Gaming Tom Clancy's - The Division | Division 2 announced

Ya, on paper that gives even bigger incentive for the group of 4 rouges running around the map. Now they'll run to an extraction point. As pointed out it sucks to be solo for that. I presume the timing is the best play, attach your shit in the final seconds.
 
Yeah, I hate it.
At least they are adding more PvE content, and am hoping the new Incursion is a lot better / more interesting than the first one.

I have lost interest in the DZ - don't even feel the incentive to get to level 75 for blueprints. Running around the DZ is either repetitive - going over the same route to see if there are any named enemies / unopened DZ chests or frustrating - being killed by a group of rogues and losing XP, DZ credits and items. Of course, this is combined with the drops themselves being generally useless.

I still really like the core of the game - new PvE content will probably keep me playing - but several of their game design mechanics have frustrated me.
 
That cutting rope addition is really confusing & unnecessary at this stage.

When someone begins to cut the rope, do they turn rogue straight away? Or only when they finish cutting the rope?
If you/your group goes to kill them while they are cutting the rope, do you then turn rogue?
 
That cutting rope addition is really confusing & unnecessary at this stage.

When someone begins to cut the rope, do they turn rogue straight away? Or only when they finish cutting the rope?
If you/your group goes to kill them while they are cutting the rope, do you then turn rogue?
When you start cutting you get a 19 second timer and when its finished you get a 90 second one. And no, if you kill them while they're cutting rope you should be fine as they'll have the 19s timer.
 
When you start cutting you get a 19 second timer and when its finished you get a 90 second one. And no, if you kill them while they're cutting rope you should be fine as they'll have the 19s timer.

Okay that makes sense.

Going rogue is going to be the only way you can really advance in DZ now.
 
Okay that makes sense.

Going rogue is going to be the only way you can really advance in DZ now.
It's exactly what they want though, they want more people going Rogue. It's what gives their game the edge.

I do think the cutting the rope is a little too far though. Wonder what will happen if somebody does try to cut the rope, then dies. Will all the loot spill out on the floor? You should have a chance to recollect your stuff.
 
State of the game 19/05:


First time offenders(cheaters) are now getting un-banned.

ISAAC assignments will reset on Thursday, they will have exclusive Vanity rewards.

STASH SIZE - We want to take time to make sure it works properly due to increased server load and traffic, so we will try and push it with the next client update, but not 1.2.

With 1.2, DZ checkpoints will have a STASH!

Lvl34 shotgun and sniper enemy damage has been nerfed for 1.2.

DZ Extraction Hijacking - When you are being shot at, there will be push back. Applies to Supply drops as well. (RIP survivor link cheese). Basically, if you're interacting with the rope cutting or supply drop, you will get interrupted if you get shot.

Scavenging buff for 1.2 (no specifics).

NPC speech in BoO has been reduced.

Auto aim fixed on PC. Toggle aim added in options.

1.2 Special report at 7pm CET (7 hours from now).

The bolded bits sound good - will make stealing loot from the rope much more difficult I think.
 
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Stash at checkpoints is a very good addition as is the push backs
I like watching their state of the game threads - it's good to hear from the developers about some of the issues they are trying to address. It is so easy to criticise them, and wonder why something apparently simple hasn't been included or fixed already, but I think often people don't appreciate where the challenges lie.

With regard to the oft-requested increase of stash volume - they said that changing the size is one thing, but it then impacts the database size. This then creates an issue because there is a large increase in data for every user if they are accessing the stash - so it is less a database issue, but rather a data flow issue. They said they are fixing this, but then they need to test to make sure their fix doesn't screw up something else. This won't be in time for 1.2, but will be addressed in a later patch.
 
That's fair with the rope. Best tactic is still to load your loot with a 10 seconds or less to spare I suppose. Group of 4 rouges will take you down regardless, at least you get your stash out.
 
That's fair with the rope. Best tactic is still to load your loot with a 10 seconds or less to spare I suppose. Group of 4 rouges will take you down regardless, at least you get your stash out.

Yep - and I think as long as you commence attaching it with at least 1 second left, then it will allow you to finish attaching before it departs.
 
I like watching their state of the game threads - it's good to hear from the developers about some of the issues they are trying to address. It is so easy to criticise them, and wonder why something apparently simple hasn't been included or fixed already, but I think often people don't appreciate where the challenges lie.

