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Found 5 results

  1. INTELLIGENCE ANNEX: THE LIVING WORLD IN THE DIVISION 2 March 11, 2019 Agents! Intelligence Annex is back today, this time detailing the living world of Washington, D.C. in The Division 2. Our goal for the sequel was to create experiences for you as the player that would not only surprise you but also keep you coming back for more. To achieve this, we developed our "Living World Simulation"—a series of rules that allow all activities and encounters in the open world to spawn systematically. Your open world adventures will be both unique and dynamic in The Division 2, encouraging travel and exploration as a result. THE WORLD The Division 2 takes place seven months after the events that transpired in Manhattan. While you were cleaning up the streets of New York, D.C.'s civilians have been left to their own devices. Those who have survived the initial outbreak did not wait for a rescue operation. They banded together as factions, collecting resources and building settlements—all in an effort to defend their keep against opposing factions. Friend or foe, all factions have needs that must be met for survival and will stop at nothing to achieve these needs. This results in faction against faction territory wars–the foundation of The Division 2's living world. CONTROL POINTS Control Points are strategic locations where factions, friendly or hostile, stockpile resources. When a particular faction holds these points, they carry out a variety of activities necessary to sustain the point itself. If a point is low on food, for example, the faction will send scavengers out into the open world to gather resources. This creates an opportunity for other factions to eliminate the convoy and take the supplies to fit their own agenda. With Control Points scattered throughout the map, plenty of movement and activity is generated for you as the player. Should you intervene in friendly faction affairs, you may find yourself training recruits or gathering supply drops near Control Points. If the point is hostile, you will be tasked with rescuing hostages or removing enemy threats from the area. Should you choose not to intervene, you can witness civilians and enemies clashing as they travel in and out of Control Points to perform these activities themselves. During the story campaign, Division Agents will earn the trust of the settlement leaders and be given command of settlement assault teams. Agents may approach hostile Control Points and fire a flare to call on their settlement allies. If the Agent is successful in defeating the Control Point's guards and holding against any incoming counter attack, the settlement forces will take over ownership of the Control Point. BOUNTIES & PROJECTS The Division's High Value Targets system is returning, new and improved, in the form of Bounties. This time around, bounties are not only hand-crafted but also procedurally generated. When choosing a specific bounty, the faction ringleaders associated with that bounty select a location fitting to the abilities of the squad that accompanies them. These bosses have been busy building their own agenda, which includes eliminating Division Agents like yourself. As a result, they may also have access to SHD Tech and all the abilities that come alongside it. As bounties increase in difficulty, the leaders will be accompanied by larger and more well-equipped squads and can even roll deep with additional bosses! Projects take the Assignments system from The Division and rework them into a feature that emphasizes the dynamic nature of the open world. Earned early on in the leveling experience, Projects are calls-to-action by Settlement Leaders and the Division Coordinator as you explore D.C. Ranging from completing Challenging missions to emoting with other players, there is a variety of means that you can have a hand in civilian affairs and be rewarded for it. Completing Projects rewards blueprints, mods, crafting materials, experience, and bounties! To learn more about bounties and projects, check out our Intelligence Annex. END GAME Throughout the campaign, the factions will develop deadlier Elite Activities which provide high-risk, high-reward opportunities for enterprising agents. However, even these will not prepare Agents for the Black Tusk invasion. Upon reaching end game, the rules will change. A new faction, the Black Tusk, invades the world triggering a variety of open world activities. In addition to the usual faction activities, Black Tusk launches operations unlike anything previously seen: Warhound Convoy, Settlement Blockade, and Aerial Surveillance. You might find a flying Drone patrolling the streets, or a robotic Warhound carrying supply crates to areas in the world. Depending on your loadout and gear score, these activities can be either a threat or an opportunity. We will not spoil too much here; we will leave the rest up to you! Beyond that, the Black Tusk invasion forces the other factions of D.C. out of their strongholds. Control Point ownership becomes entirely dynamic with the settlements and the factions launching attacks on Control Points all across the city. Even the strength and rewards of Control Points become dynamic. Defeating hostile activities launched by faction Control Points causes them to concentrate their forces and raise the defense level of the Control Point. High-level Control Points store more valuable gear in their heavily-guarded supply rooms. Remember that the game is still under development and all the names and details are subject to change. Overall, we want your actions in The Division 2 to serve a larger purpose, and we have built the experience from the ground up to support just that. We are excited to hear your thoughts with The Division 2's launch on March 15th! Thanks for checking out our Intelligence Annex, and be sure to keep an eye out for future devblogs! /The Division Dev Team
