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Found 8 results

  1. Commendations - Patch 1.7

    UPDATE 1.7: COMMENDATIONS 06.16.2017 12:00PM Agents, the team has another exciting 1.7 feature to present to you today in the form of Commendations! Overview Previously referred to as Feats, Commendations are a built in achievement system we are introducing into The Division that will provide players with a series of tasks and subsequent rewards. These tasks have three major goals in mind: Provide a challenge to the player that will reward them based on their skill or perseverance in game. Encourage players to experiment within the structure of the game as a way to help explore all the possibilities inside The Division. Reward players with something special and new as a way to showcase their success in game. Currently, the team is looking at including over 500 different Commendations that support all modes and aspects of The Division including both PvP and PvE. With a focus on making these obtainable for all types of agents, the team plans to implement specific Commendations for the many different roles and play styles, with a variety of short, mid, and long term tasks that are all contributed to by your entire profile’s worth of characters. Commendation Types Commendations will be compiled from three main branches of tasks: Challenge: Complete an action with stipulations increasing the challenge Statistical: Achieve a milestone in a specific statistic Checklist: Complete a checklist of actions that are all related to one another As mentioned earlier, the Commendations will vary in terms of length, difficulty, requirements, and even the modes they can be completed in. This means, naturally, that rewards should be scaled in a sense to make the player feel accomplished accordingly. This is where the Commendation Score comes into play. Commendation Score Every Commendation completed in game will reward you a Commendation Score amount relative to the difficulty level as determined by the parameters we’ve outlined here. This is an account wide statistic that will appear in the player UI not only for the player view, but outwardly visible by other agents across all of The Division’s NYC. Patches The final mark of an exemplary agent, earned only through Commendations and entirely new to The Division is Patches. These all new items will be worn on the agent’s right arm, replacing the SHD icon arm band and are available in a wide variety of designs. These will not only provide a means to display your proficiency in achieving your Commendations, they are also increasingly rare as the difficulty of the Commendation needed to earn them grows. With Commendations you and your squad can help each other climb through the ranks and be the most highly decorated in the DZ, or hunt that one single rare patch to be the first of your friends to earn it. Keep an eye on the site and our official forums for more news on 1.7, coming soon! /The Division Dev Team
  2. Patch 1.7 - Patch Notes

    UPDATE 1.7 - PATCH NOTES 08.14.2017 12:30PM New feature: Global Events Global Events are time-limited events that add special modifiers to the PvE parts of The Division. Taking part in a Global Event will award you Tokens that you can use to purchase Classified Gear caches (detailed below) and unique vanity items (that are currently not included on the PTS). The Global Event features a modifier that can be applied to existing content. Two extra modifiers can be enabled to increase the challenge and the rewards. Earn Global Event Tokens by playing the content and exchange them for Global Event Caches at the vendor. Rewards include Three Classified Gear Sets. Three different Weapon Skins. One vanity set. Global Event specific Commendations are available to challenge you even further. New feature: Commendations & Patches Commendations introduce hundreds of challenges across several categories for agents to accomplish. Commendations cover all aspects and areas of the game, both for PvE and PvP. Unlocking achievements reward the player with Commendation Score. Your tallied score is displayed to other agents. Some special Commendations award a Patch, a brand new vanity item. These Patches are displayed on the agent’s arm, replacing the default Phoenix patch. New feature: Face Masks Face Masks are new vanity items allowing players to further customize the look of their agent. Face Masks can be obtained during Global Events. New feature: Face customization The Base of Operations now include a room with an interactive mirror that you can use to change your agent’s appearance. You can find the room by turning right straight after you have entered the Terminal from the Base of Operation stairs. New feature: Encrypted Cache An Encrypted Cache is a loot container obtained from the Premium Vendor in the terminal. It requires a key to open. Encrypted Caches contain unique appearance items, emotes and skins. Cipher Keys are needed to open Encrypted Caches. These keys are created by collecting key fragments, which are available from normal gameplay. 10 key fragments are needed to create one Cipher Key. Keys can also be purchased from the Premium Vendor. Unique appearance items from the Encrypted Caches are organized in Collections that can be found in the Vanity tab. Once a Collection has been completed, the agent will receive a reward. New feature: Classified Gear Sets Classified Gear Set pieces are unique gear set pieces for pre-existing gear sets and will feature 5 and 6-piece bonuses. Classified Gear Set pieces can initially only be received from participating in Global Events. After a Global Event has concluded, the Classified Gear pieces can be found during normal gameplay, but with lower drop rates than during Global Events. Classified Gear Set pieces have higher Primary Stat Range than normal Gear Set pieces. Primary Stat Range: 1274 – 1401 Classified Gear Sets can receive two recalibrations. Three Classified Gear sets will be introduced for every Global Event. These Classified Gear Sets are: Lone Star 5 Piece: +50% Ammo Capacity +12% LMG Damage +12% Shotgun Damage 6 Piece: Berserker When a weapon has 50% of its magazine remaining, there is a 75% chance to receive a bonus that activates when the final bullet is fired from the current magazine. Once activated, the magazine is instantly refilled, weapon damage is increased by 20%, fire rate is increased by 20%, and stability and accuracy are decreased to 0. The bonus is cancelled by reloading or exiting combat. Final Measure 5 Piece: +15% Exotic Damage Resilience +15% Protection from Elites 