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  1. #31
    Originally Posted by LubzinNJ Go to original post
    Thanks for sharing Amper, but hearing that these things aren't coming until after Episode 3 which looks like it's on schedule for a February release is...disheartening.
    Even just simply allowing for 2 attribute rolls in TU7 would help immensely. Just make that ONE change asap.
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  2. #32
    Oatiecrumble's Avatar Senior Member
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    Sorry, forgot to add a example @UbiAmper

    I have been farming for the most simplistic item possibly in the game:

    Airaldi Holdings - Dionysus Rounded Padding (Kneepads)

    It rolls with 1 x Attribute and 1 x Common Talent

    Now i have been farming for this item now for 1 week and been crafting them for 1 week and all i am looking for is for them to roll with:

    Surge (Reduces Skill Cooldown by 10%) as a talent, i don't care about the attribute as i can change that with the 1 x Attribute change

    I mean c'mon, this item is the most simplistic item when it comes to drops, can i get it with Surge....NO....Could i of had it with 2 x changes....YES

    Now can you imagine how hard it is when it comes to chests/backpacks/masks with how many attributes/talents they have.

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  3. #33
    I'd also like to see some reasonable completion rewards.

    Hear me out, I've made these suggestions to the devs in an attempt to pursued them to do something right away to make the gear grind useful and not so monotonous. I think these suggestions give a reason to keep grinding with an actual end goal.

    1) How about making exotics upgradable. Such as if you already have Nemesis, and you get a 2nd, that you could "donate" it to your 1st and improve weapon damage say 2%. You could keep doing this up to maybe 10%.

    2) How about making a double attribute roll on a gear piece, cost half of the 80 material pieces for that brand and say 20k credits. That way there's a reason to keep grinding gear at a high rate and turns all content into replayable content to farm materials and gear.

    3) How about something like this, after you have reached wt5, completed all side missions and all main missions 10/15 times, and gotten all Hunter masks, that the end reward is something like a max damage gun of your choice with all talents chosen by you, or a piece of any brand gear where you can roll 2 attributes and 1 talent. A true God rolled piece of your choice.

    4) commendation level rewards. How about reach 3000, 4000, and 5000 commendation and be able to roll a perfect talent on to any piece of gear or weapon. Even those that have had an attribute already rolled.

    Things like this would really keep the community playing and give grinding a real purpose.
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  4. #34
    Originally Posted by elkyri Go to original post
    Yeah, a Sokolov piece with four attributes will at best be recalibrated with one great attribute and one so-so attribute and two that make you wonder why you bothered.

    Maybe a system that allowed for two-item recalibration on those pieces with four attributes? Basically a percentage of the available slots (talents and attributes) rather than a hard cap.
    Good to know, right now rng is like hitting the lottery, and I'm 1 of the unlucky players that has put 800 plus hrs in and only have an average build. I have got nothing to improve my gear in the passed 300 hrs. I have 301k armor, 45k health, and 3k sp. I ran in some rouge's the other day, 1 of them had 581k armor, 58k health, and 3k sp. The other had 610k armor, 27k health, and 3k sp. How can players like me even compete. And ubi is focused on a hardcore mode, instead of making it where all players builds can compete with each other. This makes no since they need to fix the loot system, this should be a priority, useless they want to keep everyone but these tanky chicken dancers from looting the dz.
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  5. #35
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  6. #36
    Would it be unreasonable to have a “bank” system for recalibration? What I mean by that is instead of holding onto gear, pull off the attributes and talents you want to “recalibrate” and save then for later.

    When it’s time to change an attribute, you will only have so many of a certain roll.

    Right now I have about 10 holsters taking up inventory space with 750 ish skill power. Instead of this, I think it’d be swell if it was possible to save that skill power attribute for holsters without having to save the actual holster and it be available to mod on something else up to 10 times.

    I’m sure there is a better way of explaining this. Perhaps it’s already been mentioned. Seems like a good way to solve the inventory mess and make recalibration simpler.

