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Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Ooh, cheers!

I will certainly be using that map in the future.

This message was edited 1 time. Last update was at 2019/04/08 05:57:48




Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in ca
Executing Exarch




The way that the game seems to arbitrarily block locations off gets annoying at times, particularly given how useless the navigation system is at times (there have been multiple times when I've been directed to scale a wall that was not climbable - either due to height, or barbed wire at the top). I ran one side mission yesterday that had me enter a fenced off area from the west side of the complex. Today I was given a bounty in that exact same area. But the entrance that I used during the mission was locked. Instead, I had to go all the way to the other side of the complex (with no help from the navigation system, of course, since I was too close to the target) and hunt down a gate on the east side that was locked when I ran the mission.

/facepalm
   
Made in no
Longtime Dakkanaut






if there is one thing everyone should have learned from div 1 it is that the gps marker is very unreliable, and since it is just as bad in div 2 as it is in div1, it is clear that it is a problem ubi can never fix.
when it comes to bounty hunting and skill point collecting, you are just better off turning the gps off as it will never guide you to where you realy need to go.

darkswordminiatures.com
gamersgrass.com
Collects: Wild West Exodus, SW Armada/Legion. Adeptus Titanicus, Dust1947. 
   
Made in ca
Executing Exarch




 FrozenDwarf wrote:
if there is one thing everyone should have learned from div 1 it is that the gps marker is very unreliable, and since it is just as bad in div 2 as it is in div1, it is clear that it is a problem ubi can never fix.
when it comes to bounty hunting and skill point collecting, you are just better off turning the gps off as it will never guide you to where you realy need to go.


While this is true, the focus of my complaint is that the developers seem to have no problem arbitrarily opening and closing gates. As I noted, during the side mission one gate was open and all of the others were closed. This is fine, as it makes sense for the mission flow, and the open gate was about halfway through the mission. During the bounty hunt - which is essentially part of freeroam - that gate was locked, and that same area used for the last half of the mission could only be accessed from the opposite side of the block.

Closing off access for a mission is fine, because missions have their own flow, and you want people to complete missions in a particular order. But arbitrarily blocking off a specific path during freeroam makes no sense unless you're going to make an area completely unreachable outside of a mission.
   
Made in no
Longtime Dakkanaut






Eumerin wrote:
 FrozenDwarf wrote:
if there is one thing everyone should have learned from div 1 it is that the gps marker is very unreliable, and since it is just as bad in div 2 as it is in div1, it is clear that it is a problem ubi can never fix.
when it comes to bounty hunting and skill point collecting, you are just better off turning the gps off as it will never guide you to where you realy need to go.


While this is true, the focus of my complaint is that the developers seem to have no problem arbitrarily opening and closing gates. As I noted, during the side mission one gate was open and all of the others were closed. This is fine, as it makes sense for the mission flow, and the open gate was about halfway through the mission. During the bounty hunt - which is essentially part of freeroam - that gate was locked, and that same area used for the last half of the mission could only be accessed from the opposite side of the block.

Closing off access for a mission is fine, because missions have their own flow, and you want people to complete missions in a particular order. But arbitrarily blocking off a specific path during freeroam makes no sense unless you're going to make an area completely unreachable outside of a mission.


while bountyhunting is not what i have been doing alot of, i have as of this date not faced any bountys where any doors or gates has been locked.
moust likely is it cuz the bounty is happening at 2-3 areas, so there is only 1 spesific path to go to the bounty, even if that means the path is a detour from how you got to the area during a main/side quest.
bountys in div2 aint as straight forward as they are in div 1.

darkswordminiatures.com
gamersgrass.com
Collects: Wild West Exodus, SW Armada/Legion. Adeptus Titanicus, Dust1947. 
   
Made in us
Infiltrating Broodlord






the pathfinding is even worse when the bounty is underground as you get in one of the zones near the campus.

 
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Eyup, timer almost ran out before I could find it, only to die to rocket launcher spam. :|



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in ca
Executing Exarch




 FrozenDwarf wrote:
Eumerin wrote:
 FrozenDwarf wrote:
if there is one thing everyone should have learned from div 1 it is that the gps marker is very unreliable, and since it is just as bad in div 2 as it is in div1, it is clear that it is a problem ubi can never fix.
when it comes to bounty hunting and skill point collecting, you are just better off turning the gps off as it will never guide you to where you realy need to go.


While this is true, the focus of my complaint is that the developers seem to have no problem arbitrarily opening and closing gates. As I noted, during the side mission one gate was open and all of the others were closed. This is fine, as it makes sense for the mission flow, and the open gate was about halfway through the mission. During the bounty hunt - which is essentially part of freeroam - that gate was locked, and that same area used for the last half of the mission could only be accessed from the opposite side of the block.

