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  1. #81
    gt2k's Avatar Senior Member
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    Originally Posted by Sharpandpointy Go to original post
    The problem was I didn't get to the midpoint, and for me, any game that requires me to slog through endless hours to get to where it gets good...nope. It was this endless barrage of side missions, non-stop and very repetitive - no standouts. I agree - a more linear mission setup would have been good, with some more unique missions. They went overboard - tremendously - on the open world/side missions/exploration part of the game, for me.

    Also, the Multiplayer was awful compared to Mass Effect III multiplayer.

    Mileage may vary....
    I agree. With me I loved it the second I started the game so it didn't bother me as much but the loading screen were getting on my nerves, I never touched the MP in any of them.
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  2. #82
    Mad-Cap's Avatar Senior Member
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    Originally Posted by gt2k Go to original post
    The main writer from ME1 and 2 is still here so that is the only thing besides it being Edmonton studio. But EA still sucks.
    Bioware once said PVP is too toxic for them to want to place it in their games.
    Drew Karpyshyn moved on after writing Anthem. But, he has his own projects. I just started his new book series."The Chaos Born".
    He is at a new studio called FogBank: https://www.pcgamer.com/mass-effect-...th-new-studio/

    Casey Hudson is still at the helm though and I also don't think he will let Mass Effect die.
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  3. #83
    gt2k's Avatar Senior Member
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    Originally Posted by Mad-Cap Go to original post
    Drew Karpyshyn moved on after writing Anthem. But, he has a long of his own projects. I just started his new book series."The Chaos Born".
    He is at a new studio call FogBank: https://www.pcgamer.com/mass-effect-...th-new-studio/

    Casey Hudson is still at the helm though and I also don't think he will let Mass Effect die.
    That is EA's choice and they only care about money. They junked and killed the studio doing a star wars SP game. The stories I'm hearing about what is going on between EA and Bioware is not good. Bioware want to make a great game and EA wants to put loot boxes in there.
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  4. #84
    YodaMan 3D's Avatar Senior Member
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    Originally Posted by gt2k Go to original post
    That is EA's choice and they only care about money. They junked and killed the studio doing a star wars SP game. The stories I'm hearing about what is going on between EA and Bioware is not good. Bioware want to make a great game and EA wants to put loot boxes in there.
    Loot boxes are the way of the future. and your wallet. hehehe
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  5. #85
    Mad-Cap's Avatar Senior Member
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    Originally Posted by gt2k Go to original post
    That is EA's choice and they only care about money. They junked and killed the studio doing a star wars SP game. The stories I'm hearing about what is going on between EA and Bioware is not good. Bioware want to make a great game and EA wants to put loot boxes in there.
    I suspect 'loot boxes' are strongly encouraged, but it's done with EAs revenue expectations for the game. They frame as 'we expect the game needs to make x amount of money' they don't care how you get there as long as you get there. It's a risk to rely only on 'game sales', because there is a lot of competition and the internet and gamers are cruel
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  6. #86
    gt2k's Avatar Senior Member
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    Originally Posted by YodaMan 3D Go to original post
    Loot boxes are the way of the future. and your wallet. hehehe
    Only buy DLC with good content and never purchased loot boxes.
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  7. #87
    Originally Posted by NEC Avenue Go to original post
    You can't compare Fortnite to TD. One is single mode FFA game with little depth and crappy graphics, the other is a MMO with tons of modes and things to do...with amazing graphics. Fortnite probably only needs one artist to do all of the graphics....so coming up with "new content" for that game isn't very difficult.
    Oh I can compare the two, fortnite has a tiny devteam and Division had a huge one and it's all about fun factor. It takes 5 months to make a friggin droprate patch, 5 MONTHS FOR A DROPRATE PATCH let that sink in. Fortnite makes MAJOR changes with every patch not just heroes but major gameplay changes and they LISTEN to what the community wants and FIXES it. Never seen a company so amazing, hopefully they will set the standards for non lazy *** developers.

    Fortnite is releasing their 2nd HUGE patch in 2 weeks today, 2 weeks with major questlines new game modes, major class fixes and more destructible environments...take a look they've done in 2 weeks what the Division couldn't do since launch that's pretty sad for one set of devs.

    https://www.epicgames.com/fortnite/e...validated=true
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  8. #88
    YodaMan 3D's Avatar Senior Member
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    Originally Posted by gt2k Go to original post
    Only buy DLC with good content and never purchased loot boxes.
    I agree. I would rather buy the game once instead of paying for it through gambling.
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  9. #89
    To be fair. Back at launch I loved the game. The 1-30 road and was really good fun cooped the whole thing with friends and had an amazing time. If I had any issues with that aspect it's that the blue prints you got from the story stuff werent great or even useful and should have scaled with your level. Getting a level 10 smg blueprint or backpack blueprint for example was pretty useless when you already had level 14 or 15 stuff. Those prints should have scaled and created things at your level. so if you were 10 it would create a level 10 back pack. if you were 20 it'd make a 20 backpack and so on....

