The Division 2

The Division 2 Dev Tracker




22 May

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Isnt that a Toad?

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Originally posted by RyuKenBlanka

Why was the raid part of that delay anyway? I don't understand? You rebalanced the game then dumped the raid on us 2 days later? Why couldn't the raid have just been released earlier? I don't see the association?

Both the game and the raid received tuning during the delay. Also taking some part of a patch out of a patch and making it a different patch is a lot of work. Basically you build a patch by putting everything inside you want to push at the same time. That building process takes time and it's unfortunately (from my very simple understanding of coding) not like Lego where you can plug out the raid segment and push that live earlier.

Also, we think that the balance changes in TU3 helped making the raid as epic as it was.


21 May

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Originally posted by georgios82

Thanks for being here and communicating with us by the way. Means a lot.

I guess what I am personally hoping for is that next content updates will not be as problematic as TU3. TD2 and the whole franchise is by far one of my favorite ones and I hope to see Massive stepping up their game in areas that right now are hurting the game.

Thanks for the feedback, it really means a lot to us as well. We'll do our best to make it a better experience for sure.

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Originally posted by Kambz22

Is there anywhere to submit information for bugs? I know we had a thread here for the PTS but I don't see anything currently.

Even if it is a known issue, I know some more detail around when the issue occurs may help diagnose and solve it.

Yes, we have dedicated Technical Support forums. We have staff dedicated to look at these regularly, but we also scan reddit and our social media channels for reports.

Thanks for your help!

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Originally posted by georgios82

I get your point, however some of the issues like the reintroduction of the erratic NPC behavior, gun sound problem etc are easily discoverable after 10-20 mins of casual gameplay.

I don't think there's any advantage of having them go live and find them there.

As an IT professional with many years on the field I assure you most of the times management thinks otherwise

As a Community professional for 5 years and having worked in triple A for nearly 9 now, I have never heard that ever. We even delayed Title Update 3 and the raid to further work on the patch. I understand that it's frustrating and I definitely agree (and the team does too) that those issues should be found earlier. But I'm in contact with the dev team, with QA/QC and just people playing the internal builds here every day. It's not like anybody is trying to hide these issues, they just were not found.

I also don't experience all of the issues described here. As you can see in my post history, I have the aggressive AI too. But I have not had any audio issues at all so far.

That's why we're so fortunate to have our community that will bring up these issues as fast as they do and also provide us with reproduction steps and other ways that help us identify these issues.

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Originally posted by 8thDegreeSavage

Why jam all this onto this thread tho?

You should be starting threads for each of these issues not hiding it on some random post

I understand the sentiment, but we don't open threads on reddit. We just leverage the info from here. The more info I get, the more I can forward. I can see that change in the future, but we would need to have more dedicated resources looking at reddit specifically.

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Originally posted by georgios82

My question is you don’t QA test your new builds especially if they contain a lot of changes like TU3? Please take no offense but all of us have paid a full price for this game, season pass etc. It’s not fair that almost always we end up becoming the QA testers of the half baked patches you push out. Isn’t it better to delay a patch than break the game similar to what happened with TU3?

The pure amount of hours played that one day of the patch being live versus what we can internally play-test is huge. We test every build and have dedicated QA/QC teams that do so as well. It's not like we're having a better time for you to find these bugs. We have to fix them and we'd prefer to do so before the content releases. I don't think there's any advantage of having them go live and find them there.

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Thanks for including screenshots!

I have passed these on internally for investigation, as this doesn't look to be working as intended.

Edit: If you guys have more examples (with screenshots or videos) of this occurring, send them over!

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Originally posted by SnuggleMonster15

TU3 has surfaced some bugs that are causing this, so unfortunately we have to do a full investigation and create new fixes for these.

Hi Chris, the AI in that 48 hour window between TU3 and the Raid patch were great. As soon as the Raid update happened the AI went absolutely bonkers. I hope you guys get to the bottom of it soon because they're very frustrating to deal with at the moment. The Black Tusk in the ODZ are particularly off the charts wild.

We've seen reports as soon as immediately after maintenance Tuesday, when TU3 was applied. We think we have a good understanding now what caused it and it seems to have happened with TU3 not when the raid was opened.