Closing off access for a mission is fine, because missions have their own flow, and you want people to complete missions in a particular order. But arbitrarily blocking off a specific path during freeroam makes no sense unless you're going to make an area completely unreachable outside of a mission.


while bountyhunting is not what i have been doing alot of, i have as of this date not faced any bountys where any doors or gates has been locked.
moust likely is it cuz the bounty is happening at 2-3 areas, so there is only 1 spesific path to go to the bounty, even if that means the path is a detour from how you got to the area during a main/side quest.
bountys in div2 aint as straight forward as they are in div 1.


Huh?

The bounty happened at a specific enclosed area. It was a round set of balconies surrounding a courtyard. The side that you enter from doesn't really provide any sort of tactical advantage. The only thing that locking the west entrance did was to punish me for being familiar with the area.

For the record, iirc the side mission in question was Potomac Relief Camp.



Had something else odd happen yesterday.

I finished Tidal Basin, and reached WT5. The gear that was dropping after I reached the new WT was still sub-GS450. So I crafted myself three new weapons - primary, secondary, and pistol (that last one was to boost my GS, since pistol drops are so rare that I was still using a GS400 pistol!). And then I noticed something troubling - the damage values that I got from crafting those new weapons were only *half* of the values that were advertised at the crafting table. That was consistent across all three weapons. I hadn't noticed this before, so I don't know whether it's a WT5 thing, or something that got broken with the latest patch, or perhaps I just wasn't paying enough attention earlier. Whatever the explanation, I was pretty irritated with it. Part of that was because the only reason why I crafted one of those weapons was because the damage value was supposed to be more than the weapon I was already using in that slot. The actual damage value made it more useful to keep my old weapon.


Update - And now the issue with the weapon damage numbers has resolved itself. The numbers listed on my weapons are now double what they were yesterday, which puts them in line with the numbers at the crafting table. No idea why it happened, though.

This message was edited 1 time. Last update was at 2019/04/11 02:15:12


 
   
Made in no
Longtime Dakkanaut






just blame it on buggs, they appear to be a weekly thing anyways. (like the 0 spec ammo drop bug that appeard last week but was fixed yesterday)

darkswordminiatures.com
gamersgrass.com
Collects: Wild West Exodus, SW Armada/Legion. Adeptus Titanicus, Dust1947. 
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Ubisoft uploaded this today, timely!





Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in no
Terrifying Doombull





Hefnaheim

Indeed great timing as always from the "keen" minded people at Ubisoft
   
Made in gb
Aspirant Tech-Adept




UK

I just can’t get into this game. I did over 1000 hours on the first game, but this one just can’t seem to hold my attention.

Imperial Soup
2200pts/1750 painted
2800pts/1200 painted
2200pts/650 painted
217pts/151 painted 
   
Made in gb
Fixture of Dakka





Bought my brother a copy for his birthday. He's having a bit of bother on the library level where hes returned downstairs and now being "cocktailed" by some people called "Hyenas".

Not played it myself but the E3 trailer, last year, was really good...

"Help us". ^_^

Casual gaming, mostly solo-coop these days.

 
   
Made in ca
Executing Exarch




SamusDrake wrote:
Bought my brother a copy for his birthday. He's having a bit of bother on the library level where hes returned downstairs and now being "cocktailed" by some people called "Hyenas".

Not played it myself but the E3 trailer, last year, was really good...

"Help us". ^_^


Oh, yeah. I remember that mission. I also had a friend who quit playing the pre-release demo because of that exact segment of that mission.

^^;;


Unfortunately, I've got no real advice. There's just multiple waves of enemies that you have to take down. And then the mission's over. Though it is easier if you've got friends with you.

The other thing that can be done that works in almost all of the missions is to come back when you're two levels past the mission (any more than that, and the mission starts leveling up along with you - i.e. always two levels below yours). Your brother will have a slightly easier time with it due to his better weapons/gear in relation to the enemies in that mission.
   
Made in gb
Fixture of Dakka





Yeah, hes going with that for the time being. My bro has also discovered the joys of the Striker Drone and enjoying the terror it wreaks on the bad guys...

Casual gaming, mostly solo-coop these days.

 
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight





Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in gb
Fixture of Dakka





Bother and I now have something to chuckle over when he's playing Division...




Casual gaming, mostly solo-coop these days.

 
   
Made in us
Secret Force Behind the Rise of the Tau




USA

That skit is disturbingly similar to how I feel everytime I'm in a game where I just want to watch things blow up and the NPCs won't just let me go shoot gak.

   
Made in us
Hangin' with Gork & Mork






RANT MODE ACTIVATED

The Gunner unlock quest seems designed around making it as grindy and unfun as possible so they pressure you to buy it or to buy the season pass. It doesn't seem to have anything to do with specialization or how it works and it is the kind of ridiculous you would expect from a f2p game trying to incentivize purchasing and not from a game that is already $60. Not only that but they show you the 'premier' items you only get if you bought it so you know you are losing out by not paying more for a game you already paid for.

RANT MODE OFF

Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
 
   
Made in no
Terrifying Doombull





Hefnaheim

Did anyone expect anything else from Ubisoft at this time? The plage that is season passes and such seems to be becoming the new standard for how devs treat us fans
   
 
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