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  1. #1

    Feedback from a PvE solo player

    Played about 700 hours of The Division and happy that I got an invite to see the game before it ships.

    I'm going to be brief in my feedback because I've seen all of these issues already reported.

    Bugs:
    - UI needs improvement: it's very difficult to select mods and gear enhancements. Its very difficult to double click and ideally the menu would let me move up/down on the keyboard to select the mod I want to look based on the menu listing on the right instead of the awkward up down left right of trying to select the mod on the actual gun or gear
    - delta errors, same as Division 1 and the update in the middle of the weekend helped for me
    - memory leak issues, its worse than Division 1
    - minor animation bugs. Yes its annoying but its not usually game breaking
    - NPC pathing, this could be game breaking. There were a few side missions where you the enemies are not all spawning correctly and sometimes get stuck inside their spawn point, therefor dropping they "key" for the hostage or storage in an area that is out of reach.
    - endgame preview. Was it just me or was the mission harder to complete at level 6/7 vs. at level 30? Hopefully you can fine tune this and make it the opposite. I realize this is "hard" setting and we might have an additional/higher level setting available at launch
    - enemies spamming their abilities. This was annoying. I understand it goes with the difficulty setting but sometimes it felt like the enemy AI was hacking by shooting a constant stream of bomb drones or launching a parade of grenades. I get it, it's part of what makes it challenging. But if I only get 12 rounds in my grenade launcher or 6 arrows, how about we put a limit on the AI?

    Onto the positive feedback
    - enjoyed the population of enemies around the mission area for the end game preview. as mainly a PvE solo player I enjoyed being able to run around the mission area more than actually doing the mission.
    - improved AI for enemies was great. I liked seeing how the medic runs around and heals its fallen buddies and there was a good mix of different enemy types to keep things interesting. Still felt easy to funnel enemies into an opening / hallway / door and still ways to cheese missions but overall a good improvement compared to Division 1
    - game mechanics make it feel like a new game. Glad that even though it's the same game engine the loot/gear and game mechanics have changed enough to make it feel like a new game
    - MUCH better starting point compared to Division 1

    Overall, lots of bugs with 5 weeks to go. I have not pre ordered yet because I am hoping most of these things would be fixed but I am not opposed to buying a few days after it launches if I hear enough positive feedback.
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  2. #2
    Well stated and agree with all your points, especially with the enemy AI spamming.
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  3. #3
    Yes, i'm wondering what types of suggestions we could bring up to help alleviate this.

    I slept on it and I don't think limiting the ammo is the right call but maybe a slightly longer cooldown on their abilities?
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  4. #4
    I agree with pretty much everything the OP stated. I personally did not have problems with Delta errors however.

    -The enemy spamming abilities with 100 accuracy is a big problem for me...
    -The UI as a whole is a downgrade from Div1. Doing pretty much anything is clunky by comparison. Everything from inventory management...gear equiping to weapon modding is just too clunky and difficult to even know what it is your looking at or modding. Also related to that...I do not care at all for the new way of doing mods and specificaly the negative attributes are too much.
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  5. #5
    Originally Posted by yoshdawg Go to original post
    Yes, i'm wondering what types of suggestions we could bring up to help alleviate this.

    I slept on it and I don't think limiting the ammo is the right call but maybe a slightly longer cooldown on their abilities?
    Slightly longer cooldowns would help.

    Also...I think in general their pinpoint accuracy and ability to somehow predict where you will be if moving or how they know exactly when your head pops out of cover and able to hit at an instant again...with 100% accuracy is what really needs to be adjusted.


    As I described in another thread....my wife and I were in a mission where I watched her running for cover while a single NPC that had locked on to her launched four "rpgs" or whatever they are instantly and yet each one was able to hit her with 100% accuracy as she moved and rolled. That is just bullsh*t. There is no way to avoid something that is coded to hit you regardless. It seems the AI in Div2 can predict the future...and the decision if something will hit you is already made before its "launched" or fired.
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  6. #6
    good point on the accuracy issue. I didn't think of that but you're right, maybe just a slightly longer cooldown and a little bit less accuracy will help make their skills feel less spammy
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  7. #7
    They could always increase the cooldown, lower the accuracy, and then if for some reason all the fights seem too easy....just add enemies in numbers. We aren't hitting targets at 100% and we have significant cooldown timers, so having enemies spam abilities and **** is absurd in a game like this. The bulletsponginess needs to go away and new ways of making it a challenge need to be implemented.
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  8. #8
    would you be opposed to more medics?

    I find it annoying when you miss one and he revives 3+ people behind you. I think doubling the medic count in missions would even the difficulty when combined with increased enemy ability cooldowns + decreased ability accuracy.

    Thoughts?
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  9. #9
    When it comes to beta tests, we never, EVER get the latest build, the bugs we encountered were likely already fixed or if they can't fix it, they just call it a feature and ban anyone that *****es about it. lol
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