• Greetings, Agents! Welcome to the The Division Forums. It looks like you're looking forward to Tom Clancy's The Division 3, but haven't created an account yet. Why not take a minute to register for your own free account now? As a member you get free access to all of our forums and posts plus the ability to post your own messages, communicate directly with other members and much more.

THE DIVISION: ITEM DROPS AND CRAFTING IN UPDATE 1.1

Status
Not open for further replies.

g1nt3r

Death Otter
THE DIVISION: ITEM DROPS AND CRAFTING IN UPDATE 1.1

07/04/2016 06:00 PM

Agents,

As you already know, we will be deploying update 1.1 in a few days. This is very exciting for all of us as it will be the first major content update since the release of the game! With it, we will implement new End-Game activities and a new layer of character progression with gear score 204 (equivalent level 32) items and Gear Sets items.

However, as we add this new layer of character equipment to the game, we also wanted to seize this opportunity to address something that will change your end game experience significantly: the importance of crafting versus item drops.

STATE OF CRAFTING

The Division is primarily a RPG. As such, gearing up your character is one of the main aspects and incentives to keep playing the game once the story missions are completed and max level is reached.

As part of the End-Game loop, players are expected to obtain their equipment by trying to beat challenging activities, and be rewarded for it. As each player develops and perfects their build, he or she will be looking for very specific items that will contribute to that build. Looking for one specific item can be quite tedious, but it should also feel extremely satisfying when the item is finally acquired.

The way our crafting feature is designed is to offer an alternative for players to temporarily complete their gear, by crafting missing pieces of their level. For End-Game we want crafting and our different in-game economies to provide reliable but slower source of gear compared to loot dropped from named enemies. If after many attempts you could not find said item, you should have acquired enough materials to try to craft something similar instead. It will not replace the item, but you will still be rewarded for your persistence.

However, at the moment, loot drops are just too rare and disappointing, putting too much of an emphasis on crafting: you are looking for crafting materials and may sometimes end up dropping an interesting item in the process.

This is clearly illustrated in the following graphs. Here you can see how many Item level 31 High-End items were acquired through crafting compared to items acquired as loot drops.

Graph_246133.png

As many of you pointed out in the past weeks, the end result does not provide the level of fun that we had hoped for.

To address the situation, and simply make End-Game more satisfying and more focused towards improving your build one piece at a time, we will be implementing a series of changes with update 1.1, some of which have already been communicated in the Patch Notes, and others that we are about to reveal now.

MORE HIGH-END ITEMS

From now on killing a named NPC will grant you a guaranteed High-End drop! That’s right, you will now always get a High-End item from killing a named NPC of level 30+.

The gear score of said High-End will be determined by the level of the NPC. For example, a level 30 named will guarantee a gear score 163 High-End. With so much more High-End drops, you’ll quickly notice that crafting High-End items, while more expensive, will not necessarily be much more complicated. To make sure that crafting remains a viable alternative, we will also increase drop rates of Division Tech materials to 40% on level 32 named enemies in the Dark Zone.

New drop tables have been designed to grant you just enough control to focus your efforts on specific NPCs, depending on your need. Each named NPC will now have more chances to grant a specific type of High-End item. By discovering the specificities of each named NPC, you will quickly learn which ones you should focus on in order to obtain specific items.

CRAFTING AS AN ALTERNATIVE

You have already seen the changes that will be brought to crafting, but let’s go through them in more details here. Increased costs for converting crafting materials and crafting High-End items:

10 Standard (Green) materials instead of 5 to craft 1 Specialized (Blue) material

15 Specialized (Blue) materials instead of 5 to craft 1 High-End (Gold) material

10 High-End (Gold) materials instead of 8 to craft 1 lvl 31 High-End (Gold) item

Changed deconstruction yield of Standard (Green) and High-End (Gold) items:

Deconstructing a Standard (Green) item yields 1 Standard material instead of 2

Deconstructing a High-End (Gold) item yields 1 High-End material instead of 2

By changing the conversion rates, we will encourage players to use their low level materials while they are leveling up, instead of saving them until they reach level 30. It will also bring more decision making between selling and deconstructing low quality items. Most High-End materials should come from deconstructing High-End items, and not deconstructing lower quality items to then convert these materials into High-End ones. Similarly, lowering yields when deconstructing items will also lower the efficiency of items farming.

Once again, we want you to consider deconstructing and material converting as an alternative when you get an item that doesn’t contribute to your build, and not the main mean to develop your build as a whole.

CONCLUSION

To sum up the list of changes brought with update 1.1 in regards to item drops and crafting, we will:

Increase drop rates of High-End items on named NPCs (100% drop rate, actually)

Increase drop rates of Division Tech, to make it less of a bottleneck than it currently is

Modify loot tables for each named NPC, to make the hunt for loot more controlled

Increase conversion costs of lower quality materials to high quality ones, making it harder to convert low quality materials into high quality ones

Decrease construction yields, making it less interesting to farm lower quality items in order to obtain crafting materials, and because you’ll get more High-End items as a whole

Increase cost of crafting High-End items, because High-End materials will be much easier to come by

These changes will not only make crafting and dropping more coherent towards each other, but will also make it feel much more fun and rewarding.

