The Division 2

The Division 2 Dev Tracker




10 Dec

Comment

Originally posted by xMsTunax

You guys found an issue that's gonna take longer than the 4 hours you've been shut down to fix?! What in the world could take an extra 2 hours?

The 4 hours is assuming everything goes according to plan. That time is used to deploy the update, other backend changes and checks to make sure it's all good.

During our checks, we discovered a critical issue that we needed to fix, and for us to address this before the servers go live we needed the extra time.

Comment

Originally posted by Simon-says-what

We, as a studio, have our own measurement and commitments to the franchise

You, as a representative of said studio, have an interest to publicly save face for your employer first of all. So every statement must be taken with a grain of salt anyway.

Sure, I'm not here to bash the game. But as the CEO of Ubisoft has said, sales were lower than expected. We don't shy away to say when things aren't great but I also want to assure everybody that we have not at all given up on this game.

Comment

Originally posted by Simon-says-what

We have never communicated player numbers and I won't start now on a reddit thread.

Of course you won't because transparency is only valued when it works in favor of your narrative, like "low" player numbers of Survival.

I didn't use exact player numbers for Survival either. If somebody, as a player, thinks there are too little people playing this game and that affects them, totally understood. We, as a studio, have our own measurement and commitments to the franchise. We are continuing to create content.

Comment

Originally posted by Simon-says-what

We're fully committed to the game.

That statement is so washed out and overused by your industry that it has lost all its meaning.

We also don't have content lying around that we're just keeping to publish later on. We're actively working on Episode 3 and will do more work afterwards.

I haven't said "content lying around", I said "prepared". And I know for a fact that DLC content gets worked on way before the launch of a game in most studios. I have no reason to believe that this is different with Massive.

And I'm bringing up the player numbers for Survival because it influenced our decision if we want to make these modes or not.

Almost every decision around this game has been poor & confusing for your player base, so I recommend you reconsider your decision making process, or the decision makers rather.

I haven't said "content lying around", I said "prepared". And I know for a fact that DLC content gets worked on way before the launch of a game in most studios. I have no reason to believe that this is different with Massive.

I think you misunderstand how development works. Content is indeed worked on in advance as the development cycle is a long process. In a simplified way, an update might be "ready" a month before its release but that's when it goes through QC testing, finishing touches, bug fixes, balancing and eventually the approval process to first parties.

Once the update gets the final "go" is when we have an actual release date.

Since an update might be more or less content complete I.E. a month in advance, artists, game designers coders etc... move on to the next update unless their help is needed for final tweaks.

This is how content gets produced in the industry.

Comment

Originally posted by Simon-says-what

We don't have plans to make the game disappear anytime soon and we have a lot of players that enjoy playing right now.

Can you define "a lot"? Because from here it looks like the game is borderline dead by all metrics publicly available.

We have never communicated player numbers and I won't start now on a reddit thread. It's alive enough for us to continue our commitment. We don't have reason to abandon The Division 2.

Comment

Originally posted by Simon-says-what

Just look at how far the second raid got delayed. That's a clear sign that resources were already pulled from The Division 2 development because the game's numbers are obviously too low to warrant a bigger investment. It's the second game in a row with a disappointing launch & year one, so I wouldn't expect too much from the franchise in general going forward.

They definitely won't invest a lot of resources into completely new features and game modes. They will deliver the stuff that was prepared for year one anyway, and then you will get some little side projects like hardcore mode. Probably with as many stupid oversights like not having stash access in a looter game.

Side note: I think it's funny how they talk about low numbers for a game mode when it's convenient for the narrative on the current game but at the same time have no problem lying about "a lot of players" in the live game. That's the dishonest and manipulative games industry in a nutshell for you.

...

We're fully committed to the game. We also don't have content lying around that we're just keeping to publish later on. We're actively working on Episode 3 and will do more work afterwards.

And I'm bringing up the player numbers for Survival because it influenced our decision if we want to make these modes or not. It's not to hide anything or make people feel different about either game.

Comment

Originally posted by mastergaming234

I felt like that development time could have been put towards making some more mission instead of giving us a mode no one asked for. I feel that you guys have drop the ball seriously when it came to episode 1&2 content wise and I feel like this was a last ditch to show you guys are working on something before you dissapeared for the holidays. Division 1 had it problem but man it had alot of stuff for keep us occupied during year 1 then the division 2.

I don't think it's fair to compare this mode to new missions. The amount of work is vastly different. Just talking about new environments for the missions is way more work than the mode.

The reality is, we need time to make the content people are asking for. We think Hardcore Mode is a small feature we are able to support right now and can develop with the community involved.

Comment

Originally posted by Spunkette

"Community Developer" is such a horrible misnomer. I do not why Massive insist on referring to their community managers as "developers". You make no design decisions, you do not create anything ingame and you do not code. You only act to summarize and feed information to the actual designers and developers. This is not a developer role at all and should not be called such.

Edit: Just because you smash that downvote button, it doesn't mean I am not right. Companies such as Blizzard do not call their community managers "developers", so why should Massive? it's misleading.

