• Eigentlich hätte ich an dieser Stelle gefragt ob jemand am Freitag mit in den Raid will. Da Massive aber die nächste

    Marketing Aussage um die Ecke bringt wird der Raid für uns wohl nicht stattfinden. Da der Content soooo schwer ist

    gibt es kein Matchmaking. Die Spieler müssen sich dann halt in Clans oder "Social Spaces ?" finden und als 8 er Trupp

    losziehen. Alternative könne man aber auch versuchen den Content mit weniger als Spielern zu schaffen.

    Nach dem Urlaub werde ich dann mal die Werbetrommel für die FCOPZ in TD2 rühren um eine ausreichende Playerbase

    zu finden.


    Schöne Antwort auf Reddit:


    Ok, let's have a discussion.

    Massive's argument of "Raid will be too difficult for Matchmaking" boils down to a few key points.

    1)Communication is necessary and not achievable through MM

    2)Build synergy (the degree needed) is not achievable through MM

    3) Bonus point: we want you to experience new things, like finding like-minded people to play with

    My response:

    1. there is a Raid Leader, right? If he/she feels it necessary for everyone to have a mic, they will state this prior to beginning. Vote to kick, or leave the group is an option
    2. Similar to my first point, however, the way the game is set up currently (and with addition of aux batteries) you dont NEED a dedicated healer/tank. This is a moot point
    3. let's be clear about your role in my life. You are not my parent, guardian, therapist or mentor. You are a provider of a service. A service which we have fairly compensated you for, and a service which we can consume at the RATE and METHOD of our own choosing. It is NOT your place to tell me I must find friends to be effective. I can be a valuable member to the team by listening and playing my role effectively if I choose not to communicate (albeit it may be harder).

    Now, let's say you dont agree with the points I made, let's think through what the implications of ALLOWING matchmaking for the raid.

    You're right! Content is literally impossible to get through without communicating. ---- you know what's funny about humans? We adapt. We learn. If we learn that we have to communicate to win then we will.

    TLDR: What you are trying to achieve through not allowing Matchmaking in the Raid, will happen naturally over time WITH matchmaking. With the benefit of mitigating this neg backlash, and giving players options.



    In jedem Fall schlägt diese Entscheidung mächtige Wellen. Das Ubisoft Forum ist ja eher unbesucht und träge. Aber irgendein Honk hat es geschafft

    innerhalb von 14 Stunden einen 27-seiten Thread loszuschlagen weil er Massives Entscheidung gut findet. Im restlichen Internet läuft es nicht besser

    für Massive. Damit wird das Matchmaking wohl irgendwann doch kommen.

  • Das ich mit meinen Kommentar nicht Random's meinte ist dir sicherlich nicht entgangen .

    Und wie du HIER lesen kannst wird es für die Raid's kein Matchmaking geben .

    Das dürfte dann wohl an der Einstellung der hier (nicht) versammelten Spielern liegen. Aber natürlich darf jeder ein Spiel

    kaufen und es dann nicht oder nur selten nutzen. Man muss auch nicht mit seinen Clan Kollegen zocken, es gibt immerhin

    ausreichend Randoms.

    Die Sache mit dem Matchmaking ist etwas weiter oben wohl ausreichend berichtet und die Community hat bereits eine

    Lösung, ohne Massive oder Ubisoft, gefunden.

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  • Matchmaking kommt in Form einer Spielersuche Funktion, allerdings ist die Mikrofunktion wohl Pflicht.

    Ich kann mir keinen Raidleader vorstellen der darauf verzichtet.


    Die kurze Zusammenfassung des Raids (nur 1 Stunde) https://youtu.be/2Lji8wNCQYA

    Der ganze Stream (mit 3 Stunden für den letzten Boss :-) ) https://youtu.be/u9DDTWenbfg


    Der volle Stream ist imhO lustiger weil man bei der "Wegfindung" der Mechanik zusehen kann.


    Hier dann noch der schriftliche Lösungsweg

  • NYC und Survival kehren im Januar zurück.


    Im Januar 2020 erscheint der letzte DLC des ersten Season Pass für The Division 2. Darin kehren die Agenten

    in ein sommerliches New York zurück. Um (Aaron Keener zu jagen) und ´nen Ründchen Survival zu zocken ?

