I'm a little disappointed in what I've seen from the division 2 so far, some things I like with such as the TTK time and making the guns feel like guns, less bullet sponge, more action on action.
But it's with a heavy heart that I feel the design team has let down the art team again. You have a beautiful IP, great art and map design, you had a good based to work from with division 1, even with all its balance issues (I believe to be a design team failure).
Why would you normalise gear in the DZ? Save that for structured PVP.
Why the DZ turrets? Just spawn players to a different entry point.
Why remove Open VOIP? Just disable it by default and let players choose.
I wanted from division 2...
More RPG in my looter shooter, a deeper traditional RPG experience tied to a looter shooter with more character attribute stats. (subtle increments to game functionality)
More randomised loot mod's and mod types, so we all hunt for that last 1%.
More weapon types, more variance, (where's dual pistols, where's a composite bow, where's my under slung grenade launcher, my rail gun marksman rifle, my area traps and detection triggers etc..)
Equality in loot drops for the LZ(PVE players) and DZ (PVX players), don't force players, give them the freedom to choose how they play to get the loot they want.
The DZ and LZ to be one in the same, of the same scale but one is PVE the other is PVX
DZ...
A larger linked area for the DZ, which has player limits per section which gives me a better interactive experience while traversing from one end to the other.
The Large DZ to be a dynamic area, where PVE factions also fight each other for control of each sub area.
To be able to assign myself to a faction(rogue/none rogue) and fight for them against other faction agents trying to invade my factions DZ/PVE controlled areas, to stop faction control from changing hands. (faction leader boards, monthly reset etc..)
LZ...
A dynamic open world, where the changes I make mean something, chained events and open-ended choices relating to my choice of faction, and assignment to a faction after the main story has been completed. (do I remain an agent, do I become a rogue)
The ability for me and my clan to dictate where and what my chosen faction should attack in the LZ, and for the AI factions to fight back with escalating strength as we take more control.
PVP...
A structured PVP game type, where my chosen faction AI fights with me, against other people and their faction AI, for control of designated areas, and pushing towards a home area, which increases in AI difficulty as players get closer to victory (that kind of progressive dota style match).
More player statistics, better ranking systems more competitive game play, clan ladders etc...
FIN...
Overall what I feel is the same as I felt for destiny too destiny 2, you've done a reset on the Division 1, changed the way the game feels in TTK and really didn't think about how you could have made the game something special, something new, something fresh, something that drives player/clan interaction conflict and progression.
I personally feel that most of the player base will eat the content within a month and get bored, and veteran players will see mostly the same game as the division.
I have similar concerns, but I want to wait and see how it releases and plays. I also feel like some of the changes to make the game more accessible and easier for all player types has its pros and cons. I'm afraid the experience for myself is that the game is being more catered to casual gamers and will be less interesting/challenging. (Normalization, turrets, skill based pvp queue, reduced loot extraction requirement, compressing loot stats and skills. Dont get me wrong, it might work in favor to bring more players to the game and might be fun for that aspect, but I just have my fears that the game will be less appealing and have a significantly lower skill cap. Just hope the content will be highly engaging, challenging, and rewarding enough for it to be worth it. Currently the RPG aspects and higher skill cap aspects dont seem to be representing much value for the game which is odd considering the game type. (I prefer to feel like my character is trying improving across all aspects of the game as I get better gear and also as I get better strategy/tactics)
You make some decent points such as VOIP and Turrets but you also make some terribly awful suggestions like equality between the DZ and LZ.
Why have AI in the DZ when you can get the same gear in the LZ. Why farm in the DZ at all? Why do missions? Why do the raid? It surely wouldn’t be for gear. The raids are suppose to be the most challenging part of the game but why do that if you can get the same loot much for efficiently in the LZ?
We’ll have to get our hands on endgame gear then judge the TTK from their.
Another chance for me to say that I want more armor kits in the game and the ability to use them while on the move.
