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The Division


DisturbedSwan
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We've occasionally wandered into (or tried to sprint through) zones of higher ranked enemies and it's ended in tears a couple of times. When we hit some level 27s the other night and survived it was only after a gruelling punishing rolling fire fight. Sense of achievement tho. Generally we'll choose whether to take a risk otherwise we'll come back to those areas when we're better matched.

While I'm loving the whole game world I'm also very impressed with the story elements. The echo's, the audio, etc. There're some real sad tragic stories, told well, in small snippets that give the bigger world a context and purpose.

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I've been enjoying this a little more, I still stand by my original opinion that i've already seen all the game has to offer but that doesnt detract from the fact that the game is good.
I've got more to grips with the structure of it all and i've been going around doing the side missions and any encounters along the way so as to level up (to either 13 or 14, cant remember). I like to be at least the minimum recommended level for an area before tackling it. In a couple of safe houses i'd unlocked early on I hadn't reported to the officer, therefore I hadnt unlocked some of the area specific missions. I've gone back and done that now and my map is just littered with shit to do. OCD players will have a fucking field day (Hendo, I'm looking at you).
I've got a nice little machine gun and carbine combo going on at the moment, it's dropping fools quicker and it always feels good when you have the upper hand as opposed to struggling a little, I appreciate the pendulum will swing again but one will adapt as one does.
I always do the main story missions in Matchmaking, i've not actually tackled one solo so I cant say which way is easier but... when you have human players who use cover and want to flank the enemy (instead of just rushing in gung-ho and dieing instantly) I can't see it being easier on your own.

Anyways, shit is better.

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I find it quite challenging on solo runs where I've selected Hard Mode but I've managed most so far but occasionally I'll get fucked over as they flank from all sides. The Cleaners can seriously do one! The flamethrowers are nasty as fuck and the Elites are bastards! Doing Co-op is great too but you need to work together tactically as it can be easy to get overwhelmed.

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"My back is all fucked up. I need some meds bad." :lol:

You must have heard that background chatter? I have a thousand times, thought it was just in the Base of operations but I have heard it in other safe houses this evening.

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Finished off the last few main story missions earlier tonight and hit Level 30 with the help of Small and Sly.

Really enjoyed it yet again, once you've done a few of the main missions you do notice they all follow a certain gameplay template but they are all varied enough in the enemies, design and locales to keep things feeling fresh, the attention to detail is fantastic as well.

Now to start the 'end-game' side of the game, collecting Phoenix Credits, doing Loot-Farming runs, daily missions, messing about in the Dark Zone and repeating certain missions on higher difficulties.

Apparently I need to fully upgrade all the wings of my base first, then get my stats up to 65k DPS or so too.

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Yeah I hit 30 today too, did some daily missions, they were easier than doing them first time as I was under leveled back then. its a bit odd though like the light levels in destiny its not really the Max level and you keep getting better gear. So I'm still underpowered for some of the end game stuff.

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"My back is all fucked up. I need some meds bad." :lol:

You must have heard that background chatter? I have a thousand times, thought it was just in the Base of operations but I have heard it in other safe houses this evening.

:lol:... Yeah, I had heard that, never twigged... Nice catch.

:lol:

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Upcoming patch tomorrow:

GAMEPLAY

• Named enemies. will now drop better loot in Challenge mode than in Hard mode.
• Added a cooldown period for the Static Turret stun attack in order to avoid a stunlock in PvP and PvE game modes.
• Named NPCs will no longer respawn after being killed in the Open World. This will prevent situations where players were able to kill a same named NPC over and over again.
• Modifications to the weapon talent: Trained.
• It can now only be rolled on Shotgun, Marksman rifles and Pistols
• Its bonus has been reduced from 1%-5% to a constant 0.1%
• For the Midas SMGs, Trained Talent has been replaced with Responsive Talent which increases damage when getting closer to the target. This applies to existing weapons as well as newly acquired ones
• For all SMGs, LMGs, and Assault Rifles, it will be replaced with another randomly picked weapon talent. This applies to existing weapons as well as newly acquired ones
• Fixed a speed run exploit for the Rooftop Comm Relay mission
• Fixed an issue where weapons dealt no damage if the reload animation was interrupted by an agent’s skill
• Fixed an issue where players became stuck in an emote animation if activated via chat while auto running
• Fixed a bug where skill power would be increased permanently while using the Death by Proxy talent
• Fixed a bug where experience was not being awarded for completing all side-missions in the Midtown East safe house
• Fixed instances where the Seeker Mine with Airburst / Multi-mine mod would detonate too soon, miss targets or cause no damage
• Fixed a bug where grenades would sometimes not display the blast radius warning before detonating
• Fixed an issue where some NPCs in low cover would not react to being shot by the player
• Fixed issues where emotes would cause the player model to behave oddly (missing guns, player stuck in emote animation, etc)
• Fixed a bug where weapon mods and weapon skins would not show up on other players in the game world
• Fixed an issue where DPS would not be calculated properly when purchasing a new weapon mod

