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  1. #1

    A few Suggestions

    So far I have really enjoyed the beta and I am excited for the game and some changes are nice, but I am also frustrated about some things that really have me scratching my head.

    #1: The overall graphical appearance of the game and the look of the characters/agents. The face of my agent looks so lifeless and NPC's look like they are aliens wearing human skins. I went back and played D1 last night and it seems to be crisper and cleaner. My agents face looks like a real person and his clothes and guns look more vivid and crisp with more detail. I also played Wildlands last night and the detail of my Ghosts vest,clothing, guns and backpack is so much more detailed and crisp. Clothing and gear in D2 seems to almost look like anime and does not give the feeling of a person. Please take a look at the Character models very closely from Division 1 and Wildlands, and compare them to the level of detail and look of agents in Division 2 and you will see they do not look clean, crisp and detailed. Please consider ramping up the level of detail and tweaking characters and agents to look like real people. This turns me off to the game considering I enjoy the look of my agent in D1 and my Ghost in Wildlands then my brand new agent in D2.

    #2: The UI overlay and player inventory screen. There is some type of flicker effect when you pull up the inventory screen which really is not smooth. I am not sure if is is part of the beta and will be fixed or if it is intentional, but it should go away in my opinion. It give an effect like you are entering the DZ every time you pull up the inventory and it takes away from the game. Also, what was wrong with the old system from D1? I played D1 last night and it is so much smoother and crisp when going into inventory and to navigate the screen. This new inventory screen looks so cartoon like and not crisp compared to D1. The old system with the tabs across the top worked great and I think you need to take a look at tweaking this new system to be smoother and get rid of the flicker effect.

    #3: Where are the D-Pad controls for switching grenade types and consumables? Are these absent from the Beta for a reason and will they be in the final game or are they gone? It seems weird not to have them and I would like to know what the plan is. Will we only have frags and are consumables gone from the game?

    #4: We need more explanation and detail in the Inventory screen for the items we are collecting and what exactly they are used for. Seems to be way more items to collect, but no real information as to why or for what reason. Would like to see a button push action over items to show information as to their purpose in the game world.

    #5: Instead of just locking weapons into a category as semi-auto rifles, assault rifles and so fourth can we please just have variants drop with a select-able fire option? Pretty much all of the real weapons these are modeled after have semi-auto or full auto select switches with some having 3round burst option. There needs to be a customization or mod option to control this on rifles or there needs to be a rate of fire select. Wildlands has this and it works great and there is absolutely no reason not to have this in TD2. I for one am extremely frustrated that this is not in game! This should be a priority feature to look into adding.

    #6: Going right off of #5 why are so many Assault Rifles from TD1 now single shot rifles? No maybe I just have not been lucky to find the full auto versions, but I have a semi auto ACR, which I know was full auto in TD1 and a Sig 416. Both great guns in TD1 and now they are semi-auto. Again add in select-able fire or add more full auto variants.

    #7: Following #5 & #6 there really should be info listed at the top of the weapons details that tell you what fire mode it has instead of equipping and shooting to see. If a weapon is semi-auto, 3 shot burst or full -auto it should 100% list that in the details.

    #8: Pressing Right Stick to toggle a scope or TPP reticle is missing from beta. Will this be in final game? TD1 has this feature, so you are always not looking through scope when firing and you have the option to toggle. Played TD1 last night just to remind myself it was there after using a rifle with a scope in TD2 beta and could toggle looking through the scope. Also, why can we not have the toggle FPP when looking through an optic like in Wildlands??? Again, this system works well and there is no reason that system should not carry over from Wildlands to TD2. It makes so much sense to be able to lok through a red-dot or optic when needed and then to switch back to TPP when needed. This absolutely needs to be in TD2 and really there should be no excuse to not have it. Makes game-play way better and more realistic!!!

    #9: Maybe I missed the info, but is the Signature skill cone and completely replaced with the new specialization? That is fine for end-game when we unlock the Specializations, but what about before endgame? Will we just have our 2 skills and no signature skill at all?

    #10: Bullet sponge enemies. Now it has improved a bit from TD1, but it still is very frustrating to pump full magazines into enemies to only chip away at armor and not put them down! It seems that our agents armor gets torn apart, so fast by enemies, but we need to keep pumping rounds into them to even make a small dent. Right now it feels very off considering how quick we lose armor and how long it takes to chew through enemy armor. Help me understand what is wrong with the enemy model in Wildlands?? It is way more realistic to shoot someone in the head in Wildlands and they go down with one shot and the damage you take as a ghost seems balance. More risk reward for placing shots and I for one am disappointed with the same spongy enemies from TD1 and do not look forward to that mechanic. Can you please take a hard look at the enemy and damage system in Wildlands and employ it to TD2?? Wildlands seems so much more realistic and smooth when shooting and battling then TD2!!

    #11: Weapons do not feel as smooth as TD1 and Wildlands. Go shoot some weapons in TD1 and Wildlands and you will see how the feel is smoother and more accurate in those games compared to TD2. Not sure why this is, but to me it just seems off in TD2 beta.

    Final notes: Again please take a hard look at how crisp the characters, guns and gear look in TD1 and Wildlands compared to this new model in TD2 and see how they are much more crisp, detailed and life like. Consider tweaking the new UI to be crisper and smoother like in TD1. Work on getting weapons smoother with fire rate options and listing fire rate in weapon details. Please add a toggle for FPP to look through optics like Wildlands, so we can toggle in and out of FPP and TPP. Tweak characters to look more detailed and real instead of how they look now.

    Thanks for reading and again I am looking forward to TD2, but right now I have to say that I am honestly disappointed that TD2 seemed to step backwards in the areas that I mentioned.
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  2. #2
    Forgot this one.

    #12 Mods: I understand that you are trying to build balance with the new mod system, but one high + perk with a low - negative perk is not the best. I think there should be at-least 2 positive perks with one negative and they should make sense a bit more. I liked the random aspect of the D1 crafting over being locked into 1 positive and 1 negative perk.
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