With regard to the oft-requested increase of stash volume - they said that changing the size is one thing, but it then impacts the database size. This then creates an issue because there is a large increase in data for every user if they are accessing the stash - so it is less a database issue, but rather a data flow issue. They said they are fixing this, but then they need to test to make sure their fix doesn't screw up something else. This won't be in time for 1.2, but will be addressed in a later patch.
Bungie had a similar issue with the stash in Destiny. It was eventually sorted, around 4-5 months after release, iirc.
 
Wow - very impressed with their changes for 1.2!

http://tomclancy-thedivision.ubi.co....aspx?c=tcm:154-250975-16&ct=tcm:148-76770-32

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LOOT REVAMP IN UPDATE 1.2
19/05/2016 05:28 PM


Agents,

With update 1.2: Conflict on the horizon we have some exciting information regarding loot drops we would like to share with you.

Our previous efforts were aimed at shifting the focus of acquiring loot away from crafting and towards loot drops. While we were able to shift the best loot away from crafting, update 1.1 was only the first step. Update 1.2 is the continuation of our plans that will place an even stronger emphasis on loot drops.

LOOTING: THE END GAME CHALLENGE
Gearing up when you reach end game at level 30 is a challenging task as the current progression path is unclear and specific rewards are limited to activities you may not be interested in. This overall generates a less rewarding and enjoyable experience. Players are then forced to turn to crafting as a main source of end game gear, which as we explained in our previous article, is something we want to move away from. With update 1.2, we want to add a layer of consistency between activities so you can obtain stronger gear from the content that you enjoy the most.

To achieve this, we have looked into the following:

• Loot drops do not feel rewarding due to rare upgrades and low Gear Score.
• Sources of the best gear currently limited to Challenge mode Incursion.
• Crafting is still the best source of 204 weapons as loot drops are rare.
• Dark Zone drops often do not match the Gear Score of the player.
• Supply drops in the Dark Zone are underwhelming.

ADDING AND IMPROVING ACTIVITIES
With update 1.2 we want to make loot more fun! To do this we will be more generous overall, provide clear progression steps, allow more diverse gameplay options to obtain the best loot, and make the Dark Zone more consistent to the Gear Score of the player.

OPEN WORLD
Let’s kick it off by talking about the Open World. In our last Intelligence Annex we introduced Search and Destroy and High Value Targets missions that offer a new way for players to acquire good gear. If you want more information about these features check out the full article! Each High Value Target will provide a reward, but the main focus is the loot that drops from the named NPCs:


• High Value Target (Daily)
• 1x 182 High End or 214 Gear Set
• chance for 1x 191 Gear Set
• High Value Target (Weekly)
• 1x 182 High End or 214 Gear Set
• chance for 1x 214 Gear Set
• High Risk Target (Weekly)
• 1x 204 High End or 1x 214 Gear Set
• chance for 1x 240 Gear Set

These missions will follow a similar line of progression and their reward will coincide directly with the rank of the mission. They will not only provide an additional stepping stone for gearing up that will allow you to take on tougher challenges, but the most difficult ones will reward you with the best quality gear in the game.

MAIN MISSIONS
We are making significant changes to the loot that drops from Hard Mode and Challenge Mode main missions. Every time you complete them you will receive:

• Hard Mode (Boss Drop)
• 1x 163 High End
• Hard Mode (Mission Reward)
• 1x 163 High End
• Challenge Mode (Boss Drop)
• 2x 182 High End
• 1x 182 High End or 214 Gear Set
• chance for 1x 191 Gear Set
• Challenge Mode (Mission Reward)
• 1x 182 High End

This change allows for players to have a more concrete source of gear to prepare for the higher brackets in the Dark Zone and Hard Mode Incursions.

INCURSIONS
We have also made some significant changes to the way you receive loot from Incursions. Every time you clear it, you will now receive an item relevant to the difficultly you complete it on. In update 1.2 you will receive:

• Hard Mode (Boss Drop)
• 1x 204 High End Weapon
• 1x 214 Gear Set
• 182/204 High End or 214/240 Gear Set
• Hard Mode (Weekly Reward)
• 1x 204 High End Weapon
• 1x 214 Gear Set
• Challenge Mode (Boss Drop)
• 1x 204 High End Weapon
• 1x 240 Gear Set
• 1x 204 High End or 240 Gear Set
• Challenge Mode (Weekly Reward)
• 1x 204 High End Weapon
• 1x 240 Gear Set

The weekly reward allows you to obtain a guaranteed weapon once a week per character as well as additional loot drops. These changes allow players to more effectively farm the Incursion to either obtain more gear to beat it on Challenge mode, or hunt for those really min-maxed Gear Sets with the perfect attribute combination.

