Tom Clancy's The Division - Ubisoft + Massive, MMO Open World TPS RPG

What an impressive demo. Ubi knows how to bring a party to E3.

Also, I would like to officially announce my starring role in Tom Clancy's The Division
 
this could my GOTS but i'm still hesitant as what the game will look like next year. GRAW and Watch_Dogs are still in my mind....
 
So is this always-online or what? You know, like Destiny?

didnt specifically hear
they said ppl would only come into your game if you invited them except for the PVP areas which, well, would be full of other players. They said the transition from nonPVP to PVP areas would be seemless
 
Well... we don't have very much information, but the devs have said that there are certain "dark" areas where pvp is more prominent, and they have talked a bit about intelligent matchmaking. They also said the game scales to the player... solo players get a baseline difficulty, but as you add co-op friends, the challenge (and rewards) increase.

They talk as if solo play is a viable thing... which would indicate (at least to me) it's not set up for ganking. We'll see.

Game is still far away...

Dark areas? If you go back to the scene where they exit the police station and the player looks around you will see the lights going out on both bridges. It has a "power down" sound affect that goes along with it.
 
What an impressive demo. Ubi knows how to bring a party to E3.

Also, I would like to officially announce my starring role in Tom Clancy's The Division

Wow, really? Voice actor?


Also, the wall at The Division booth is running out of space fast. lol

2ic9tcb.jpg
 
Looks great but is MMO so no sale

Why do company keep making these gaming Titanics?

Sounds like they have been trying to stray away from calling it an MMO as much as possible.

It sounds more like Destiny where there are certain areas where you can interact with other people online.
 
Not understanding the "MMO = no sale" warped logic from some people.

Is it because they think "MMO" is synonymous with "monthly subscription fees"?
That's why Bungie specifically said they weren't using the term mmo in one of their mailbag blog posts. "gamers" carry the connotation that "wow is an mmo and you have to pay monthly fees for it" and they don't want that stigma, so they term it a "shared world shooter" in a persistent, online, highly connected world. It's an mmo...

Sounds like they have been trying to stray away from calling it an MMO as much as possible.

It sounds more like Destiny where there are certain areas where you can interact with other people online.
They are. Mmo carries certain weight in players minds and it's something that for whatever reason, planetside 2, destiny, and the division are trying to avoid.

Destiny is most likely similar to the original guild wars in which there are hubs of interactivity, open world areas to interact in, but also instanced areas which can or can not have other random, non-grouped players in them, based on instance type. I doubt it'll be completely and 100% fully open world with all players lumped up on a sever because not even true mmo's do that, but it's big enough to be termed an mmo.
 
Rewatching the video and 2 of the animations are really bothering me. Sure I can buy the door closing being a contextual animation. But watch when the main character gets the molotov thrown at him and he double scoots across the hood of the car. Would they really have so many different animations for crossing the hood of a car? The first time you see it (player Bronson) is much more likely. A believable slide across the hood that weve seen some games do already. But when the main character does it it just seems too customized to the situation.

Later when the female player is shooting the lock off of a door to free the first cop she leans out to do it. How unique could this animation be depending on distance? Although it could be that the player is instructed to stand in a specific spot to perform that action so the lean will always be the same since a character will never be any closer or farther away. But on the surface without knowing if thats the case the animation for that action seems really unlikely.
 
so, only certain sections of the game will allow pvp? the dark zones?

probably a safe idea to do that, but i would love this whole game to be pvp at any moment. would be crazy. just walking on the street, getting some water and a shoot out could start anywhere.

anyway, 2014 is going to be a hell of a year.
 
Rewatching the video and 2 of the animations are really bothering me. Sure I can buy the door closing being a contextual animation. But watch when the main character gets the molotov thrown at him and he double scoots across the hood of the car. Would they really have so many different animations for crossing the hood of a car? The first time you see it (player Bronson) is much more likely. A believable slide across the hood that weve seen some games do already. But when the main character does it it just seems too customized to the situation.

Later when the female player is shooting the lock off of a door to free the first cop she leans out to do it. How unique could this animation be depending on distance? Although it could be that the player is instructed to stand in a specific spot to perform that action so the lean will always be the same since a character will never be any closer or farther away. But on the surface without knowing if thats the case the animation for that action seems really unlikely.

I agree with you, some of these animations can be called into question. I particularly noticed where she was freeing the policemen from the cell.

She also is still holding her primary, grabs her pistol with her left hand, and shoots the lock.

