The Division (Xbone/PS4/PC)
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Re: The Division (Xbone/PS4/PC)
I think those assignments they've mentioned might be the better solo option.Comment
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Re: The Division (Xbone/PS4/PC)
Yeah, technically you can attempt the current challenging missions solo, but you'll be lucky to get past the first wave of enemies. If these incursions are supposed to be tougher than those.... No. Chance. In. Hell.
I think those assignments they've mentioned might be the better solo option."Successful people do not celebrate in the adversity or misfortune of others."
OS Blog
The Tortured Mind Of A Rockies Fan. In Arenado I Trust.Comment
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Re: The Division (Xbone/PS4/PC)
Which is fine if it's a regular 4 guys we run with. But the challenge lvl of the incursions seems like we're a ways off from that.Comment
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"Successful people do not celebrate in the adversity or misfortune of others."
OS Blog
The Tortured Mind Of A Rockies Fan. In Arenado I Trust.Comment
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Re: The Division (Xbone/PS4/PC)
Holy ****, the Consulate has been dominated. After our group broke up for night, I went and attempted Russian Consulate with three matchmade randoms. We just massacred and bitchslapped that mission in 45 minutes flat, start to finish.
Only had to respawn at a checkpoint twice, once when the last wave of the server room caught us while we were playing cocky and advancing on the last tank like a pack of wolves, and then on the staircase heading outside to Hornet, the last of the four shotgun rushers got us with a shock grenade and managed to wipe us before we could recover.
Other than that, we had little trouble. Even the bottleneck room with the three tanks, we had little trouble, instantly rushing up inside the room with the enemies to that middle low walled area, focusing on and taking out everyone else, then one guy ran forward to trigger the checkpoint and got the attention of the three tanks while the rest of us ran up to them, circled them and just mowed them down.
Still, 45 minutes flat to finish Russian Consulate, damn... Normally I'm expecting a 2-4 hours fight depending on the ability of the randoms I get paired with.Last edited by Smooth Pancakes; 04-08-2016, 07:00 AM.Comment
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Re: The Division (Xbone/PS4/PC)
So hopped back on tonight after my homies talked me into it and was pleasantly surprised how much fun I had. I'm still not a big fan of the mission grinding but will do it because it's necessary and I do it in another game I love. The Dark Zone was where the party was.
We spent hours tonight just going rogue and being complete fools to any and everyone. One dude walked at us wrong so we sprayed him down. I'm totally cool with dying in there and don't take it too seriously, it's just good fun. Glad I've come full circle on it, I know I was a big downer on it originally.
Glad to be back gents.Fino Alla Fine
Lakers
Juventus
PSN: KingToccoComment
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Re: The Division (Xbone/PS4/PC)
So hopped back on tonight after my homies talked me into it and was pleasantly surprised how much fun I had. I'm still not a big fan of the mission grinding but will do it because it's necessary and I do it in another game I love. The Dark Zone was where the party was.
We spent hours tonight just going rogue and being complete fools to any and everyone. One dude walked at us wrong so we sprayed him down. I'm totally cool with dying in there and don't take it too seriously, it's just good fun. Glad I've come full circle on it, I know I was a big downer on it originally.
Glad to be back gents.
"I'm totally cool with dying in there"
Is this a good thing, for the game and the player community, long term? I always felt for games that incorporated optional open world PvP the key is always the whole cliche of "Risk vs Reward." I mean honestly, when you were on your rogue spree did you feel any risk at all? Rogues will always have an advantage, as a rogue you shoot first, you know when and where you are going to attack. Is the system right now balanced and fair?
When the game launched the penalty for dying basically made it very risky and not necessarily very rewarding for going rogue, and that was a problem. They tweaked that a lot. Now there just isn't that much risk, most non-rogues don't even hunt rogues at all.
