The Division 2

The Division 2 Dev Tracker




15 May

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Hey all,

Have any of you experienced disconnections when reviving/being revived?

Have you noticed any action in particular that appears to be causing this issue?

This is of course a top priority for us to fix. Any information that you can provide us with will help our investigation.

/ Johan

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Hey everybody. The change was made due to a bug with the Hard Wired chest item which caused it to roll specific stats it should not have had. This had an effect on some Hard Wired chest items and when the bug was fixed with TU3 the stats were changed. To reiterate: It is not a bug that the stats have changed now, there was a bug that allowed certain stats to appear on the chest item that shouldn't have been there.

This was not mentioned in the Patch Notes so far because I made the mistake to not include it. I'm updating them now. I understand this is frustrating and I want to apologize for the confusion caused by this.

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Thanks for all the screenshots. We'll look into it asap.


14 May

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Originally posted by Deadshot5

I've tried all sorts of mixing and matching and changing outfits and masks, nothing makes the mask bigger. https://i.imgur.com/NLpAnVO.png

Do you also have a screenshot of your mask before the patch?

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Can you show us some screenshots of this happening? Thanks!

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Originally posted by dustojnikhummer

Is this Season Pass exclusive forever or timed?

It's Year One Pass exclusive.

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Originally posted by thebeaRRRRR

Hi! will we be able to replay classified missions? and will we be able to bring along a party to do it?

You can replay them once a week and you can bring a full party. All party members need to have the Year One Pass to participate in this activity.

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Originally posted by AgentZeroHour

Unstoppable Force is listed here as a weapon talent. It should be in the gear section.

Unstoppable Force is listed here as a weapon talent. It should be in the gear section.

Fixed, thank you!


10 May

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Originally posted by fazdaspaz

You joke but people love that sort of shit.

Have you seen the hype around the Dota2 patch notes days? People watch 9 hour analysis streams. We love it.

Of course, Merlini and Purge and the go-to for me. What level is your TI9 Compendium though? #highfive

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We've talked about this internally. It's something we're going to look at and see what we can change to make this better but we don't currently have anything ready, so it might take some time.


09 May

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That's damn sweet looking!

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As said earlier, as a first step you'll be able to open the Social menu when downed with Title Update 3. You'll have a hotkey that will allow you to access it and leave the group, for example.


08 May

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Originally posted by actioncomicbible

UPgrading items will upgrade to the max GS in that World Tier

EDIT: Control point officers now actually wear armor and have the ability to revive.

EDIT: Lowered accuracy of nade throwers.

CLARIFICATION (please correct me if wrong): The "Upgrading" portion of this comment when I wrote it was tied to Exotics and when you upgrade them, they'll be automatically the max Gearscore of that World Tier. This is in response to before where an exotic would be upgraded and be significantly UNDER the max gearscore/stats/dmg of that current World Tier even so far as being a downgrade from its previous state.

The final wording in the Patch notes is:

  • All exotic items upgraded through crafting will get the maximum Gear Score of the current crafting bench tier.
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Originally posted by ZephiieB

True. But you got those higher big wigs who see burning $. At least we get them at all. SOTG is a rare gem most companies don't do and it adds such qol to the community.

Don't tempt me. Next stream will be 3 hours of patch notes.


07 May

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Hey all,

The current signature ammo drop rate is working as intended and not bugged.

If you are one of the players that feels that it is too low, i'd be interested in some additional details. I.E.

  • Is the drop rate too low for a specific Specialization or all of them?

  • What do you feel would be a reasonable drop rate increase? 2x? 3x?

  • Are there certain areas or activities suffering from this in particular?

  • Would signature ammo count being persistent between sessions solve the issue?

Edit: Thanks for all the replies! <3

/ Johan


03 May

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Originally posted by WhyNotZoidberg_AU

I appreciate the response but I do feel there's something broken in the MM algorithm on our data centre's.

As I feel very strongly that this isn't a population issue, this is a MM algorithm specifically under our Australian data centre's issue, I am willing to challenge Massive in a $300 AUD (Australian Dollar) bet.

My challenge is for Massive to:

  • Get 3 people to connect to Australia servers via a VPN, forcing connection via code or best done in person in Australia
  • 3 different providers would be nice (and I mean ISP's just to isolate further)
  • Queue a match making mission via the map -> random mission
  • Do this before the next maintenance

The win state is:

  • All 3 individuals must connect to games within Australia servers (ESC -> Server Shown) - with other Oceanic players. (not 3 separate solo sessions)
  • If there exists low population, those 3 individuals would likely connect to the same rando...
Read more

Just to add some clarification: Oceania players matching with US servers is not broken. This is on purpose with the explanation above. You guys are pointing out some things that we can definitely have a look at, no question. There's also no need to proof you wrong, that doesn't actually solve anything. If the way matchmaking currently works for the region and it's not what players want we can change it. There's no benefit to us to be right on this just for the sake of being right.

We'll look into some of the feedback players have been providing here and I can see if I can also give you guys some more clarification on the matchmaking process or something else that will make it easier to understand how things are working right now.

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Originally posted by durztwo

very long matchmaking queues

How is is it "very long matchmaking queues" exactly when you can have two players in Australia sitting side by side, they both start matchmaking for the same thing at the same time, and they will never be matched with each other no matter how long you wait?

It's just broken software. It might surface itself as "very long matchmaking queues", but it's still broken at the core.

We're not relying on player feedback only and we use data of how long players are waiting in queue. Regarding your two players sitting next to each other: Is the expectation that the game just starts with those two Australian players and the group gets potentially never filled?

Definitely interested in hearing more about that. Thanks for the input!

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Hey. We understand there's some confusion around this and some players think matchmaking is broken. Due to very long matchmaking queues we decided to allow players from Oceania to be matched with other servers. We prioritize matching with the US West servers now to at least allow players to join with other agents that speak the same language while having relatively quick queues, but we understand that latency is an issue.

There's probably not an ideal solution for everybody. Some players would like to never match outside of their region because latency is the most important to them. Other agents would prefer to have quicker queues and don't care that much about latency. And then there's probably a bunch more options and opinions that players have. We know this is a tricky topic but we appreciate your feedback and we can make further changes to the matchmaking.


30 Apr

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Originally posted by RiChessReadit

I’m no game dev so I can’t even begin to understand the level of troubleshooting that goes into making something work, but why are conditions or circumstances of the death/down even a problem? Is it not a binary state?

Can you go into more specifics as to why revive hive fails so often? On the surface it seems like it should be simple, that’s why it’s so frustrating on the player end.

I can't go into details as I'm not a developer either. What I know is that certain instances can make it happen that you don't get revived. The thing I'm personally failing at is to understand what is a simple solution and what is difficult. Without knowledge of the intricacies of software development, I often times think something will be an easy fix to then find out it's not, or expecting something to take a long time when it actually is a quick fix.

Once we're certain the Reviver works as it should, maybe having one of the devs talk about the fixing process would be an interesting topic.