Astartes82
Community Agent
All in all I am impressed by The Division so far. Obviously this weekend was just a tongue-tip taste of what the release version will be but what a taste!First off, I was very happy with the level of freedom both in the PVE only and in the Dark Zone. This game is truly free roaming and I hope that is something that stays into the final product.The detail, while no where near the level of detail shown in initial concept footage, is amazing. I like how snow accumulates on your clothing, weather (really) affects visibility (maybe should do the same to movement as well?), and the lighting is spectacular!What I was disappointed with as far as detail was it seems we have lost the real interactivity with the environment originally suggested. Piles (not even piles, more like 1 or 2) of trashbags are apparently an impenetrable barrier. There is now almost no destructible environment besides car glass. There is no real interaction even with car doors, they only shut if you run into them and they are not the cover objects originally shown. We can't even get cement dust from shooting at a barrier? I understand we can't go into the dark zone and level all the buildings, but at least fading bullet holes...and the PVE only area should be able to provide a bit more destruction, The enemies. While responsive and kind of life-like, the enemies can use more work. Not to mention I do hope that the release version has a lot more enemies roaming about. That's another point...roaming enemies. The ones in the beta kinda just appeared in set places, and just stood around. Shouldn't these gangs and factions be going about their business? Have groups of roaming enemies. Cleaners going door to door looking for infected, thugs searching for civs to terrorize...My big gripe from the beta is the fact that once I completed the story missions and side quests then reached level 8 in the PVE area, there were no longer any more side quests or enemy "encounters" appearing...is this to be expected from the finished game? I really hope this isn't a "clear the zone and move on because there's no reason to go back to previous are" kind of thing. Multiplayer. Co-op play in the PVE only zone is awesome! Me and my team had a great time completing missions and taking on encounters together. I like the individual loot system, no rolling or fighting over who gets what or who needs what. The Dark Zone, same thing. team play is awesome and challenging...this game really encourages using intellect and real tactics, definitely NOT a run n gun game (very relieving).Bad things about the PVP...there needs to be a better crimewatch system, if that is going to be a big point of the game. As it is, I got killed by a rogue team, I respawned at the nearest safezone, exited said safezone, and saw my attackers killing each other. They all died but one, who stayed to guard their and my loot, the 3 respawned at the aforementioned safezone, ran right out, and lo and behold! No indication that they had all just been rogue! They collected all the loot, killed their buddy to remove his rogue status, he respawned and they all ran off to an extraction zone, rogue-free. My suggestion for this is something like EVE Online's crimewatch system, which you have already about half way. The initial red skull PK icon and timer is a good start, but then if someone is killed while being rogue, they should have some kind of countdown timer after spawning in a safezone, either they cannot re-enter the DZ until the timer expires, or they need to have perhaps a yellow warning skull icon above them on a timer, not marking them for manhunt or giving the extra xp/$ as with a rogue, but just to warn others that "this person recently was rogue". Something so teams can't bypass rogue status so easily.Really hoping for a much bigger area. Maybe some better environment mechanics. I do not think that a duck function is really needed besides for those who just want to use certain insulting gestures after a PK, in which case it would be nice to see vendor purchasable emotes to switch out with your starting ones.A better equipment listing system as far as inventory. The weapons and gear listings are fine, maybe better labeling on what weapons mods work on. The problem lies in the clothing menu. Right now I have to scroll down for about 10 seconds to get to footwear. Collapsible category menus would take care of this, It's not a great inconvenience, but just something to note.Clans should definitely be an option eventually, even if all it does is allows us a clan tag with our name in the game. Have a leaderboard up in the HQs that show top player stats and/or top clan member stats to encourage people. Not right away but maybe down the road...a gang/clan/faction home base should be an option, much like the clan bases in Warframe, members can have permission ranks, access to certain amenities, and all contribute mats and money to expansions and perks.Very disappointed in the termination of developing the companion app. I work every other weekend and have classes during the week. A game interactive companion app would have been invaluable during slow times at work and the sometimes 2 hours between classes that I stay on campus during. Maybe the drone thing was a bit unbalanced and hard to implement, but at least something where an individual can grab up crafting materials, decode infection scanners, or simply a few chances of unlocking some crates to find random generated items...the more interaction we have, the more we will focus on this game.There were a couple problems with enemies falling through obstacles, player getting caught up in some trash bags, and some npc loading issues...but nothing really game breaking. I am a little confused as to why the JTF, the authority trying to help people in this crisis, charges trained crisis operatives (us) cash for equipment and services to deal with the very crisis...I mean, in real life, would it make sense for the Red Cross to be called to an epidemic area but then when they get volunteer doctors and relief workers those volunteers are told they have to purchase any relief supplies or medical equipment from the local authorities in cash? I understand there needs to be some kind of currency to obtain vendor items...but this really separates the game from any realism trying to be achieved. Nothing can probably be done about this but wanted to make my concern known.Great game! Definitely completing my pre-order of the Gold Edition, would love one of those replica watches, but my budget says I don't need one. Looking forward to perhaps more or extended beta time but at least can't wait for March!