6 Piece: Improved Final Measure When a grenade is defused the player and all group members within 30 meters gain a buff based on the grenade type that was defused. -EMP/Shock: Skill power increased by 20% for 8 seconds. -HE/Incendiary: Weapon damage increased by 20% for 8 seconds. -Flashbang/Tear Gas: Damage Mitigation increased by 20% for 8 seconds. DeadEYE 5 Piece: +40% Initial Bullet Stability +20% Marksman Rifle Critical Hit Damage 6 Piece: Improved DeadEYE When zoomed, getting a headshot kill with Marksman rifles will increase critical hit damage by 20% every second to a maximum of 100% and will increase stability by 100%. Lasts for 10 seconds or until no longer zoomed. Game changes Gameplay Blueprints are now shared across all characters on a same account. Currencies are now shared across all characters on a same account. Crafting materials are now shared across all characters on a same account. After a Medkit cleanses a Status Effect, it will grant a temporary, three-second invulnerability to the cleansed Effect. Fixed a bug where players could get the On Fire status effect even though they had 100% burn resistance. Note that players can still take damage from certain fire attacks, such as Cleaner flamethrowers. Fixed a bug where players receiving a burn status effect right after throwing a grenade or throwable skill would disable the grenade or skill. Fixed a bug where players could run faster than they should by spamming the sprint button. Fixed gamepad maximum scope sensitivity being lower than intended. Maximum sensitivity is now the same as it was in 1.6. Fixed a bug where a player would skip downed state and jump directly to dead state if killed after having pressed “give up” briefly during a previous revive attempt. Weapon Balance All weapons Added a hard cap on RPM for all weapons. It will no longer be possible to overcome the RPM limitation of a weapon, no matter what shooting method is used. SVD SVD recoil and spread have been retuned to be in line with the M1A. Adjusted the RPM value shown in Burst Fire weapons’ UI to reflect their actual RPM instead of the RPM of the Burst alone. This change also results in an updated DPS value for said weapons. Note that this is a UI change only to better reflect the behavior of these weapons; their actual fire rate and damage have not changed. Gear Sets D3-FNC: 3-Piece bonus changed from 30% Ballistic Shield Health to +10% Damage to Elite. Fixed a bug with Banshee where ammo would not refill correctly after going Rogue. Exotics NinjaBike messenger bag Talent: NinjaBike messenger bag Slots in with any equipped Gear Set item to fulfill a requirement towards unlocking a Gear Sets bonus. Can unlock bonuses from multiple sets simultaneously. Cannot unlock Classified Gear Set bonuses. Pakhan: Pakhan weapon talent will now only apply the bonus mag size on reload. This means that refills from Meticulous and Lone Star 6 piece will only fill the magazine to the base unbuffed amount. Fixed a bug where Pakhan’s talent could be staked if the reload animation was interrupted. Historian: Kills with the Historian explosion will now trigger the Disciplined Talent. Talents Stable talent will now increase stability by 10% instead of 35%. (this change is retroactive) The Coolheaded & Determined talents will now have an effect on cooldowns for all skills, including Signature Skills. Fixed a bug where Triage would be applied multiple times. Fixed a bug with Battle Buddy where the buff would apply twice if the player revived himself with a Support Station. Fixed a bug where Talented would proc when killing an enemy with a skill or grenade instead of the weapon itself. Fixed a bug where Strike Back would also reduce Medkits cooldown. Loadouts Minor color tweaks have been made to make the Loadout UI more consistent. Fixed an issue where switching mods on a Loadout while having a full inventory could override the backpack capacity. Fixed an issue where a player cannot switch between two identical Loadouts using different mods while having a full backpack. Fixed a bug where certain audio clips would loop. Skills Ballistic Shield: Added a PvP modifier to damage applied to the shield. Player damage to other players’ shields will now be increased by 20% in PvP. Fixed a bug where the Ballistic Shield would not take damage from your own grenade or Sticky Bomb. Fixed an issue with Ballistic Shield Riot Shield buff, where the agent could get multiple buffs by performing certain actions. Pulse: Fixed an issue where the Pulse icon would overlap other UI elements. Seeker Mine: Explosion damage has been reduced from 900 to 600. Airbust Mod damage has been reduced from 300 to 120. Fixed a bug where the Seeker Mine with Cluster mod would sometimes be unable to detonate on a target if the target was on top of a cover. Sticky Bomb: Fixed an issue where Sticky Bomb explosion would sometime only apply in a plane instead of a sphere, leading to no damage being applied to enemies at various height. EMP Sticky Bomb no longer staggers the enemy. Support Station: Fixed a bug where if an agent revived by another skill while in a Support Station’s area of effect would cause the Support Station to despawn. Fixed a bug where an agent could not be revived by First Aid if they were being revived by a Support Station that was destroyed before the revive finished. Fixed a bug where the Support Station would remain in the agent’s hand after deploying it. Fixed a bug where an agent would sometimes not get revived if a group member used First Aid with the Defibrillator mod. Fixed a bug where an agent would get revived if the agent was in the process of self-reviving from a friendly Support Station but tried to cancel the action. Fixed a bug where the Support Station Master Mod heal would still apply if the player canceled his station right after it was destroyed. First Aid: Fixed a bug where the First Aid Defibrillator revive would not be prioritized over other slower revives while they were in progress. Fixed a bug where the First Aid’s effect would be delayed while the projectile slowly descended to the ground. Fixed a bug with First Aid Defibrillator where a player equipped with a Vigorous chest rolling into the area would only receive the instant heal and not the heal over time. Mobile Cover: Fixed a bug where the Mobile Cover could be knocked down by other agents and enemy NPCs even though they were under immobilizing status effects. Fixed a bug with Mobile Cover where an agent could be lifted above ground. Fixed the description of the Mobile Cover Countermeasures mod so that it now clearly states