    Diesen Eindruck erweckt Ubi zumindest im folgenden Trailer

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  • TU 4 erscheint am 18.06.2019. Eine Übersicht von MyDivision.net:

    Was steckt drin?

    Titelaktualisierung 4 dreht sich vornehmlich um den Gunner, in der deutschen Fassung des Spiels Richtschütze genannt. Bei ihm handelt es sich um die erste neue Spezialisierung seit dem Release von The Division 2. Bei Aktivierung erhält der Schütze eine Bonusrüstung, die auf der Menge der individuellen Munition basiert, die er trägt, und kann so leicht für kurze Zeit den ankommenden Schaden ausgleichen, während er mit seiner Minigun die Gegner unterdrückt. Es gibt jedoch einen Haken: Wenn die Waffe gezogen wird, kann der Schütze nicht in Deckung gehen oder sich aus der Schussbahn rollen.

    Um Feinde aus der Deckung zu locken wird der Schütze mit der Todesfee-Fertigkeit ausgestattet, eine Skill-Variante des Impuls, die die Deckung ignoriert und die Ziele verwirrt. Wenn ein Feind aus der Deckung stolpert, ist dies die perfekte Gelegenheit für den Schützen, seine Spezialgranate – die Kampfschaum-Granate – einzusetzen, um den Feind an Ort und Stelle festzuhalten. Die Spezialisierung wird von einem weiteren Skill-Tree und der P320 XCompact Pistole komplettiert.

    Im Zuge der Neueinführung des Richtschützen, wurden auch die Skill-Trees der übrigen Spezialisierungen überarbeitet. Sie alle bieten nun die Möglichkeit Punkte in die Steigerung des Waffenschadens aller sieben Gattungen zu investieren. Vorbei sind die Zeiten, in denen eine Spezialisierung Boni nur für bestimmte Waffengattungen erlaubte. Inwiefern sich diese Änderung positiv oder negativ auf die Buildvielfalt auswirkt, bleibt abzuwarten.

    Überarbeitet wird auch das Ausstattungs-Mod-System. So können allgemeine, sogenannte „Generic Mods“ nicht mehr für Highend-Builds verwendet werden. Sie erlaubten das extrem hohe Stapeln von Attributen, was so nicht vorgesehen war. Eine weitere Anpassung entfernt die Typen-spezifischen Anforderungen an die Mods. Somit zählt nur noch die Mod-Kategorie (Offensiv (rot), Defensiv (blau) oder Zusatz (gelb)); die Unterscheidung zwischen System- und Protokoll-Mods entfällt. Demnach passen alle Mods in alle Slots, sofern die Farbe und damit die Kategorie übereinstimmt. Diese Änderung gestaltet das System deutlich einfacher und transparenter.

    Ebenfalls Teil von Titelaktualisierung 4 ist das exotische Dodge City Gunslinger’s Holster, an das man über eine kleine Questreihe gelangt, die als käufliches Projekt beim Crafting-NPC Inaya in der Operationsbasisbeginnt. Sie führt den Spieler zu verschiedenen Kontrollpunkten, die eingenommen werden müssen, um die einzelnen Teile zu erhalten.

    Weitere Infos »

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  • Die PatchNotes zu TU4. Es hat sich, auch im Clan Bereich, reichlich getan:


    New specialization: Gunner

    Introducing the first post-launch Specialization! The Gunner is equipped with a powerful minigun and will serve as the vanguard for SHD agents.

    Special Field Research


    • To unlock the Specialization when Title Update 4 hits the live servers, you’ll be tasked to complete five stages of in-game challenges!
    • Year One Pass owners will unlock the Specialization immediately but will also be able to go on a Special Field Research, unlocking unique cosmetic rewards!

