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The Division 2 - Open Beta 1-4 March

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DeadSockPuppet

Stream Machine
Yeah buddy! Looking forward to another go at the beta. Actually have some time this semester to play some video games so I got to put in probably 15-20 hrs. in the closed beta. Need to see how the PvP and DZ plays this next go around, pretty much just spent time playing PvE on the closed.

 

RimBlock

Underground, overground, wombling free
I predict the open beta is going to be a bit of a mess.  Not so much with content but with the load on the servers, deltas, queues to get in etc.

I will be very happy to be proved wrong though  :14_relaxed: .

 

quinch1199

Dwarven Lord Under The Mountain
Open Beta will be the REAL stability test. To be honest they would have been putting the hours in after Private Beta to get the net code issues resolved even more than the other bugs. 

Yes, there's likely still going to be queues BUT if they can keep the disconnects to a minimum it'll be deemed successful. 

 

Oh. daesu

agent provocateur
Welcome to The Division 2 Open Beta! If you did not get the chance to participate in our Private Beta phase, now is your chance! Available from March 1 – 4 on Xbox One, PlayStation 4, and PC, we want to welcome you as you take your first steps into Washington, D.C. The beta introduces you to some of the unique features The Division 2 has to offer—main missions, side missions, open world activities, and one of the three Dark Zones—to name a few.


tctd2_openbeta_content_960x540_345056.jpg



For everyone who has already participated in the Private Beta, here are the additional content highlights for the Open Beta:

  • Character level cap increase to level 8
  • An additional Story mission—Viewpoint Museum
  • An additional Skill—Chem Launcher with two variants, Riot Foam and Explosive Vapor
  • Two additional Settlement Projects with the second upgrade of the Theater
  • An additional Skirmish PVP map—Capitol Ruins
You are limited to one character during the testing phase, and this character can be deleted. At character creation, you are able to cycle through presets of customization features to randomize your Agent. Remember that character progression is capped at level eight during this period.

Three main missions are available on Normal and Hard modes—Grand Washington Hotel, Jefferson Trade Center, and Viewpoint Museum—to offer a smaller piece of a much larger, compelling narrative we are telling from start to finish.

As you explore D.C., five optional Side Missions will also be available for everyone who prefer to branch out from the main storyline.

You will explore parts of four named zones, each possessing a specific level range to indicate difficulty as you traverse the world:

  • The White House—also serving as your Base of Operations in D.C.
  • Downtown East
  • The Federal Triangle
  • Smithsonian
In addition, a variety of Control Points and living world activities await in the Open Beta.


DARK ZONE


Dark Zone East—available on the right side of D.C., players utilize long sightlines in over-grown governmental parks. You will acquire the DZ East introduction mission from Senait Ezera—the new Dark Zone NPC in the Base of Operations—after completing Jefferson Trade Center. Completing this intro-mission unlocks full access to the Dark Zone and its features.


ORGANIZED PVP


For players who are looking for dedicated 4v4 PVP, Conflict is available during the beta test. One mode, Skirmish, will be accessible on two maps: Stadium and Capitol Ruins. We encourage everyone to jump in and provide feedback on the PVP experience!


END GAME


We are excited to announce that the Open Beta will also feature a portion of The Division 2's end game! After completing Jefferson Trade Center for the first time, you will gain access to an end-game mission that unlocks three level 30 characters on your account. Upon logging in with one of these characters, the end game mission will begin. Each character is equipped with a different Specialization, so feel free to find your favorite! In contrast with the Private Beta, this end game mission will be available with the start of the Open Beta.

With all that being said, we have a few closing reminders!

  • This beta phase is not under an NDA, so we encourage everyone to capture and share their experiences with the community using Photo Mode!
  • This version of the game is not final and elements are subject to change.
Remember to leave us your feedback on the Official Forums or the community Reddit. You can also tweet us using the hashtag #AskTheDivision2 to help us gather community questions. A big thank you to everyone jumping into the test!

/The Division Community Team


tctd2_openbeta_timings_960_345057.jpg


 
 

quinch1199

Dwarven Lord Under The Mountain
I'm going to guess at an expanded Light Zone seeing as the additional mission is the Smithsonian, that's to the South of Constitution Ave NW so further South than we've been before and cutting closer to the National Mall ... that's assuming its the Natural History collection of course. 

Edit - Duhhhh.... it'll be the Smithsonian National Air and Space Museum of course! Same area but even further south as its over the National Mall. 

 
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Oh. daesu

agent provocateur
The info below probably more relevant to thos who spent more quality time in the private beta than I. There is a list of bug fixes, though that's ridiculously long (reasonable enough, tho).

this week!

Thank you again, Agents, and see you in Washington D.C. this weekend!


THE DIVISION 2 OPEN BETA – LIST OF UPDATES SINCE PRIVATE BETA



NEW ADDITIONS


  • Opened Viewpoint Museum mission.
  • Capital Ruins now available in Skirmish.
  • Chem Launcher skill now available.
  • Raised the Level Cap from 7 to 8.
  • Character progression in the Private Beta is not carried over to the Open Beta.