Balancing an online game is no easy task, and while we believe that these changes are a step in the right direction for the future of the game, we will keep monitoring the situation and address what needs to be modified. But more than that, we will have an eye on all aspects of your experience, and balance things when needed. Sometimes it means making hard decisions that might not be appreciated, and when this happens we will make sure to give you the visibility you need to understand why these decisions are made.

Your feedback is very valuable to us, so keep the discussions going, we will be reading!

-The Division Team

 
Last edited by a moderator:
Love this. With 9 days played on my main, I have seen exactly 3 (THREE!!!) HE drops off named enemies, all from challenge mode PvE bosses. Each real-time day, I usually do a minimum of 3-4 challenge runs. That's ridiculous.

 
Love this. With 9 days played on my main, I have seen exactly 3 (THREE!!!) HE drops off named enemies, all from challenge mode PvE bosses. Each real-time day, I usually do a minimum of 3-4 challenge runs. That's ridiculous.
I feel your pain, I have probably seen about as many HE drops you have. However a guaranteed drop seems like... pandering... I was thinking a huge increase in percentage would of been sufficient enough for me.

 
I feel your pain, I have probably seen about as many HE drops you have. However a guaranteed drop seems like... pandering... I was thinking a huge increase in percentage would of been sufficient enough for me.
Agreed. The last time something was said about "challenge mode bosses will now drop loot commensurate with their level", that's what I was expecting, just upping the drop rates on HE loot to 35-50% or something. Nothing seems to have changed as of yet however, or perhaps it actually has and something in the coding necessitated the 100% increase just to have an effect.

 
photo
photo


I have enjoy the game so much and I am pretty lucky cause I have high end gear drop for me 3-4 pieces every couple days or so including my beloved sniper rifle that drop yesterday the First Wave M1A..!!

 
Last edited by a moderator:
photo


I have enjoy the game so much and I am pretty lucky cause I have high end gear drop for me 3-4 pieces every couple days or so including my beloved sniper rifle that drop yesterday the First Wave M1A..!!
yes, you are one of the lucky ones..i have gotten maybe 4 or 5 HE drops since the game launched

 
there are a few very lucky ones as far as HE drops... i have been playing since launch everyday and have had only 1 HE drop.. my buddy that i play the game with has had about 3 or 4 drops in that time

 
How can you make a loot based game and not have everything that was stated above, all ready in it from the start? I mean it's not like this is the first loot based game ever created, they've had many examples come before it to use as a guide of what works and what doesn't to learn from. To me it seems pretty simple that killing an Elite/Named enemy should have a high % of yielding an exciting piece of loot, but not a guarantee. I'm deep in the end game now and just can't stop thinking how much more fun my journey would have been if this was the way it was from the beginning.

 
Last edited by a moderator:
not looking forward to the conversion rate of mats changing....gotta farm and convert as many mats as I can before the update


Crafting?

With nearly no schematics to craft better gear from, what's the point?

Now it'll be even harder to get materials?

Colour me less than enthused.
I don't think this will be a problem. On the one hand...yea, totally convert before the reset...better to have and not need then need and not have. But ultimately, the goal of the changeup is to get people earning drops from playing rather than crafting and vendors which is something I'm entirely happy about. I want to be rewarded for bringing down named NPCs...keep in mind, there's lots of opportunity for that. Hard Modes Dailies end with a named NPC. Challenge Mode Dailies end with a named NPC. There are several in the DZ, and then you have one wandering each neighborhood. Now we finally have a reason to get out and go looking for faces to shoot rather than materials to loot. See I made a rhyme...Johnny Cochran would be proud. But seriously...let crafting take a backseat. The post even says the goal of crafting was to help you fill gaps in your setup, implying it was not to be the source of your setup. The higher price will mean that you'll make your Vector one or twice and hope you get a not-crap roll. Right now, I see too many threads about players crafting the same blueprint 35 times before they get their personal "god roll" on gear. When that's possible, materials aren't the bottleneck they should be. So in the end, does it seem a steep price? Yes. But if the tradeoff is my inversely proportional desire to craft, I'm totally down for it. 

 
I don't think this will be a problem. On the one hand...yea, totally convert before the reset...better to have and not need then need and not have. But ultimately, the goal of the changeup is to get people earning drops from playing rather than crafting and vendors which is something I'm entirely happy about. I want to be rewarded for bringing down named NPCs...keep in mind, there's lots of opportunity for that. Hard Modes Dailies end with a named NPC. Challenge Mode Dailies end with a named NPC. There are several in the DZ, and then you have one wandering each neighborhood. Now we finally have a reason to get out and go looking for faces to shoot rather than materials to loot. See I made a rhyme...Johnny Cochran would be proud. But seriously...let crafting take a backseat. The post even says the goal of crafting was to help you fill gaps in your setup, implying it was not to be the source of your setup. The higher price will mean that you'll make your Vector one or twice and hope you get a not-crap roll. Right now, I see too many threads about players crafting the same blueprint 35 times before they get their personal "god roll" on gear. When that's possible, materials aren't the bottleneck they should be. So in the end, does it seem a steep price? Yes. But if the tradeoff is my inversely proportional desire to craft, I'm totally down for it. 
Doesn't this throw the game to far the other way now? Players now will be almost entirely reliant on HE drops to progress and even at 100% drop, the actual items being dropped are going to be random aren't they?

