Division 2 Devs discuss Raid info_ PVP vs PVE Balance_ Gear Set Design & Survival Returning - Part 2

 It's something we think is a good thing too. It will be fun now. We will reward players who have invested heavily. I don't remember, ok, I don't even know if they're all blurring out the days at e3, is it the 13th or 14th, ok, ok, today, so it starts today, so in the division that's the first game won, lots of shields, 12 shields for ours, for today, a few more later and these basically reward you for certain activities and games or fixing games maybe some casual players maybe some you know just completers and then some super super hardcores yes and these will reward you in the first game and in the SEC right so it's just a token of appreciation it's a start it's a token that you're a veteran at this game are, nice, nice, so getting back to the RPG question very briefly, casual or streamlined or Would you say the game strives to be deeper and more complex, like a more powerful RPG, where do you think it's on that spectrum lands? I wouldn't say more casual in that sense. I think we're very dedicated and focused on having depth, breadth and variability within the Gear game and all the things that go into our purchases and the weapons, the gear, the abilities, their mods and now also the specializations so we're adding things that can act as leverage as well as we do but we want to make it more accessible so it's how you approach it and build complexity in layers and also parts of how it works with Linking things that are more intuitive to the human brain and things that we can relate to the real real world and that's part of what's behind it or armor changes and and things like that, that's actually a good transition because the Brands are cut that come as if that's the correct term where you know weapons nd armor now have maker brands and with them come specific traits but I me ine, i'm a bit confused about how this system works. I know many other people do to explain how this system actually worked in the olden days


of it is very big in terms of content and worldly activities - it's definitely going to be a much bigger game than the first game at launch and bigger in a sense, pretty much every aspect that we're trying to tackle, so it is more missions more more activities now missions more things to do more world more things to explore these kinds of things so pure content in volume it will be more in volume now we have absolutely every single feature from the division plus two or two years of the first no it there is no way we can achieve all of these functions. That doesn't mean that we won't have these features at some point. No because we'll probably be working on things that are similar or tweaked a bit, but what I can say is that this is the same team that made Division 1. Let me go, so let's talk PvP, it is a lot of the doujin experience loves or hates it because obviously it's a controversial experience and the dancing especially what can you tell us about how the dark zone might play out in the mystery absolutely nothing right that's exciting , yeah it's so nice, I'm sorry Us, because I think one of the questions I have is certainly just proper balancing, because it's not about the dark, so it's about balancing in the general case like in the old days where it's always the same we look at every tool in the toolbox to make sure both experiences are the very best I've had and but it shouldn't feel like two different games, ok ay right but we we're very focused on it being absolutely done and sure to get the dorsum experience right so it's possible you're saying it's possible for PvE and PvP to balance separately could become, you are at Yerkes y you have nothing from the table there is nothing, I certainly have a strong preference to have managed to sit and manage differently, but that's just me. I know a lot of people love the fact that you know you're building a gift and bringing it into the dark zone and that's the one you can use to smash people's faces, you know what I do mine, so I understand that it's a very difficult decision, but I also see, as you know, that being able to manage them separately allows you to be very


spot on with your changes and yeah these guys can enjoy that thing and these guys enjoy that thing and that's it yeah it's not off the table but we also want to find that sweet spot where we definitely respect the way how you chose to play the game like the character you're playing and that's as much as possible at odds with the seamless nature of the game, no, certainly not, and personally I think my personal absolute favorite part of The Division was that Survive any info or if can you confirm a feature is coming back or is this still one of those? Hey we are, we see what's possible, very good. We don't talk about it, but I'd be incredibly surprised if it doesn't come back well. The division in the Washington DC area is exciting, okay, that's great. I'm really super happy to hear these things because we split the community, it wasn't quite, yeah, it didn't quite get the shine it should have and I think it's a shame because it does there are a lot of great emotions and player stories that come out of this mode that it needs to be given a little bit of polish and visibility put it on a pedestal a little bit. I think we should definitely do that, so I can't really talk about it, he can't talk about it, the other Major Peter has it and I think what really separates this game from the previous one is the inclusion of sheet music. Obviously you won't tell me what to do in the raids. can you tell me what you know Claire. I'm asking the questions but I'd like to know about the definition of raids because a lot of developers like to go pretty freaky with the way that makes you great word bosses structured encounters collect the loot how go or shall we talk about another definition of the words, something closer to an incursion or whatever, we can talk about how you use this word, it will be different than anything you play



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