This animation would, most likely, never exist in a video game. I highly doubt a developer would take that much time to mocap, skeleton, and animate to get that working.

so, only certain sections of the game will allow pvp? the dark zones?

probably a safe idea to do that, but i would love this whole game to be pvp at any moment. would be crazy. just walking on the street, getting some water and a shoot out could start anywhere.

anyway, 2014 is going to be a hell of a year.

Sounds like DayZ.
 
Rewatching the video and 2 of the animations are really bothering me. Sure I can buy the door closing being a contextual animation. But watch when the main character gets the molotov thrown at him and he double scoots across the hood of the car. Would they really have so many different animations for crossing the hood of a car? The first time you see it (player Bronson) is much more likely. A believable slide across the hood that weve seen some games do already. But when the main character does it it just seems too customized to the situation.

Later when the female player is shooting the lock off of a door to free the first cop she leans out to do it. How unique could this animation be depending on distance? Although it could be that the player is instructed to stand in a specific spot to perform that action so the lean will always be the same since a character will never be any closer or farther away. But on the surface without knowing if thats the case the animation for that action seems really unlikely.

Perhaps there are two separate animations, one while sprinting and one while stationary. It makes sense logically since Bronson had momentum to slide across the car, where as the other player had to 'scoot'.
 
I agree with you, some of these animations can be called into question. I particularly noticed where she was freeing the policemen from the cell.

She also is still holding her primary, grabs her pistol with her left hand, and shoots the lock.

This animation would, most likely, never exist in a video game. I highly doubt a developer would take that much time to mocap, skeleton, and animate to get that working.



Sounds like DayZ.

I could see this as being a "contextual" weapon, like the flare at the end. This isnt the pistol as she would switch to it in combat, it's a weapon that is only used in contextual situations and not controlled by the player. It isnt even aimed by the player. In or out of combat when switching to the real pistol the rifle would be slung and the pistol would be switched to and held in the right hand like normal.
 
To clear some misconceptions up, right now there are less than 10 subscription based MMOs in the NA/EU markets which is a small amount compared to just a few years ago. Only two of which anyone cares about (WoW & EVE), all of the others are really old or simply no one ever says they play them. Every MMO in the past 2-3 years that has started with a subscription MMO has moved to F2P/B2P within 1 year. MMOs that are over a decade old have even gone F2P as of late. A very recent example is TERA had about 3 servers in NA when it switched from sub to F2P and at that point had maybe less than 100k subs. Today they just announced they have over 2 million active users which has also increased their revenue by a ton. This isn't a rare case either, I cannot name a SINGLE MMO that has gone from Sub to F2P/B2P that has less people or less revenue coming in. It mainly started in NA when Turbine turned DDO & LOTRO into F2P games and then reported a 300% spike in revenue a month or two later. So MMOs do not mean subscription anymore, any developer who actually tries to launch one with a sub now is asking to have their game go F2P within 1 year. It's better to just design your game around the business model it will succeed with. The only two examples of this that I've seen recently have been Planetside 2 and Guild Wars 2.

TL;DR: Subscriptions MMOs are a death sentence now and any developer who tries to implement one is asking for a quick death and conversion to F2P/B2P.

On to some new info:

World persistence will be on a per-player basis, and priority will be for the group leader. This means that if your friend is the group leader but has not completed Quest A, which you have completed, when you're grouped with your friend you can play through that quest again.

Game is once again emphasized to be "one-shard/one-realm": when you log in to the game, you can play with everyone. The reporter's lead in question was whether or not the server population would be capped at a certain number, developers in this interview denied this.

Matchmaking is expanded upon, tries to match you with people who have similar aims (the Diablo 3 matchmaking system comes to mind where you can designate your game for Monster Slaying, Keywarden Farming, or Brawling).

Groups are four players plus a possible drone (tablet).

Auction House confirmed for social hubs

The word of the day seems to be "seamlessly"

When you're exploring the world outside of social hubs, you will not see other players unless you invite them via matchmaking or friends list. This seems to be avoiding competition for quest locations, not having a crapton of people wandering the streets, etc. The only areas that are completely persistent are the dark zones, where PvP is allowed.

PvP and PvE content available in Dark Zones, many players there (reiterated)

Endgame: important to the developers to have player retention. You can play alone, but developers want to have reasons to play together. Similarly, they want the game to be without a firm "end" so as to enable endgame play.

Character customization confirmed--"any shape or form you want to with face, clothing, those things"

Skillsets will be fluid. A little editorializing from me here: their reasoning for not having solid classes is sound. In the traditional MMO, as they describe, "you make one of the most important decisions in the game at the very start", which is choosing your class. Then you can "go twenty hours into the game and realize that wasn't what you wanted to do". In The Division, leveling up will reward skill points that can be invested and changed on the fly. This means you can be a tanky character while solo, then switch to healer when your friend logs on.

