The Division 2

The Division 2 Dev Tracker




10 Apr

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We want to change that in the future. I have no ETA for that, but yeah we feel you.

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Originally posted by PilksUK

In TD1 I idled in the terminal for several reasons: High-Value Targets , Exotic's vendor, Mod Vendor, Cosmetic Vendor,Survival mode etc It had reasons for me to be there and access to stash and craft stations was there as well.

To create a social hub there needs to be a reason to be there in TD2 its tricky as most of the unique vendors TD1 had listed above are gone and there are no modes like Survival or TLS etc so maybe look at offering convenience if you want to use the area we already have near the helicopter I would suggest changing the layout to be more open and have access to all vendors and maybe re-arrange the space have the vendors in a horse shoe pattern with the crafting station in the centre and the helipad off to one side of the horse shoe I think having the crafting under the helipad kinda hides the fact its there.

Thanks for the reply. Ya as td1 continued on the terminal became more and more relevant. I'll make sure designers see ur message. I'm an artist so I just make sure it looks cool haha.

Thanks again agent!


09 Apr

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Originally posted by PilksUK

I think you missed a trick with the raid/offsite mission helicopter you could of added a new location that required a small quest to unlock it on the 25th and that could of been the new endgame social hub like an airfield hanger with all the vendors and crafting stations inside it and the helicopter just outside this would of been like the new Terminal.

It's a cool idea. i think if we did that though then we would have to build everything that we already did at Rally Point Omaha and the White House.

I looked into why the hub can seem empty. I think it boils down to where people idle. Think about where you logout and where you log back in. Think about where you idle. That's where I think everyone currently is which isn't the RPO.

Wonder what would make people want to be there on the idle times. What would make you idle by the helicopter?

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There was a suggestion a couple of weeks(?) back that you'd have a lever which allows you to adjust the target position.

We talked to the dev team about it and they like the idea. As this is purely quality of life it might not happen anytime soon, but generally speaking we'd like to give you some more options on the firing range.


08 Apr

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Originally posted by SkoolBoi19

Hey Johan, Will you look into the suggestions of being able to “bank” talents in order to save some stash space..... please keep it where you lose the gear and can only use your banked talent 1 time. Not sure how the team would feel about it, but their is so much f**king verity to gear that inventory space seems sparse (thank you for verity btw)

We have seen that suggestion around as well. :)

I can't promise anything on but know that we are actively monitoring community discussions!

/ Johan

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Thanks for the suggestion!

This has been previously brought to the team. / Johan

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Originally posted by SgtHondo

Johan you may have misread this specific post, I think that is a different bug mentioned higher up in this sub. Here were talking about the enemies moving at 1.5x - 2x their normal human speed, typically when THEY are low trying to find cover.

Indeed, wrong thread.

D'oh.

I'll pass it to the team. / Johan

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Originally posted by novusaevum

It is awesome, I love the street art. I often wonder if they hired actual graffiti artists or if these are interpretations of graffiti done by game/graphic designers.

We had real graffiti artists put together the street art for both games! :)

/ Johan

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There is currently a bug that causes the enemies to always believe that you are on low health, and as a result pushing you.

We are working on a fix for this as soon as possible.

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Originally posted by darker_ryoga

Please wait a bit before nerfing the content. I agree on fixing bugs buttThe patch is 3 days old and people should have given the time to gear up properly. A lot of players tend to overreact (remember when people complained about control points lv3). Challenge and heroic missions difficulties should be challenging, not some content you can face roll into. Thanks.

We absolutely don't want to nerf anything to the ground and expect challenging and heroic to still be very difficult.

But if we see things that just don't feel right, we do want to address them. We will however also not stop after we did an adjustment. If the overall feedback is "Hey, this is now way too easy" we can tune it back up.

We love the game and will continue to the support it.

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Hey everybody. I wanted to chime in here after talking to the dev team. A couple of points on the difficulty that is experienced right now:

  • There's currently a bug where the enemy AI doesn't properly register your scaling. To be blunt: They think you're low (on health, not skill. We all know you're doing your best) and the AI should try to pressure you when this happens. We're looking at fixing this as soon as we can and this should decrease the amount of rushing you're experiencing (for those NPCs that are not rushers).
  • We're also aware that survivability sometimes doesn't feel great and we're looking into some possible changes. This is not a bug and more of a question of balance, but we wanted to mention it.
  • We're looking to increase your protection (how often enemies can hit you) when sprinting and / or going cover to cover in an upcoming patch as well. This should help the feeling that running away to re-position is basically a death sentence.
  • ...
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We're reading a lot on the balance pass and appreciate all the feedback people are providing. I just wanted to chime in and say two things.

  1. As long as the criticism is constructive we're totally fine with people disagreeing with any changes we make. What we don't want is to just have posts saying "I don't like this, f you Massive" without any context. If you're chill and provide reasons and context we're reading all of your things, even if you might completely bash our balances changes.

  2. We don't consider the changes that came in with Invasion: Battle for D.C. to be huge and they're only the beginning of what we want to do in the game throughout the upcoming weeks and month. We will continue to make the game better. Patches like the Tidal Basin update allow us to implement changes without adding further patches and further maintenance. It makes sense for us, but it's not just convenience. We saw things even before World Tier 5 that ...

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Hey everybody. Thanks for letting us know. Can you give us a little more details on when exactly it's happening. So far I've seen:

  • When fast travelling
  • When going up and down ladders
  • Downed by an enemy (specifically the war hounds) and immediately being revived
  • Being downed while being in cover

Can you give me more examples, especially what movements you're performing when it happens?


06 Apr

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Originally posted by TheLittleCube

Can confirm, I had both Missions completed before the update. Now both show as if I haven't started them. Returned to the original quest givers and nothing.

OK, I'll get this reported as well.

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Originally posted by gudjohnsen-22

Thank you for your answer! Id like to let you know that this problem happens also for the mission "Specializations", in the Black Tusk Invasion missions section.

Is this a mission you already had completed as well?


05 Apr

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Hey all, I've sent your reports to the dev team. Thanks everyone for bringing our attention to the issue!

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Originally posted by ElderBuu

Thank you!

Please pass this message onto other devs!

thumbsupemoji

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Originally posted by Im_Working_Right_Now

I read this as Larry David’s voice

Mission accomplished

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I might be biased but... the Open World dev team is prettaay prettayy prettay good :)

Glad you are enjoying the game so far!