The Division 2 - Catch All

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We're going to be working out of Washington D.C. this time around!

I’ll miss the snow and ice of the first game and I really just wanted MORE of NYC, but I’m sure I’ll enjoying the inevitable “shoot up the White House*” mission.

*In the game, Secret Service officers reading this when keywords were flagged.
In the game.

Fine with the setting, and I put almost 400 hours into the first game so of course they have some level of interest.

I just hope the rumors about them doing the Destiny and adding raids that require higher player counts than all the other content are false.

I always felt exploring NYC made the game worth it alone, as the first game had a level of fidelity that was pretty insane. Being I used to live in DC, I'm in for that aspect alone. One of the big problems with the game is it's like the developers learned how to run a development project in the months after launch; they'd have major bugs, fix them, fix a new bug and overwrite the old fixes, leave major issues alone for weeks on end . . . it was a wreck. They seemed to figure it out over time (maybe they hired a competent project manager) and made that game so much more stable, plus some of the later DLC they added in was pretty great (like the Survival one).

I definitely had enough fun with the first to pick up the second one.

I think this will be a good setting. I'm not so sure I want more of this style of game though. I burned out on the first one pretty quick. I tried to get back into a few months ago and ended up burning out again after just a few hours.

I just started playing The Division this last week when it went on sale for ~$10. I initially passed on it back when it launched because I heard it was a mess. From what I've heard from players, this is pretty accurate. The game as it is now is really good, and it does sound like Massive learned how to properly develop a game of this type as they went along. I'm hoping that the lessons they learned, features they added, and the known problems with the current endgame were taken into account in the development of the sequel. I haven't done any real endgame PvP, as I'm still gearing up, but from watching videos of it, having almost no reliance on cover in a cover-based shooter is a problem that I hope they fix with TD2.

One of the things they mentioned in some of their press material is that there will be a class system of sorts. I don't know if it's going to be something like a spec you can change while in a safehouse, or if it's going to be a choice you have to make at the beginning. Making different roles in a group more distinct seems like a good idea to me, especially since they've said that they're planning to have 8-man raids in TD2.

EDIT: Someone found a link to the Google cache version where they show a teaser of the three specializations here.

In case that stops working, here's an image I grabbed of the specializations. They look to be weapon based: Survivalist gets a crossbow, Demolitionist gets a grenade launcher, and Sharpshooter gets a sniper rifle. You can see the grenade launcher (used by the POV player) and crossbow (used by the other male player to shoot his own foot) in action in the "gameplay" video.

IMAGE(https://i.imgur.com/jraso6V.png)

Here's hoping that they don't repeat the mistakes of Destiny 2, which threw away too much of what was fixed in the first version. I'm also hopeful that their stated focus on "endgame first" turns out to be true and satisfying while also not harming the leveling process that I've enjoyed so much in the first game.

Looks interesting.

ruhk wrote:

I’ll miss the snow and ice of the first game

Not me, I say good riddance, this change of scenery is welcome.

I'm in!

Tagging - I was a late-adopter of the first game, after it got really stable and decent. Still working on it, in fact. This looks excellent.

moleverine wrote:

I haven't done any real endgame PvP, as I'm still gearing up, but from watching videos of it, having almost no reliance on cover in a cover-based shooter is a problem that I hope they fix with TD2.

This is a matter of gameplay and gear setup. When i play i primarily use my Deadeye build and i'm staying in cover as much as possible. It's very deadly, but i am vulnerable to people who try and flank.

Another thing i found interesting from the gameplay they shown is they 'claimed' an area. Wonder if that's for story purposes or a new mechanic?

I'm pretty sure that was a scripted story encounter, so it's probably a story mechanic. It was already present in the first game(completing missions basically gave you control over areas), so it's probably just making it a bit more obvious what you're doing as you clear missions.

Yeah, they did more or less the same in the original games first trailer, where it ended with them firing up a flare. Of course, that was the intro that also had the drone controlled by a guy on a tablet, which I still feel would have been an awesome addition to the game.