    Also In the early game everything kinda worked and had uses. The sticky bombs were actually pretty strong and killed bad guys the sentry turrets would actually harm and suppress bad guys. sniper headshots killed bad guys. First aid stations worked. Flash bangs special ammos even the portable shield that increased side arm power when drawn.. it was all great..

    It's after 30 that it went to pot. The darkzone was no where near what was conceptualized. It was just a gigantic gank fest. In my time here I've made some quite lengthy comments about how I felt the dz should have been... like this one here[
    Spoiler:  Show
    The reality is. If you want the darkzone to be win win then you need to make it possilbe for pve players to win. while at the same time being possible for pvp players to win.

    For PVP it's easy kill someone and survive you win...

    for PVE it's not. for example

    Keeping loot, exp ,funds etc when they get ganked bya nother player is not in any way winning.
    all that is in reality is not being punished as much for losing..

    To allow a PVE player to actually win in the dark zone you need to give them possibilities to stay alive and actually avoid PVP.

    The problem with the OPS idea is it does nothing to aid PVE players and does nothing to allow them to actually win. all it does is make losing a little less punishing.

    It also does nothing to allow PVE players the possibilities to avoid PVP and being ganked. and if you want the dz to be "win win" it actually has to be possible to win without PVP or getting ganked even if you lose nothing else. you still lose time. and thus you still lose.

    Below is a post I put up recently that to me demonstrates how a truly WIN WIN dz would work. I've made quite a few similar ones since the game launched.
    Spoiler:  Show
    Originally Posted by CalvyB Go to original post
    I've always said the problem with the dark zone is the incredibly heavy bias towards PVP and ganking. It was always conceptualised to be a lawless area where it's entirely upto the players what they chose to do in there and how they chose to play. Yet the dz practically pushed you into pvp every chance it could with extractions being widely broadcast and the later added cut the rope and even the fact you cant enter a checkpoint / safe house if a player has shot at you because you're in combat despite not actively being engaged or retaliating in any way.

    If I have been in the darkzone killed some bosses and got some cool loot while successfully being covert / stealthy and hiding from other players / rogues then those players shouldn't be told my location when I call in an extraction it should rely on player awareness to either see the flare go up or hear the chopper hovering near by. If I popped a flare with a group of players in clear view and they saw it go up and they came to kill me it would be my fault for not being aware of my surroundings. However at the same time if they weren't paying attention and didn't see the flare then they would have no idea where I was or that I had called for an extraction and the only clue would be the helicopter coming in over head which they might not actually hear if they're busy in a gun fight for example.

    Also I feel there should be as many options to avoid pvp as there are to engange in it. If a rogue finds me and engages me in combat and I have no interest in a fight escaping should be a viable option such as making a run to the nearest check point / safehouse instead of getting there to find I cant go through cos I'm engaged in combat even if I haven't fired at round at my aggressor.

    They should have also given players genuine options to hide from rogues. All those cars and stuff litering the streets hide in the boot of one till the rogues pass by or even dive into a dumpster or something. Maybe even have some assassins creed style chase breaker things scattered around where players could climb a ladder and pull it up or climb a rope and cut it to prevent rogues following them or even run through a door and barricade it for a few seconds buying them time to escape. even environmental things like electrifying a puddle of water in an alley you've just bolted down temporariliy stunning any one that follows you. all these sorts of things that would be incredibly rewarding for players who make intelligent use of there surroundings and the game environment.

    And it would have kept a lot of that tension there as well.. If i had just picked up an awesome gun and a rogue player started chasing me and I ran round a corner. and they followed me would they stop to check that dumpster or car or would they run straight down into the subway or even into the appartmant block. i could be hiding in a car hoping they run past or I could have dived into the subway in which case the time they spend checking cars and dumpsters is allowing me to make good my escape to an extraction zone.

    It would have also made many of the skills a lot more usefull in a more defensive fashion. The concealed mod for pulse for example could be used to enhance your stealthyness and make you totally invisible to other players pulses. or mobile cover could have been dropped to block a window you've just vaulted through or somthing. It also could have made supressors actually usefull as well. lowering the noise of my weapons might make it harder for nearby players to hear or pinpoint my location.