that shooting a target while being in cover on it will pulse the target for 5 seconds. Fixed an issue with the Mobile Cover Countermeasures mod where group members would not get the concealment when taking cover behind it. Other: Fixed a bug where group member’s skill cooldowns would not be decreased when taking cover in an area affected by Smart Cover with the Recharger mod. Fixed a bug where attempting to use a skill immediately after entering the Dark Zone would result in the skill going into cooldown. Recovery Link can no longer be used while firing your weapon, similar to Survivor and Tactical Link. Fixed an issue with the Turret’s target prioritization. Missions Fixed a bug in Napalm Production Site where an agent could defeat Joe Ferro inside his room before defeating his guards. Fixed a bug in Grand Central Station where the turrets were reactivated after player death. Fixed an issue where Hudson Refugee Camp became impossible to complete if the bosses are killed too quickly on Challenge Mode. Fixed an issue in WarrenGate Power Plant where a door would refuse to open if the player dies before completing a certain objective. Fixed several instances in different missions, including Russian Consulate and Napalm Production Site, where the player could get stuck or shoot through walls and floors. Fixed a weird door in the General Assembly parking lot. Fixed a location where the player could throw a Seeker Mine through a wall and kill all the enemies on the other side. Fixed a location in General Assembly where a glass panel could get in the way in the fight against Raptor. Underground Fixed a bug where Underground Directives would not continue across Underground phases. Fixed an issue with the Mad Skills Directive where the second skill would go on cooldown when the player aimed his first one. Fixed a bug where the agent could fast travel to the Underground while carrying contaminated items. Fixed some big weird doors in the Underground. Fixed an issue where enemies were unable to detect the player after going through a weird fire door. Survival The rewards you get from Survival have been increased. Reaching Tier 1 will rewards you with a Survival Cache instead of a Gear Cache. Reaching Tier 2 will rewards you with one Survival Cache and one Weapons Cache. Fixed a bug where the Punisher accolade on the end screen would always have a checkbox next to it even if it wasn’t completed. Fixed several issues in the environment, where players could get stuck. Fixed instances of the game freezing when leaving Survival. Fixed a bug where Mods could not be equipped on items in Survival. Last Stand You can now see recent/nearby players from the opposing team as well as from your own team. Fixed instances of the game freezing when leaving a Last Stand match. Fixed an issue with the positioning of a prop which could cause players to get stuck in tactical point A1. Base of Operations Stopped an evil Christmas tree by the Premium Vendor from trapping players. Fixed a bug where the Base of Operation would become unusable after visiting the Premium Vendor. World Fixed a number of issues throughout the world such as: Being unable to vault over certain objects. Being shot by NPC’s through a wall by the entrance of the The Ward safe house. Being blocked by invisible objects. Getting stuck between objects. Objects clipping through other objects. Being able to glitch through various walls. Floating flags and misplaces textures. Fixed an issue where agents were able to jump off a roof in Turtle Bay. We’ve stopped NPCs from following you into an elevator in Turtle Bay. Fixed several places where hiding behind certain objects would stop enemies from engaging the agent. Dark Zone Fixed several issues in the DarkZone such as: Agents sometimes receiving the Outside Playable Area message when in the The Armory landmark. A lootable object in DZ7 being in an unreachable place. Being able to glitch through a wall in the The Mall landmark. Being unable to drop down from certain objects once the agent has climbed them. Minor graphical issues in The Armory. Moved several trashbags around so players wouldn’t get stuck behind them anymore. Moved a rogue lamp. NPCs being able to shoot through certain walls. Fixed an issue where a Named NPC was missing from the The Basement landmark in DZ09. Stopped NPCs from sneaking through a gap between a pair of doors and a rooftop in DZ09. Fixed an issue where cleared Landmarks would not give out rewards. The Named NPC “Beans” now belongs to the correct faction. Fixed a bug where enemies would stop engaging the player if they hid behind certain objects in the Q Building Landmark. Fixed an issue where the player can teleport outside of the map in Dark Zone 2. UI Consumables Caches are now available at the Dark Zone vendors. Moved the position of the Loadout icon on items you have marked as a favorite to make it easier to identify them. Added backpack capacity to the loot preview. Fixed a bug where after dying and placing the cursor over a respawn location the highlighting of the option would appear on the bottom of the screen. Fixed a bug where pressing back while having the option to disable sharing for an item would cause the item to be unshareable. Fixed a bug where buying back items quickly could result in exceeding the inventory limit. Fixed a bug where the “Sell” button at a vendor would be active even though there was nothing to sell. Fixed a bug where you would get the wrong message when buying an item from any vendor. When buying every item from the Appearance Vendor, you will now be able to see all your available currencies. Fixed a bug where the Ubisoft Club Action Completed pop-up would show up every time the game was started. Players now get a warning if their wallet is full of a given currency and they open a Cache containing that currency. Fixed a bug where a dead group member would still appear as unconscious in the group UI. Fixed a bug in the Group Management menu where the Agent Details could overlap with the server warning “Poor connection to host server”. PC Specific Fixed an issue where an agent would right-click on an item and the text describing the options presented would flicker rapidly. Fixed UI overlap which could occur when an agent was comparing items and then dragging an item over to share or dismantle. Fixed an issue where agents could still use the scroll wheel while the Not Enough Space prompt was present. Fixed a bug where the mouse cursor would sometimes not be present on the loading screen. Fixed an issue where the Group Management menu would begin flickering when