The Division 2

The Division 2 Dev Tracker




31 May

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Thanks for reporting this, we're looking into this issue!

I've merged with an existing thread.

Also please do not bump threads as this is against the forum rules
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Hello Agents!

Sorry to hear that you haven't received your patches. It's a known issue and our development team are working on the fix! Once it's resolved, we are going to communicate it through forums. Apologies for any inconvenience caused!
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We were unfortunately not able to implement this fix today.

I have removed the screenshots, please do not name/shame in the forums as this is against the rules.
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Impressive work! How long did it take you?


30 May

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Closing thread due to personal attacks.

Edit: Cleaned up the thread a bit and re-opening it.

Stay on topic, please.

29 May

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Huge thanks to those who have already provided me with some details, this will help the team look into it!

We've definitely noted down the wish for flashlights in the game!
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Originally posted by thuggothic

I don't call mentioning it one time during a stream about looking for a way to add matchmaking in the raid and two weeks later being radio silent transparent 👀

Atleast a release window gives ppl hope that massive is actually listening to them

This show didn't need the first words outta Hamish's mouth being there will be no talk about raid matchmaking today

We talked about this a little bit on State of the Game 120, as well as during the Special Report for Operation Dark Hours. Hamish very quickly mentioned it today as well.

TL:DR We're looking into improving the way to find players for the raid, so that you can more easily find other players.

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Originally posted by motomofo

Here's what I don't understand. It takes very little effort and even without going into detail, to simply acknowledge some of these issues to the player base. Let them know they've been heard like you've done today. Thats been lacking in these SotGs. We're not asking for details or even immediate solutions. But alot of the top concerns by players have zero mention. I feel an ounce of attention would go miles towards player retention.

I think I dropped the ball on that a bit, as I'm working on the communication list for the State of the Games. With Title Update 3 being out for two weeks, we prioritized communication around this. We definitely could have been quicker, no question.

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Originally posted by D-v-us-D

So far it's a bunch patting of backs for jobs well done and a bunch of nothing about nothing.

I'm pretty sure I told Drew to talk about everything they did wrong; in my eyes at least that's not very self congratulatory.

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Originally posted by Battlekid18

Massive has been one of the most communicative developers i've seen, especially for a AAA studio. And yet people are saying that they don't listen to any feedback and are tonedeaf to everything because a certain issue didn't get addressed for long enough. I'm honestly getting pretty tired of it. They're working on it, just because they can't have a fix for every issue in the game in a day doesn't mean they're not doing something about said issues.

There's a reason we call it "State of the Game" and not "Here's All The Fixes You've Ever Dreamed Of Going Live Right Now Report".

I appreciate that people have frustrations with aspects of the game and I read these threads through that lens. As I've always said, I love the critical feedback since it's certainly better than apathy. We'll keep putting out as much information as we can on a weekly basis. It's kind of that simple.

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Originally posted by gX-kiD

exploits totally have a very high priority for us

Without discrediting the rest of your reply, I think this right here is the problem.

I personally haven't used that exploit because I'm not playing the game atm but when it came up I knew immediately that the fix is imminent.

Why exactly do you consider some players getting loot at a faster pace "game breaking"? I know you're aware of all the discussions around the dissatisfaction with the amount of RNG, gear sets, exotics, and whatnot. Things like this can ease the pain for your players a little, at least until you have a real solution to the issue ready. But instead of letting them farm for a week you've given everyone the impression again that players getting too much loot is a "STOP THE PRESSES!!" kind of emergency scenario - and I don't think that sits well with a lot of players.

A lot of time in a game like this it feels like the community and the developers actual...

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We definitely see the point that some players are totally fine with just a room with endlessly spawning NPCs dropping loot being fun and fine. We don't think that's the best experience the game can be and for example wouldn't want to purposefully design a mission that plays like that. In the end it comes down to what our developers think the game should be and it's not just a door spawning NPCs and players purposefully wiping to reset that.

It's a pretty dry answer and I'm sure there are a bunch of counter arguments on what people think is currently not fun, but I hope it explains our thoughts a little bit.

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Originally posted by gX-kiD

We will have more information, hopefully next week, about what things could change and what we're looking at.

You should have talked about these things weeks ago. But you're doing the exact same thing as shortly after TD1's launch. Wait weeks and months to even acknowledge the most pressing issues, and only when the player base has basically been evaporated you started to rework core mechanics in the game.

I know you didn't work on the first game but I assume a lot of your colleagues did.

You threw this game out there in the typical AAA-hubris of "We know better what you really want!" and now it's biting you in the ass. Again.

You're lucky the game isn't on Steam since the player numbers are probably devastating already.

Once you've made up your mind about solutions going forward there will be no more players left to benefit from said solutions. Again.....