I want rogue players to be able to have fun, and I want non-rogues to be able to have fun. Is there a way to find balance? Right now since the tweaks were made, in my humble opinion, the dark zone favors rogue playesr, ever so slightly, over non-rogue play. With the update, and knowing that everyone probably has gold gear in their lootable stash, rogue play is gonna take an even bigger step forward. This might not even be a bad thing. I'm just wondering/thinking out loud if there is any need or even if there is a way to balance it more 50/50.
I was thinking maybe make killing rogues be more rewarding, to encourage more rogue hunting, but then people would find a way to exploit it by continuously killing their friends alt accounts. Honestly they could keep everything the way it is now and just negate the penalty for being killed by a rogue completely (you would still lose your loot, but thats it) and I think everyone could be happy that way.
Or, maybe it just doesn't matter either way. Just thinking out loud here
I still like Robs idea of separating Dark Zone servers/instances (whatever) based on group size. Solos will be Solos, 2 man with 2 man, etc.
Edit:
I am sure someone can say "the risk for going rogue is you are marked globally and people can hunt you."
I totally get that, but part of my point is that rogue hunting is not very common, at all, and I wonder if there is a way to make rogue hunting more viable without making rogue play too much of a risk, like it was before.Last edited by The JareBear; 04-08-2016, 02:46 AM."Successful people do not celebrate in the adversity or misfortune of others."
OS Blog
The Tortured Mind Of A Rockies Fan. In Arenado I Trust.Comment
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Re: The Division (Xbone/PS4/PC)
Holy ****, the Consulate has been dominated. After our group broke up for night, I went and attempted Russian Consulate with three matchmade randoms. We just massacred and bitchslapped that mission in 45 minutes flat, start to finish.
Only had to respawn at a checkpoint twice, once when the last wave of the server room caught us while we were playing cocky and advancing on the last tank like a pack of wolves, and then on the staircase heading outside to Hornet, the last of the four shotgun rushers got us with a shock grenade and managed to wipe us before we could recover.
Other than that, we had little trouble. Even the bottleneck room with the three tanks, we had little trouble taking out everyone else than circled the three tanks and just mowed them down.
Still, 45 minutes flat to finish Russian Consulate, damn... Normally I'm expecting a 2-4 hours fight depending on the ability of the randoms I get paired with.
Yeah, I'm ready for more challenge missions"Successful people do not celebrate in the adversity or misfortune of others."
OS Blog
The Tortured Mind Of A Rockies Fan. In Arenado I Trust.Comment
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Re: The Division (Xbone/PS4/PC)
Here's my question though, and I hope I don't get flamed for this, just genuinely curious as to your and others thoughts:
"I'm totally cool with dying in there"
Is this a good thing, for the game and the player community, long term? I always felt for games that incorporated optional open world PvP the key is always the whole cliche of "Risk vs Reward." I mean honestly, when you were on your rogue spree did you feel any risk at all? Rogues will always have an advantage, as a rogue you shoot first, you know when and where you are going to attack. Is the system right now balanced and fair?
When the game launched the penalty for dying basically made it very risky and not necessarily very rewarding for going rogue, and that was a problem. They tweaked that a lot. Now there just isn't that much risk, most non-rogues don't even hunt rogues at all.
I want rogue players to be able to have fun, and I want non-rogues to be able to have fun. Is there a way to find balance? Right now since the tweaks were made, in my humble opinion, the dark zone favors rogue playesr, ever so slightly, over non-rogue play. With the update, and knowing that everyone probably has gold gear in their lootable stash, rogue play is gonna take an even bigger step forward. This might not even be a bad thing. I'm just wondering/thinking out loud if there is any need or even if there is a way to balance it more 50/50.
I was thinking maybe make killing rogues be more rewarding, to encourage more rogue hunting, but then people would find a way to exploit it by continuously killing their friends alt accounts. Honestly they could keep everything the way it is now and just negate the penalty for being killed by a rogue completely (you would still lose your loot, but thats it) and I think everyone could be happy that way.