an agent hovered the cursor over a friend’s name. Fixed an issue where the player’s FPS would still be capped despite turning off the Frame Rate limiter. Fixed several instances of skills being locked when aiming too fast after another skill was deployed. Other Fixed an issue where the NPC beating a dead body scene had no sound effects. Fixed an issue with Tattoo saturation not changing between 0 – 30% during Character Creation. Fixed a visual bug where an agent would continuously bleed if revived by a group member’s Recovery Link while another revive was in progress. Fixed instances of incorrect NPC animations. Added sound effects to the JTF officer knocking on bars in the Brooklyn Precinct. Maybe someone will actually hear him and help him out now. The Blueprints Vendor in the Terminal should now speak again. Several improvements made to texture loading speed after a fast travel. Agents no longer blink and move their eyes once killed. Say no to zombies. Changes from PTS 3 to Final 1.7 Build Classified Gear Sets Striker’s Battlegear: 6-piece stacks will now reset when player exits combat. Final Measure: Players will no longer defuse grenades when downed. Sentry’s Call: 6-piece bonus now has a 50% chance (instead of 25%) to spread within 25 meters (instead of 10). Fixed a bug where attributes would not be normalized correctly if the player recalibrated one of them. Fixed a bug where players equipped with 6-piece Lone Star would sometimes no longer deal damage after the Berserker Talent triggered. Various improvements to UI feedback. Various UI fixes. Global Events Fixed a bug where Global Event progress performed in Manhattan would reset each time a player would play a session of Underground, Survival or Last Stand. Contagious effect in Outbreak has been tuned down. Its damage is reduced by 40% and the DOT duration reduced from 3 seconds to 1 second. Global Event caches have been updated with the following content: 2x of either 45% Classified Gear Set 43.5% Gear Set 11.5% Exotic 12.5% chance of an extra item 90% Classified Gear Set 10% Exotic Global Event Tokens will now correctly drop from Survival and Last Stand caches. Fixed several instances of Global Event Tokens not being counted towards the total earned during a Global Event. Fixed a bug where HVT bosses would not drop any Global Event Tokens. Fixed a bug where some Incursions bosses would not drop any Global Event Tokens. Fixed a bug where Underground bosses would not drop the correct amount of Global Event Tokens. Fixed a bug where some Open World bosses would not drop any Global Event Tokens. Various UI and text fixes. Encrypted Caches Key Fragments drop rates increased from 3% to 20%. These fragments can drop from named NPCs in the Open World, Dark Zone, Missions, Incursions and HVT contracts. Various UI fixes. Commendations Fixed various Commendations not updating correctly. Various UI fixes. Exotics Fixed an issue where the Ninja Backpack bonus would not apply correctly when equipping it.
  3. @TheDivisionGame: Update 1.7 is confirmed for Tuesday, August 15! Global Events, Classified Gear, Face Masks, and more.
  4. PTS - Patch Notes - 1.7 - Week 2

    PTS2 Patch Notes Global Events The first Global Event – Outbreak – is now available on the PTS. The factions are infected by the virus and are extremely contagious. Your best course of action is to aim for the head to deal maximum damage. The Global Event features a modifier that can be applied to existing content. Two extra modifiers can be enabled to increase the challenge and the rewards. Earn Global Event Tokens by playing the content and exchange them for Global Event Caches at the vendor. Rewards include Three Classified Gear Sets. Three different Weapon Skins. One vanity set. Global Event specific Commendations are available to challenge you even further. Commendations & Patches Fixed an issue where the Too Old for Toys Commendation would not work properly. Fixed a bug where the Patches would apply as a weapon skin when equipped. Encrypted Cache The Premium Vendor now has a tutorial mission for the Encrypted Caches. New items have been added to the Encrypted Caches. Fixed a bug where parts of the agent became invisible after equipping vanity items from the Encrypted Cache. Collections Fixed an issue where the JTF Collection and the Astronaut Collection listed the same reward. Fixed an issue where the vanity menu in the Collections tab would always go straight to the second item in the category. Classified Gear Sets The bonus healing from Striker's Persistance now takes 2000 Stamina per 0,01% (increased from 1000). Known issues with Classified Gear Sets Fixed an issue where stats on Classified Gear Sets would roll lower than intended. Fixed an issue where you could not recalibrate two stats on Classified Gear Sets. Fixed an issue where the LoneStar 6-piece bonus stopped working if the player swapped weapons just as they ran out of ammo. Game changes After a Medkit cleanses a Status Effect, it will grant a temporary, three-second invulnerability to the cleansed Effect. Talents Triage Fixed a bug where Triage would be applied multiple times. Skills Pulse Fixed an issue where the Pulse icon would overlap other UI elements. Missions Fixed a location where the player could throw a Seeker Mine through a wall and kill all the enemies on the other side. Fixed a location in General Assembly where a glass panel could get in the way in the fight against Raptor. Underground Fixed an issue where enemies were unable to detect the player after going through a weird fire door. Known issues with Survival Using deconstruct in a Survival session will get user stuck in the overview UI interface. The user is unable to equip gear mods in Survival. Last Stand You can now see recent/nearby players from the opposing team as well as from your own team. Base of Operation Fixed a bug where the Base of Operation would become unusable after visiting the Premium Vendor. Dark Zone Fixed a bug where enemies would stop engaging the player if they hid behind certain objects in the Q Building Landmark. Fixed an issue where the player can teleport outside of the map in Dark Zone 2. UI The talent description on the NinjaBike bag now correctly reflects its functionality. Players now get a warning if their wallet of is full of a given currency and they open a Cache containing that currency. Removed the unusable “Equip” button from the Commendation menus. Fixed an issue where the “Unmark as junk” button wouldn’t show after marking an item as junk in the Stash. Cypher Keys are shown in the loot preview. You can now inspect received clothing items straight in the Encrypted Caches window. It uses the same inspect camera as the regular appearance menu. Fixed an issue where the player couldn’t use the D-pad to navigate the Encrypted Cache screen. Fixed an UI issue where there a white box would be displayed instead of the number of Cypher Keys the player has. Known issues with UI Many icons in game are appearing as boxes instead of icons. PC Specific Fixed an issue where the player’s FPS would still be capped despite turning off the Frame Rate limiter. Other Fixed an issue where the Global Event headshot sound would play outside of the Global Events. Fixed an issue where you could clip through the camera when in a party and multiple agents are standing around the Premium Vendor. Agents still blinked after death on the PTS. No zombies allowed, so we made sure it is not happening anymore