Confirmed that weapons will have differing qualities, reload time being the one named.

The map: different areas with different statuses, missions not given but rather seen through dispatch on the map

The tunnel seen in the video is more group content. Existence of dynamic content (content that is not always available and depends on situation) is confirmed again.

Insinuated that there is a "threat/aggro" (my words, not theirs) factor, as Bronson is described as "keeping the attention of all the baddies", and indeed he is the one sent in to grab the initial aggro and is wielding a close-quarters weapon.

As with past Clancy IPs, a big factor in The Division will be pushing technology to the limit. "The agents have access to prototype technology"

Apparently the car door closing is among the most tweeted things about the game, hahah

Drone: "again described as "companion gaming". As long as you have an internet connection on your tablet or smartphone, you can play as the drone. The drone can buff, heal, mark targets, and shoot. (You can actually see a picture of this in action on their website here[1] )

Voice Chat: confirmed to be VOIP, that's all so far

Do you see this game having a long lifespan? Is this the first of sequels? "We have a dynamic event system, which means when you go out and play an area it's never the same experience". Example given: you can walk around and happen upon police being attacked by vigilantes.

"We are building the game to be added to." Words used: Division 1, Division 2.

Development has already been going on for 1.5 years!

Emphasize that you will never be forced to reroll, nothing in the game that will make you feel like you "made a mistake"
 
Thanks, Jira. All good things so far. Do you have a link to the interview by any chance?

Development has already been going on for 1.5 years!

To me, this is especially comforting. Add at least another 1.5 years and I think we'll have a pretty solid product.
 
I have a dumb question that might have already been answered.

I'm guessing that Bronson, Chris, and Megan (in the game play demo) are not AI companions but a way to show us how co-op will work in the game? They are mimicking real players?
 
Wonder if there would be vehicles?

Little bit disappointing that there will only be zones to meet others

Was hoping it was every man for themselves but you could form alliances/break or just plain attack. Sounds like they make your group for you.
 
I have a dumb question that might have already been answered.

I'm guessing that Bronson, Chris, and Megan (in the game play demo) are not AI companions but a way to show us how co-op will work in the game? They are mimicking real players?

Those were other players. What they did was they just recorded some devs playing before E3 and then played that video back on the stage. Nearly every demo at E3 was pre-recorded so there's no chances the game will run into errors, at least for the big stage stuff.
 
I'm guessing that Bronson, Chris, and Megan (in the game play demo) are not AI companions but a way to show us how co-op will work in the game? They are mimicking real players?

Yup. I think they made the dialogue a bit misleading in the beginning so that it would be more of a surprise when you realized that these are not NPC's talking to the player but are supposed to be friends playing their own characters.
 
all this info sounds oh so good, biggest suprise of E3 needs more love
this should have been at one of Sony's or Xbone's conferences as The Division demo'd so well.
 
Wonder if there would be vehicles?

Little bit disappointing that there will only be zones to meet others

Was hoping it was every man for themselves but you could form alliances/break or just plain attack. Sounds like they make your group for you.

If you've ever played an MMO that had servers or was based around FFA combat, then you would realize that every man for themselves turns into a shit show and rewards power groups far too heavily.

Also, maybe I'm misunderstanding what you mean, but they give you the option to pick your group be it friends or randoms who meet specific criteria.
 
I wonder if they'll use that facial scanning ubisoft had in rainbow six: Vegas
That be a nice way too have some good customization, but may cause allot of data to be taken in with the amount of possible players
Fun incentive for xbox and for the new Kinect and all the
detail it picks up
 
Honestly, looking forward to this game more than any of the others announced/displayed.

Wish there were more gameplay videos.
 
So we 3 potentially good online open world shooter coming next gen?
-Destiny
-The Division
-Titanfall

I saw all three and YES that is the case. It was a great year E3 for shooters and all three games have the same basic mechanic of shooting handled in drastically different ways.
 
OK, so the game is

PVE - Your own private game, with friends invited.
Dark Sectors - PVP/Free-for-All/Group with friends.

Is that right?
There is PVE in the dark sectors as well, I believe. I think the developers explained that what we saw was in a dark sector, which is why they had to survive the flare-related/loot-storing PVP 'ambush' at the end. I imagine if the mission had taken place outside of that area, there would either be no ambush, or it would be a PVE ambush.
 
Top Bottom