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  1. #1

    State of the Game Feedback

    The developer comments on SOTG makes me think that they haven't read the feedback to date.

    A couple of cache sources for materials does very little to address the concerns raised on these forums.

    Look at the posts on these forums setting out the time required to optimise a fraction of a percent!

    If the costs will not be reduced I would suggest the following:
    • All Named enemy's
    • Rogues
    • Hunters
    • Mission completion
    • Every watch/season level rather than every 5th
    • The amount of materials dropped should scale with difficulty
    • Directives should increase the amount of materials dropped
    • Each optimisation should only cost 2 types of materials rather than 4.
      Generic weapon or Gear materials from deconstructing loot and SHD materials from all other sources
    • There should be multiple sources for each material type so that players can farm the content they enjoy rather than being forced to grind parts of the game they do not find enjoyable.


    I'm really questioning the value of participating in the PTS.
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  2. #2
    Originally Posted by Celtic_Sniper Go to original post
    A couple of cache sources for materials does very little to address the concerns raised on these forums.
    This.

    This quote from mckrackin5324 says it all:
    "To raise a Coyote mask attribute 0.1% you need to dismantle 50 masks, do 7 control points, kill 5 Hyena bosses and do do 10 daily or 2 weekly projects."

    50..... for 0.1%....
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  3. #3
    Every enemy should has the chance to drop these mats. So we can play the game like we want to and it´s not a frustrating grind.
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  4. #4
    - Rogues
    - Hunters
    - The amount of materials dropped should scale with difficulty
    - There should be multiple sources for each material type so that players can farm the content they enjoy rather than being forced to grind parts of the game they do not find enjoyable.
    I really like to vote for those, if there is a vote. Hehe. By the way, you get field research from every 5th level?
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  5. #5
    UbiBlush's Avatar Community Manager
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    Thank you for this feedback on the possible sources for the materials.

    As mentioned on the State of the Game, there are still some sources that are still not in the PTS and that are related to Season content. I will still pass all this feedback on to the team, thanks for sharing it!
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  6. #6
    Originally Posted by UbiBlush Go to original post
    Thank you for this feedback on the possible sources for the materials.

    As mentioned on the State of the Game, there are still some sources that are still not in the PTS and that are related to Season content. I will still pass all this feedback on to the team, thanks for sharing it!
    Season content can't even be counted. For one, seasons end. And another thing. seasons only reward 100 levels. That will be about 5 or 6 caches. We know how that works.

    It makes no difference what the sources are. The sources don't reward enough materials. The costs are too high./of
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  7. #7
    Originally Posted by mckrackin5324 Go to original post
    That will be about 5 or 6 caches. We know how that works.
    I've checked this out using the current season on PTS. Optimization caches seem to straight up replace standard crafting mat caches. That means you get 10 from the paid season track (but none from the free one), 2 from each of the league events, and then however many you can get from Global events (I've never done one and don't know the rewards, so lets be generous and assume it's another 2 each). That's maybe 20+ caches over the course of 3 months, assuming you pony up real cash and don;t miss a single event. That definitely makes up for the ridiculous per item cost of optimizations, right?
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