  5. Classified Gear - Patch 1.7

    UPDATE 1.7: CLASSIFIED GEAR 06.23.2017 12:00PM Agents, we have a brand new intel briefing on Update 1.7 coming your way and this time we’re focusing on Classified Gear! We’ve covered the upcoming Global Events and the upcoming Commendations System, now on to the hardware your agent will be hunting in Update 1.7, Classified Gear! The Objective The team has set out with a distinct goal for introducing new gear into The Division: Create More Variety Expand on Already Growing Build Diversity Create More Rare Options in the Loot Pool Give Players Something to Hunt The answer? Classified Gear. Classified Gear was designed from the ground up to be something players could hunt for in the end game, while at max gear score without a negative impact on their existing gear. All Classified Gear drops at gear score 256, regardless of World Tier. More on that later. We wanted to hit the check boxes mentioned above, while also preserving the value of your existing loadout while you hunt, and Classified Gear offers an opportunity to extend the stats of your build in a seamless flow. Gear score at 256 is hard capped at the main stat level, but not 256 Classified Gear. Stat Ranges Classified Gear will ALWAYS roll a higher value than the standard gear equivalent. Currently, gear in the max level drops with a main stat range of 1114-1272. Classified Gear, however, drops with main stat rolls within a higher range, 1273-1328. Meaning that even at the lower end of that range, a piece of Classified Gear is a guaranteed buff to your build. This increased range is an actual 35% buff to the available main stat ranges in game. While in any Normalized modes like Last Stand, Classified Gear acts like a standard 256 gear set piece, so that the expanded stat range does not create an imbalance when facing off against 256 standard gear. The Classified Gear 5 and 6 piece bonuses, if unlocked, DO take effect even in Normalized play, creating a still unique element to the set. Classified Bonuses With these new gear options in 1.7, we will introduce an expanded range of bonuses as well. First off, keep in mind that Classified and Standard gear can be mixed to obtain the standard 2-4 piece bonuses for that gear set. This is a great method to make incremental increases to your loadout’s power by adding these Classified pieces in, with their higher main stat rolls. Once you gather up a full 4 piece of Classified Gear, the higher main stat rolls are essentially creating a stronger, more powerful version of your loadout. Once a player hits the 5 and 6 pieces of Classified Gear in a single loadout, things really start to accelerate. The 5 pieces of Classified Gear of the same set bring a buff to the 2 and 3 piece bonuses, with some particular consideration to the individual bonuses. 2 and 3 piece bonuses from our existing gear cannot all be buffed exactly the same as that may cause some inconsistencies in the gear and balancing, but stay tuned for more details on those specific aspects. The 6 Piece Classified Gear brings something that many in the community have been asking for, a full matched set 6 piece bonus! This set bonus was designed to motivate players to fully invest in the gear set of their liking, with a gear set specific bonus that is in line with the identity of that set. So, for example if you run Striker, the Striker 6 piece can be expected to be a natural evolution of the existing identity of the Striker set. Classy Recalibration The team wanted to ensure that Classified Gear would be a major find for all builds, players, and kits. In order to add an extra layer of value and versatility to every Classified item found, we’ve decided to make two stats of each piece of Classified Gear able to be rolled at the Recalibration Station! What this means is that not only will the Classified Gear have higher ranges for their main stats, players will also be able to roll one main stat AND one major/minor stat on each Classified piece in order to min/max their build like never before. How to Get Classified Classified Gear is introduced as part of a Global Event, with the selected Classified Gear not only being the reward to kick off the event, but the debut of said Classified Gear. Throughout a Global Event, players can use their earned Tokens to purchase Global Event caches. These caches vary in Token price, but the chances for Classified Gear grows with each higher price cache. If a player chooses to participate in the Global Event at a lower than max (World Tier 5) tier, they will earn Tokens at a slightly slower rate. This is due to the fact that all Classified Gear is at the 256 level. Slower earned Token rate, slower rate of caches purchased means a slower rate at earning Classified Gear in lower World Tiers for the sake of balancing out and preserving the 256 only aspect of the pieces. With this structure, players can gamble on more lower price caches at the chance of Classified loot, or they can stockpile their Tokens and buy the highest price caches possible to maximize their chances. How you grind is up to you. If the Global Event ends and you haven’t stocked up on the full Classified Gear Set you were hunting, have no fear. Classified sets from events get added to the common loot pool after the conclusion of the event, with a drop chance similar to Exotics in just about anything you do in game, including Field Proficiency caches and the like. This also allows the team a new route to incentivize different activities further down the line of The Division, by introducing options to earn Classifieds in new and interesting ways. The Classified Firsts To start with on the PTS at launch, we’ll be introducing six Classified Gear sets for testing