Yes. Asked the mods, they said new thread, so new thread. ¯\_(ツ_/¯
Looking forward for new quality
Yes. Asked the mods, they said new thread, so new thread. ¯\_(ツ_/¯
is there a way to get the preload if you didn't play the last beta?
I guess everyone has the game in their Uplay account and can just hit the downloadinerino button?
yeah I don't have that yet because I don't have it yet.
The Division |Open Beta| Is it Friday yet?Yes. Asked the mods, they said new thread, so new thread. ¯_(ツ_/¯
yeah I don't have that yet because I don't have it yet.
The beta should be available under "free games" assuming you're looking for the PC version.
Yep, it should also show up in the other stores today (PSN/XBL)The beta should be available under "free games" assuming you're looking for the PC version.
Preload is up on Xbox One, you can remotely add it to your download queue : https://store.xbox.com/Xbox-One/Gam...ION-BETA/2d138822-4916-4e89-858f-b49b77a29e11
~27GB I think with the OB patchHow big is the PC client (in full?) - need to start the download tonight!
The Division |Open Beta| Is it Friday yet?
All work and no beta makes GAF a sad boyI'm planning on playing all day long tuesday!
Can't wait for all those spongy ennemies
~27GB I think with the OB patch
Make a YouTube playlist and add all of itIs there any way to get a video file of the complete Agent Origins video?
I need to download it and get it on my phone to watch on my way home![]()
Does it come with the vector as displayed in the image?
100% waxed Canadian cottonI like the Jacket but I guess it's not real leather for that price :|
aw, the beanie is already out of stock :/
The Beanie looks like every other Beanie.
That's the last thing I'd get from that store tbh![]()
I'd go hoodie or black jacket.....if I was swimming in cash
I want a red beanie like I had in the beta.The Beanie looks like every other Beanie.
That's the last thing I'd get from that store tbh![]()
ScroogeMcDuckSwimming.gifI'd go hoodie or black jacket.....if I was swimming in cash
I want a red beanie like I had in the beta.
Baaadass
ScroogeMcDuckSwimming.gif
The Beanie looks like every other Beanie.
That's the last thing I'd get from that store tbh![]()
rip reputation![]()
rip reputation![]()
Give me ~4 hours so I can use something besides this crap iOS :|Shouldn't have said that. Now he'll be back in a gif explosion that will melt mobiles.
YupSo does anyone know if this game will have stuff to buy with the uplay points in the store to use ingame? Like in AssCreed games? As I still have quite some points![]()
Give me ~4 hours so I can use something besides this crap iOS :|
Yup
Dude, it's designed in Cali and assembled in China!Get a proper phone dude!
there is something at stake here!!!!
Look at R6Siege; gun cosmetics and such.Thanks! Do you have a link regarding this or do you know what kind of stuff this will be, only cosmetics or weapons as well?
Could there be such a thing as a gritty real-world RPG?
Well, whatever the answer, it turns out that a gritty real-world RPG was always the aim with this title. Not many people know this, but when Ubisoft purchased [Swedish studio] Massive Entertainment, their first mandate was, can you create an RPG from Tom Clancy? says Julian Gerighty, associate creative director on The Division. Mechanically, they wanted a role-playing game but thematically, it had to fit into the Tom Clancy universe.
Most of the action, as far as we currently know, takes place in a chunk of Manhattan from Central Park down to Union Square. When asked if well see anything else Ellis Island? The Bronx? Gerighty demures: This is what we wanted to focus on - there may be some surprises.
A related challenge, it seems, is to get players to understand the mechanics of combat in an RPG game. In a traditional shooter, you get a couple of bullets on target and the enemy goes down, but in a role-playing shooter (and Destiny is an example here), you need to get multiple hits, wearing down the targets defence stats. Gerighty says: Shooting enemies multiple times, its rarely been a problem for people playing the game, but when people are watching its kind of jarring at first. But this is the game that weve made. The french phrase is à tout prix [at all costs] its the approach that weve taken. Well try and minimise [multiple shot kills] of course, but its something people will get used to and will become part of the experience.
"In the alpha and beta, the area of the Dark Zone was very small, it was a little bit more dense in terms of encounters than I expect the final version to be. We wont have all the spawn camping issues that we had in the beta because its a much wider space.
He is also keen to point out that theres going to be more to the Dark Zone than an anarchic and formless battle for loot. As in Destinys Crucible, it is going to be a place with a calendar of events and activities. This isnt the company line, so I dont know if this is going to be frowned on, says Gerighty. But for me, the Dark Zone is the jewel in our game, this is almost a social experiment. Were definitely going to keep supporting it with events and special, very precise calendar moments and things like that. Its going to be part of a continued push, post-launch.
This is one of the big challenges, says Gerighty. How can you create fun gameplay with different character and movement archetypes in a real-world setting? So we have several factions and within those are several archetypes from the sniper to the grenade guy to the shield rusher. Weve tried to create gameplay diversity within each faction. Weve done a great job so far but we can push it even further.
How much further? "Would I be happy with flying dragons? Absolutely, says Gerighty and it seems fairly obvious hes joking. However, the real-world military alternative to some sort of powerful flying beast could be a helicopter attack maybe? Weve done a lot of things we havent shown yet that are cool with different types of exotic enemies, bosses, things like that, is all hell say.
So how about loot? Finding interesting new weapons and gear is going to be super important for the longevity of the game as weve seen on Destiny. In the beta, people were picking up knee pads, jackets and basic weapons. There has to be more to this. There has to be rare, even unique stuff out there? Thats a big part of the end game logic, says Gerighty. The Dark Zone is all about that special stuff that you cant get outside. But there are unique elements located outside of the Dark Zone: theyre not necessarily more powerful - theyre just unique.
Now the end game has crept into the conversation theres the obvious subject of multi-party raids. Players are easily able to get into small co-op groups of four people you can matchmake in safe houses in the Dark Zone as well as call in friends when starting missions. But how about larger quests which will require several groups working together the likes of Destinys Vault of Glass or Kings Fall. Id love that to happen, is all Gerighty will say.
Given the huge amount of stuff still to be revealed, and the differing reactions to the beta, what did the four-day test actually show? It was genuinely back-end testing of the stability of the servers, that was the number one goal, says Gerighty. Obviously there are different goals from the publisher side, from marketing, but for [the development team], we managed three times the amount of concurrency than we were aiming for. It looked good, it was stable, there was very little queuing. There were issues we picked up on; another purpose of a beta is, okay, what are people going to find and exploit? All of those things were part of the experience. Its been really useful for us. You never know how something experimental like the Dark Zone is going to work.
Throughout the interview Gerighty keeps pressing home the point that theres so much yet to find out both for players and for the development team. Although the beta taught us a lot, this is only the beginning of the process. The game director has been balancing the game for the past four months, he says. Were making sure at the highest level level 30 - a team of four players, if they do the events, if theyre specced out like this, hows it going to play, how will it feel? I think the building blocks are fundamentally sound, but I dont think well stop balancing it even post-launch. Its something were going to have to keep an eye on and make sure that it makes sense and its fun at every single level and scaling point.
Surely this is something the team must have learned from looking across at Destiny? Ive played a fair amount of Destiny - I like it very much, says Gerighty. The thing I thought was brave was not being attached to how the game launched, and being able to evolve. Its not a lesson weve necessarily taken on, but its very modern, its the way the industry is going. The last game I worked on, the Crew, thats changed massively since its launch".
Im so excited by this brave new world - but daunted as well. You used to launch a game then go on holiday for a few weeks, now it never stops.
[butt clench intensifies]