The Division 2

The Division 2 Dev Tracker




10 Apr

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Greetings Agents,

The servers will shut down for a scheduled maintenance Friday, April 5th at 09:30 AM CEST / 03:30 AM EDT / 12:30 AM PDT. Estimated downtime is approximately 3 hours.

We will be releasing the Invasion: Battle for D.C. update during this time.

Please follow this thread for any updates as the maintenance progresses.

Thank you,
The Division 2 Team
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Greetings Agents,

The servers will shut down for a scheduled maintenance Saturday, April 6th at 10:00 AM CEST / 04:00 AM EDT / 01:00 AM PDT. Estimated downtime is approximately 15 minutes.

Please follow this thread for any updates as the maintenance progresses.

Thank you,
The Division 2 Team
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I appreciate the suggestion, everyone. This is something that has come up in multiple forms over the months for sure and always brings an interesting conversation with it. This thread has been no exception, you've actually covered most of the points I typically bring up.
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It might be my computer but some of those images show up as a bit on the dark side for me
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What do you feel is the most pressing flaw of the game? How might the game be impacted by having three entirely isolated Specializations rather than 3 base templates to work off of?
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The folks on the art team told me yesterday that the Black Tusk literally smooshed all the trees when they rolled into Tidal Basin.

I think there's still some signage in the area relating to the trees though. BibleThump

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Warning. A weird door has been detected in your vicinity.

(Thanks!)

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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!

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Just a reminder to be respectful on the forums. We're here for conversation and discussion, not competition.

As a slight tangent from the OP: How do you feel playstyle can also have an important influence on the mods you might want to run?
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You got this question answered by someone in the community before I even had a chance to respond.


- Scottie
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Originally Posted by Scarlet_007
His complaint isn't about progression, its the difficulty reward system. he can run that same instance 3x on story mode in the time it takes to run on heroic with way less stress and difficulty. 1 story mode mission gives as much gear on the same tier as a heroic mission. The only difference is the specific boss drops more loot however the overall dungeon drops the same. So you are turning a sub 15 min run to a 45 min too 2 hour run for 3 pc's of more gear from a single boss. Unless you are farming a merciless that's crap and even then its still crap...

...People like rewards, and candy.

With my initial post it was primari... Read more
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Originally Posted by AyidX
A quick impartial question/ discussion.

How is it whenever a bug that benefits the player is fixed/shut down quick but when a bug that negatively impacts players experience always receives the "we're looking into it" treatment ? ( T-pose dead NPCs', signature ammo not dropping, Hive reviver not working well, crafting bench glitch, NPC stuck behind closed door when they spawn and etc) Why are the rest of us having our limited game time reduced because of some people abusing daily missions, that to be fair is a mistake the devs made?)

What are your thoughts on this matter? I would just like to have my dailies back.
Another player also ... Read more
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Well, you figure most of your time in game is spent in combat more than any other type of activity, and I would hope that most of your time spent in combat is keeping yourself safe in an advantageous spot - with cover.

Question is, what style of combat are you most often engaging in?
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Moving this thread for better visibility.

- Scottie
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Originally Posted by GetMused
Why Doesn’t The D2 forums have a build section? And I’m sure others would love to share and explore different builds

And yes I know there isn’t a ton of diversity at the moment but maybe having this section could help create more diversity
Historically we put builds and similar types of gameplay guides within the Community Content sub forum.
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Hey everyone, a super general three-pronged question but one that I think is important to this and the wider conversation.

When in the endgame - and especially while at the upper tiers of the endgame - how quickly do you feel you should be able to make progress? And how much progress? For how long?
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I knew in the back of my mind that it must exist but you're the first one to mention a specific AR tier list... I'm actually very very curious to see what it is, if you could share?

09 Apr

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I've found the movement helps add to the changed sense of pacing with The Division 2's combat. Slower, more methodical, and less-twitch reaction based. It makes me more carefully consider where I am and need to be in any given fight, and make sure that my movements have proper openings. Also for me it adds to the character and world, being a bit more weighed down with all the gear we have and such. But I understand that mine definitely may not be the majority view.

You guys discussed here a lot how the movement and combat work with each other - I am also curious how you feel the movement and level design work off each other?
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While I don't necessarily know the bugs you had in mind when you wrote this, I can definitely advise watching tomorrow's State of the Game. Are there any game-breaking bugs or issues you are encountering?