BALANCE CHANGES



WEAPONS


  • The drop rate of signature weapon ammo have been increased.
  • Adjusted weapon mods to make sure drawbacks are generally lower than the positive bonuses.
  • Recoil and accuracy statistics tweaked on several weapons.
  • The RPM of semi-automatic weapons have been reduced overall.
  • Fixed Lucky shot talent to make sure it doesn't proc on every pellet of a shotgun.
  • Fixed Extra talent to give percentage based ammo increase instead of a fixed number.
  • Made several adjustments to the power level and handling of Specialization weapons.

ENEMY HEALTH AND ARMOR


  • Decreased Jefferson Trade Center boss' armor and damage.
  • Decreased enemy health/armor in co-op while also slightly increasing enemy lethality.
  • Decreased Veteran/Elite Rushers' Armor by half.
  • Decreased armor plating "health" of the Grand Washington Hotel boss on Story mode only.
  • Decreased health of early game Hyena NPCs.
  • Decreased armor plating "health" for the Underground Tank.
  • Decreased the lethality and health/armor of enemy NPCs in the world tiers.

ENEMY ATTACKS


  • Removed the Bleed status effect from RPG explosions.
  • Decreased damage of the Black Tusk Rusher's weapon.
  • Enemy NPCs will now hit the player slightly more often when the player uses Cover-to-Cover.
  • Decreased accuracy of early game Hyena NPCs.
  • Decreased accuracy and duration of early game Hyenas Thrower's tear gas grenades.
  • Increased visibility and fuse of tear gas grenades.
  • Improved accuracy of the Outcast Tank's melee attack so that hitting a backpedaling target is easier.
  • Increased the team-wide cooldown for enemy NPC grenades, RC Cars, and Suicide Drones.
  • Slightly decreased accuracy of the Hyenas Thrower's grenade launcher.
  • Decreased speed of enemy NPC Airburst grenades slightly.
  • Increased wind-up time for enemy NPC grenade launchers.
  • Greatly decreased the Elite version of the Hyenas Rusher's stun baton Shock status effect and added a cooldown on when it could be applied again.

ENEMY BEHAVIOR


  • Despite the meme potential (sorry, Reddit), Rushers do not curse as much while rushing the player anymore.
  • NPCs will now stop reacting to a Seeker Mine if it is retargeted.
  • Decreased the maximum distance enemy NPC Medics will travel to revive their allies.
  • Removed erroneous light flare from the True Sons' Turret.
  • Enemy NPC flying drones will now explode mid-air when their owner dies.
  • Black Tusk Mini Tanks will no longer erroneously climb ladders, use drop-downs, do leap overs, and other types of special navigation.
  • Veteran, Elite, and Named NPCs are now easier to stagger.
  • Increased the mobility of the Big Dog during combat slightly. Good dog.
  • Enemy NPCs interacting with an object will now be easier to interrupt.
  • Decreased movement speed of the Elite version of the Hyenas' RC Car.
  • NPCs will now switch targets a bit more frequently and naturally during combat in co-op situations.
  • Elite NPCs will no longer stagger when afflicted with the Disrupt status effect.
  • Increased size of Black Tusk Suicide Drone hitbox.
  • Decreased speed of Elite Suicide Drone.
  • Increased wind-up time for NPCs using a Mounted Weapon and added more signaling to their use.
  • Decreased likelihood of early game Hyena NPCs from flanking the player.
  • Decreased the Black Tusk War Hound's self-destruct wind-up time slightly.
  • Enemy NPCs are now able to hear nearby bullet impacts.
  • Decreased the range at which enemy NPCs hear player gunfire.
  • Enemy NPC Throwers and Controllers now attempt to avoid targeting the same player in co-op situations.
  • Improved appearance of NPCs using LMGs if they briefly lose line of sight to the player.
  • NPCs reaction radiuses now correctly match those of grenades thrown by player.
  • Fixed some inconsistences with NPCs reacting to player grenades and skills.
  • Black Tusk Revive Drones now correctly shock those around them when their weak point is destroyed.

COMBAT


  • Decreased time required to automatically "mark" a target.
  • Decreased time required to transition out of the combat state for the player.
  • Reduced cooldown on combat roll to 0.5 seconds.

SKILLS


  • Decreased Airburst Grenade and Incendiary Airburst Grenade damage.
  • Improved player skill drones' follow behavior when player is vertically navigating.
  • Sniper Turret now does extra damage with headshots.
  • Sniper Turret aim improvements to more closely match input.
  • Assault Turret aiming improvements to be more snappy and accurate.
  • Improved path finding of Seeker Mines so they prefer a more direct path to their target if available.
  • Increased movement speed of Airburst Seeker Mine and also reduced enemy NPC detection of the skill.

MISSION


  • Greatly reduced difficulty of Grand Washington Hotel mission on replay.
  • Improved the combat behavior for Agent Kelso.

CRAFTING


  • Adjusted material acquisition and blueprint costs for Crafting.
 
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