purposes: Classified Lonestar Classified Final Measure Classified Deadeye Classified Sentry’s Call Classified Striker Classified Reclaimer The team is still hard at work finalizing the specifics of these Classified sets and we plan to update you all on their attributes in the first round of the PTS patch notes. For now, we wanted to give a glimpse of the options that will be available for testing inside of the PTS. The introductory six sets are being implemented for testing purposes, with Classified Gear sets being introduced three at a time in the live environment, post Update 1.7. Classified Gear presents a unique opportunity for Agents of The Division to hunt for an all new and exciting type of gear, while preserving their hard earned builds. As always, all of this is still somewhat subject to change pending a successful run of our Public Test Server. The team is looking forward to your results of that PTS as well. Please be sure to hit up the Official PTS Forums, once the server is live and be heard! Thank you, Agents, for your support and dedication. /The Division Dev Team
  6. PTS - Patch Notes - 1.7 - Week 1

    Global PTS Patch Notes (Update 1.7) Last updated: 13:38 UTC, June 30th - Revision 3 Please understand that these Patch Notes are not final and will be updated with PTS modifications. Additionally, please note that the new features mentioned are still being worked on and are therefore not in their final stages. All of these new features will be available to all players. New feature: Global Events (not initially available on the PTS) Global Events (previously known as Seasons) are time-limited events that add special modifiers to the PvE parts of The Division. Taking part in a Global Event will award you Tokens that you can use to purchase Classified Gear caches (detailed below) and unique vanity items (that are currently not included on the PTS). New feature: Commendations & Patches Commendations introduce a series of 500+ challenges across several categories for agents to accomplish. Commendations cover all aspects and areas of the game, both for PvE and PvP. Unlocking achievements reward the player with Commendation Score. Your tallied score is displayed to other agents. Some special Commendations award a Patch, a brand new vanity item. These Patches are displayed on the agent’s arm, replacing the default Phoenix patch. Not all patches are available on the PTS, with more being added once Update 1.7 goes live. The requirements for certain Commendations have been altered on the PTS for testing purposes. New feature: Face customization The Base of Operations now include a room with an interactive mirror that you can use to change your agent’s appearance. You can find the room by turning right straight after you have entered the Terminal from the Base of Operation stairs. New feature: Encrypted Cache An Encrypted Cache is a loot container obtained from the Premium Vendor in the terminal. It requires a key to open. Encrypted Caches contain unique appearance items, emotes and skins. Cipher Keys are needed to open Encrypted Caches. These keys are created by collecting key fragments, which are available from normal gameplay. 10 key fragments are needed to create one Cipher Key. Keys can also be purchased from the Premium Vendor. Unique appearance items from the Encrypted Caches are organized in Collections that can be found in the Vanity tab. Once a Collection has been completed, the agent will receive a reward. Please note that the contents of the Encrypted Caches on the PTS are not 100% representative of what will be in the final product. There is currently an issue with the Premium Vendor and the Encrypted Caches, which makes them impossible to use. This will be fixed and testable on the PTS in a future update. New feature: Classified Gear Sets (available from the Advanced Weapons vendor on the PTS) Classified Gear Set pieces are unique gear set pieces for pre-existing gear sets and will feature 5 and 6-piece bonuses. Classified Gear Set pieces can initially only be received from participating in Global Events. After a Global Event has concluded, the Classified Gear pieces can be found during normal gameplay, but with lower drop rates than during Global Events. Six Classified Gear Sets will be included on the PTS for testing purposes, but once Update 1.7 goes live, three Classified Gear sets will be introduced for every Global Event. The Classified Caches are available on the Advanced Weapons vendor on the PTS for testing purposes, but will be tied to Global Events once Update 1.7 goes live. Primary Stat Ranges: Classified Gear Set Primary Stat Range 1274-1401 Final Measure 5 Piece: +15% Exotic Damage Resilience +15% Protection from Elites 6 Piece: Talent: Improved Final Measure When a grenade is defused the player and all group members within 30 meters gain a buff based on the grenade type that was defused. -EMP/Shock: Skill power increased by 15% for 8 seconds. -HE/Incendiary: Weapon damage increased by 15% for 8 seconds -Flashbang/Tear Gas: Armor increased by 15% for 8 seconds Sentry 5 Piece: +15% Accuracy +15% Headshot Damage 6 Piece: Talent: Improved Sentry’s Call NPC targets can now receive up to six marks. After three marks, every headshot on the target has a 25% chance to spread a single mark to additional targets within 10 meters. At six marks, your headshot damage on the target is increased by 100%. Striker 5 Piece: +10% Stability +5% Enemy Armor Damage 6 Piece: Talent: Striker’s Persistence Every hit adds a self-healing bonus for .1% of max health per second. This bonus is further increased by .01% for every 1000 stamina. Stacks up to 100 hits. Bonus is reduced by .1% every second. Bonus can be removed by EMP. Reclaimer 5 Piece: +15% Support Station range +25% Support Station duration 6 Piece: +50% Support Station revive time +100% Support Station healing speed +100% Support Station health Talent: Improved Reclaimer Support station gains a 25% chance to have no cooldown triggered when it is destroyed by an enemy. This chance is increased by 2% for every 1000 Electronics. Exotics NinjaBike messenger bag Talent: NinjaBike messenger bag Slots in with any equipped Gear Set item to fulfill a requirement towards unlocking a Gear Sets bonus. Can unlock bonuses from multiple sets simultaneously. Cannot unlock Classified Gear Set bonuses. Known Issues with the Classified Gear sets on PTS1: Classified Sentry 6 Piece Talent Sentry 6 piece is not spreading marks to nearby enemies. This will be testable on the 1.7 PTS in a future update. Deadeye There are known issues with the WIP Deadeye