DARK ZONE
Adding rewarding Open World activities and changing the Incursion loot drops aren't the only things we are doing. The Dark Zone is a huge part of the overall experience and it's crucial that it receives the same generous loot philosophy we are applying elsewhere.

The loot you pick up should feel more rewarding and assist your progression through the Dark Zone. As you collect better loot you will move to higher named zones in the Dark Zone as well as eventually progressing into a new Gear Score bracket. To help this, we have made the following changes to loot drops in both the 0-161 Gear Score and 162-200 Gear score brackets:

• Named NPC Level 30 (DZ01 and DZ02)
• 1x 163 High End or 191 Gear Set
• Named NPC Level 31 (DZ03 and DZ04)
• 1x 163/182 High End or 191/214 Gear Set
• Named NPC Level 32 (DZ05 and DZ06
• 1x 163/182/204 High End or 191/214/240 Gear Set

Additionally, with the introduction of a 201+ Gear Score Dark Zone bracket comes better loot opportunities. Encounters will be extremely difficult so it’s very important that the rewards reflect this. Players in this bracket already have exceptional gear, making it difficult to find upgrades. Finding those rare upgrades will be made easier in this bracket. The quality of equipment you find is directly related to the enemy level for named NPCs and Dark Zone named zone for Supply drops. The loot drops in 1.2 for the 201+ Gear Score bracket are as follows:

• Named NPC Level 32 (DZ01 and DZ02)
• 1x 182/204 High End or 214/240 Gear Set
• Named NPC Level 33 (DZ03 and DZ04)
• 1x 182/204 High End or 214/240 Gear Set
• Named NPC Level 34 (DZ05 and DZ06)
• 1x 204 High End or 240 Gear Set

Supply drops are getting a similar treatment in terms of rewards. They should provide rewards that scale with the difficulty of the NPC’s guarding them and the limited number of them that drop down. The Supply Drops will scale with Dark Zone Gear Score bracket and named zone. The Supply Drop rewards are as follows for the Gear Score 0-161 and 162-200 bracket:

• DZ01 and DZ02
• 1x 163/182 High End
• chance for 191 Gear Set
• DZ03 and DZ04
• 1x 163/182 High End
• chance for 191/214 Gear Set
• DZ05 and DZ06
• 1x 182/204 High End
• chance for 214 Gear Set

Similarly, the Supply drops in the Gear Score 201+ bracket are:

• DZ01 and DZ02
• 1x 182/204 High End
• chance for 214/240 Gear Set
• DZ03 and DZ04
• 1x 182/204 High End
• chance for 214/240 Gear Set
• DZ05 and DZ06
• 1x 204 High End
• chance for 240 Gear Set

CONCLUSION
Let’s recap what we’ve discussed:
• Adding another source of high quality loot for the Open World
• Increasing mission rewards on Hard Mode and Challenge Mode main missions significantly
• Adding guaranteed 204 weapon drops to the Incursions weekly
• Clearing Hard Mode or Challenge Mode Incursions will now reward you with a loot drop relevant to the difficulty every time
• Revamp the loot drops in all Dark Zone Gear Score brackets to provide a clear line of progression
• Significantly increasing the quality of loot from Supply Drops

These changes will create a more clear line of progression and make loot drops feel more rewarding.

Making adjustments in an online game like this one is no easy task but we are committed to improving the overall experience with every step we take. Your discussions are extremely valuable to us so make sure to keep them coming, we are always reading!

-The Division Dev Team
 
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INTELLIGENCE ANNEX #10: SPICE IT UP
19/05/2016 05:30 PM


Hello Agents!

Last time we delved into the challenge that arose in Falcon Lost. Now it’s time to see how your life is going to get even more exciting.

With the next update we are bringing a new level of tension to the Dark Zone and breathing life into the Open World. “Search and Destroy” and “High Value Targets” will present new challenges and objectives as your traverse through the streets of Manhattan. With “Hijack Extraction” and “Sealed Caches”, not only will you experience heart pounding levels of adrenaline, but these features will also create excitement and uncertainty. We pulled aside Terry Spier, Lead Game Designer at Red Storm and Lead Game Designer Matthieu Delisle from Massive Entertainment to give us some juicy details. Let’s jump right in and find out what awaits us!