Just to clarify, we also have Community Managers in Ubisoft. The Community Developers work from the studio, while the CMs work in the CRCs, for example in Newcastle and North Carolina.

While we don't code the game we do influence decisions on the design by bringing your feedback to the team. One example would be the negative attributes on attachments were changed based on community feedback we brought to the team.

But I also agree with you, titles in the gaming industry are generally pretty vague and don't give a full picture. I worked at Blizzard before and the titles didn't really make that much sense either.

Comment

Originally posted by Holygrad

I don’t mean to troll or be an ass but Division 2 is a dying game with really no well thought out endgame and literally thrown together pvp. Pathetic and I’m ready for this game to disappear sorry.

Thanks for the feedback. We don't have plans to make the game disappear anytime soon and we have a lot of players that enjoy playing right now. We understand that there are a bunch of things we can do better and we'll always try to improve.

While it'll take a little more time to talk about Episode 3 and beyond, it's coming and we're excited about doing more content for the game.

Comment

Originally posted by TheNegatyveBurn

I understand that, and I plan on digging in deep on it. But when making a sequel of sorts game modes that people play should be carried over based on community request and playtime.

The playtime doesn't necessarily speak for Survival for example. The players that really dig Survival play it a lot. But overall it wasn't super popular in terms of player amount.

That being said, you also have to take into context that there was a lot of different things to do in the game. We're not disregarding that.

Comment

Originally posted by TheNegatyveBurn

No survival just ruined it for me on sotg. Yes ‘hardcore’ is similar in way but I shouldn’t have to sacrifice a character for it. Went back and played it on D1 the other day and was just the same fun and tense situations. Saw a group of yellow 30’s way too early and ran like wuss. Could have made it work in DC, dehydrated status, virus, power outages which require the flashlight attachment. Plenty of new ways to revamp the gameplay but nah, screw it.

Hardcore is not meant to be a substitute for Survival. It's a side project some devs here made and we think it's fun but it's definitely not a "here, have this Survival light".

While some players definitely would enjoy Survival in D.C. a lot, we also want to do something else. As said on Discord, we don't nail it every time but we won't stop trying.

Comment

Originally posted by Sayakai

Nothing, because they don't exist. The blueprints aren't part of the crafting bench for whatever reason. At times I got the "!" notification that a new BP is available after finishing a CP4 or project, but no new mod was actually craftable.

Cheers, I'll have a jab at that and send it over to the team. Appreciate the details.

Comment

Originally posted by JamesDixonNUFC

Can we play Hardcore Mode as a group, few of us want to give it a try.

Absolutely, create new HC characters and you can play together.

You can only play together with other HC characters though.

Comment

Originally posted by Sayakai

The open world is neat, but it needs to keep up with the power creep. Underground did that with its modifiers to keep things challenging even for classified sets, Survival didn't have to deal with power creep thanks to an isolated environment, but the open world is getting increasingly trivial. Lv4 control points have turned from challenges into loot grinding spots, and normal encounters are just nuisances at this point.

I just used the Open World as an example of what we think has worked well for The Division 2. Not in direct comparison to Survival or Underground. I really like what you're saying about the power creep and the isolated instance of Survival. These mini details about why you liked these modes are awesome, they help us bring more diverse feedback about what you enjoy to the devs.

Comment

Originally posted by Sayakai

Yeah, this is definitly getting annoying.

I'm missing, according to the collections sheet:

  • MK5 Scope

  • Special Forces 9mm Mag

  • Tightly Packed Marksman Mag

  • Stiff Integrated Spring

I have all mod BPs according to the bench, CP4 or projects no longer give BPs.

When you look at these blueprints in the Crafting Bench, what does it tell you where to acquire them?

Comment

We're applying some fixes to the Crafting Bench with TU6.1, let us know if there are still things not working properly.

I also want to point out that you need to acquire the sharing blueprint perk from Inaya on all agents you want to have the blueprints on. I'm mentioning it because we had some players not knowing that.

Comment

Originally posted by Johnny_boy2016

Who is Chris? A developer?

I'm a Community Developer on The Division 2. I'm part of the community team and lead the community efforts together with Johan in the Massive studio.

Comment

Hey! Sorry for the late reply on this. When looking into this it seems that this has not correctly been working for a while now and we likely won't be able to apply a simple fix for this.

This might mean that we will not support the activity recap in the raid in the future but we're still looking at what can be changed. I only received a small overview of what's causing this so I might not be giving the most detailed answer right now. Once we have figured out the details we'll make sure to post an official response to the forums as well.

Comment

Originally posted by LotusOverdose

Speaking only on pvp side

I was really hopping that there would be some ballancing to double barrel (both main gun and side arm) beside the ND change.

Also i was hopping to see something done for the demo turret that is just simple ridiculous.

seems we will need to wait at least 3 more months...

We hear you but we need some more time to evaluate what we'll do and we just didn't have enough time to fit it in TU6.1. We understand there are some "easy" solutions (simple nerfs) and it just took as a bit too long to get going. Apologies for that.