Because I wanted the game to mean more than just loot and stealing others loot, the idea of the LZ(pve) being the same size as the DZ(pvx) and the learning transition between the too allowing players to decide how they and their clan play the game, the conflict between clans and their factions fighting for control in the DZ.Originally Posted by X3holy3 Go to original post
Missions are part of the story progressive access, who still enjoys doing lexington for the 100000 time? Raids, challenging for some, cake walk for others, the only real challenge in any game is the other players.
Gamers are screaming for dynamic game play, chained events with meaningful decisions and dynamic outcomes.
I will still buy the division 2, but probably a year down the line as there's nothing really new and exciting from what I've seen so far.
Maybe have a talent or perk that allows more armor kits but just giving them seems lame, they should be a strategic item like how ammo was originally in the Division 1. This over stocking mantra ruins game play to me.
Loot should depend on the content you do. You should not just get top tier items from doing simple LZ boss runs. Want the best do the hardest content. I also enjoy having reasons to farm other parts of the game. I would have never played Survival as much as I did if it was not for the urban MDR being in there..... Then they generalized it, and I was upset.....
Hey,
Thanks for your extensive feedback.
I'll touch on some of your points below.
Q: Why would you normalise gear in the DZ? Save that for structured PVP.
The Normalized Dark Zone and the Occupied Dark Zone will be able to provide the players with two different experiences. If you were a fan of the "no-rules" Dark Zone of The Division you will still be able to find that experience in the Occupied Dark Zone. Personally speaking, i'd even say that the Occupied Dark Zone is more ruthless than anything we saw in The Division.
The Normalized Dark Zone allows for more casual players to experience what the Dark Zone has to offer and pushes the PvP fights to be more skill based as it levels the playing field. If you are a player who dedicated a lot of time to create a min-maxed PvP build you will be able to use that to your advantage in the Occupied Dark Zone as there is no normalization in that area.
You will also be able to experience all three Dark Zones in the Occupied mode, as which Dark Zone is occupied will be rotating across all three available Dark Zones.
Q: Why the DZ turrets? Just spawn players to a different entry point.
The checkpoint turrets are there to stop checkpoint camping and to provide a better Dark Zone experience for all. These turrets are not active in the Occupied Dark Zone.
Q: Why remove Open VOIP? Just disable it by default and let players choose.
This is to combat toxicity experienced by some in the Dark Zone as working against toxic behaviour is important to us here at Ubisoft. There will still be VOIP in the Dark Zone, but it will sometimes be restricted depending on your rogue status.
If you would be unsure if this game is for you, i would highly recommend for you to participate in our upcoming Private Beta in early February. You can sign up at thedivisiongame.com/beta.
/ Johan
You made several good points based on a well explained opinion. I disagree on a few including but not limited to the following:
1. I like the lower TTK. Yes it is a looter shooter with RPG mechanics but personally, I prefer an emphasis on the shooting aspect.
2. The gadgets are a nice refreshing touch on the lore but I see them as marginal aid to my efforts and power as an agent. It is a looter SHOOTER not a looter gadget-o-matic. This makes me not in favor ot the TD1 skill build. I may be in the minority on this.
3. I like the idea to have the ability to get ALL possible gear from ALL activities. I understand the desire to reward playerss doing the more hardcore content and I would support different probability to get the best gear on higher difficulty content but still allow other activities to drop the same but with aa lower chance. This would allow to us to do what we want to do as player and still give us valuable rewards. I personally do not like activities like raids in part due to my limited game time. At the end of the day, this is a game and all players should still spend time enjoying playing it without locking some gear behind the hardcore stuff;
4. From what I read about the DZs system, I see a genuine attempt at improving its innovation from the first game by keeping whats makes it special while eliminating some of the unforeseen negatives aspects.
These are my opinions on the game and what we know so far. I appreciate how you voiced your opinion and welcome a civilized discussion on this topic.
Cheers.