NEW OPEN WORLD ACTIVITY
We are excited to introduce two new mission types to the Open World: Search and Destroy and High Value Target. They will “bring an all new form of activity into the open world that will make it much more interesting. It’s not only going to be fun exploring Manhattan and facing these new high level PVE challenges, but they will also be highly rewarding for level 30 Agents,” says Matthieu. The Search and Destroy missions can be found in the safe houses throughout Manhattan and are retrieved from the mission board once you have cleared all the content in that named zone. This mission type is catered for new level 30 agents and involves taking out various groups of level 30 enemies. Once this is complete you return to the safe house to receive Target Intel, a new currency that can be spent in order to gain access to High Value Target missions. Additionally, you can interact with the safe house mission boards as many times as you would like, however “there is an incentive to go to different named zones through the Critical Search and Destroy system” explained Matthieu. One named zone at a time will be marked as critical and should you complete the Search and Destroy missions in that zone you will receive additional Target Intel. Once it has been dealt with a new zone will be marked as critical and you can either eliminate the threats there or see what High Value Targets await you.

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High Value Targets open the doors to some more difficult 30+ elite enemies but also some sweet rewards. You will find two new NPCs located in the Base of Operations that will provide 6 daily and 4 weekly missions that you can gain access to by spending Target Intel. The weekly missions will be more difficult and you may need to call upon the help of other agents to complete them. In addition some will be labeled as High Risk Targets. “These missions are similar to regular High Value Target ones, only more difficult and if you fail them you will have to rebuy it,” explains Matthieu. The higher the danger and risk, the better the potential High End and Gear Set rewards. Be ready for a challenge, they will put up a fight.

YELLOW BAG OF TEMPTATION
Have you ever seen a loot bag dangle from that precious cable with no one in sight and wonder what amazing loot is sitting right in front of you? If you are ready to mark yourself as a Rogue that question will be answered soon with Hijack Extractions. Terry described that “we wanted to flesh out the extraction loop a little more and add more tension around the entire process. This also adds a completely new way for people to go Rogue that doesn’t involve firing upon another Division Agent.” Once the loot has been secured to the helicopter rope another player can approach it and spill the potential loot piñata all over the ground. This means that “there is no more attach and run, players will now need to protect their contaminated bag until the helicopter leaves!”. The process isn’t instant however, once interacting with the bag you will not only be marked Rogue right away, it also takes time to break cut the rope and being shot at will slow it down drastically. However, once you complete the interaction all the loot attached to that rope will drop onto the group. The potential reward is high but it also leaves you extremely vulnerable, thieves beware!

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“There are two sides of the coin that need to be considered” says Terry. Hijack extractions are going to change the patterns and behaviors some players have learned since the game was released. Just walking up to an extraction will cause even more tension between Agents. Some smart Agents may try to expose curious Rogues by attaching some less than favorable loot to the rope to see who comes to take it. Make sure your trigger finger is ready, but not too itchy. If you shoot too early you will yourself in a situation you didn’t plan for. Needless to say “this changes everything and we can’t wait to see the awesome social interactions players will have around extractions,” stated Terry.

WHAT’S IN THE BOX?
Mystery. Surprises. Rewards. If this is something you strive for, Sealed Caches is just the thing for you! “The feature is simple but potent. NPC’s will drop Sealed Caches that you will have to extract in order to open it up, making them a bit of a mystery!” explains Terry. Once the Sealed Cache is safely in your stash you can interact with it which will reveal a list of items that will be distributed into the correct inventory slots. These items can also be traded under the normal trading rules.

Like the rest of the loot in the game they will also be found in a variety of quality, Specialized, Superior, High-End, and Gear Set, which will of course affect the items found inside. The quality of the loot inside reflects the difficulty of the NPC’s it dropped from and is also indicated on the range of crafting materials and Dark Zone credits displayed in the UI. From Dark Zone credits, gear equipment, crafting materials, “it’s like opening a birthday present, you never know what’s inside until it’s unwrapped!” says Terry.

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Similar to Hijack extraction, Sealed Cache add more to the extraction loop and give you another choice when deciding what you want to extract. Do you go for the item you are sure about or do you try your luck with the Sealed Cache. Some players will be driven by “the mystery, potential for awesome loot, and the overall joy of opening it in itself. This will make them too good to pass up on” explains Terry.

The addition of these new features will add more diverse activities to the Open World, additional gameplay options, and a new layer of tension to the Dark Zone. We are super excited and can’t wait to put them in your hands!

Let us know what you’ve been up to so far in Tom Clancy’s The Division on our Facebook, Twitter, Google+, official forums, or the community Reddit. Good luck out there Agents!