So in place of people recalibrating 35 time for the perfect roll, you get players hitting the same Boss 35+ times for the perfect drop.

By the nature of this game you're likely to get groups of players camping near boss spawn points for hours to rinse/repeat. 

Personally, I'm not to concerned with the increase in materials "cost" as you can always get materials, now it just takes more "farming"....that's fine. I just don't think a 100% drop ratio is helpful....it needed to be greatly increased but now just farming will move from materials to Ai kills. It just needed balance.

 
Last edited by a moderator:
Doesn't this throw the game to far the other way now? Players now will be almost entirely reliant on HE drops to progress and even at 100% drop, the actual items being dropped are going to be random aren't they?

So in place of people recalibrating 35 time for the perfect roll, you get players hitting the same Boss 35+ times for the perfect drop.

By the nature of this game you're likely to get groups of players camping near boss spawn points for hours to rinse/repeat. 

Personally, I'm not to concerned with the increase in materials "cost" as you can always get materials, now it just takes more "farming"....that's fine. I just don't think a 100% drop ratio is helpful....it needed to be greatly increased but now just farming will move from materials to Ai kills. It just needed balance.
this is what i think will happen, not only will people be camping boss spawn sites, but if too many people are camping those areas, people will just camp extraction sites as well. to just wait for people to bring an entire loot bag filled with HE gear and take them out.  why camp one area for hours when all you have to do is wait for players to bring the HE gear to you. Throw in supply drops on top of all this, and its going to be a war zone LOL...you thought the DZ was dangerous before, this has the potential be much much worse now

 
this is what i think will happen, not only will people be camping boss spawn sites, but if too many people are camping those areas, people will just camp extraction sites as well. to just wait for people to bring an entire loot bag filled with HE gear and take them out.  why camp one area for hours when all you have to do is wait for players to bring the HE gear to you. Throw in supply drops on top of all this, and its going to be a war zone LOL...you thought the DZ was dangerous before, this has the potential be much much worse now


Exactly!! Now... is this actually what we want from the game or not? THAT's a question and a half, a major part of me says "If it makes the DZ a place of real danger I'd love that" but part of that also says "...what if EVERYONE is a rogue? What's the point of that?" Does this produce a situation that Massive acted against not so long ago by making going Rogue far more a risk with far stiffer penalties if caught!?

It just seems a very wild swing in the opposite direction from, admittedly, a poor situation. Even just a 50% increase would have been more favourable.   

Of course, the intelligent players will NEVER go and fight the bosses OR dash for the supply drops at all .... they'll just shadow the players once they collect and pounce them once they go to extract. Though...aren't supply drops uncontaminated? Did I read that?

 
Last edited by a moderator:
I killed my very first named boss (post update) in the DZ and a new gear item, Sentry's Call Gloves, is what dropped. My very first named boss killed in the new update and I get a new gear set piece to drop. Now, this was totally random and not expected every time but I'm starting to think though, that the new green drops are going to replace the gold drops in terms of desire. That is why the gold drops have been increased, cause they're not what everyone is going after anymore, so it seems Massive just replaced gold with the new green in terms of most sought after. That being said, I still think gold drops should have just had a % increase. This new drop rate kinda takes away that rush of seeing a gold loot light hit the sky, along with the fun factor of the experience.

 
Tbh this patch actually really killed this game.. 100% drops on high end? Really killed the dark zone.. I mean i was one of those people who farmed hours and long nights for the high ends, and now we can get it like that. I suggest that high ends should be still kinda rare. Maybe drop it to a 40% or 30% , everything is too easy now.. Like really, it doesnt  even feel rewarding anymore. 

 
I believe the reason is to make getting that "God roll" much more feasible.

I have had the bad experience from Diablo II and III to farm my brains out for the right gear. The problem is not only were you looking for that rare slot/item/weapon but the right stats/talents/abilities. It was very frustrating getting the item you wanted, but had some garbage stats.

 
Tbh this patch actually really killed this game.. 100% drops on high end? Really killed the dark zone.. I mean i was one of those people who farmed hours and long nights for the high ends, and now we can get it like that. I suggest that high ends should be still kinda rare. Maybe drop it to a 40% or 30% , everything is too easy now.. Like really, it doesnt  even feel rewarding anymore. 
It made the feeling of seeing a yellow drop less exciting, but that's not how it's killing the game. It's because said item is only level 163 or maybe 182. While you still have to CRAFT 204 weapons. Then they release the two most desirable weapon blueprints for only three days, giving exploiters and glitchers even more of an advantage. GG Ubisoft, GG....

 
Last edited by a moderator:
Status
Not open for further replies.

Advertisements

Back
Top