Razgon wrote:

Yeah, they did more or less the same in the original games first trailer, where it ended with them firing up a flare. Of course, that was the intro that also had the drone controlled by a guy on a tablet, which I still feel would have been an awesome addition to the game.

That bit was part of the Dark Zone extraction. Not part of the general gameplay area.

We may not get the drone on a tablet bit, but it does look like it's in game this time around.

I'm hoping that they deliver as strongly on their environmental storytelling in TD2 as they did in TD1. I think that's one of the things that has charmed me the most; I can enter an area and see that it was clearly an impromptu medical triage center that is now abandoned, I don't need the ECHO stuff except for a bit of extra detail.

I'm still not solid on why we don't wear our masks 100% of the time in the first game, though. I know I wouldn't risk it.

I just hope they keep the idea of the darkzone. It had plenty of issues and certainly could use improvements. However, I still like the general idea behind it.

I hope they figure out a way to make weather as much of an impact on combat as they did with D1. A firefight in a blizzard at night was completely different than the same encounter in clear weather during the day.

Ooh, 8 player raids and "years" of new, regular content.
Like what they said in the pres conference so far. 30 minutes of gameplay when the Ubi conference ends.

jigsawhc wrote:

Ooh, 8 player raids

Was afraid of this. Probably out.

Looks interesting, some possibly neat additions.

Will be fun to explore DC, though I was hoping to roam around San Francisco :).

Thin_J wrote:
jigsawhc wrote:

Ooh, 8 player raids

Was afraid of this. Probably out.

Seems like they are just a part of the game. You could play the rest and skip the raids.

Not looking forward to the 8 player raids either. Can we opt out and still get enough content to make it enjoyable?

I'm excited for the raids and having them at launch is a big deal since one of the issues with the first one is not having an end game available till much later.

Yeah, I am encouraged they are already talking end game specializations and have a detailed plan for releases through the first year.

jigsawhc wrote:

Seems like they are just a part of the game. You could play the rest and skip the raids.

If I talk my friends into another co-op game that suddenly walls us off from content because we don't want to play with internet randos they'll just never listen to me again.

I got everybody excited for Destiny. My whole pitch was the three player squad setup meaning it would be a lot easier for us to play since all of us so rarely manage to get on at one time. Then the first raid came out, we couldn't play it in the three player groups we'd played the entire game up to that point in and that was the end of us playing that game. It left everyone really sour.

The Division drove them all off early on because you were forced into the Dark Zone early on to progress. We gave it two shots, got ganked by people with better sh*t a few times and it completely killed the game for the whole group. They all traded the game in over the following weeks.

Of course it eventually got to a much better place, but nobody had any interest. I bought it digitally so I kept coming back with each update.

The only thing that saved the first game for me after all the improvements was it was very soloable for the vast majority of the content and the Dark Zone and PvP in general was made completely unnecessary for progression.

Even then I never did finish two of the Incursions because they required *way* more cooperation and gear optimization than any rando group generally managed. I tried them a few times and every group would disintegrate after the first failed attempt.

So the idea of that, with an even higher player count required?

Nah.

The tag line for PVP is earn powerful gear.. I can't imagine they would be stupid enough to lock the powerful PVE gear behind PVP.. that's a quick nope out for me.

Thin_J wrote:
jigsawhc wrote:

Ooh, 8 player raids

Was afraid of this. Probably out.

Yeah learn from the master here.. make it flexible sizes.. don't lock it to a set amount. I mean seriously this is low hanging fruit here.

TheGameguru wrote:

The tag line for PVP is earn powerful gear.. I can't imagine they would be stupid enough to lock the powerful PVE gear behind PVP

Way it was at launch but not the way the game is now.

Thin_J wrote:
jigsawhc wrote:

Ooh, 8 player raids

Was afraid of this. Probably out.

Same.

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