Or, maybe it just doesn't matter either way. Just thinking out loud here
I still like Robs idea of separating Dark Zone servers/instances (whatever) based on group size. Solos will be Solos, 2 man with 2 man, etc.
Edit:
I am sure someone can say "the risk for going rogue is you are marked globally and people can hunt you."
I totally get that, but part of my point is that rogue hunting is not very common, at all, and I wonder if there is a way to make rogue hunting more viable without making rogue play too much of a risk, like it was before.
From my experience tonight, we got to manhunt 3 times I believe and were able to survive all 3 times by just running from DZ01 to DZ06. One of the times I don't even think anyone was hunting us. It seemed more like some of the people we killed just wanted to get us back and revenge kill us rather than do it because they were rogue hunting.
My statement probably could've been worded better when I said "I'm totally cool with dying in there". I didn't really have anything drop that I wanted to extract other than a high end extended mag that I was able to get out easily. If I had something more like High End level 31 armor/weapons I would definitely care more.
I can see where some would want an increased penalty for going rogue because as you mentioned it's pretty much null at this point and if you die you can get all that XP/funds/loot back in like 5 minutes.
On the other hand, at times tonight it was total chaos and fun/hilarious. I don't necessarily think it's a bad thing but I can see where it might hurt the longevity/legitimacy in the DZ since the penalties are so low.
I think with the new update you will either see a ton of rogues everywhere trying to steal other people's HE items or the exact opposite, similar to how it was at release with everyone giving space to each other.Fino Alla Fine
Lakers
Juventus
PSN: KingToccoComment
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Re: The Division (Xbone/PS4/PC)
Here's my question though, and I hope I don't get flamed for this, just genuinely curious as to your and others thoughts:
"I'm totally cool with dying in there"
Is this a good thing, for the game and the player community, long term? I always felt for games that incorporated optional open world PvP the key is always the whole cliche of "Risk vs Reward." I mean honestly, when you were on your rogue spree did you feel any risk at all? Rogues will always have an advantage, as a rogue you shoot first, you know when and where you are going to attack. Is the system right now balanced and fair?
When the game launched the penalty for dying basically made it very risky and not necessarily very rewarding for going rogue, and that was a problem. They tweaked that a lot. Now there just isn't that much risk, most non-rogues don't even hunt rogues at all.
I want rogue players to be able to have fun, and I want non-rogues to be able to have fun. Is there a way to find balance? Right now since the tweaks were made, in my humble opinion, the dark zone favors rogue playesr, ever so slightly, over non-rogue play. With the update, and knowing that everyone probably has gold gear in their lootable stash, rogue play is gonna take an even bigger step forward. This might not even be a bad thing. I'm just wondering/thinking out loud if there is any need or even if there is a way to balance it more 50/50.
I was thinking maybe make killing rogues be more rewarding, to encourage more rogue hunting, but then people would find a way to exploit it by continuously killing their friends alt accounts. Honestly they could keep everything the way it is now and just negate the penalty for being killed by a rogue completely (you would still lose your loot, but thats it) and I think everyone could be happy that way.
Or, maybe it just doesn't matter either way. Just thinking out loud here
I still like Robs idea of separating Dark Zone servers/instances (whatever) based on group size. Solos will be Solos, 2 man with 2 man, etc.
Edit:
I am sure someone can say "the risk for going rogue is you are marked globally and people can hunt you."
I totally get that, but part of my point is that rogue hunting is not very common, at all, and I wonder if there is a way to make rogue hunting more viable without making rogue play too much of a risk, like it was before.
Problems arise when it shows their are rogues on the radar but when I bring the map up they never show up and after a while I just close the map because they aren't pinging but sure enough they are still on my radar. If I stumble upon them I might take some pot shots to see if I can do anything but most the time I just continue to grind.
And a final point is when you got multiple people going for them you usually end up killing the other people because they pop rogue and tend to be easier targets since they weren't planning on going rogue.
I guess their is one more and that is if they are camped in a place that is s pain to get to like the checkpoint ladder I just avoid them.
