In World Tier 1, is there a way to stop the districts being red?, have done the main Control Points and Missions but the district still remains red??
Have you done the Invaded Stronghold related to those missions you completed?
In World Tier 1, is there a way to stop the districts being red?, have done the main Control Points and Missions but the district still remains red??
So I have a ton of yellow level 30 weapons. I am not in WT1 yet, but my stash if full. How do I know what I should dump?
Focus on getting the highest GS items as you level up and sell them if you're full on mats. If not full on mats, then deconstruct them
It only starts displaying once hit world tier 1. Honestly, don't worry too much about specifics until you are WT5. Until WT1, equip high level gears, once you get to WT1, start equipping the highest gear score items (and buy new items if you need to to progress to the Strongholds). Once you get to WT5, you will be swimming in gear. You'll want to mainly grind your way up to 490+ gear score. At that point, a 490 item can be better for your build than a 500 one. Before that, don't worry too much about it.So how do I know the gs of the weapon/equipment? I do not see an actual number listed ...
This is all good advice but I'll sometimes not equip a higher GS item if it really effected by set up.It only starts displaying once hit world tier 1. Honestly, don't worry too much about specifics until you are WT5. Until WT1, equip high level gears, once you get to WT1, start equipping the highest gear score items (and buy new items if you need to to progress to the Strongholds). Once you get to WT5, you will be swimming in gear. You'll want to mainly grind your way up to 490+ gear score. At that point, a 490 item can be better for your build than a 500 one. Before that, don't worry too much about it.
Thanks.For those who care:
There's a holster at the Campus Settlement with 14.5% critical hit chance (close to max roll) (and with Devastating).
There's a backpack at the Clan Vendor with 8% Weapon Damage (not near the max, but rare enough I haven't seen anything higher yet).
It has been around since the first game and is seemingly a server side/network issue. It comes and goes...Is there recommended fix for the freeze stutter that occurs and at times, also anchors your character in place for a few seconds afterward? Can even show up while browsing in-game menus, like you're just screen frozen for a few seconds while the enemy AI and world move in real time.
It's been happening since launch, regardless of setting changes and .ini tweaks. Some patches seemingly eliminate it, then it returns in full force the next. I've seen suggestions that it's the anti-cheat program fucking up, that CPU affinity needs to be adjusted, or an external FPS limiter implemented.
Any ideas? It's fucking infuriating to deal with and become more frequent post-TU3 patch too.
It has been around since the first game and is seemingly a server side/network issue. It comes and goes...
Honestly never paid attention to mods until I hit level 30. This is interesting though and I'm upset I didn't know about it until now. I do agree that current mods giving you 1.5% weapon damage or 2.0% CHC is just ridiculous. At least the defensive mods are pretty helpful.Yet level 18/19 blue mods are some of the best in the game lol
Honestly never paid attention to mods until I hit level 30. This is interesting though and I'm upset I didn't know about it until now. I do agree that current mods giving you 1.5% weapon damage or 2.0% CHC is just ridiculous. At least the defensive mods are pretty helpful.
Oh. I thought all the Chem launcher charges would need to be expended. That would make a big difference, thanks!I think most people use pulse + spotter and chem launcher heal (if I'm not mistaken, if even one charge is on cooldown its proc'd). If I'm not mistaken, those are basically always on cooldown, so On The Ropes is basically always active.
try them all. the only one i dont recommend is the firefly thing that flys to enemy and explode. those tend to bug up against boundry and explode before it reach enemyOKay, so I have a basic dumb question.
I have mostly just used both the chem launcher and drone in "heal" mode. I see people running with all sorts of gadgets, yet I have never used any.
What do you guys suggest I give a try?
Nope the devs are leaving the raid exactly as it is.
Must admit I have put the game down for a bit until raid, loot and pvp is sorted.
OKay, so I have a basic dumb question.
I have mostly just used both the chem launcher and drone in "heal" mode. I see people running with all sorts of gadgets, yet I have never used any.
What do you guys suggest I give a try?
Summary
This week Hamish was joined by Lead AI Designer Drew to talk about the AI fixes and the issues that were introduced with TU3.