Until next time!

—The Division Dev Team
 
New gear set details:

Final Measure
•50% Exotic Damage Resilience (2)
•15% Protection From Elites (3)
•When damaging a hostile with a grenade, gain the defuse buff. When in range of a hostile grenade, the buff is consumed and defuses the grenade as well as gives you a grenade (4)

Hunter's Faith
•20% Marksman Rifle Critical Hit Damage (2)
•20% Damage to Elites (3)
•Hitting an enemy with a bullet grants you temporary armor. The further your shot, the more armor. The armor disappears after one bullet hits you. (4)

Lone Star
•100% Ammo Capacity (2)
•1000 LMG Damage & 1000 Shotgun Damage (3)
•When the weapon is holstered, it regains full ammo. (4)

Predator's Mark
•20% Optimal Range (2)
•800 Assault Rifle Damage & 700 Pistol Damage (3)
•Hit 10 shots without switching target to make the target bleed for 100% of damage already done by those bullets. (4)
 
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Not massively in to the new gear sets. Still prefer striker.
I like final measure, but the second tier part of it is so weak. Shotgun and LMG damage...
 
Not massively in to the new gear sets. Still prefer striker.
I like final measure, but the second tier part of it is so weak. Shotgun and LMG damage...
They're trying to encourage players to experiment with different loadouts - and not just have everyone running around with an SMG. Also, for those who prefer those weapons, then it's good that they have dedicated sets now.

I think the variety is good.
 
Here are all the gear set benefits:

Final Measure
• +50% Exotic Damage Resilience (2)
• +15% Protection From Elites (3)
• Talent - When damaging a hostile with a grenade, gain the defuse buff. When in range of a hostile grenade, the buff is consumed and defuses the grenade as well as gives you a grenade (4)

Hunter's Faith
• +20% Marksman Rifle Critical Hit Damage (2)
• +20% Damage to Elites (3)
• Talent - Hitting an enemy with a bullet grants you temporary armor. The further your shot, the more armor. The armor disappears after one bullet hits you. (4)

Lone Star
• +100% Ammo Capacity (2)
• 1000 LMG Damage & 1000 Shotgun Damage (3)
• Talent - When the weapon is holstered, it regains full ammo. (4)

Predator's Mark
• +20% Optimal Range (2)
• 800 Assault Rifle Damage & 700 Pistol Damage (3)
• Talent - Hit 10 shots without switching target to make the target bleed for 100% of damage already done by those bullets. (4)

Sentry’s Call
• +30% Head Shot Damage (2)
• +20% Damage to Elites (3)
• Talent – Stalker: Headshots mark the enemy, increasing the damage inflicted on the target by 15% for duration of 10 seconds each. A target can receive up to three marks. (4)

Tactician’s Authority
• +4000 Skill Power (2)
• +20% Skill Haste (3)
• Talent – Tactician’s Authority: Every 60k damage your group deals adds 1% skill power to you for a max of 100% bonus. Bonus is reduced by 1% every second the group isn’t dealing damage. (4)

Striker’s Battlegear
• +20% Enemy Armor Damage (2)
• +50% Critical Hit Damage (3)
• Talent – Shooter: Every consecutive hit deals 1% more enemy damage. Stacks up to 100%. Missing shots drops bonus by 2%. Bonus is reduced by 1% every second. (4)

Path of the Nomad
• +100% Scavenging (2)
• +20% Health on kill (3)
• Talent – Nomad: When receiving fatal damage, you are instead healed to full health. Can occur once every 10 minutes. (4)
 
Sounds like the game will be revitalised, loot lately was purely for dismantling, I didn't care these days if I lost it. the 200+ bracket sounds great.
 
The HVT targets look very cool. There are Daily ones and Weekly ones (looked to be about 5 on each). One of the daily ones gives you 20 PxC, for example, while in the Weekly ones there are some High-Risk HVT targets that give you definite gloves from one of the gear sets.

They said that this mode will really appeal to those who liked going round the bosses in the DZ, but didn't want to bother with the PvE aspect.

Loving the sound of that!
 
1.2 Patch Notes - Servers down for maintenance today from 0900 CEST (downtime approx 3 hours)

Here is the list of changes that will be implemented with the update 1.2:

NEW FEATURES

New Incursion: Clear Sky

• Clear Sky is a new Incursion mission available in Columbus Circle.
• You must be level 30.
• The encounter is balanced for a team of 4 players outfitted with high level gear.
• Hard Mode is available on May 24 when the update is released.
• Challenge Mode will be made available the week after update 1.2 launches.