    Clans


    • Changed Clan Weekly Projects to be easier to complete for smaller clans.
    • Reduced CXP requirements for each tier of Clan Cache.
    • Invites and join requests that have not been responded to within 28 days will automatically be removed from the clan inbox.
    • Added last online status to show when clan members were last active.
    • Added a weekly reset timer the clan progression menu, giving a clear indicator on when you will be able to collect your cache.
    • Added indicators for members already in a group, and how many free spaces are available on the clan roster page.
    • Added a new “Keyword” section in the clan details, allowing players to choose from a list of predefined words to describe their clan.
    • Added “Keyword” search functionality when looking for a clan.
    • The clan member who earns the top distinction of the week will receive a medal icon over their name in the clan roster.
    • Clan insignia is now visible when using photo mode

    Mods


    • Generic Protocol Mod and Generic System Mod can no longer be equipped in High-End, Gear Set and Exotic items.
      • You will still be able to equip them in lower quality items.
      • All other mods can be equipped in slots matching their type (Offense, Defense, Utility).

    Developer comment: Generic mods could be stacked in unhealthy ways and the gear mod eco system has not been in a place we are happy with and it had led to some unwanted behavior such as low-level farming for generic mods.

    Missions


    • Roosevelt Island
      • Shipping containers containing virus samples will now be easier to spot.

    Projects


    • Specific talents requirements for project donations has been removed.
    • Replica/crafted items requirement for project donations has been removed.
    • Added World Tier 5 requirements for some projects.
    • Increased rewards for most projects.

    Specializations


    • All Specializations have received a talent tree rework.

    NPCs


    • Removed “bulletproof” backpacks from NPCs that would block all incoming damage.
    • Decreased acceleration of NPCs when repositioning in cover.
    • Enabled Engineer archetype NPCs to setup Turrets on the ground if no valid cover position exists.
    • Fixed various issues with Controller archetype NPCs getting stuck or being unresponsive in certain situations.
    • NPCs can’t be suppressed when deploying a Drone.

    UI


    • Removed redundant “!” for new items shown in Cache Content in Proficiency Caches.
    • Apparel Caches should now only display a “!” in the UI when a key is acquired and once the key has been seen should disappear.
    • There’s now a timer that shows the cooldown before being able to kick a player from a group.

    Skills


    • Further improved the Reviver Hive which should result in it more reliably reviving downed agents.
    • Assault Drone
      • After killing its current target, the Assault Drone will now attack the enemy the player is currently shooting. If no target is being shot, it will attack the closest enemy to its owner instead.
    • Firefly
      • Pathing of all Firefly mods has been improved
      • Aiming improvements on all Firefly mods.
      • Base cooldown durations for all Firefly mods have been reduced
        • Blinder 60 seconds (previously 120 seconds).
        • Demolisher and Burster 90 seconds (previously 120 seconds).
      • All Firefly mods have incremental cooldowns based on number of targets payload successfully deploys against (this however does not apply if the Firefly was destroyed by an enemy)
      • Blind status effect applied by the Blinder Firefly now lasts 8 seconds (previously 5 seconds).

    Exotics


    • New Exotic Holster: Dodgy City Gunslinger’s Holster

    Talents


    • Rooted
      • The talent description now states the intended cooldown of 60 seconds.

    Commendations


    • Further improved Discovery Merits to allow loot boxes opened by other players count towards every group member’s progress.

    Dark Zone


    • Players can now go Rogue in the Occupied Dark Zone. Dealing damage to other Agents (outside of your group) will cause the player to disavow The Division.
    • There is no grey Rogue in the ODZ. Damaging other Agents is the only way to go Rogue in the ODZ.
    • Additional Manhunt ranks have been added to the ODZ. Players still have to clear their bounties at SHD terminals, but additional rewards are available to players who clear (or claim) a high rank bounty.
    • Manhunt ranks are now infinite in the ODZ. Killing other Agents increases the player’s Manhunt rank, along with their Dark Zone XP rewards on a successful bounty clear. Compete on a new leaderboard for the highest ODZ Manhunt rank!

    PvP


    • Rifle PvP damage modifier increased to 1.7.
    • Shotgun PvP damage modifier increased to 1.65.