  2. Welcome to another episode of Intelligence Annex—the series in which we dive deep into the features and systems that you will find in The Division 2. Today, we are going to discuss two fundamental systems of the open world—Bounties and Projects. BOUNTIES Bounties are the new and improved iteration of the High Value Target system that was available in The Division. At their core, bounties put a price on the heads of enemy bosses to reward Agents for eliminating hostile threats to the city. Washington, D.C. is anything but safe, and it is the responsibility of Division Agents to keep these ringleaders off the streets. A new addition to the system is that, in addition to hand-crafted bounties, many bounties are procedurally generated. These bosses have been busy building their own agenda, which includes eliminating Division Agents like yourself. As a result, they may also have access to SHD Tech and all the abilities that come alongside it. As an example, a Hyena boss may utilize armor kits or Striker Drones in combat. Each side mission and locations all over Washington D.C have been designed to support exciting battles with a variety of enemies. Each time a player chooses to track a boss, that boss selects a location fitting to the abilities of the squad that accompanies them. The combinations of encounters are endless if you partake in the system! As bounties increase in difficulty, the leaders will be accompanied by larger and more well-equipped squads and can even roll deep with additional bosses! You can earn bounties through a variety of sources: Named zone liberation projects as you progress through the main campaign. Defeat the leaders of the factions in the neighborhoods of D.C. to truly liberate them. Base of Operations Staff Member Otis Sikes offers bounties that require Target Intel currency to begin. There are also specific Perks you can unlock to increase the number of bounties you receive from Otis that scale in difficulty. Clans of certain ranks also unlock perks that add weekly bounties for all members. The Snitch, a mysterious information broker, offers bounties to any agent who can find him. It's his "civic duty", after all. Upon reaching the end game, you will gain access to the Priority Target Network—a progression tree of weekly bounties which tell the continuing story of D.C.. Completing these bounties progresses you through the tree up to a final, Heroic Bounty that delivers the best rewards upon completion. These bounties each cost Target Intel and will be one of the many evolving challenges available in The Division 2. Remember that progress through the Priority Target Network resets weekly, so you have to eliminate as many bosses as you can within the allotted period! We are also happy to announce that players will retain failed bounties in order to give the challenge another go, but be careful – these targets may relocate and will bring in fresh help to defend themselves! PROJECTS Projects take the Assignments system from The Division and rework them into a feature that emphasizes the dynamic nature of the open world. Earned early on in the leveling experience, Projects are calls-to-action by Settlement Leaders and the Division Coordinator as you explore D.C. The settlements have needs and goals they cannot meet without your help, and they will definitely make it worth your while! There are a variety of Projects available in The Division 2: Settlement—During the campaign, settlement projects will demand water, food, components, and gear donations to make Settlements more efficient and secure. In End-game, Daily/Weekly Settlement Projects reflect their rising ambition. Outfit strike teams to flush out enemy factions, clear named zones of enemies, or even spread good cheer by emoting with other players! Safe House—these Named Zone Liberation Projects continue the activities of the Agents who came before you. Capture and resupply control points, disrupt hostile activities, and locate hidden SHD caches in order to flush out the faction leaders hiding in the zone. End-Game Priority Missions—Daily Projects that require the completion of Hard and Challenging missions. Completing any of these Projects rewards blueprints, mods, crafting materials, experience, and bounties! Thanks for joining us for today's dive into Bounties and Projects! Remember that these are just some of the Bounties and Projects you can expect to find in The Division 2. Be sure to join us over on the Official Forums or on the community Reddit to discuss today's article; we would love to hear your thoughts! /The Division Dev Team
  3. Intelligence Annex: Welcome to the Dark Zones January 17, 2019 Dark Zones First on the list is the Dark Zone, or rather Dark Zones! Three Dark Zones are available in The Division 2—DZ East, South, and West—and you can access them early in the campaign. The Division 2's Dark Zones are PVEVP areas with enemy factions roaming the areas. Similar to The Division, our focus in the Dark Zones is to create social interactions between players characterized by tension. We have implemented a three-tiered progression system for Rogues in The Division 2. There are two ways for players to engage with our new Rogue progression – world interaction and toggling: Rogue Status—This early stage in the Rogue loop is new to The Division 2, with a focus on theft and greed. Once Rogue, players see nearby opportunities to complete new Rogue actions—stealing other players' loot, hijacking Supply drops, and cutting ropes to name a few. Performing any of these actions will toggle you Rogue. Here, the ultimate goal is gaining access to the Thieves Den—a hidden instance that houses vendors only accessible by Agents in this Rogue state. The entrance location varies and appears when you execute enough Rogue actions. After exiting the Den, players return to SHD status. If a player kills another player while in this new Rogue state, they will go Disavowed. Disavowed Status—This stage is the most familiar to fans of The Division. Killing players raises the attacking Agent's disavowed level, and killing enough players raises the disavowed Agent's status to Manhunt. SHD Agents can eliminate Disavowed Agents to claim their bounties. Manhunt Status—This is the final stage in the Rogue loop in which players have to clear their status at a SHD terminal in order to earn rewards. In The Division 2, you have a choice of three random terminals active in the Dark Zone to clear your Manhunt status. You also have the option to Increase Notoriety at any terminal, effectively raising your rewards but requiring you to cash-out at the next terminal. General terminal areas are visible on the mega-map for SHD agents while a Manhunt is active, but precise terminal locations are only revealed to the Manhunt player. This