Sent from my SM-G900R4 using TapatalkComment
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Re: The Division (Xbone/PS4/PC)
Here's my question though, and I hope I don't get flamed for this, just genuinely curious as to your and others thoughts:
"I'm totally cool with dying in there"
Is this a good thing, for the game and the player community, long term? I always felt for games that incorporated optional open world PvP the key is always the whole cliche of "Risk vs Reward." I mean honestly, when you were on your rogue spree did you feel any risk at all? Rogues will always have an advantage, as a rogue you shoot first, you know when and where you are going to attack. Is the system right now balanced and fair?
When the game launched the penalty for dying basically made it very risky and not necessarily very rewarding for going rogue, and that was a problem. They tweaked that a lot. Now there just isn't that much risk, most non-rogues don't even hunt rogues at all.
I want rogue players to be able to have fun, and I want non-rogues to be able to have fun. Is there a way to find balance? Right now since the tweaks were made, in my humble opinion, the dark zone favors rogue playesr, ever so slightly, over non-rogue play. With the update, and knowing that everyone probably has gold gear in their lootable stash, rogue play is gonna take an even bigger step forward. This might not even be a bad thing. I'm just wondering/thinking out loud if there is any need or even if there is a way to balance it more 50/50.
I was thinking maybe make killing rogues be more rewarding, to encourage more rogue hunting, but then people would find a way to exploit it by continuously killing their friends alt accounts. Honestly they could keep everything the way it is now and just negate the penalty for being killed by a rogue completely (you would still lose your loot, but thats it) and I think everyone could be happy that way.
Or, maybe it just doesn't matter either way. Just thinking out loud here
I still like Robs idea of separating Dark Zone servers/instances (whatever) based on group size. Solos will be Solos, 2 man with 2 man, etc.
Edit:
I am sure someone can say "the risk for going rogue is you are marked globally and people can hunt you."
I totally get that, but part of my point is that rogue hunting is not very common, at all, and I wonder if there is a way to make rogue hunting more viable without making rogue play too much of a risk, like it was before.
We either didn't have loot or no loot worth a crap that we wanted, so we didn't care. Even though I died probably 5 or 6 times during that entire time we were battling that other group, I still ended up gaining 3 or 4 levels for the night. Any DZ funds I lost we more than made up as when we ended up down to just a four man group after some people called it a night, we wandered from DZ06 down to DZ03 and fought probably 10 different groups of NPCs along the way.
If I'm solo, I'll avoid rogues as it's usually a guaranteed death. In a group, hell, let's get it on, as dying either fighting a rogue or even as a rogue essentially does nothing negative to me. Any good gear I pick up, I'll go extract instantly. Just like tonight, we fought a boss up in DZ06, and I ended up getting Midas to drop from him. We instantly headed for the rooftop extraction and I got it extracted post haste before we did anything else so I could fight and die for all I cared without worry.
They need to make it hurt again to die as a rogue/manhunt. While raising the rewards for killing rogues/manhunts would help, then you just get an even more increased number of trolls who will wait for you to fight NPCs and then intentionally run into your line of fire to cause you to go rogue just so they and/or their friends can then turn on you and massacre you for some cheap easy rogue killing bonuses.Last edited by Smooth Pancakes; 04-08-2016, 06:56 AM.Comment
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Re: The Division (Xbone/PS4/PC)
It was just after 12:30 when I started the matchmaking, I figured it'd be 3am at the earliest before we'd get the mission done and I could call it a night. Instead we just plowed through it and were done before 1:20am.
I went back and look at my group activity log the second we completed the mission, it showed '45 minutes ago' for when the three randoms joined me. Now your group has a new record to aim to break, haha!
And yes, I really hope we get some more challenge missions. The four we have right now are fine, but after a couple weeks, the same four mission rotation for the challenging daily will start to get rather repetitive. At least for the hard dailies we have every mission available for the two daily missions, so we can get some rotation.Comment
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