The Division 2: New Dark Zones and PVP

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The Division 2: New Dark Zones and PVP

Post autor: Vardago » czwartek, 31 stycznia 2019, 01:24

The Craic is Mighty!

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The Division 2: New Dark Zones and PVP

Post autor: Vardago » czwartek, 31 stycznia 2019, 01:24

Multiple ways to PVP from the Start
The Dark Zone and Conflict, as they are in The Division 2, are the culmination of three years of learning and evolving. Community Feedback, how they want the game mode to be, and of course many lessons learned from running a live game for three years.

Right from the get go – The Division 2 is launching with two major avenues for multiplayer. The first is the Dark Zone, or rather, Dark Zones. There are three of these lawless and lucrative hybrid PvE/PvP areas where players can hunt and be hunted by enemy factions and other players. Each Dark Zone claims its own unique neighborhood of Washington, DC, and each has its own stories to tell. Their gameplay dynamics are evolving as well, giving you more ways to go Rogue, and more opportunities to earn valuable loot.

The second multiplayer destination is Conflict, where players will face off in fierce organized PvP firefights in multiple game-modes on dedicated maps.

This is by no means the end – more things will happen post-launch – but this is exactly how they want PVP to be at the start of the new chapter: PVP is now an integrated pillar of the game and players can come to the game as much for PVE as for PVP.

Separate Balancing
PVP and PVE balancing is always very tricky. PVE players want to feel strong and experience a powerfantasy, while PVP players prefer a more skill-based and balanced experience. To avoid this conflict – The Division 2 will have separate balancing for PVE and PVP modes. Skills and talents in organized PVP, for example, will have normalized versions that have different statistics than their PVE counterparts. In The Division 2, they want to keep PVP competitive and healthy without negatively impacting players who enjoy PVE.



Normalization
The Normalization caused a lot of confusion in The Division 1. While it was explained in the Dev-Blogs and in streams – it was not showcased in the game. In The Division 2 you have a toggle in your inventory to switch on Normalization to inspect what stats you will have in normalized content. This way it will be transparent what you can expect and also what impact the Normalization has.

In the Division you have players with 3000 hours in the game and some that just got started and they wanted the players to engage in gun battles that feel fair. The Normalization from the first game has been completely reworked to function with all the improvements that have been done to the RPG system of The Division 2. The Normalization will be applied to the normal Dark Zone and the organized PVP. The core aspect of the normalization will be that while they are ranging in the peaks, your build will still matter – so while you get a buff when you are below the normalization standard when you are above the normalization standard, you still get rewarded. The separate PVP / PVE balancing also plays a big role in that aspect – because they can overwrite talents in PVP but never affect the PVE experience.

Normalization in Conflict
All game modes in Conflict are normalized and you can join those game modes as soon as they are unlocked. In essence, you don’t need optimized and min-maxed gear to participate and you can also join with a green weapon and do your part. But of course, you will still have an edge when you join with an optimized build.

Normalization in the Dark Zone
In The Division 2, most Dark Zones will be normalized, which means all gear and weapon stats are brought within a narrow range, ensuring no one totally outclasses anyone else. So while you can still take your prey down quickly with a clever ambush, you now have a better chance to react, survive, and decide whether to engage or retreat.

“We really want to make sure the Dark Zone is an even playing field for players and remove some of that intimidation that the Dark Zone has,” Terry Spier said. “Our goal is to make it more about player skill. An important element for us to make sure that progression doesn’t negatively impact their play, and that was often the case in the original game.”

But keep in mind, while the normal Dark Zone is normalized – once you hit endgame, one of the three Dark Zones will be Occupied and not normalized.



Better Server Architecture
There were a lot of lessons learned in terms of the server architecture. This time around player positions, player engagement and things like that are closely validated by the server, so that the whole experience is constantly in an authentication loop with the server. Gameplay wise, you will not really notice that, because the client is still the driving factor, but the server is in essence constantly validating and approving what you are doing, so that all players are on the same page.

On top of that, they have added more datacenters all over the world and also improved how they scale. For example – additional servers can come online to prevent long queues – and if it happens that your most reliable datacenter is full, you will get a choice to wait until that datacenter is available or you can switch to another one. This way you can decide if a very good connection is important to you – and you wait – or if you just want to play the game. That is the same for every platform.



Easy Anti Cheat
EAC will be the first line of defense against cheaters and it prevents players from tampering with memory, the executable or the data itself.



Dedicated Servers / Cloud
They use the cloud to bolster what they already have. They work with hardware providers that give them powerful physical machines that are the backbone, but they also use the scalability of the cloud for heavy loads.



Banning Players
Banning players will be proactive – they have new tools to analyze the data and it should be a fairer ground.



Players around the world
While there are datacenters around the world, but when one player is located in Asia and another player is located in North America, then one of them needs to make a compromise and the system will decide that for you.



Dedicated Server
Everybody will connect to dedicated servers and the server will handle many things – especially artificial intelligence and positioning in the game.



No Chicken Dance
They have addressed many player positioning problems – like the Chicken Dance – with fixes and improvements of the locomotion system, new animations, and new animation systems.
The Craic is Mighty!

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The Division 2: New Dark Zones and PVP

Post autor: Xard » czwartek, 28 lutego 2019, 21:41


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