creates a cat-and-mouse style gameplay loop where SHD Agents can track down Manhunt Agents and attempt to claim their bounty. Matchmaking in the Dark Zones occurs in two separate brackets. On the one side, players are matched in level buckets (1-10, 11-20, and 21-30) and normalized to the same power level. On the other side, all players who have reached World Tier are matched together and normalized to the same World Tier. For players above the normalized power level, bonus statistics are applied to reward you for your time. We have also altered the Dark Zone matchmaking assignment to help solo players play in Dark Zones mostly comprised of other solo players. This is not a hard rule, and players are free to form groups inside the Dark Zones. Intelligence Annex is back, this time breaking down the dangerous, untamed regions known as the Dark Zones in The Division 2. The most notable change coming in the sequel is the introduction of three Dark Zones, each delivering a unique narrative and fostering new playstyles: Dark Zone East—the largest of all three Dark Zones, players utilize long sightlines in over-grown governmental parks. Dark Zone South—the smallest of the Dark Zones, emphasis is placed on close-quarters combat. Sightlines are easily broken with large interiors and choke points. Dark Zone West—split into two parts by a large canal, Georgetown is characterized by medium-range engagements and features European style architecture. Server Capacity With three new Dark Zones also comes improvements to server capacity and overall size. In The Division 2, we created smaller chunks of Dark Zone for a maximum of 12 players at any given time. While we reduced the maximum player capacity by half for The Division 2, we reduced the overall size of the Dark Zone by thirds to increase player density. The quality of your encounters in the Dark Zones are improved, making your experience more fulfilling. What's more, each Dark Zone reacts to player activity and engagements as you traverse the zone. If you are taking part in an activity in the northern section of a Dark Zone, events will begin appearing elsewhere to create draw in those areas and balance out the region. You need to be cognizant of your surroundings, as every Agent knows situational awareness goes a long way. Perk System In The Division 2, your Dark Zone Level matters more than ever. Senait, the new Dark Zone operator at the Base of Operations gives you access to the new Dark Zone Perk interface—a tree of bonuses that unlock every five Dark Zone levels. While these perks are not power based, they improve your Dark Zone experience based on your playstyle. Ranging from extra space for contaminated items, increased rewards for Rogue agents, or additional opportunities for loot, you have the power to select from a pool of perks that best suit how you enjoy playing The Division 2. Death as a Rogue in the Dark Zones comes at a great cost of experience, though. Maintaining your Dark Zone level and, more importantly, these perks are a priority in The Division 2. Extractions We are excited about a few big changes coming to extractions in The Division 2. While loot was static from the moment it dropped in The Division, it takes on a more dynamic role this time around. Firstly, only the rarer and more scarce gear upgrades found in the Dark Zones will be contaminated and require an extraction. The rest will flow straight into your inventory. Secondly, weapons and gear roll at the power level of the player who successfully extracts them. Contaminated gear is your best chance at finding upgrades within the Dark Zone. This creates more gearing opportunities for you as any stolen loot will always roll to your level. Normalization & Matchmaking A big change from Manhattan's Dark Zone is that the three Dark Zones in Washington D.C. will utilize normalization to level the player field. If you are new to The Division 2, normalization reduces the peaks and valleys between players who have high survivability or high damage output. While balancing is a factor to take in account when crafting your build, remember that your build choices are still unique and offer a variety of gameplay options. AI are not exempt from normalization either; they adhere to the same normalization rules players do. Matchmaking in the Dark Zones occurs in two separate brackets. On the one side, players are matched in level buckets (1-10, 11-20, and 21-30) and normalized to the same power level. On the other side, all players who have reached World Tier are matched together and normalized to the same World Tier. For players above the normalized power level, bonus statistics are applied to reward you for your time. We have also altered the Dark Zone matchmaking assignment to help solo players play in Dark Zones mostly comprised of other solo players. This is not a hard rule, and players are free to form groups inside the Dark Zones. Checkpoints Checkpoints are mounted with indestructible turrets to avoid checkpoint camping. These weapons target any Rogue or AI that crosses its path, so keep your distance! Occupied Dark Zones We have one more new feature on the list dedicated to our most dedicated PVP crowd. Today, we are introducing dynamic, server-wide events called Occupied Dark Zones. During these events, all expected Dark Zone rules change. The concept of SHD and Rogue are completely gone; you are simply a player trying to reap the best rewards in our most hardcore environment. This translates to no Rogue states, a limited notification system, friendly fire active, and no normalization, allowing you to utilize every ounce of your build. While one Dark Zone is Occupied, the other two operate under expected behavior. These end-game events are designed to be some of the greatest risk/reward opportunities in The Division 2. Are you willing to accept the risks? Thanks for joining us for today's Dark Zone improvements! There is still more information to come for our most dedicated Dark Zone players, so stay tuned. Be sure to join us over on the Official Forums or on the community Reddit to discuss today's article; we would love to hear your thoughts! We will be releasing these articles regularly, so remember to keep an eye out! /The Division Dev Team
  4. Ubisoft have another survey up. It is for the BOO and end game 1.6.1. https://www.surveymonkey.com/r/td161booendgame