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The Division 2 State of the Game Stream Recap: Tidal Basin, WT5 and More

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129
edited March 2019 in News & Features Discussion

imageThe Division 2 State of the Game Stream Recap: Tidal Basin, WT5 and More

Capitalizing on the momentum of a successful launch, Ubisoft isn’t wasting any time improving the game and adding new content to The Division 2. Yesterday’s live streamed State of the Game detailed updates coming today and announced that the game’s first content update will release next week. Let’s recap.

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Comments

  • immoralthangimmoralthang Member RarePosts: 300
    edited March 2019
    This isn’t a huge deal, but I hope they address the character appearance change bug. My agent went from resembling myself as accurately as possible to a man that looks like Pablo from Ash vs. Evil Dead.

    It doesn’t bother me too much, I’ve actually had fun creating internal dialogue to how he would react in a Tom Clancy setting. It also makes me sad the show got cancelled too soon.
  • CEOIIICEOIII Member UncommonPosts: 26
    So I got to 30 about an hour ago, but now I got til the 5th to deal with the three strongholds before this drops.

    Game on.
  • TheOctagonTheOctagon Member UncommonPosts: 411
    Armors still broken.

    Your capped at 450, but fighting NPC's who are 468. Love how they can just walk into your group and lay waste to everyone who's firing everything and the kitchen sink at them.

    These guys were lazy developers. Your fighting the same enemies over and over. The only thing different about them is the amount of hitpoints they have. No extra skills, no extra weapons. Just the ability to soak bullets because they've been armored up so high its crazy.
    gunklacker
  • maskedweaselmaskedweasel Member LegendaryPosts: 12,195
    Armors still broken.

    Your capped at 450, but fighting NPC's who are 468. Love how they can just walk into your group and lay waste to everyone who's firing everything and the kitchen sink at them.

    These guys were lazy developers. Your fighting the same enemies over and over. The only thing different about them is the amount of hitpoints they have. No extra skills, no extra weapons. Just the ability to soak bullets because they've been armored up so high its crazy.
    You're technically capped at 470. 

    Mostly those aggressive yellow enemies that run in at you are only really unbeatable if you're running on hard or challenging, and you're in a group. 

    Scaling is off the wall.  1 or 2 players, the enemies drop pretty quickly, 3 players they get a little tanky, but 4 players, it's full on bullet sponge.  



  • WizardryWizardry Member LegendaryPosts: 19,332

    "Scaling is off the wall. 1 or 2 players, the enemies drop pretty quickly, 3 players they get a little tanky, but 4 players, it's full on bullet sponge."

    I never liked scaling ,to me the idea is terrible.Rather than scaling AI should be the best idea in play.I would hope they test their own game before putting it out there,so they should have noticed how easy the targets are.
    When players can just walk into a room and just stand there and unload their gun,that is pretty bad designing.Scaling it up to give the appearance of armor,geesh i should have looked for a video i watched the other day of an ex military talking about how angry it makes him seeing how military firepower is portrayed.

    You are building a MILITARY type shooter,you would think they put a little research into the plausible realism of their combat design.You know what would really happen if some dude walked in with a gun,everyone is going to scatter for cover,they are not going to just stand there in the open and say shoot me 20x.

    Here is an article talking about how these games are not doing a good job with recreating the military scene.https://www.quora.com/How-do-combat-veterans-feel-about-war-based-video-games

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • rertezrertez Member UncommonPosts: 230
    edited March 2019

    Wizardry said:



    "Scaling is off the wall. 1 or 2 players, the enemies drop pretty quickly, 3 players they get a little tanky, but 4 players, it's full on bullet sponge."



    I never liked scaling ,to me the idea is terrible.Rather than scaling AI should be the best idea in play.I would hope they test their own game before putting it out there,so they should have noticed how easy the targets are.

    When players can just walk into a room and just stand there and unload their gun,that is pretty bad designing.Scaling it up to give the appearance of armor,geesh i should have looked for a video i watched the other day of an ex military talking about how angry it makes him seeing how military firepower is portrayed.



    You are building a MILITARY type shooter,you would think they put a little research into the plausible realism of their combat design.You know what would really happen if some dude walked in with a gun,everyone is going to scatter for cover,they are not going to just stand there in the open and say shoot me 20x.



    Here is an article talking about how these games are not doing a good job with recreating the military scene.https://www.quora.com/How-do-combat-veterans-feel-about-war-based-video-games




    This game is not a simulation of military combat. It's a cover based looter shooter and its AI seems actually more advanced than any of the looter games. (Destiny, Anthem, Diablo, Path of Exile, Warframe, etc.) The AI do use cover and they do seem to reposition and communicate while trying to constantly flank the players and some units easily oneshot players who risk going out of cover. While the game has a realistic setting and the guns look and sound like their real counterparts combat mechanics are built around strategic use of cover, enemy weakpoints, armour, health pool, healing, dodging, character stats and skills that give a sci-fi twist to the game's theme. It's more like a mix of real-time strategy and combat you usually see in an RPG.
    maskedweasel
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