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  1. #21
    You can even go into the CP area and fire the flare to call the backup fighters, then move out and hide. Also, keep in mind that once the game is released, you also have access to a wide range of weaponry that will increase your odds.
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  2. #22
    OP,
    I'd say wait for the release. TD1 has difficulty tiers after story end. I don't see why they wouldn't bring them to TD2.
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  3. #23
    F.i.x.e.r's Avatar Senior Member
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    Actually your mini map is your friend. Use that and watch where the red bars are and keep as much distance that you can. You'll get it, just a bit intimidating to start with.
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  4. #24
    UbiSc0ttie's Avatar Community Representative
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    Originally Posted by D382H Go to original post
    As a Solo player (due to my disability) I am finding it extremely difficult to do control point captures, execution rescues, etc. I can realistically only handle actual missions and side missions. The game needs way better Solo/Squad balance.
    What aspects of these missions made it difficult for you to play?
    Elaborate as much as possible.

    - Scottie
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  5. #25
    I recently had an operation on my left hand and played the entire Closed Beta just using my right. It feel your pain but I don’t know how you could balance that kind of issue without sacrificing gameplay for the majority.
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  6. #26
    OneFromHell's Avatar Member
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    Originally Posted by TW-GER Go to original post
    plz don't make it easier. I would even beg to have it harder and yes, I also play a lot solo.
    I agree. I feel the same way. All I do is solo. I'm personally satisfied with the difficulty the way it is or even harder as well.
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  7. #27
    Originally Posted by Skyward- Go to original post
    ... but I don’t know how you could balance that kind of issue without sacrificing gameplay for the majority.
    Quite easy - you gets to choose how hard you want it. If someone is playing solo, for whatever reason, how hard or easy it is does not matter at all to anyone else. It obviously would not work in PvP, but it could work for coop, either matching based on the settings or through some normalization mechanics.

    The "how hard" scaling could be as simple as (the numbers are just an example):
    - " I'm too old for this ****" -> reduce incomming damage 50%, increase outgoing dam 50%
    - " I'm a noob, be gentle" -> incomming -15%, outgoing +15%
    - " I normal, damnit" -> no change
    - " Getting good, lets heat it up" -> inc. +25%, out -15%
    - " Come get some" -> +100%, out -50%
    - " I just want it super-f**ng-hard so I can brag about how cool I am" -> incomming instant kill, outgoing -90%

    And before the hardcore mob starts whining about destroying the game by _letting more people enjoy it_ -- just don't pick an easy level and nothing is changed for you. And of course any stats board should reflect the level played on so no bragging right lost either. Just more people who could enjoy the game.
     2 people found this helpful
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  8. #28
    Ubi-RealDude's Avatar Community Manager
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    Originally Posted by empe7171 Go to original post
    Quite easy - you gets to choose how hard you want it. If someone is playing solo, for whatever reason, how hard or easy it is does not matter at all to anyone else. It obviously would not work in PvP, but it could work for coop, either matching based on the settings or through some normalization mechanics.

    And before the hardcore mob starts whining about destroying the game by _letting more people enjoy it_ -- just don't pick an easy level and nothing is changed for you. And of course any stats board should reflect the level played on so no bragging right lost either. Just more people who could enjoy the game.
    How might the difficulty be impacted by methods other than upping or downing the numbers? What other mechanics and aspects of the game can influence difficulty? How might different gameplay options fulfill the same function without the collateral damage of fracturing the player base?
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  9. #29
    Originally Posted by Ubi-RealDude Go to original post
    How might the difficulty be impacted by methods other than upping or downing the numbers? What other mechanics and aspects of the game can influence difficulty? How might different gameplay options fulfill the same function without the collateral damage of fracturing the player base?
    I suppose you could adjust the difficulty by lower the aggression of the AI.
    Other things that could influence difficultly are the use of skills and division tech.
    Options to fulfill the same function would be making it easier to find and join new friends.
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  10. #30
    Originally Posted by empe7171 Go to original post
    The "how hard" scaling could be as simple as (the numbers are just an example):
    - " I'm too old for this ****" -> reduce incomming damage 50%, increase outgoing dam 50%
    - " I'm a noob, be gentle" -> incomming -15%, outgoing +15%
    - " I normal, damnit" -> no change
    - " Getting good, lets heat it up" -> inc. +25%, out -15%
    - " Come get some" -> +100%, out -50%
    - " I just want it super-f**ng-hard so I can brag about how cool I am" -> incomming instant kill, outgoing -90%

    And before the hardcore mob starts whining about destroying the game by _letting more people enjoy it_ -- just don't pick an easy level and nothing is changed for you. And of course any stats board should reflect the level played on so no bragging right lost either. Just more people who could enjoy the game.
    Why do I picture the old wolfenstein game with that level scaling description.🙂

    Practically I don't think this could be done without a complete overhaul of the game.
    It could bleed into the other parts of the game and cause all kinds of bugs.😥
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