New Gear Sets

Four new gear sets have been added.

Final Measure
Stand your ground by defusing hostile grenades with this powerful defensive set.
• 2 pieces: +50% Exotic Damage Resilience
• 3 pieces: +15% Protection from Elites
• 4 pieces: When throwing a grenade, gain the defuse buff. When in range of a hostile grenade, the buff is consumed and defuses the grenade as well as gives you a grenade.

Hunter's Faith
Duel your enemies at range and come out on top with this survival focused marksman set.
• 2 pieces: +20% Marksman Rifle Critical Hit Damage
• 3 pieces: +20% Damage to elites
• 4 pieces: Hitting an enemy with a bullet grants you temporary armor. The further your shot, the more armor is awarded. The armor disappears after one bullet hits you.

Lone Star
Never reload your weapons again with this game changing utility set.
• 2 pieces: +100% Ammo capacity
• 3 pieces: +1000 LMG Damage, +1000 Shotgun Damage
• 4 pieces: When the weapon is holstered, it regains full ammo.

Predator's Mark
Make your enemies bleed with this powerful offensive set.
• 2 pieces: +20% Optimal Range
• 3 pieces: +800 Assault Rifle damage, +700 Pistol Damage
• 4 pieces: Hit 10 shots without switching target to make the target bleed for 100% of damage already done by those bullets.


High-Value Targets & Search and Destroy missions

• At level 30, complete all Encounters and Side Missions in a named area to get access to the “Search and Destroy” missions in the Safe House.
• Receive Target Intel as a reward for completing Search and Destroy missions.
• Bring Target Intel to HVT officers at the Base of Operations to locate High Value Targets.
• Complete daily and weekly High Value Target missions for end game rewards.


Hijack Extractions
• When a player attaches a bag to the extraction rope, another player now has the ability to sever the rope.
• Severing the rope will cause all extraction bags to fall to the ground, scattering their contents as a public loot drop.
• Be careful, hijacking an extraction will instantly mark you as Rogue!


Sealed Cache
• Named and Elite enemies in the Dark Zone can now drop Sealed Caches that contain mystery items.
• Sealed Caches need to be extracted before they can be opened, just like regular loot drops.

There are four qualities of Sealed Cache:
• Specialized
• Superior
• High End
• Gear Set.


Player Stash in Dark Zone Checkpoints
• Player stashes are now available in every Dark Zone checkpoint.
• Checkpoints stashes eliminate the need for fast travel to your Base of Operations to collect your extracted loot!


ISAC Assignments
• The ISAC Assignment is a new assignment type included in the map overview.
• The ISAC Assignment will be available to players at level 30.
• Every week a new ISAC Assignment will be available to the player.
• The ISAC Assignment will reward players with exclusive vanity items.


General
• The Historian high-end marksman rifle is now available.
• Added a 201+ Gear Score bracket for highly leveled players.

Added new high-end named weapons in the game:
• Hungry Hog: M60 Light Machinegun
• Centurion: M1911 Pistol
• Medved: SAIGA12 Shotgun
• Historian: M1A Marksman Rifle
• (Showstopper - AA12 Shotgun): Please note that while the Showstopper will be implemented in the game with this update, it will not be acquirable in-game until update 1.3


Game Changes

Gameplay
• When a player is at max level, matchmaking for Hard and Challenge mode will now only seek players that are Level 30.
• Armor damage mitigation cap has been increased to 75%.
• Improved weapon blind fire and overall handling while in cover.
• Reduced damages from level 34 NPCs using Shotguns and Sniper rifles.
• Gear Score will now only take into account the equipped weapon with the highest Gear Score, and discard the other two. This will prevent players from equipping low quality weapons to voluntarily reduce their Gear Score.
• Increased Gear Score requirement of Falcon Lost to better represent its difficulty (note that the difficulty of this Incursion hasn’t changed) Hard Mode: Gear Score 160 / Challenge Mode: Gear Score 180

UI
• In the Overview of the Inventory, the Health stat above Stamina has been replaced with Toughness. This is a combination of Health and Armor. The player’s health pool will still be visible in the Character page and Stamina still increases Health.
• The Phoenix credit cap has been increased from 1000 to 2000 credits.
• Shooting a player while they are interacting with an object will cause the timer to push back. (such as opening a supply crate or hijacking an extraction)
• Players now have a voice chat indicator in the game UI to see if their own VOIP works.
• The Special Gear Vendor has been renamed Special Equipment Vendor.