    Going way back one of the things that originally excited me about the dark zone was the idea it was totaly lawless and I could ninja my way through in an almost metal gear fashion. That group of rogues could be down on the streets while I traverse the rooftops and buildings trying to find a way around them without being spotted. Or even sneak up on to the roof of the multistory in dz3 to extract my loot while a bunch of rogues on the lower levels are completely unaware of my prescence. By the time they realised the helicopter was over head and ran up top I might have gone down that rope and escaped with my goods safely extracted..

    The problem has always been that it basically forces players to pvp and gank the crap out of eachother. It's meant to be a lawless pvpve zone but it has so many laws all favouring pvp / ganking. players who don't want to pvp have no chance at all.. if it's a lawless zone then it shouldn't make decisions for players or push them to pvp.

    Give players who don't want to pvp as many chances to avoid a fight as players who want to pvp have to engage in one and you create a truly awesome lawless zone that rewards those who make the best decisions and doesn't just reward those who want to gank / grief the hell out of everyone else. and if you made the environment as functional as some of my above example then you really do have pvpve. (player vs player vs environment))

    To me personally the idea of going into the dz killing some bosses outsmarting a group of rogues and extracting my loot and getting out of there before they had any idea I was even in there would have been incredibly satisfying...

    (almost spec ops style sneak in kill the target and be back home drinking cocktails on the beach before anyone even realises he's dead)


    If the dz worked anything like this it would truly be a win win zone. players could still go rogue and kill other players and steal there loot yada yada and essentially win.

    players could also be a lot more covert in there and have realistic options to avoid encounters and survive in there. so players could go in get there loot successfully extract it and make it out alive without being found and ganked by rogues. thus they would win.

    There is no bias one way or the other it all comes down to who makes the best decisions but it's win win because everyone can actually win regardless of whether they want pvp or pve.

    (I don't really play anymore but still hopeful that if they ever do a sequal they might actually listen to some of these ideas)


    Loot was crap and incredibly frustrating even after all the changes it didn't really improve... first it was no high ends. Then it was nothing but163s. Then it was 182s raining from the skies. They literally buried players In loot but it was all junk. and useless. Then they did the next big change and everything you got was lonestar crap.. They guaranteed 204 weapons from incursions and I must have dismantled 100 of them because they were all worse than my 182 cadeuceus and 182 m1a. Even with guaranteed 204 drops Getting a better weapon than my 182s was basically impossible and at one point I spent a solid week doing falcon lost before I gave up after seeing 100 useless weapons.

    There was maybe a month where all I wanted was a pair of sentry gloves or something to finish a 3/3 build. And every Drop got wad lonestar or not even a green... progression felt impossible. and that's soul destroying.

    Then they went and nerfed all the sets and skills so everything I had spent all my hours trying to build was useless. You had sentry guns that were a joke enemies would just walk up and kick them completely ignoring the fact it was shooting them... they nerfed the hell out of stickys to the point a single bullet could do more damage, smart cover, pulse, seeker mines, special ammos. Everything was nerfed and useless against ai bullet sponges... And they would continuously NERF things on an almost daily basis. All these things combined just made it not worth playing. Sure you got thousands of loot drops and rewards. But never anything good you could build a new set with or upgrade a current one. And what you built today would be nerfed to hell tomorrow so what's the point.. so even if you got thousands of bits of loot it wasn't really rewarding because none of it was useful.

    They should really have given players a lot less loot and instead made sure it was much better quality and ensured a sense progression was realistically possible. When all you need is a pair of sentry gloves there should be a reliable way to get some and progress your build. Not just be showered with 1000 lonestar or other such items instead.... Getting loot should be rewarding but when 99.999% of what you get is sold or dismantled its really not sayisfyin or rewarding at all.. partly why so much loot was left on the floor and not even worth picking up...

    A Very old loot suggestion I had even before the big loot 2.0 change was something like this here
    Spoiler:  Show
    Originally Posted by Riyact Go to original post
    If they made set pieces ACTUALLY have fixed stats as they should have, to balance the game and to give a sense of progression to those who play it. .
    I've said in a couple of threads this should happen with all gear. Every high-end drop should have a preset template of base stats / talents that players can see and instantly know that drop is worth getting. This way the incentive to get loot is there.

    Keep the rng factor in the form of recalibration as well this means that players can tailor there gear to suit there specific builds / play styles. Which then keeps the customisation alive and helps keep inline with what the developers said about wanting to players to be able to tailor there builds to fit there play styles..