Housekeeping
- Yesterday was a maintenance that added fixes that could not be dropped last Thursday. (patch notes are further down)
- If you still have an issue with the Week One Raid patch, report it in the forum.
- Raid Matchmaking was discussed in the Raid Special Stream (they are looking into in-game LFG solutions and group-up functions that work in the Raid context) and was not further extended today.
- The armor normalization Bug is being worked on.
- Title Update 3.1 is scheduled for next week (not Thursday, since it is another bank holiday)
- Skills, Build diversity and Loot are also heavily discussed internally. This is not a TU 3.1 topic, but they will provide information where they want to go with that soon.
TU4
- Improvements to the Revive Hive will be added
- Chem Launcher will have changes on consoles
NPC / AI issues that were introduced with TU3
Enemy AI Mechanics
- The AI is still based on a behavior tree system where the NPC decides on conditions how they behave and what they do.
- The Hunter AI of the Survival DLC was basically the foundation of the AI in The Division 2.
- The Division 2 built on that and also had to incorporate better behaviors and a lot more Archetypes of the different factions.
- These new hostile Archetypes also have new and unique abilities (like prone) that were not around in the first game and they also have alternative tactics. For example, when you destroy their main abilities, they attack in different ways and so on.
TU3 AI issues
There have been 2 major issues with the AI in TU3 that were interconnected and caused a lot of issues and fallouts.
- NPC Aggressive Behavior (rushing behavior of NPCs)
- The NPC basically lost track of the player when they started moving and that manifested itself by an NPC running past you or running up to you to start a melee attack.
- But what the NPC actually wanted to do was to get behind you. But since he lost track of the player, he basically got surprised when he found the player in his path and switched to his melee attack behavior.
- This could happen more often in closed spaces than in open spaces, because there was less room to maneuver.
- On top of that, since the whole AI algorithm is basically interconnected – when things like this happen, it can cause a lot of fallout and that should not be happen.
- NPC Speed of Movement
- Players reported that NPCs were moving too fast
- The NPCs had a bug that they accelerated too fast and were x times faster as they should be for a brief period of time.
- This could occur after a turn animation because there was a disagreement between server and client how fast the NPC was moving after the turn animation.
- The other issue was broken animations because of a fix that NPCs would not clip with the environment when they were climbing stairs.
- All that combined you had NPCs moving in unexpected ways and also had strange animations.
- To fix that, they had to improve the communication between client and server, so that they don't lose track of the NPC speed, introduce failsafe scenarios when problems arise and also fix the animations.
Lessons learned
- A tactical shooter should stay tactical and there should not be a regression in AI and NPC behavior, only improvements. They are very proud of their work and don't want to release issues like there were in TU3.
- There was a lot of detective work to find out why the issues where introduced in TU3 and that they not happen again.
Fix Schedule
- The vast majority of fixes will drop with TU3.1 and the second set of fixes in the next patch after that.
- So after TU3.1 should be back to where it was before TU3.1 was introduced.
Maintenance – Friday May 31st
Next Scheduled Maintenance is this Friday at the usual time.
- Planned fixes
- Some NPC behaviors
- Fall through the world when matchmaking for Classified Assignments
- Fix for the Bank HQ Mission – the first fix was dropped yesterday
Maintenance - May 28th, 2019
- Fixed an issue preventing some players from entering Nelson Theater Classified Assignment
- Fixed an issue where some players could not progress to World Tier 5.
- Fixed an issue that could cause players to glitch into an empty world when matchmaking for a Classified Assignment.
- Made improvements to the delivery of the arm patch for first week completion of Operation Dark Hours. Players who beat the raid in the first week should be granted their arm patch retroactively.
We're still working on Title Update 3.1 which will include several fixes to NPC behavior as well as other fixes for the game, but we don't have an estimated time for this yet. We will keep you updated on this front too.
As we've seen this on brought up as well: We're looking into armor being extraordinarily high in certain situations and this is something we want to fix asap.
» Source
Known Issues
- You can check out the Known Issues here: Link
- Massive Please
Roadmap
Community Resources
- You can check out The Division 2 Year 1 Roadmap here: Link
- The Division 1 Event Schedule 2019
The community has provided a lot of guides, tools, and lists: Link
OKay, so I have a basic dumb question.
