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  1. #1

    What Would You Create as Directives head?

    What do you think would make for an interesting set of Directives ofr The Division? With info released today on the 2 new Directives coming to TU 11 its clear there not very popular with many. If you were in charge of Directives for The Division 2 what would you add to the game? Keep in mind that Directives are about forcing the player to change up their normal play style. Unlike Global Events , Directives are not about getting power in one place in exchange for it in another, its just about changing up the game play itself.

    The description for Directives provided for Division 1 is..

    They unlock optional challenges called Directives. These challenges put a twist into the Operation by changing a game mechanic or aspect.


    So what Directives would you add to the game if you could? Perhaps we can come up with some better ideas between us all.
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  2. #2
    I would change them each week instead of each season.
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  3. #3
    Mad Skillz - Skill operation and cool down are paused any time the player is not firing their weapon or moving. This would require some amount of time a window where player could weapon swap or reload before the skill actually paused, perhaps 3 seconds? Basically if the player is not in action then the skills are paused

    "Because true skillz require mad Kills"
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  4. #4
    xcel30's Avatar Senior Member
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    It should be reminded that Div1 directives were originally pretty danm similar to the ones we had and they literally only served to give more underground XP to farm caches
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  5. #5
    Originally Posted by xcel30 Go to original post
    It should be reminded that Div1 directives were originally pretty danm similar to the ones we had and they literally only served to give more underground XP to farm caches
    Wrong. I already shared the description of Directives from Division 1. You may have viewed them as being only for granting XP but they're description is

    they unlock optional challenges called Directives. These challenges put a twist into the Operation by changing a game mechanic or aspect.
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  6. #6
    Originally Posted by xcel30 Go to original post
    It should be reminded that Div1 directives were originally pretty danm similar to the ones we had and they literally only served to give more underground XP to farm caches
    you are right as they tackle the same "objectives" such as ammo, shock (if blacktusk) however the difference is this adjusted you with a Negative effect but also a Positive,
    Beinng able to shock AI with short durationn but long CD was super handy, downside? being shocked when firing to much, so your DPS went down, atleast this is fun.
    the current "special" ammo is just a directives that causes me to break my keyboard when i get aimbotted through an object i didn't think AI could lazer poinnt shoot through...

    but directives are there to make it a bit more difficult, but i'd defenitly would suit myself with a slider of addinn a % of HP to targets,
    Adding 10% = 2% loot drop inncrease
    30% = 5% loot drop innncrease
    as rewards that is.

    but out of all seriousnness there isn't anything bad neither about copying from olders games or other titles you've ever made,

    but what i'd love to see most of all, is a Mission modifier,
    "Heavy Madness" replace all AI in a mission with Chungus.
    "Heaven's Revenge" Mission is replaced with only Medics
    "Bomber man" All AI's are replaced with grenadiers.

    just fun modifiers that actually change things instead of making things tedious.
    ofcourse just my opinion.

    Another thing is, why not allow us to go past 15% weapon damage, but allow us to Highten our Tiers of worlds as lvl 40, lets say every Tier adds % HP and Damage to AI's but our gear scales with this. eventuelly when you join your friendn in a lvl 40 raid, everyone would just be sync'd to 15% weaponn damage instead of 20 - 30% weaponn damage.
    this would allow those Looters to keep continueing and growing instead of hitting the cap,

    Because Division wants to be a wannabe MMO i'd love for Division 2 to keep increasing their caps and gear so i can keep refarming my gear giving my more things to do.
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  7. #7
    xcel30's Avatar Senior Member
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    Jesus christ people, don't any of you remember of the undergound ON LAUNCH DIRECTIVES?
    https://division.zone/2016/06/17/e3-...derground-dlc/

    Fog of War: Removes your radar and indications, forcing you to communicate and share more information with your teammates.
    Mad Skills: When you use one skill, both are placed on cooldown. Additionally, using a Signature Skill will trigger the cooldown for everyone in the group.
    Waste Not Want Not: All ammo that is left in the magazine is lost when you reload and no enemies drop ammo. This adds a lot of tension as you have to think and use your bullets carefully.
    Special Forces: Enemies can now use Explosive or Incendiary ammo.
    Sickness: Health does not regenerate and you will continue to lose health until you reach one bar.

    THESE were the original directives, they are the ones i talked about, you payed extra underground intel to add them in and get extra XP to level up faster in UG
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  8. #8
    Explosive Instability:
    Agents trigger environmental hazard objects by proximity, on a short delay. All environmental hazard objects have increased radius and effects when detonated.
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  9. #9
    Originally Posted by xcel30 Go to original post
    Jesus christ people, don't any of you remember of the undergound ON LAUNCH DIRECTIVES?
    https://division.zone/2016/06/17/e3-...derground-dlc/

    Fog of War: Removes your radar and indications, forcing you to communicate and share more information with your teammates.
    Mad Skills: When you use one skill, both are placed on cooldown. Additionally, using a Signature Skill will trigger the cooldown for everyone in the group.
    Waste Not Want Not: All ammo that is left in the magazine is lost when you reload and no enemies drop ammo. This adds a lot of tension as you have to think and use your bullets carefully.
    Special Forces: Enemies can now use Explosive or Incendiary ammo.
    Sickness: Health does not regenerate and you will continue to lose health until you reach one bar.

    THESE were the original directives, they are the ones i talked about, you payed extra underground intel to add them in and get extra XP to level up faster in UG
    i never played when those existed, i only know the "current" ones, so from my perspective i don't know better tho...
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  10. #10
    xcel30's Avatar Senior Member
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    Originally Posted by RavennesVR Go to original post
    i never played when those existed, i only know the "current" ones, so from my perspective i don't know better tho...
    I'm not saying you are guilty of anything, what i am saying that directives were created by the devs originally as a mean to add an another layer of challange. People instead have the idealized version of powerfull buffs akin to mini global events that are 70% buff and 30%debuff on the scale.

    Infinite shock ammo that shocks you if you shoot too much isn't that much of a nerf since it means you can insta stun lock and kill enemies freely, adding these kind of directives to summit only feels like it would make things EASIER than actually making them hard, but people apparently want just that
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