast and have low range and just paths straight to the nearest person; no taking cover.
    For the random events, have like a "Mr money Bags" type of unit randomly spawn every now and then. When he is killed, hell give a large around of SHD currency.
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