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  • Fortsetzung da nur :-) 10k Zeichen erlaubt sind:


    Bug fixes



    • Fixed weird lighting in some tunnels.
    • Fixed an issue where grouped players could disconnect after leaving a Classified Assignment.
    • Fixed an issue where enemy NPCs could lose track of players in Operation Dark Hours.
    • Fixed an issue where players would be unable to claim the weekly Clan Cache.
    • Fixed an issue where rails in DZ West did not appear on barriers surrounding a checkpoint.
    • Fixed an issue where Master Sergeant Quiroz in the Space Administration HQ would jump down earlier than intended. He was a bit to eager.
    • Fixed an issue where an explosion was missing in the Space Administration HQ before Master Sergeant Quiroz appears.
    • Fixed an issue where Weasel’s weapon could fly out of his hand. Sweaty palms can be a real issue for some people.
    • Fixed an issue where players could not be attacked at a certain spot in the Stadium map.
    • Fixed an issue where several collectibles would not automatically play when picked up.
    • Fixed an issue where the accuracy of a player in the Activity Summary could be negative.
    • Fixed an issue where opening the Top CXP Clan menu could cause frame drops.
    • Fixed an issue where the objective for “Return to the White House” would not complete if you skipped the cinematic.
    • Fixed an issue where players could get stuck when being revived by another player and the Control Point Officer at the same time.
    • Fixed an issue which would prevent players from opening the Strategic info when downed in Operation Dark Hours.
    • Fixed an issue which could prevent the Call for Help animation to be visible for other players.
    • Fixed an issue where inspecting a player through the social menu after being downed could cause the menu UI to persist during gameplay.
    • Fixed an issue where the “Open Cache” and “Back” buttons on the Apparel Event Cache UI would disappear, when pressing both buttons at the same time.
    • Fixed an issue where Hunters could be revived outside the radius of their Reviver Hive, as well as being revived an unlimited amount of time.
    • Fixed an issue where enemy NPC faces would not correctly target players while strafing.
    • Fixed an issue where NPCs could get stuck while spawning in DZ East.
    • Fixed an issue where players could stare into the void.
    • Fixed an issue where players could jump into a patio they should not have access to. No trespassing!
    • Fixed an exploit that allowed the Hive skill to become un-targetable and shoot at enemy players at a specific location on Fort McNair.
    • Fixed an issue where setting the difficulty level for a mission from within a Classified Assignment did not apply that difficulty level and did not reset the mission.
    • Fixed an issue where players could receive multiple Ivory Keys from the same Hunter.
    • Fixed an issue where NPC speed after turning would be incorrect.
    • Fixed an issue where NPCs would skip animations after jumping.
    • Fixed an issue where the Call for Backup would not be received by players having the option activated.
    • Fixed an issue where players could spawn below the map when teleporting to a reconnecting player.
    • Fixed an issue where the audio could get corrupted when playing a cinematic.
    • Fixed an issue where Lucy and Buddy could become permanently invulnerable in Operation Dark Hours.
    • Fixed an issue where audio for collectibles could become corrupted after prolonged gameplay.
    • Fixed an issue where players could become unable to interact with the agent’s note in the “Investigate the Safe House” side mission.
    • Fixed an issue where players were unable to interact with the laptop and liberate a Safe House.
    • Fixed an issue where players could get stuck in the map overview after completing the Dark Zone South intro mission.
    • Fixed an issue where a player could revive multiple agents at the same time with the Reviver Hive.
    • Fixed an issue where the difficulty of a bounty would be different in the Bounties tab and the Mega Map.
    • Fixed an issue where players could be revived by the Reviver Hive after the Razorback encounter ended when the whole team was downed.
    • Fixed an issue where when placing a turret on a car the Turret would drop down to the floor.
    • Fixed an issue where players could sometimes not be able to move around circular cover.
    • Fixed an issue where players would be able to see through the map when looking at a window on the Stadium map.
    • Fixed several issues where the turrets in DZ-West would fire at Rogue Agents beyond the intended range.
    • Fixed an issue where a turret in the DZ-West could fire through a fence at Checkpoint Delta.
    • Fixed an issue where Turrets could fall through the floor, roof and other objects.
    • Fixed an issue where players would be able to see through the map when looking at a window in DZ-West.
    • Fixed an issue where the dialogue audio could switch to English when playing with a different language setting.
    • Fixed an issue that could cause FPS drops on PC when opening the Ubisoft Club Rewards.
    • Fixed an issue where random Open World encounters would not spawn.
    • Fixed an issue where several parts of the Specialization UI were missing localization.
    • Fixed some weird doors.
    • Fixed an issue where some Assault Rifles would not hinge correctly on the Crusader Shield.
    • Fixed an issue where players would be unable to inspect apparel within the Apparel Event Cache UI.
    • Fixed an issue where pressing the “Inspect” and “View Stats” buttons at the same time would cause the text from the two pages to overlap in the UI.
    • Fixed some weird stairs.
    • Fixed an issue where extra ammunition from mods would not properly be added to Skills.
    • Fixed an issue where Manny would repeatedly thank agents for saving hostages in a Classified Assignment. He’s really thankful, ok?
    • Fixed an issue where Conflict Caches could reward loot below the player’s World Tier when playing with lower level agents in a party.
    • Fixed an issue that didn’t allow player to see previous Distinctions of the Week in the Clan Quarters.
    • Fixed an issue where killed NPCs could clip through objects they fell on.
    • Fixed an issue where notifications toasts were missing when completing an activity, after abandoning several projects in a row.
    • Fixed an issue where Inaya al-Khaliq would stay in an A-Pose after being recruited. She has now relaxed.
    • Fixed an issue where inspecting a player would show the inspecting player’s stats instead.
    • Fixed an issue where reloading while using a Shield would play the wrong animation.
    • Fixed an issue where the debriefing audio after completing a mission could play several times.
    • Fixed icons on Auxiliary Skill Mods which should now show the icon of the Skill they can be equipped in