    Also, like it’s been said before, 2 recals per item is a must. 2x attribute or 1x attribute 1x talent.
     3 people found this helpful
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  7. #37
    LubzinNJ's Avatar Senior Member
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    Originally Posted by Rhino_Technic Go to original post
    Would it be unreasonable to have a “bank” system for recalibration? What I mean by that is instead of holding onto gear, pull off the attributes and talents you want to “recalibrate” and save then for later.

    When it’s time to change an attribute, you will only have so many of a certain roll.

    Right now I have about 10 holsters taking up inventory space with 750 ish skill power. Instead of this, I think it’d be swell if it was possible to save that skill power attribute for holsters without having to save the actual holster and it be available to mod on something else up to 10 times.

    I’m sure there is a better way of explaining this. Perhaps it’s already been mentioned. Seems like a good way to solve the inventory mess and make recalibration simpler.

    Also, like it’s been said before, 2 recals per item is a must. 2x attribute or 1x attribute 1x talent.
    I think you explained it pretty well. Over 50% of the gear I'm holding on to I'm doing so just for the fact it has a roll I would like to transfer to something else when I get that something else. I'd love to free up that space.
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  8. #38
    Marriorqq's Avatar Member
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    Originally Posted by UbiAmper Go to original post
    Hey guys,

    While we aren't ready to get into specifics yet, we've provided insight on SOTG and gameplay streams on the larger topics that we're working on:

    • Recalibration
    • RNG as it relates to item statistics
    • Dark Zone
    • UI improvement

    Note that revamps to this list are not included with Episode 3 and will come later. We appreciate these threads though, as they help consolidate your thoughts about systems and mechanics.

    Stay tuned.
    It seems that you are still discussing and planning:
    I'll provide some more ideas.
    Because the current total equipment score, the basic armor of this equipment still has a certain proportion of influence.
    If it is too difficult to decide what is called optimization, double calibration, or other methods.

    You can try to allow players to uniquely and additionally calibrate an attribute "armor value", and this is an independent calibration.

    If the calibrated armor value becomes minimized. There are two options:
    1) This equipment score will be released, and the average bonus will be on each attribute.
    2) This equipment score will be released and directly added to the highest equipment attributes:
    If this is the effect: the player hits two pieces of 90% RNG, hits two pieces of extremely low armor value, and will get two perfect attributes.

    The calibrated armor value can be maximized (or higher than the original armor value).
    Can be deducted from 150 equipment points in advance, but will not affect equipment attributes.

    This approach seems to make it easier for players or get the equipment attributes they want.
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  9. #39
    Yea I agree with the points made by the OP and would like to see those changes also. Especially the points made about loot quality and re-calibrating more than one thing.

    I'd like to add to that some tweaks to the targeted looting system. How about having specific loot appearing on the map in more places? For example 2 or 3 times. That would mean every mission and area would offer up to 3 choices. Then have some sort of UI toggle on the targeted loot map that allows you to pick which one of the 3 you're after before you play.

    I think that would be great because atm you can loot an area or mission quite quickly, then the rest of the days farming gets quite boring. It would be nice to have more places to go and find the same loot that you're after.

    I would love to see this change, because I'm at the point where I'm looking for quite specific pieces, and that means I'll be farming the same gear for a whole day and it gets really boring after a while playing the same mission or area. Plus the loot containers in that mission / area are only lootable once per day, which makes efforts looting less rewarding the more you play.
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  10. #40
    elkyri's Avatar Senior Member
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    Originally Posted by Rhino_Technic Go to original post
    Would it be unreasonable to have a “bank” system for recalibration? What I mean by that is instead of holding onto gear, pull off the attributes and talents you want to “recalibrate” and save then for later.... .
    I read this suggestion a while back and at first thought it a good idea. Now I'm not so sure.

    An example of why came to mind just a few days ago when I contemplated putting together a pistol-slash-shield build, something I'd never considered before. I scrolled through my inventory looking for gear that might serve the purpose and found a few Richter & Kaiser pieces that would work to get started. They were saved in the stash not because they were R&K items but because they had some attributes or skills I was saving for recalibration onto something else someday. If I had shredded the piece and saved only the attribute / talent that piece would not have been there to form part of my impromptu build, eh?
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