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Things to do/change before update 1.4

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Batas19777

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#3  underground is a bit boring as it's the same over n over story mode has been vanished it would be nice to have diffrent things to do rather then do the same over n over put some different things to do as to save some people and get them to the save house protect each person as you go through etc pickup more and get to the safe house .  

#4 you should have a maxed out gear set that people have to go and hunt every peice down and go through many measures to put the set together as same with a few weapons don't make it easy but make it doable . Give people a goal to wanna keep playing as when you have this set you will be ready for what's next . 

#5 the dark zone should be split up 1234 should be anyone who wants to just fight the Ai and try to get loot coins etc . And expand as any other .no rogues just people playing and enjoying .and  456 should be rogue territory enter at your own risk but same drops and all apply just you can pvp there .

#6 should be more missions above ground also as before just different scenarios it seems to me all is the same at this point but you can make more missions 

#7 stealth should of been part of the game as if was a mission to have a decision to go through stealthy or not it's ones decision snipers would be able to actually utalize there skills and talents etc as normal life cituations so should be some missions not to alarm the enemy's and take them out stealthy would be great . 

 
Fix the bugs that have been there since launch plz. Also, I'd be happy if they just made adjustments to ammo so I don't have to switch to alpha/lonestar 25x a day. That alone would keep me happy till the next major update.

 
Some of my ideas moved over from another thread:

1) PvP and PvE are separate environments! Changes in one do NOT effect the other.

2) PvP is an ARENA MODE where stats are equalised, talents and skills are usable but capped to ensure even and fair gameplay. (this is an alternative method to that suggested above, both would be valid I think)

3) PvE environment is LARGE with multiple quests of varying types where the rewards are clear and ALWAYS progressive (i.e. not up to the Gods of RNG), multiple quest givers and a strong crafting tree.

4) PvP rewards are ultimately the BEST. Named sets / limited items etc BUT always add to your level and progression to ensure you are always matched against players of equal level.

5) PvP matchmaker is stable and clear in meaning and intent.

6) Rewards from PvP are UNCAPPED outside of the Arena area ... hence their importance to be able to progress within the PvE environments easier

7) Environments change and are influenced by player actions. If you complete all the quests in an area the area physically and visibly changes (aka Homefront: Revolution / Mad Max) they get cleaner (no dead bodies lying around!), shops open again and new environmental options open such as vanity vendors with more options. Currently all that happens is that mobs get less.

8) Environments can change both ways! Neglect an area and mobs return, areas revert and you lose the extra facilities if you fail to complete (achievable) daily & weekly quests.. this happens in REAL time (like Nintendo's 3DS game Animal Crossing). If you log out for a week you will come back and have to "cut the grass" again, complete daily tasks and deal with mobs who've moved in. This is all to promote replayability.

9) Specialisation options - Skill trees cost XP to unlock and changing your specialisation costs XP. This may sound harsh but... why have multiple characters in a game if ONE character can, alternately, be able to perform all tasks by just swapping gear? Especially with such a basic character creation menu. There's no NEW experience gained by building other characters.

 
Like 7 & 8 very much.  Keeps the interest and need to continue.  The missions to keep the 'neighborhood clean' need to scale as well though unlike the S&D missions which are very easy and give a tiny amount of intel. 

 
Like 7 & 8 very much.  Keeps the interest and need to continue.  The missions to keep the 'neighborhood clean' need to scale as well though unlike the S&D missions which are very easy and give a tiny amount of intel. 
yeah I envisaged scaling clean-up missions, though similar to S&D with a mix of HVT (weekly) style missions but a little more obscure. For example current HVT's are simply S&D missions made harder with a named enemy. 

How about a HVT mission where you get more Pheonix credits on how FEW normal mobs you kill to achieve the goal? Something aimed at scoping out the target out of aggro range, getting to high ground and breaking out that sniper rifle! 

I'd also like to see introduction of booby traps (trip wires or proximity mines) .... make the Ai's "patrol" in the game, you can then monitor movements and follow them placing traps along their return route to take them down...again...with the game rewarding the use of such tricks somehow. 

Most of the clean-up missions though would just be simple house keeping, but like I said, if you're off-line for a time what would normally be a sequence of S&D missions could become a string of WEEKLY HVT level missions PLUS requirement to re-run story mission on Hard but with the coding of the mission different (perhaps there are hostages inside this time? Or ammo cache to destroy? Or time limit even! ... similar to how UG missions are built).

 
I would also like to see a more seemless integration with UG. 

How about using UG to access other areas of the main map? If you've unlocked the whole map, you maintain order in the streets as I've previously mentioned...then there's a subway station near the UG entrance that allows you to fast travel. 

I know we have fast travel already but that's just a time compression and puts you exactly where you put it ... this would bring you to subway stations only BUT is more immersive AND ... there are subway stations I've still never been into! Again, this would be about immersion and encouraging fuller use of the map and to help player explore more. 

 
I like the idea of better integration of UG and the above ground map, but executing it might be tough.  Since the levels are all procedurally generated or at least tiles pulled from a list, having a changing UG that ties to persistent subway stops might be weird.

 
How about fix the broken.  Hamish admitted the game was broken on th SotG, how about fix that before adding more to the game that can break.   There are TONS of fantastic ideas above that I'd love to see implemented, but I'd give them up for a game that isn't broken.  

 
How about fix the broken.  Hamish admitted the game was broken on th SotG, how about fix that before adding more to the game that can break.   There are TONS of fantastic ideas above that I'd love to see implemented, but I'd give them up for a game that isn't broken.  
Yeah they actually have an open thread over there for peeps to put forward their most wished bug fixes.

Getting stuck on ladders / in doors gets posted frequently lol

 
Getting stuck on ladders
Don't get me started on that.   It's happened to myself and a couple guys in my group a handful of times.  I've seen the workaround, but there shouldn't need to be a workaround.   This has been on their "Known Issues" since 7/21, but it's been a problem for how long before that?  There's 26 items on their "Known Issues" and 9 of them, ONE THIRD, are from 5/20, so over 3 MONTHS and they're pretty much all "Under Investigation".  

Why don't they start small and clear these 9 issues before anything else.  They're not all big issues, but like 7 of them have no workaround.  These should be the next patches.  

 
Yeah they actually have an open thread over there for peeps to put forward their most wished bug fixes.
I was going to post my comment on their forum and they're saying my account info isn't valid.  So, I try to create a new account and get a message saying "Invalid Parameters".   So, there's that...

 
Maybe a title change to "Things to do after the 1.4 patch"  :10_wink: .

I would prefer to remove the fast travel points and to only have the subway stations as fast travel locations with a random chance of a faction using the destination station so you have to fight your way out and make it to your destination.

I posted on their bug fix thread.  We will so what good it does.

Whats the workaround for the ladder bug.  I got hit with it last week for the first time outside of the UG.

 
Whats the workaround for the ladder bug.  I got hit with it last week for the first time outside of the UG.
It's not a workaround, per se, it's how to avoid it.  You have to stop running before you try to get on the ladder and that should keep you from getting stuck.  If you get stuck, the only "fix" I know of is to restart the game.  Here's the ticket info from the Ubi forums:

[Gameplay] Sprinting onto Ladders

Type of bug: Gameplay
Name of bug: Sprinting onto Ladders
Description: We’re aware of an issue that causes some players to get stuck at the top of ladders when sprinting and jumping onto them.
Current Status: Under Investigation

 
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