    So what you need is all drops to have a preset template of base stats so you know whenever that boss drops that item it WILL have those stats/ talents.

    There's a boss his names Bob he drops a shotgun, you know that shotgun has accurate, brutal and skilled talents, you also know it does 75,000 damage a hit. However you want a shotgun that has brutal fierce and skilled talents. So when you see bobs shotgun is close to what you want. You have incentive to go and get it. Then you can try and reroll the accurate talent into fierce. If you're successful then great, if not and the rerolls are getting expensive after a few tries, then you might decide to go back and kill Bob for another shotgun and start again..

    Or maybe you're happy with the talents Bob's shotgun has, so you might try and reroll the damage to squeeze out a little more. .. You might get lucky on your reroll and get 77,000 damage per hit, or you might roll less and end up with 71,000 damage a hit. Again if the rerolls get to expensive instead of trying to correct that 71,000 roll you might go back and kill Bob for another shotgun and start again.

    Do the same with gear. There’s a boss called Jim he drops a pair of gloves, that pair of gloves has the focussed talent, it also has crit% + 10% crit damage+40% and LMG damage +800. You want a pair of gloves with crit+ and crit dmg+ but you use marksman’s rifles and not LMGs. So knowing Jims gloves are close to what you want you go and kill Jim to get some. Then when they drop you try to reroll the lmg damage into marksman’s rifle damage, or perhaps health on kill or something more fitting to your build. Again if the rerolls are getting expensive you can go back and kill Jim for another pair of gloves and start over.

    Or perhaps you do use lmgs in which case you might try and reroll the focussed talent into the one that increases damage dealt when further than 10 metres from the target. Or maybe you'd try and reroll the lmg damage bonus to get +1,000 lmg damage, or maybe you'd get unlucky and roll lower and only have +500 lmg bonus.

    A system like this would give players a much clearer path towards building the character they want to build and would give players a lot more incentive to go after loot because they know it'll be worthwhile to do so. Where currently virtually all loot dropped is dismantled or in the case of the dark zone just left on the floor because it's not worth trying to extract. This destroys players incentive to even try and get loot and the expense of crafting again destroys players incentive to craft.

    150 standard fabrics to make 1 high end. need 7 or 8 fabrics to make that item. and likely to need 15-20 attempts to craft one with decent stats.. it is soul destroying and thus destroys players incentive to get gear and loot.

    The crafted stuff should be the same as the drops. Every item you craft has a preset template of base stats that you can then reroll to fine tune into your build.. This way when players craft something they know it'll be at least close to what they want. rather than crafting 10 or 15 items only to immediately dismantle them all because they're junk... nothing crushes a players motivation and incentive to play more than getting shafted.

    I think with this system in place players would have a lot more incentive to go after loot drops or craft pieces and tailor them to there personal liking which again is part of what the developers wanted people to do with there gear in the first place, and having a clear route to obtain a piece of gear with the stats you want is a lot more motivating than eternally praying to rngesus for anything that you won't just dismantle...

    Personally if I wanted a high end m4 assault rifle with skilled brutal and accomplished, and I knew a boss dropped one that was close to what I wanted maybe had 2 of the 3 talents. I would spend hours even days on that boss farming it. because i'd know that when it dropped it would be close to the weapon I wanted. it wouldn't be a m4 that's completely useless to me. if I was having bad luck on the re rolls with that weapon I would go back and farm another or maybe several. because i'd know that I WILL get the weapon I want fine tuned at the end of the day.


    Had they done something like this players would have been able to realistically progress there builds and it would have also ensured replayabilitiy. because even if you got the item you wanted you might actually need 10-12 of them before you get the recalibration rolls you want. you might for example reroll a 350 stamina stat into 400. with a 450 max roll. so then do you try and reroll that 400 and risk getting a lower roll. or do you get another set of knee pads and try them. instead... if you got 420 on that second set you might try and reroll the first set again. and keep the second with the 420 roll. or you might then go and get a third set to try and beat that 420 roll... so while getting a basic build might be easier for players to achieve. optimising it could still take a while.. but at least it would allow players a sense of progression all the time as opposed to repeatedly feeling shafted and frustrated with loot you cant use or don't need.

    I think loot and the darkzone are easily 2 of the biggest reasons players gave up with the game. because they were both incredibly frustrating systems that only screwed players over and shafted them...

    So if they ever do a division 2 I really hope these are things they SERIOUSLY look at.
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