The Division (Xbone/PS4/PC)
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The Division (Xbone/PS4/PC)
All you Xbox folks better hope this Xbox live service stops screwing up and puts a damper on the open beta in a couple days.
Today marks the second day in a row I've been kicked out of games and had my whole friend list show as offline at brief times of the day.Horseshoes & HollyWoodComment
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Re: The Division (Xbone/PS4/PC)
What sucks is that both systems have issues with the online network. It seems there are more issues lately.Comment
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Re: The Division (Xbone/PS4/PC)
Sent from my Galaxy Tab SXBL Gamertag: hoos4974
PSN: hoos4974Comment
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The Division (Xbone/PS4/PC)
Pretty much , when I'm on my brothers PS4 I get hit with a data cap. On my one I'll get my full 300 Mbps and have things like the past two days happening for whatever reason.
As long as it stops before the beta and doesn't happen as frequent during the release I'll be a happy camper.Last edited by cam21224; 02-15-2016, 08:38 PM.Horseshoes & HollyWoodComment
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Re: The Division (Xbone/PS4/PC)
I had destiny midnight and cant say I remember many server issues. Hopefully thats the only thing The Division does that Destiny did. Lol.
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Re: The Division (Xbone/PS4/PC)
Sent from my SM-N920V using TapatalkXBL Gamertag: hoos4974
PSN: hoos4974Comment
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Re: The Division (Xbone/PS4/PC)
3 weeks until release fellas. It's going to be the longest 3 weeks of my life.
Thankfully the beta this weekend will chew up a couple days and give me another feeding of my addiction to this game.Comment
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Re: The Division (Xbone/PS4/PC)
Far Cry Primal and the Division Beta will see me through..but yeah I'm trying not to think too much about it either..Streaming PC & PS5 games, join me most nights after 6:00pm ET on TwitchTV https://www.twitch.tv/shaunh20
or Tiktok https://www.tiktok.com/@shaunh741
My YouTube Vids: https://www.youtube.com/@OdoggyDogg/videosComment
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Re: The Division (Xbone/PS4/PC)
Link
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But then, is that a key problem at the heart of The Division as a role-playing game? It’s just so authentic, it’s hard to project the strange conventions of the role-playing genre – multiple hits to take down characters, stats, buffs, etc – onto these familiar streets. “It’s part of the challenge,” concedes Gerighty. “But I’m sure some fantasy RPGs are looking at our New York and thinking ‘they’re so lucky to have something grounded in reality’. There are advantages and disadvantages. The realism serves us well, and doing something different from everyone else is important.
So how do you create realistic environment that provides enough drama and diversity to house an epic RPG? “We had to work on the art side of things very hard,” says Gerighty. “We had to make sure that the Meat Packing District feels very different from, say, Kips Bay. We had to push that as far as we could. Also, the interiors are very important – Madison Square Garden, Lexington Armoury - those are very different. It’s our responsibility to break up the atmosphere with the interiors”.
A related challenge, it seems, is to get players to understand the mechanics of combat in an RPG game. In a traditional shooter, you get a couple of bullets on target and the enemy goes down, but in a role-playing shooter (and Destiny is an example here), you need to get multiple hits, wearing down the target’s defence stats. Gerighty says: “Shooting enemies multiple times, it’s rarely been a problem for people playing the game, but when people are watchingit’s kind of jarring at first. But this is the game that we’ve made. The french phrase is ‘à tout prix’ [at all costs] – it’s the approach that we’ve taken. We’ll try and minimise [multiple shot kills] of course, but it’s something people will get used to and will become part of the experience.”
Throughout the interview Gerighty keeps pressing home the point that there’s so much yet to find out – both for players and for the development team. Although the beta taught us a lot, this is only the beginning of the process. “The game director has been balancing the game for the past four months,” he says. “We’re making sure at the highest level – level 30 - a team of four players, if they do the events, if they’re specced out like this, how’s it going to play, how will it feel? I think the building blocks are fundamentally sound, but I don’t think we’ll stop balancing it – even post-launch. It’s something we’re going to have to keep an eye on and make sure that it makes sense and it’s fun at every single level and scaling point.”Comment
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