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From my initial gameplay impressions, through my interview with Keith Evans, and on to the end of the private beta test, I’ve had the opportunity to play The Division 2 more than most. After sufficient time in the very early game and more rounds in the Black Tusks invaded mission than anyone would realistically want to play, especially knowing that they wouldn’t keep any of the loot on launch, there’s no doubt that The Division 2 has improved over The Division 1, but is it enough to justify a purchase for players that are on the fence?
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But degraded animations and unattractive characters will stay in he game forever - because these take a lot of resources yet the devs most likely will start working on third iteration of the game almost immediately after release. Here is the gallery with the "beautiful" female avatars:
https://imgur.com/a/XNzVZXL
The rumor is - they've outsourced female avatars to Mass Effect Andromeda team.
Thank you for your time!
I wouldn't say that the game is bad but I came out feeling that it was just ok, it feels more like an expansion than a full game. Maybe it has something to do with Anthem and how much fun I had playing that or the setting of the first one but I didn't get the same feeling i got when i played the first one. I'll give the open beta another try and see.
mine looked good. if you actually took the time to press that randomize button a few times, you clearly could see chars CAN look good, but for some reason most of the "randomized visuals" tend not to.
no idea why they used this randomized appearance, didn't like it either.
uh and for the record, who do you think would survive an apocalypse like that, models or fighters? (point taken?)
"I'll never grow up, never grow up, never grow up! Not me!"
"This is not a game to be tossed aside lightly.
It should be thrown with great force"
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Well that killed my interest.
moo all
No fate but what we make, so make me a ham sandwich please.
edit: ha edit is back
Also we only had access to few of the skills. I think we are going to find CC skills like the fire turret very valuable and probably more so than the damage ones.
My favorite specialization was the sharpshooter. Mainly because of the drone skill that shows you where everyone is keeps you from being flanked. The survivalist armor fixing skill was ok too. The demolitionist air burst turret skill was complete garbage. Easy for npc to avoid and hard for you to target npcs that seem to always be moving.
The game wasn't without issues but I found that the memory leak problem was fixed by the first patch and crashing was mostly fixed by the second one. So they seem to have a solid team. I do hope they fix the audio issues. Missing game sound can be annoying but missing voice chat was down right horrible. Odd thing was it was completely random. I could hear a group mate but then one member couldn't , then my volume would go way down. I had turned my mic all the way up at one point so people could hear me then had them yelling at me 5min later cause I was so loud. May just have to turn it off and use discord once i find a clan at release.
Overall my experience was positive though and I decided to purchase the game.
I think all the whining about the invaded mission is just silly. It is a game, not a milspec sim. We had a ton of fun with the black tusks ai. They were more aggressive and "smarter" so it was a nice challenge. My husband and I completed the invaded mission just the two of us. Although it almost prompted a divorce it was a fun accomplishment.
The biggest issue is their choice of timidity with the Sci-Fi. It's a Tom Clancy setting, whether RPG or not.
They don't even attempt a quasi-legitimate way to explain the sponginess. That doesn't really fit a Tom Clancy setting (neither books, shows, movies, nor other games with the tag).
They can increase difficulty many other, more interesting ways, or at least model armored military-style exoskeletons to make the sponging less jarring. That's a conversation I had with @Arterius and others in his thread, so I won't regurgitate all the detail here.
The end game left me wanting, after the early game parts of the demo had me salivating.
I was happy to find several mods, even some for my special skills. Not that I noticed much of a difference because it's hard to tell minuscule upgrades when you're in the middle of a firefight.
I think they've made things too complicated. Gun mods would increase one thing and decrease another. Most of the time I had to decide if I wanted a damage decrease or more bullets in a gun. Usually I chose the more bullets, which only exasperated running low on ammo.
I'm not sure what the fix would be. I think breaking armor is a good place to start. If they functioned around armor specifically, then upgrades to break armor would be a good idea. At least it would mitigate the long kill times without upping health and shields.
I'll see what happens on launch. Still interested in playing, though not sure where I want to play, PC or console. I noticed friends who were on PS4 showed up on my PC friends list and vice versa. I wonder if cross play will really be a thing.
So that's not made a relatively easymode game even more easymode?
WTF, stop using hypothetical fantasy arguments ( who do you think would survive an apocalypse like that, models or fighters? ) to make excuses for real life bad game design.
Second, you are assuming that good looking humans are dumb and have poor surviving skills, while ugly ppl are smart and have awesome survival skills. And that's another bs.
Original OP is right. The most characters models are glitched and look like mentally challenged ppl, not like some NSA or whatever agents.
That does not sound like an optimal scenario. Not really sure why anyone thinks reasonable firearm mechanics in an RPG can't work. It pushes incentive for better AI to act as a more challenging counterpart, and can be offset by the inclusion of skill and gear unlocks.
I still hold the original Planetside in high regards for this given it's certification system. The character progression fed the movement from a generic soldier to a specialized unit, that's something the likes of the Division could capitalize on well while letting the weapons behave in a more balanced and impactful manner.
The idea that you should base the final character appearance possibilities from blind randomization seems disingenuous. If there are merely size sliders for most facial features, it's easy to make stupid looking characters, specifically when you're forced to randomize those sliders. If players can't put together features that look aesthetically pleasing, then I agree it's a real issue.
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