I have mostly just used both the chem launcher and drone in "heal" mode. I see people running with all sorts of gadgets, yet I have never used any.
What do you guys suggest I give a try?
Have you done the Invaded Stronghold related to those missions you completed?
The best things the specialization trees do, generally, are the bonuses to specific weapon types/headshot damage/reload speed, etc. The actual weapons are not really necessary (though it seems the crossbow is great for the raid's final boss). Those stat bonuses can really change the feel of the build, but yeah, it's strange that it feels less like a full-on active specialization and more like choose a strong, passive talent most of the time.Finally diving back into the game. Seems like most of the initial wave of players has dropped off (which I include myself as one of)... making my way through the World Tiers now. Not really feeling the same itch as I did in the Division 1, though admittedly I really got into TD1 towards the end of its life cycle.
Taking a peek at the subreddit (never a good idea lol) and it seems like loot is in a pretty frustrating place atm. It's still early days, though I am pretty underwhelmed by the specializations so far -- felt like even classified sets gave more customization and genuine build variation than the minor stat boosts (and throwaway signature weapons) the specializations give you. An optimization station would be good -- I have my suspicions as to why Massive took it out (gotta stay on that RNG grind) but getting 50 div tech actually took fucking forever in the Division 1 so it's not like you couldn't turn that into a genuine grind here while removing some of the frustration of the RNG.
Nice one!I guess third time was a charm as we did it and since tonight is the reset we'll get right back at it tomorrow :) We all met a week ago, none of us knew each other and now we play with each other everyday and we're all friends now. It was really awesome week and kind of want to say Thank You to Massive for not adding matchmaking as I would never met them.
Like I said before, Raid isn't that hard you just need a right group of people that are willing to stick together, practice together and help people with builds if they are lacking in some areas. I have to say that Raid was the most fun I had in this game.
I guess third time was a charm as we did it and since tonight is the reset we'll get right back at it tomorrow :) We all met a week ago, none of us knew each other and now we play with each other everyday and we're all friends now. It was really awesome week and kind of want to say Thank You to Massive for not adding matchmaking as I would never met them.
Like I said before, Raid isn't that hard you just need a right group of people that are willing to stick together, practice together and help people with builds if they are lacking in some areas. I have to say that Raid was the most fun I had in this game.
I guess third time was a charm as we did it and since tonight is the reset we'll get right back at it tomorrow :) We all met a week ago, none of us knew each other and now we play with each other everyday and we're all friends now. It was really awesome week and kind of want to say Thank You to Massive for not adding matchmaking as I would never met them.
Like I said before, Raid isn't that hard you just need a right group of people that are willing to stick together, practice together and help people with builds if they are lacking in some areas. I have to say that Raid was the most fun I had in this game.
Yeah I think I'm done with this game until there are some major changes made. No MM/party finder for the raid means there is nothing to work towards really. Worse than that I'm just not finding this satisfying as a loot game anymore. Just processing piles and piles of high end loot that's all worthless and barely making any progress is killing it for me. It's not like Diablo or PoE where I can pick up a great legendary or something I can just use and it will make a difference.
I still love the gameplay but last night I played the whole evening and didn't even look at what I picked up because I'm pretty confident it will be junk and it's exhausting going through it all checking every variable.
I paid launch price for this and last night I think the in-game clock was at around 7 days so roughly in 'got my money's worth' territory for me. Hopefully they make some meaningful changes at some point but I'm not going to continue to pay for BS+ for this as it stands.
Congrats!
My big mistake is I stopped playing because I believed my gear was "good enough" for the raid.Pretty bummed all the people I knew who were playing dropped out a couple weeks before the raid and have no interest in coming back.
Sounds like the kind of gameplay I love, and yet.
Division 2 is interesting, because I really love the moment-to-moment gameplay, more than the first game. The time to kill, the enemy AI (pre-the recent breaking of their behaviour), etc. makes it feel great to me. Even with a not *fully* optimized build, I feel like I'm able to take on Challenging/Heroic content easier/quicker than I could in Div 1. I also actually really like how the skills, which in neither game required much skill beyond pressing a button to deploy, aren't super powerful, since it keeps the focus on the shooting.