Items
• The Sentry’s Call 4 pieces talent will now only apply to semi-automatic weapons (pistols, shotguns, and marksman rifles).
• The Second bonus on Performance Mods have been significantly improved.

Dark Zone
• The extraction departure timer once the helicopter arrived has been increased to 60 seconds.

Loot Balancing
We have made a number of changes to loot drops. Specific activities will now provide the rewards listed below.

Missions

Hard Mode (Boss Drop)
• 1x 163 High End

Hard Mode (Mission Reward)
• 1x 163 High End

Challenge Mode (Boss Drop)
• 2x 182 High End
• 1x 182 High End or 214 Gear Set
• Chance for 1x 191 Gear Set

Challenge Mode (Mission Reward)
• 1x 182 High End

Falcon Lost/Clear Sky

Hard Mode (Boss Drop)
• 1x 204 End Weapon
• 1x 214 Gear Set
• 182/204 High End or 214/240 Gear Set

Hard Mode (Weekly Reward)
• 1x 204 High End Weapon
• 1x 214 Gear Set

Challenge Mode (Boss Drop)
• 1x 204 Weapon
• 1x 240 Gear Set
• 1x 204 High End or 240 Gear Set

Challenge Mode (Weekly Reward)
• 1x 204 High End Weapon
• 1x 240 Gear Set

Dark Zone

Sealed Caches
Added Sealed Caches as new source for loot in the Dark Zone. Caches need to be extracted before they can be opened. Caches can come in any quality starting from Specialized and contain:
• Equipment (weapons, gear or mods)
• Division Tech
• Dark Zone Credits

Brackets 0-160 & 161-200
• Named bosses will now have a chance to drop a High-End or Gear Set Sealed Caches. If it drops, it will replace the guaranteed High-End item
• Elite NPCs now have a chance to drop a Superior Sealed Cache

Named NPC Level 30 (DZ01 and DZ02)
• 1x 163 High End or 191 Gear Set

Named NPC Level 31 (DZ03 and DZ04)
• 1x 163/182 High End or 191/214 Gear Set

Named NPC Level 32 (DZ05 and DZ06)
• 1x 163/182/204 High End or 191/214/240 Gear Set

Dark Zone Gear Score 200+
Added a new Dark Zone bracket for Gear Score 200+. This bracket will contain tougher enemies (level 32 to 34) and provide better rewards
• All drops from NPCs will start at Superior quality
• All Division Tech drops will be High-End quality
• Higher chances to drop Sealed Caches on Elite and Named NPCs
• Supply Drops will contain 1 High-End item Gear Score 182 (DZ 01-04), 204 (DZ 05-06) plus a chance at a Gear Set item Gear Score 214 (DZ 01-02), 214 to 240 (DZ 03-04), 240 (DZ 05-06)