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  • PTS für Episode1/TU5 startet am 01.07.2019


    Der erste echte DLC für The Division 2 erscheint ja in ein paar Wochen und bringt den User in die Vorstädte und den Zoo, wo die Storyline

    um mehrere Stunden erweitert wird. Die Änderungen sind, in mehreren Schritten, ab dem 01.07.2019 im PTS zu bewundern.

    Neben dem Content wird vor allem an der Loot Qualität, dem Crafting und den Skills gearbeitet. Wer einen 3K Skill Build zusammen bekommt

    darf sich über ein mehrfaches an Schaden im Vergleich zu TU4 freuen.


    Wer sich einlesen möchte kann das bei reddit tun.

    hunchback.jpg

  • Tja, nun ist Episode 1 im PTS live und ich muss gestehen es lohnt sich.

    Anbei noch ein paar kleine Tipps für alle die sich vom neuen Content vorab überzeugen wollen.


    1. Es ist PTS - alles was dort passiert muss nicht unbedingt so auch später kommen.

    2. Der Raid hat einen neuen, niedrigeren Schwierigkeitsgrad bekommen und bietet für diesen auch ein Matchmaking in WOW-LFR Manier.

    Es ist nicht damit zu rechnen das man im "Discovery Mode" den besten Loot bekommt. Es werden immer noch 8 Spieler empfohlen.

    3. Das, für wenig ingame Währung, verfügbare sharen von Blaupausen und Rohstoffen bedeutet NICHT das das Cap erhöht wird. 400 Stahl

    bleiben 400 Stahl auch wenn man mit 4 Chars. darauf zugreift.

    4. Die Taschenlampe (Pistol Flashlight) findet man in einem der südlichen Tunnel in der White House Gegend. Wird normalerweise von einem

    Heavy getragen (Kettensäge oder Hammer)



    Gefunden Fehler bitte mit Bild oder Video (besser) im PTS Forum bei Ubi melden.

    hunchback.jpg

  • Heute (05.07) ist der erste Teil der Expedition,im PTS, verfügbar, morgen dann Teil zwei und am Sonntag Teil drei.

    Reichlich Suchen, Schießen, Puzzeln und MEGA Looten (es ist unmöglich nicht alle 10 Sekunden was zum einsacken zu finden) ist angesagt.

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  • Episode 1 kann ab morgen heruntergeladen und gespielt werden. Die Änderungen sind ja hinreichen bekannt.

    Inzwischen liegen zusätzliche Details zum Sheppard System vor. Dieses ist in 99 Ränge gestaffelt und bietet

    zusätzliche Belohnungen und Auszeichnung für nützliche Spieler.


    Patch ist da. 9,33 GB sind fällig