

I felt an immediate pull to intervene rather than run past to my objective. Many times I have come across shoot-outs in the streets, sometimes it’s gang member versus other gang members, and other times it’s settlement members that are fighting back. The difference may be subtle, but it is welcome. Now you have active settlements that are focused on living. The Division was a barren and ruthless landscape, and the focus was simply on surviving. with its instantly recognizable landmarks and monuments. Instead, you have a warm and lush Washington D.C. Gone is the New York setting and its endless snowy streets of businesses and buildings. Loot is plentiful and missions are always nearby.

And surprisingly, The Division 2 never feels like it is wasting your time in its early levels.

But regardless, the first 29 levels still need to be worth playing. Once you have beaten the main boss and/or mission, and hopefully reached level 30, this is where these games tend to open up. Plus, the grind oddly didn’t feel like much of a grind.Īs I have said, none of these games truly start until their Endgame. While jumping in felt like I was home, there were many things I had to relearn or I had to retrain previous ways of Division thinking. But you play what a game is, not what it isn’t, and this may not be an altogether bad thing for The Division 2. A sequel, by definition, starts you from zero and forces its player base to grind through Pre-Endgame content again, working to max out your level. It is still an “As a Service” game that would benefit much more from continuous updates. Unlike Bungie, Ubisoft used its road map and updates from The Division as a necessary blueprint for its sequel. Fortunately, this did not stop Ubisoft from raising that bar for everyone else.

They will get the drop on the other player, get their loot for killing them, but there is a large risk.After the unnecessary backsteps of Destiny 2’s launch, and the complete fire show that was Anthem’s, the bar for Tom Clancy’s The Division 2 was not exactly set too high. The player can kill another player for their loot. The point of the rogue status is risk vs reward. If a non rogue player kills a rogue player, that player will not be marked rogue. Sounds like the game believed his timer was completed and marked the other players as rogue. So nope, his timer definitely wasn't finished when the other 3 players killed him and got the rogue tag themselves. I was specifically watching it because this had been going on for nearly 30 minutes outside a safehouse it was just a giant cluster of players hunting rogues and then getting turned rogue themselves. İlk olarak Lolocaust tarafından gönderildi:The case I was talking about, the streamer died with 18 seconds left on his rogue timer. The problem is it's hard to say what's a bug and what's just a badly functioning feature. So nope, his timer definitely wasn't finished when the other 3 players killed him and got the rogue tag themselves.įrom my understanding, killing a *rogue* shouldn't ever give you rogue status yourself - only killing a red player, which isn't the same as rogue. The case I was talking about, the streamer died with 18 seconds left on his rogue timer. There could also be a bug involved since the game obviously has them. One thing may have happened is that either the player just killed rogue agents and you did not realize it or his timer finished while you were chasing him. If someone steps in front of you as you shoot an AI, then you will not go rogue instantly unless you continue to fire into the unteamed player. This is due to accidental non teamed friendly fire happening. İlk olarak WastingSanity tarafından gönderildi:From what I can tell, you go rogue once a player connects with a certain amount of shots.
