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  1. #11
    NOTr083r73h's Avatar Member
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    Probably not.
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  2. #12
    RushLoongHammer's Avatar Senior Member
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    It'd be kool to see an UG-like area, but it had issues in my eyes, the major one being it got repetitive fast because once you know the objectives and room layouts (which you learn fast), you can run through more than half the rooms with no issue.

    Some tweaks I'd like to see for a Div2 UG are:
    1) Less repetition in the levels layout - I started to notice the repeat rooms when I got to about level 18. It wasn't an issue with all rooms feeling the same, it was that you notice the same exact rooms too often.

    2) More varied objectives - The Division 1 had 5 objectives which boils down to shot the ammo boxes, defend the thing and kill the final dude. Along with the originals, a few individual UG level objectives that could be kool to see are a • Survive the enemy onslaught • Run and gun • Fast paced stealth • Assault the enemy stronghold (with turrets or traps or alarms, and UG structures), etc.

    3) Better Directives - More directives to choose from and less magic-like directives. Maybe have both 'agent directives' (Pistols only, U238 bullets (can shoot through cover but reduced ammo cap) ISAC absent, some of the Div1 directives) and 'environmental directives' (Lights out, flooding, gas leak, powered UG (moving trains & electrified rails), or even let it be randomly selected, etc)

    4) A 'go as far as you want' system - This idea is because I didn't like the 3 levels then done system. I'd like to just keep going down further in the underground and which the player has the chance to opt out and keep their loot after each level completion. The further you go down, the harder the enemies are, the loot gets better, rarer encounters start to occur (Hunters, rare rooms, interesting puzzles, etc).

    These are issues I saw in the OG-UG and some armchair-suggestions.
    I think a procedural UG-tyoe area would be great for the Division 2, if done well.
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  3. #13
    DeMizeFPS's Avatar Senior Member
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    Originally Posted by RushLoongHammer Go to original post
    It'd be kool to see an UG-like area, but it had issues in my eyes, the major one being it got repetitive fast because once you know the objectives and room layouts (which you learn fast), you can run through more than half the rooms with no issue.

    Some tweaks I'd like to see for a Div2 UG are:
    1) Less repetition in the levels layout - I started to notice the repeat rooms when I got to about level 18. It wasn't an issue with all rooms feeling the same, it was that you notice the same exact rooms too often.

    2) More varied objectives - The Division 1 had 5 objectives which boils down to shot the ammo boxes, defend the thing and kill the final dude. Along with the originals, a few individual UG level objectives that could be kool to see are a • Survive the enemy onslaught • Run and gun • Fast paced stealth • Assault the enemy stronghold (with turrets or traps or alarms, and UG structures), etc.

    3) Better Directives - More directives to choose from and less magic-like directives. Maybe have both 'agent directives' (Pistols only, U238 bullets (can shoot through cover but reduced ammo cap) ISAC absent, some of the Div1 directives) and 'environmental directives' (Lights out, flooding, gas leak, powered UG (moving trains & electrified rails), or even let it be randomly selected, etc)

    4) A 'go as far as you want' system - This idea is because I didn't like the 3 levels then done system. I'd like to just keep going down further in the underground and which the player has the chance to opt out and keep their loot after each level completion. The further you go down, the harder the enemies are, the loot gets better, rarer encounters start to occur (Hunters, rare rooms, interesting puzzles, etc).

    These are issues I saw in the OG-UG and some armchair-suggestions.
    I think a procedural UG-tyoe area would be great for the Division 2, if done well.
    These are great suggestions. Thanks, RushLongHammer.
    To add something here, the pentagon could have been a great location for UG-like activity, there's a tunnel system.
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  4. #14
    pob709's Avatar Senior Member
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    Really don't understand players saying it was boring due to same x number of maps.In terms of tension it beat the main game. If you think that it was repetitive then surely the whole game is boring as it's no different. What made it interesting was the random hunter spawn and hunter mask trophy. West pier was a bore feast with the silly spawning. Personally I think massive missed a trick the pentagon should have been a year 2 paid Dlc with endless underground bunkers and of course Hunters. I fully expect Hunters in year 2 as they were the stand out boss in the franchise.
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  5. #15
    And boy do I miss those Hunters too. That long pause after you killed all the NPCs always had your nerves on end, then the EMP blast and it was GAME ON.

    I even recall one time two Hunters spawned at the far end of the active play area, and almost immediately after one of the doors popped open and a bunch of Rioters had spawned and came running out. It was probably just a freak timing thing, but they were much closer to each other than I was to either, so they proceeded to have at each other.

    That was hilarious, and I moved as close to the "arena" as I could without being detected and proceeded to watch the two Hunters take apart 6 Rioters.

    OK, enough reminiscing.
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  6. #16
    jdkzombie's Avatar Banned
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    Originally Posted by DeMizeFPS Go to original post
    These are great suggestions. Thanks, RushLongHammer.
    To add something here, the pentagon could have been a great location for UG-like activity, there's a tunnel system.
    To add on to this, yes absolutely having more directives and objectives to complete would go a long way in thickening up the sauce so to speak.

    An endless mode would be a boon. I'd love it tbh. What would spice things up maybe is to also have a difficulty slider. Imagine choosing to go in with a random loadout?! Shotguns only, you and the enemies. Or something else ridiculous to keep the laughs up but not detract, like imagine a whole wave of just the dudes with Santa hats and when you kill one all the others all scream No they got Alex, as though they were all named Alex. Throw in some laughs and such with the cut and dry.

    Imagine if you will, a Hunter spawning and yet you hear the Cliffhanger western music play "wana wano wah waaah waah" right? And its a damn hunter with a cowboy hat, mexican poncho, and a badass revolver. Totally random rare spawn, but easter eggs such as that to entice you to keep playing.

    Idk.

    Something.
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  7. #17
    I hope not, for me the underground and survival mode was rotten, I hope that they will not reproduce these turnips in the D2, the only mode that they should reproduce and which was very good was the mode with the waves of enemies ‘Resistance'
    I like ubisoft much better at putting new content on it than doing old fashion remakes
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  8. #18
    vm4M9Tz4pB's Avatar Senior Member
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    no one like that mode, we only like survival mode.

    the answear is also NO. it didn't make the story of TD2. demanding more raids is better than mode that no one liked
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  9. #19
    jdkzombie's Avatar Banned
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    Just because the few of you here didn't like UG, doesn't mean nobody liked it. For the 2 of you so far, it is cancelled because the 4 people that my team consisted of enjoyed the UG.

    Of the 2 modes, the UG offered the most replay value I thought and would enjoy the mode here in D2

    And that's a bit hypocritical, to claim that you'd rather they focus on new content, yet the entire game is a rehash of what we did in D1, and the desire for Survival again (which is an old mode).
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  10. #20
    desrocchi's Avatar Senior Member
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    UG was surely not canceled because of the forum.

    The devs have access to the numbers and know first hand how many players actually played that part of the game, if they thought the numbers would grant a reprisal of the game mode they would have done it.
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