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I literally have more sound bugs than ever before, so do all of my clanmates.

Can you guys provide us with some examples? Please be as precise as possible. We're currently aware of a bug that stops all sound from happening for a couple of seconds and then plays all the missing sounds back at once. Please add if you have different bugs and especially when they occur, how often they occur and what hardware you're using, both in sound card / onboard sound and headsets + potential software.

Thanks!

And enemies behave even worse since the patch.

As Joker linked, we're looking into this right now. TU3 has surfaced some bugs that are causing this, so unfortunately we have to do a full investigation and create new fixes for these. I say unfortunately because I've seen players hoping the integration just didn't work properly, meaning it could be a quick fix. For now I don't have an estimate yet, sorry.

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Originally posted by gX-kiD

Come on Chris, aren't we past that?

You guys played this broken record for almost 3 years in The Division 1, and eventually you guys have never really fixed this issue.

Are we really supposed to have the exact same conversations again for the next 3 years?

I was not here for The Division, so I can't comment on that. From what I understand, and what the community on reddit is telling me, this was already fixed prior to Title Update 3. If you think this has always been broken, between TU2 and TU3, let me know and we can further look into it.


20 May

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Originally posted by getRAWed

Very impressive to create a raid that no normal player will ever accomplish!

The raid is very much designed to be the toughest challenge yet in the history of the franchise. It is built around the idea of a well-coordinated team with good communications.

That said, raid difficulty is certainly feedback that we have been looking at since the release of Dark Hours, and it is not outside the realm of possibility that tweaks will be made moving forward.

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Originally posted by [deleted]

[deleted]

Increasing the viability of a healer focused role is certainly something that i have brought forward to the team and will continue to bring up.

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Originally posted by xcel30

Its a really odd spot when you say that you are going to buff skill mods on TU3 because they were extremely unrewarding, what happened to that?

We did improve upon skills in TU3, but based on initial feedback it seems like we might have overestimated the impact this would have in increasing the viability of skill builds within certain activities.

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Originally posted by Thechanman707

Not Op but gonna piggy back since you’re a Massive Rep and this really bothers me.

The DPS Test should not be random, there should be a distance selector in the Booth (maybe far right side of DPS booth opposite of difficulty selector) with these settings: Random, Close, Further, Far, Farthest, Cycle.

Cycle should start close and end far, allowing players the option to test their build for variety and still be consistent, unlike the random approach today that is useless.

The static options just represent the 4 distances that exist at the booth.

Finally: the center body “crit spot” needs to go, please. It ruins DPS testing because it does not exist on targets in game, and leads to incorrect DPS returns.

Please let me know if any of these suggest are not clear, as this is near and dear to my heart and one of my biggest gripes with the game, and I would love to see this improved.

Ill pass this along as i'm just an artist.

As a side note we read a lot of your guys/gals posts so don't worry about piggy backing on a message. Speak your mind in a constructive way of course in a post and know that we will see it. <3

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Originally posted by KevlarD-

It would be really nice if you guys/gals play the game a bit more tbh so that you too can see the problems we are having. I'm just glad you actually play. "Right anthem? "

But on the issue at hand... it's literally everything. Freeroam, dz, raid, every mission every everything.

Really glad to see you guys posting it keeps my hopes up for the game and future content.

Just to clarify, we have a bunch of people playing The Division 2 in their free time and also people at work playing it (Quality Assurance / testers, etc.). But our experience is not 100% the same as the experience of all other players out there.

Like, I played Open World on the weekend, WT5 and I had no issues with rushers at all. But that doesn't mean that it's not happening. This is why we speak to you guys whenever we can, so we get a better picture of what you're experiencing and how it differs to what we're seeing.

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Promoting build diversity is an ongoing process and we will continue to build upon the work that was put into Title Update 3.

With almost an infinite amount of possible builds in the game, this process takes time. Your suggestions are invaluable to continue improving game balance and build diversity.

It is important that we take the time to properly analyse data and take a deep look at suggestions in order to avoid making "kneejerk" changes that might shift the balance too far in one direction.

Please continue to voice your opinions in regards to balancing and builds! We're always lurking around here.

/ Johan

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Very impressive work guys!

You have my utmost respect for beating the raid.

/ Johan