Classified set that keep the 4 and 6 piece bonuses from working properly. Please refrain from using Deadeye in PTS 1. Deadeye reworked 4 piece and Classified sets will be fixed and testable on the 1.7 PTS in a future update. Classified Lonestar: There are known issues with the Lonestar 6-piece bonus. Please refrain from using Lonestar on PTS1. The set will be fixed and testable on the 1.7 PTS in a future update. Classified Recalibration: 2 Stat recalibration is not yet activated for Classified sets. Recalibrating the Primary stat on a classified gear piece is not working properly. We are working on 2 stat recalibration and extended primary stat range recalibration to be testable on the 1.7 PTS in a future update. There is currently an issue where Classified Gear can roll with lower stats than intended. This will be fixed on the 1.7 PTS in a future update. Game changes Weapon Balance SVD SVD recoil and spread have been retuned to be in line with the M1A. Seeker Mine explosion damage has been reduced from 900 to 600. Airbust Mod damage has been reduced from 300 to 120. Gameplay Fixed a bug where players could get the On Fire status effect even though they had 100% burn resistance. Note that players can still take damage from certain fire attacks, such as Cleaner flamethrowers. Fixed a bug where players could run faster than they should by spamming the sprint button. Talents The Coolheaded & Determined talents will now have an effect on cooldowns for all skills, including Signature Skills. Loadouts Minor color tweaks has been made to make the Loadout UI more consistent. Fixed an issue where switching mods on a Loadout while having a full inventory could override the backpack capacity. Fixed an issue where a player cannot switch between two identical Loadouts using different mods while having a full backpack. Fixed a bug where certain audio clips would loop . Skills Seeker Mine: Fixed a bug where the Seeker Mine with Cluster mod would sometimes be unable to detonate on a target if the target was on top of a cover. Support Station: Fixed a bug where if an agent revived by another skill while in a Support Station’s area of effect would cause the Support Station to despawn. Fixed a bug where an agent could not be revived by First Aid if they were being revived by a Support Station that was destroyed before the revive finished. Fixed a bug where the Support Station would remain in the agent’s hand after deploying it. Fixed a bug where an agent would sometimes not get revived if a group member used First Aid with the Defibrillator mod. Fixed a bug where an agent would get revived if the agent was in the process of self-reviving from a friendly Support Station but tried to cancel the action. First Aid: Fixed a bug where the First Aid Defibrillator revive would not be prioritized over other slower revives while they were in progress. Fixed a bug where the First Aid’s effect would be delayed while the projectile slowly descended to the ground. Mobile Cover: Fixed a bug where the Mobile Cover could be knocked down by other agents and enemy NPCs even though they were under immobilizing status effects. Fixed a bug with Mobile Cover where an agent could be lifted above ground. Fixed the description of the Mobile Cover Countermeasures mod so that it now clearly states that shooting a target while being in cover on it will pulse the target for 5 seconds. Fixed an issue with the Mobile Cover Countermeasures mod where group members would not get the concealment when taking cover behind it. Ballistic Shield: Fixed a bug where the Ballistic Shield would not take damage from your own grenade or Sticky Bomb. Fixed an issue with Ballistic Shield Riot Shield buff, where the agent could get multiple buffs by performing certain actions. Other: Fixed a bug where group member’s skill cooldowns would not be decreased when taking cover in an area affected by Smart Cover with the Recharger mod. Fixed a bug where attempting to use a skill immediately after entering the Dark Zone would result in the skill going into cooldown. Recovery Link can no longer be used while firing your weapon, similar to Survivor and Tactical Link. Fixed an issue with the Turret’s target prioritization. Missions Fixed a bug in Napalm Production Site where an agent could defeat Joe Ferro inside his room before defeating his guards. Fixed a bug in Grand Central Station where the turrets were reactivated after player death. Fixed an issue where Hudson Refugee Camp became impossible to complete if the bosses are killed too quickly on Challenge Mode. Fixed an issue in WarrenGate Power Plant where a door would refuse to open if the player dies before completing a certain objective. Fixed several instances in different missions, including Russian Consulate and Napalm Production Site, where the player could get stuck or shoot through walls and floors. Fixed a weird door in the General Assembly parking lot. Underground Fixed a bug where Underground Directives would not continue across Underground phases. Fixed an issue with the Mad Skills Directive where the second skill would go on cooldown when the player aimed his first one. Fixed a bug where the agent could fast travel to the Underground while carrying contaminated items. Fixed some big weird doors in the Underground. Survival The rewards you get from Survival have been increased. Reaching Tier 1 will rewards you with a Survival Cache instead of a Gear Cache. Reaching Tier 2 will rewards you with one Survival Cache and one Weapons Cache. Fixed a bug where the Punisher accolade on the end screen would always have a checkbox next to it even if it wasn’t completed. Fixed several issues in the environment, where players could get stuck. Fixed instances of the game freezing when leaving Survival. Last Stand Fixed instances of the game freezing when leaving a Last Stand match. Fixed an issue with the positioning of a prop which could cause players to get stuck in tactical point A1. Base of Operations Stopped an evil Christmas tree by the Premium Vendor from trapping players. World Fixed a number of issues throughout the world such as: Being unable to vault over certain objects. Being shot by NPC’s through a wall by the entrance of the The Ward safe house. Being blocked by invisible objects. Getting stuck between objects. Objects clipping through other objects. Being able to glitch through various walls. Floating flags and misplaces textures. Fixed an issue where agents were able to jump off a roof in Turtle Bay. We’ve stopped NPCs from following you into an elevator in Turtle Bay. Fixed several places where hiding