Named NPC Level 32 (DZ01 and DZ02)
• 1x 182/204 High End or 214/240 Gear Set

Named NPC Level 33 (DZ03 and DZ04)
• 1x 182/204 High End or 214/240 Gear Set

Named NPC Level 34 (DZ05 and DZ06)
• 1x 204 High End or 240 Gear Set
 
1.2 Patch Notes cont. - Servers down for maintenance today from 0900 CEST (downtime approx 3 hours)

Bug Fixes

• Fixed a bug where the effects of player talents would stack when the talent was repeatedly equipped and unequipped.
• Fixed a bug where the Reckless gear talent would increase player damage resistance instead of decreasing it.
• Fixed a bug where the Balanced gear talent would remain active indefinitely after the weapon was shouldered.
• Fixed a bug with the Brutal gear talent where the damage was multiplicative instead of additive.
• Fixed a bug with the One is None character talent where the weapon could jam when the magazine was down to one bullet.
• Fixed a bug with the Specialized gear talent where it wouldn’t account for subsequent gear changes after the backpack was equipped.
• Fixed a bug with the Path of the Nomad talent where the Health on Kill wouldn’t work if the kill was done with a melee attack.
• Fixed a bug with the Tactician’s Authority talent where it wouldn’t trigger properly against other Players.
• Fixed a bug where talents that are triggered by skills could be activated by just aiming the skill instead of using it.
• Fixed a bug where bleed resistance could roll above 100% on some items.
• Fixed a bug where players could exit the playable map area by using the mobile cover skill.
• Fixed an issue where some doors at the entrance of main missions would not open after restarting the mission.
• Fixed a bug where one of the Base of Operation wings would not unlock after completing Subway Morgue or Lincoln Tunnel missions.
• Fixed a bug where players would not be able to upgrade their Base of Operation wings correctly.
• Fixed a bug where the Small RDS Scope Mod would not roll weapon damage bonus, even though it was stated in the blueprint as a guaranteed stat.
• Fixed a bug where the Base of Operations NPC speech was too repetitive.
• Fixed an issue where the Base of Operations wing resources would not be displayed correctly if at least one of the wings was not activated (laptop not accessed).
• Players will no longer be teleported to an incorrect checkpoint during the “Rescue: Tenderloin Civilians” side mission.
• Fixed a bug where using a consumable would not allow the player to aim until the animation finished.
• Fixed some visual replication problems when swapping weapons while in the Dark Zone checkpoints.
• Player characters will now properly holster their weapons when climbing over high cover.
• Improved UI tooltips for trading between players.
• Fixed an instance where players would be teleported back to the Safe House during the “Hostage Rescue: Midtown East” medical encounter.
• Fixed a bug where players would be teleported to last checkpoint in Hudson Refugee Camp.
• Fixed an issue where players could not matchmake for Free Roam from the mega map, while in Brooklyn.
• Fixed a bug where the Ballistic Shield visual would become corrupted if the player changed shoulder view while using it.
• Fixed a bug where the defense turrets in Falcon Lost would be able to shoot players through covers from a medium-long range.
• Fixed some objects in Falcon Lost that would not provide tactical cover.
• Fixed a number of tooltips not displaying correctly in Arabic localization.
• Fixed some instances where dead civilians would need things from the player.
• Fixed a rare case where Rogue status would expire too soon.
• Fixed a bug where the player could fall through the map in Brooklyn.
• Crafting will now properly update blueprint stats if the player has switched their Firearms values while in the Base of Operations.
• Players can no longer phase transfer to a group member’s higher Dark Zone bracket while having Rogue status.
• Fixed a bug where automatching would return the wrong difficulty for missions when failing to find a match.
• Fixed a bug where the player’s own character could obstruct aiming while in cover.
• And many more!


PC Specific
• Fixed a bug where auto-aim would be automatically triggered on PC.
• Min and Max mouse sensitivity values are now exposed in state.cfg file.
• Added an option in the game UI that disables all Gamepad input.
• Added the option to sort inventory items by Gear Score (PC only).
• Added the option to toggle aim mode instead of holding to aim.
• Players can now right-click on gear in the Overview screen to get straight to the mod screen.
• Players can now rebind the ALT key.
• Players can now exit the game from the title screen.
• Fixed a bug where the game UI would not center correctly when dual screen is enabled.
• Fixed scrolling in Mission Overview in the mega map.
• Fixed an issue where scrolling through possible recalibrations was not always possible using the mouse.
• Fixed an issue where the wrong recalibration option could be selected at the Recalibration Station.
• Fixed a bug where some users could loot items from a distance using the mouse cursor.
• Snap to Marker feature is now smoother while using a keyboard.
 
I just wish they added some game modes or some stuff.
I know you say if you want to play TDM, go play cod bla bla bla or something.

But this game just really has no end game. It'd be good if each gear slot had special perks like 50% chance to deflect pulse or something (this is just of top of my head by the way), so then you could have tactical game modes, where actually collecting this gear matters.

Once you've got a good set up, the game pretty much ends.
It just needs something to try and latch on
 
To be fair it has only been out for a couple of months. This new update is adding new events to complete in PvE - which is what a lot of people have been asking. They are also increasing the quality of the loot drops. There is also a new Incursion - which is hopefully more engaging than the first one.

I think this is a good indication that they are responding to feedback.

Also, so far the updates have been free - I would expect the paid DLC to be more extensive.
 
I agree they are trying, and I applaud them for that, but even with the extra loot drops, it just makes the game even easier. I kinda enjoyed it more when getting a gold item was so rare it was quite exciting.
Right now I could spend a few hours on it and get all the gear I need really.

Adding extra incentives to go rogue though. I think rogues will always be rogues, and the rest wont. I don't think things will change that much
 
Not played this in a week or two, looking forward to the update. 4gb update required for Xbox, even with auto-on it didn't download automatically, feckity feck.
 
One thing that annoys me is there doesn't seem to be a default joining of single players for things like the incursion. I always seem to get linked with an established group and kicked from their team.

I do occasionally seem to join up with a few randoms, but it can take me 15 minutes to get onto a team for the incursion if my mates aren't online.