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More Nerf's to a already Nerf game!!!!!

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ChowYunFats

Community Veteran
O k I know some of us on here have watch a lot of videos on The Division one I like to follow every now and then is SkillUp well I seen yesterday on there channel about Deadeye Gear set nothing special to me well now today one of the main people who make these videos think's Massive needs to Nerf even more I'll link the video and I want everyone input please my opinion I think there was already enough Nerf's to go around and our typical bug's that came out with 1.3 but here's the link 



 
Having played Borderlands 2, The PreSequel, and several other games, as well as this game, I found that people really like getting killed so much.

Maybe it's just me who came from Tetris and all that shit where 'challenge' was actually a challenge of speed-thinking and tactic, instead of getting gangbanged by way-above-league NPC/players in 2 secs from all side with no chance to escape or defend or kill them on time.

 
The latest video he did about nerfing I think was pretty good for the reasons he stated.

It is not so much about nerfing but about rebalancing, including the weapons, gear, skills, talents, AI damage and health as it is currently spiraling out of control .

I believe the game should be re-baselined.  Weapons &  gear should have small increments to damage / crit / ammo / pulse dam etc and not massive 20 -> 40% chunks that just add or multiply to ridiculous numbers.  The Ai can then be re-baselined to these lower values and it would give much more headroom to grow at a slower pace.   Where possible, percentages as an influencer should be removed as they will just balloon in to massive figures as time goes on and the underlying figure they are based on increases.  An example (nothing to do with this game) would be to alert on when your hard drive gets to 90% full.  For a 100GB drive it will do so when you have 10GB left - fairly reasonable.  For a 6TB dring (6,000GB) it will do so when you have 600GB free - maybe not so reasonable.

Loot should be incrementally better  and not 99% crap and 1% very good.  

Take a weapon for example;

You find / buy a SVD.  It has 1k damage.  you play some and get some loot.  There is a chance that you may find another and if so then there is a high chance it will be better than what you have by a small bit (say 100 damage) and a medium chance it will decent amount better (say 300 damage) and a small chance it will be much better ( say 500 dam).   For bosses the small chance is removed and the high chance gets a boost.  Now this bonus damage does not scale based on the underlying items strength.  Grinding will slowly build it up with drops over time a little bit at a time.  Heavy grinders will get better gear and be able to keep building up, allbeit in a slower fashion.  

For example;

Find loot -->

10% chance of another SVD -->

Baseline stats (with small variations) or 60% chance better than your current (in inv or stash) if you already own one -->

if better, 50% chance small better, 30% chance of med better, 20% chance of high better.

or

 If boss chances change to 40% med & 60% high better base stats.

Same slow progression for gear but the palyer is always progressing.  The player always has a high chance of reward that will be better than they already have but it will be in small increments. 

The player will also need to decide which sets / weapons to go after in order to build up the stats on them.  If they don't have them in inv or stash any more then new drops will be baseline (will also help prevent alt character equipment mule strategy some are using).  People would need to specialise in weapons and gear(sets) and work on them to get them to where they want.  Players woul dnot be able to to have one of each set due to stash constraints. 

Now this is not perfect and would need a lot of work to take it from a basic suggestion to a decent workable solution and it may involve more network traffic which may result in bigger lag issues etc.  The vendors would need to be rewritten to be based on the players current gear.

Would it be painful to move to this method... sure.  It would also be quite painful for Massive due to the amount of re-work required and tuning of netcode etc.  I would imagine, based ont heir previous offerings, the core of their team are working on the DLCs with a few people trying to fix bugs and very few actually testing results.  I would doubt they would have the bandwidth available to implement ever if they wanted too without hiring.

Unlikely to be implemented, maybe, but something has to change before this turns in to a exceptionally geared team only game and lock everyone else out.

 
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