behind certain objects would stop enemies from engaging the agent. Dark Zone Fixed several issues in the DarkZone such as: Agents sometimes receiving the Outside Playable Area message when in the The Armory landmark. A lootable object in DZ7 being in an unreachable place. Being able to glitch through a wall in the The Mall landmark. Being unable to drop down from certain objects once the agent has climbed them. Minor graphical issues in The Armory. Moved several trashbags around so players wouldn’t get stuck behind them anymore. Moved a rogue lamp. NPCs being able to shoot through certain walls. Fixed an issue where a Named NPC was missing from the The Basement landmark in DZ09. Stopped NPCs from sneaking through a gap between a pair of doors and a rooftop in DZ09. Fixed an issue where cleared Landmarks would not give out rewards. The Named NPC “Beans” now belong to the correct faction. UI Blueprints are now shared across all characters on an account. Consumables Caches are now available at the Dark Zone vendors. Moved the position of the Loadout icon on items you have marked as a favorite to make it easier to identify them. Added backpack capacity to the loot preview. Fixed a bug where after dying and placing the cursor over a respawn location the highlighting of the option would appear on the bottom of the screen. Fixed a bug where pressing back while having the option to disable sharing for an item would cause the item to be unshareable. Fixed a bug where buying back items quickly could result in exceeding the inventory limit. Fixed a bug where the “Sell” button at a vendor would be active even though there was nothing to sell. Fixed a bug where you would get the wrong message when buying an item from any vendor. When buying every item from the Appearance Vendor, you will now be able to see all your available currencies. Fixed a bug where the Ubisoft Club Action Completed pop-up would show up every time the game was started. PC Specific Fixed an issue where an agent would right-click on an item and the text describing the options presented would flicker rapidly. Fixed UI overlap which could occur when an agent was comparing items and then dragging an item over to share or dismantle. Fixed an issue where agents could still use the scroll wheel while the Not Enough Space prompt was present. Fixed a bug where the mouse cursor would sometimes not be present on the loading screen. Fixed an issue where the Group Management menu would begin flickering when an agent hovered the cursor over a friend’s name. Other Fixed an issue where the NPC beating a dead body scene had no sound effects. Fixed an issue with Tattoo saturation not changing between 0 – 30% during Character Creation. Fixed a visual bug where an agent would continuously bleed if revived by a group member’s Recovery Link while another revive was in progress. Added sound effects to the JTF officer knocking on bars in the Brooklyn Precinct. Maybe someone will actually hear him and help him out now. The Blueprints Vendor in the Terminal should now speak again. Agents no longer blink and move their eyes once killed. Say no to zombies.
  7. Just thought I'd share. Just screen shots so others can see. Overview Premium Vendor - Purchasing Items Collections
  8. Global Events - Patch 1.7

    UPDATE 1.7: GLOBAL EVENTS 06.09.2017 12:00PM Global Events, previously referenced by their working title of Seasons, are designed to give a jolt to the open world of The Division by offering a new way to experience post-Green Poison NYC. These events take place in the PvE world at the end game level of play. It is important to note something here: Everything you’ll see and read here is still very much a work in progress, pending a successful PTS round. Please keep this in mind, and provide any feedback you have via our official forums. Modifiers and More These Global Modifiers also will be linked to events and stories that are happening in New York, providing an extra layer of lore to the player. Aside from the global modifier, separate custom modifiers are available to tailor the Global Event experience to your liking. These custom modifiers are available only on a special Global Event Playlist that will contain not only main missions, but also Incursions! Choose from a set of Activity Modifiers to put your own preferred twist on the Global Event or a set of Group Modifiers to test your squad’s teamwork and cooperation. There are some quick distinctions to be made between the three major types of modifiers in the Global Events. Tokens, Caches, Cosmetics, and More! Tokens can be earned across all Global Event activity sessions, both player modified and unmodified. These tokens can be used in our new Global Event vendor to purchase sealed caches containing some new elements to The Division world. Unique Vanity items will be created to reward players during these Global Events, and we’ll have more news on the various other new rewards in the coming weeks. Global Modifiers The Global Modifiers, or the event itself, are always going to be a positive modifier that is specifically designed to assist the player in the game world. These can be an aid to the player as well as a source of new experiences, and should help any players struggling with a specific piece of content not only complete it, but complete it in a new and interesting way. Group Modifiers And finally, Group Modifiers. These specific modifiers are the next step in the evolution of the Activity Modifier. They retain the positive element of the Global Modifier, the extra challenge of the Activity modifier, and add an extra layer of group required tactics to the mix. These will require some coordination and teamwork, but the benefit is BIG. Activity Modifiers Activity Modifiers on the other hand are not only positive to the agent, they also add a slight challenge on top to push the player to a new height. Think of them as something that will work in tandem with a Global modifier to bring you the same bonus, but at a slight cost. Similar to how Underground Directives work, these modifiers, as well as the World Tier you’re playing within will earn you more Tokens. Currently, Global Events are planned to run once a month, for one full week. The team will be using the time between Global Events to run more of our Double Reward style weekend events to create a full calendar of activities for the faithful agents of The Division. Stay tuned for more information in the coming weeks that will highlight our new cosmetic items, gear, and more! /The Division Dev Team
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