DARK ZONE

• Players can now heal other neutral players in the Dark zone, by using First Aid and Support Station skills
• Players are now able to fast travel to Dark Zone checkpoints, but only when coming from outside the Dark Zone
• The Dark Zone disconnect timer has been increased to 30 seconds, meaning players will remain in the game world longer when logging out while in the Dark Zone (this applies while not in combat)
• Items extracted from the Dark Zone are now properly marked as "new" items when moved to the players inventory
Players killed in the Dark Zone now drop ammo, medkits and grenades. This loot is generated and not taken from the dying players’ inventory
• Players killed in the Dark Zone will lose less Dark Zone Funds and Experience (Rogue and non-Rogue)
• Dark Zone Funds and Experience rewards for surviving Rogue status have been improved
• Dark Zone Funds and Experience rewards for killing Rogue agents have been improved
Phoenix Credits drop have been increased on lvl 31 and 32 enemies in the Dark Zone:Please note that due to this fix causing client stability issues, we have to remove it from this update until it can be addressed in a next one
Lvl 30: 1-3 Phoenix Credits
Lvl 31: 2-4 Phoenix Credits
Lvl 32: 3-5 Phoenix Credits

• Increased drop rate of High-End items from lvl 31 and 32 named NPCs in the Dark Zone.
• Increased drop rate of High-End Division Tech Material from lvl 32 named NPCs in the Dark Zone.
• Improved Dark Zone Chests items quality:
Rank 30 chests will now drop Superior (Purple) items instead of Specialized (Blue)
• Keys chests now have a chance to drop High-End (Gold) items
• Dark Zone Funds drop rates and quantity on NPCs has been reduced.
• Fixed a bug where the Wildfire and Fear Tactics talents were affecting neutral players in the Dark Zone.
• Fixed instances where players would receive a DELTA error message when entering the Dark Zone
• Fixed a bug where sometimes players could not loot anything after returning to the game following a network disconnection
• Fixed Stage 1 Rogue timers not displaying correctly when Rogue players receive damage from another player

GRAPHICS

• Fixed a few lights that did not cast global illumination

UI

• Added more information for Daily missions on the Map
• Tutorials have received some UI polish
• The Matchmaking menu now displays the mission difficulty rating more prominently
• The mini-map mission tracker has been optimized to be less confusing to players
• Fixed a bug where some of the attributes for high-end equipment were cut-off in the recalibration menu
• Fixed a bug where the Matchmaking menu for a mission would not display correctly or kept disappearing
• Fixed missing item icons in the Reward Claim Vendor's inventory
• Fixed incorrect side-missions being displayed in the Map legend

AUDIO

• Fixed a bug where the helicopter crash SFX would be missing from the Brooklyn end cinematic
• Fixed a bug where the Zapper Turret mod had no sound
• Fixed a bug where the audio for entering a contaminated area would be cut-off
• Fixed a bug where audio would not play when scrolling through vanity items

LOCALIZATION

• Fixed Ubisoft CLUB reward descriptions in Korean and Traditional Chinese
• In-game localization bug fixes

XBOX ONE

• Fixed a bug where players could not reconnect to the servers after suspending the game on Xbox One
• Fixed a bug on Xbox One where unblocking a player would not be reflected in-game until title reboot

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First group trip into the dark zone last night. Very good. Very edgy. Totally different dynamic to the other areas. Some good loot. Also a pack of stalking, camping rogue agents. Probably six working together and ambushing other parties. Big lesson - if you're a group, stay together, don't get strung out, communicate and use your signature skills, turrets, mines etc. in a coordinated way.

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You'd be welcome to join us Nag, even for an hour. The dark zone felt rewarding but punishing all at once and we were discussing how we'd benefit from a 4th squad mate. However not sure how it'd be for you with the level differential. Most of the big packs of NPCs were all level 30s and many of the other agents were too. You might have to shelter behind Sly's shield!

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