But undoubtedly, somewhere between the skills being the way they are and the crazy RNG caused from each piece having more variables than Div 1, it's harder to feel motivated to chase certain builds.
I agree, but I actually am finding it easier now than a week ago to know what to keep. I look for a great combo of talent + rolls + brand set I want. If it's not a noticeably awesome piece of gear, then I just look for rolls that seems excessively high. Unfortunately, yeah, 95% of what I see I deconstruct on the spot.- in fact, watching gear drop has quite the opposite effect and is dreadful because it means it's just another piece of gear you must tediously look through and delete in order to continue playing the game
Agreed. It'd be way better if you just had a cooldown/radius/ammo/damage/armor mod for each skill unlocked. Have another system (either skill power choosing the power of each, or just having 4-5 levels of each - skill power under 250 = +1 ammo, 251-750= +2 ammo, 751-1250 = +3 ammo, etc. obviously the numbers would need to be tweaked...but yeah, having to carry around multiple of each mod in your inventory in case you are able to get your skill power up .1k more to unlock 2% better cooldown reduction is...annoying. But also necessary, because as much as mods drop, there's so much variance that getting the same range is exceedingly unlikely.If it were me, I would gut the skill/gear modifier loot entirely and apply the same principles to skill modification as weapon modification.
I don't hate the current recalibration system overall, but I do agree Div 1 did it better. Some people have suggested that if you breakdown a piece of gear with Hard-Hitting, you should just have that talent banked x1 to use later. Or a +40% DTE. That's one way which would eliminate the need to keep so many pieces of gear for one stat. Another option would be to just let people reclibrate a talent and an attribute. The extra layer of red/blue/yellow breakdown really makes the RNG and search for optimal pieces nearly impossible. I can see why they didn't add it right away, as with Gearset recalibration in the first game, I was able to have 12 optimal builds relatively quickly by recalibrating and optimizing pieces, but still...it made it fun to chase all of the different builds because it seemed at least somewhat attainable.I would gut the current recalibration system and return to a system similar to TD1 and perhaps require a high amount of materials to recalibrate so that picking up gear is at the very least useful for breaking down into mats.
Agreed. It's frustrating that so many of my issues with the current game are things they learned in the first one (making sure to always value a players' time, including letting players grind for gear/materials to have to have the ability to dump them into their current gear for improvements. Basically, every play session of Div 1 after the last patch or two, always yielded at least small results (optimizing a stat or recalibrating a talent). I'm going on two straight weeks of playing daily and not finding a P416 that can roll with optimist and allegro, not finding a mask that has one less red stat but equally good rolls/talents, and not finding a drone battery to make it a little more useful.TD2 is an amazing achievement by Massive. The bones of this game are excellent. A few more small tweaks and they've got a total winner.
The apparel event this time around kind of sucks. It's more grindy than the last time and the outfits aren't as good. Cosmetics in general aren't that great in this game. I hope they get improved.
What? The new cosmetics are awesome, the shit with got with Invaded event was terrible. This is the type of cosmetics I would love to see more, not the trash we got last time.
Hard disagree. Gimme more stuff like the hyena outfit. Last thing I want is another Army Dude outfit.What? The new cosmetics are awesome, the shit with got with Invaded event was terrible. This is the type of cosmetics I would love to see more, not the trash we got last time.
I do agree about the colour. I ended up just giving up on having something I liked the look of, so instead I dyed all of my gear Ivory, wear all black and theHard disagree. Gimme more stuff like the hyena outfit. Last thing I want is another Army Dude outfit.
Not even asking for like, mascot costumes or anything, I just want more color. I like color. ):
I wouldn't worry about it. You get some many level up caches post level 30 as is that even if its slightly more efficient to one route or another, it's negligible and more fun to pay as you want. You'll honestly have too much gear soon.Got myself on The Division 2 train since last week and liking the ride pretty much, despite the Tom Clancy dog-eat-dog bullshit.
I have a question concerning leveling: once I get to 30 do I still need XP or is it only gear score? I am saving all the side mission for when I get to level 20+ to benefit from the increase XP but I wouldn't find myself at level 30 with a lot of side missions remaining that won't give any more XP.