Interesting feedback for sure. We try to be as responsive as possible but we definitely fell short this time on these topics. That being said Title Update 3 also has only been out for 2 weeks, so there hasn't been that much time to respond to things yet.

Thanks for your comment though!

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Originally posted by FuNiOnZ

Since SOTG has to address the entire fan base in a limited time format, I feel like maybe the best way to handle some of the more ‘hardcore’ crowd would be to have some sort of alternate broadcast that gets more into the technical side and touches on more topics (RNG, AI, Bugs, etc) rather than the sweeping generalizations that you have to use to fit it into the limited time format we presently have.

I found the AI guy to be interesting, and liked hearing about what’s going on under the hood, but others seemed extremely bothered by it if chat was any indication.

We don't want to shy away to talk about these topics. The reality is just that we don't have solutions for all of them yet. Once we're certain that some fixes are coming and we think it'll address the communities' concerns we'll happily talk about them on State of the Game.

That being said, we also think there's some different formats that we could stream to address certain topics or talk more often to you. With the resources we currently have it's not something we can do soon, but it's absolutely something I'd like to kick-off later this year.

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Originally posted by gX-kiD

Every.

Loot game.

Dev.

Ever.

As soon as players benefit too much from something it will be patched immediately. Things that bother players or flat out hinder their progression always take weeks or months to fix.

They will of course tell you their default excuse of "sOmE fIxEs tAkE lOngEr tHaN oTHeRs" but it really is one giant coincidence that these exploits that benefit the players ALWAYS fall in the "easy to fix" category whereas literally everything else is always super complicated.

I understand the sentiment. As a player I'd also wonder why these exploits are always easy fixes. And to be fully transparent, exploits totally have a very high priority for us, so the turnaround will be quicker than something that doesn't break the game.

That being said, we actually need to be able to fix them quickly. The normalized armor issue is an example of something we'd love to fix quickly and we couldn't. Another example are the NPCs being too aggressive; It's really, really difficult and that's why we can't patch it quickly.

Again: Totally get where you're coming from and there's a lot of frustration out there currently. We're sorry if you feel that our communication is part of it. We'll try to get better and get you some more information on the pain points you guys are reporting to us.

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Originally posted by LarsTheDevil

Thanks for your answer.

Maybe you and your colleagues at Massive that work the front line (aka social networks, communities) can improve on your communication and post a "weekly 10-20 liner" what you are working on, when the fix will be deployed (aka in 10 days or unknown) and what you are looking into it. What the next steps for you will be (analyzing, programming, testing, deployment,...)....

Currently my impression is 'we' (the community) voice our concerns and get no feedback or super delayed feedback. (...we heard your concerns with matchmaking and are working on it....)

/sorry for the kind of rant

Totally understood. With unlimited resources we'd probably love to do that. Realistically there's a lot of different conversations to be had before we can communicate on a feature or new content. On top if it, we're constantly working on the game so priorities shift. For example the Title Update 3 was meant to go out in April but due to issues with the patch and us wanting to put in extra polish, we delayed it.

Telling you guys this and giving you a reason is fine. But if there are 10 things on that theoretical list and they constantly change, that's an issue. Not only because it might be frustrating for you, but we also need to keep track where we communicated on this, we need to fix the timeline, follow-up later on, etc.

We think we can get better and give you updates earlier, but we'll never be able to answer all questions and concerns immediately. I personally also dislike to comment on literally everything "We're looking into it" because it just feels like I'm ...

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Originally posted by Imronideutch

All i want is my. f**king. Last. Ivory. Key. f**k

We're looking for a way to allow you to get missing keys and masks once you've done Hunters. This has been quite tricky to fix and actually broke Hunters spawning at all when testing this internally. We'll try to get something that doesn't break the game to you as soon as possible.

edit: a word

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Originally posted by UncleThursday

The joke is that, like Destiny's loot cave, they were quick to fix a way that players could actually get loot-- maybe some of it useful-- but are going to make us wait until TU 3.1 for the AI fix, which could still be weeks away. Destiny had many of its own problems at the time, including getting useful loot, which is why the loot cave became popular.

They already said they identified the problem in the last SotG, so they SHOULD release a stand alone patch that fixes the AI behavior. They won't, though, because they apparently have to pay MS and Sony some money to get the patches validated. So in order to save a few bucks, they'll make us wait up to the next month with this borked AI and wonder why the raid isn't being completed by as many people on console as it could be, because the AI moves too fast to aim at and dodges bullets like Neo.

Just to clarify, we have a first fix for the AI being overly aggressive coming Friday. Some more improvements after that will come later.

And as zFireBG points out, some things are easier to fix than others. We do not shy away from fixing single issues because it's expensive or we have to "bother" Microsoft and Sony. We just sometimes need more time to fix something, because it's either not ready or we need to test it to make sure it doesn't break more things.

Lastly, as a Raptors fan: I love the Drake meme.