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Known issues with The Division

Have a look at some of the most common issues brought up by players following the beta.

With The Division just over a few weeks away from its debut, it's time to address some of the major complaints that have been voiced by the gaming community following both the closed and open betas that took place earlier this month.

Most of them are legitimate concerns, but are they really that serious? Should they be a deciding factor in whether you buy the game or not? Take a look and see for yourself!

Graphical Downgrade

While we play games primarily for their gameplay, graphics are not something that can be ignored.

There's an obvious downgrade in the visuals from the previews we saw at E3. The game just doesn't look as good -- we know that without a doubt now. The question here is, is this Watch Dogs all over again?

No.

The PC version looks great. While it's not on par with the graphics showcased back then, it still looks like more effort has been put into the PC version to offer PC gamers the opportunity to take advantage of the more powerful hardware they possess. 

Even the console versions don't look too far off. While it doesn't look quite as good as some of the multi-platform titles like MGSV: Phantom Pain, it still looks like it belongs on the current generation.

Unrealistic boss fights (a.k.a Bullet Sponges)

This is something I'm confused by as well, mainly due to the Tom Clancy name on the game. After all, his games are supposed to be realistic in nature. So how does something like a boss (or even a random NPC) take multiple head shots and bullets like it's nothing? Especially when the enemies we're dealing with in The Division are human?

It feels like Ubisoft may have made the wrong move by trying to make The Division different from a sci-fi shooter. 

The answer's simple. The Division is an online-only shooter with RPG elements -- just like Destiny. You cannot make a game like this a tactical shooter and expect it to play out well, especially as progression in the game is vertical. You cannot create working end game content if the players would just be finishing off whatever end-game bosses there are with a single bullet from their overpowered rifles and expect it to remain relevant for an extended period of time.

Lack of Variety

This is another concern raised due to the Tom Clancy name. In a game like this, there needs to be interesting loot and enemies to encounter. 

Just how much variety can you get with a game based in a realistic setting? How interesting can the guns get when it's all based in reality?

It's difficult to say, since the game's not even out yet. But for now it seems highly unlikely that we will be getting a lot of variety -- be it with our weapons, adversaries, or equipment. This may be a turn off for some, since one of the main goals of an MMO, even if it's a shooter, is to get decked out in the coolest looking gear available in-game. As it stands right now, The Division is way too close to reality to imagine anything particularly exotic in-game.  

You probably shouldn't expect your max level character in The Division to look anything like this. But that isn't necessarily a bad thing. 

However, we should assume that the developers know the dangers of making an MMO without interesting content, so it will be interesting to see what The Division has in store for us as a non sci-fi shooter. 

The Dark Zone Issues (Going Rogue)

This has some serious potential to expose more players to an H1Z1 style PvP arena, something that has only been available to the PC crowd so far. 

But the Dark Zone is far from perfect. One of the major problems with the Dark Zone (based off what we saw in the beta) was that going rogue was more often a cause for more headaches. 

Going rogue essentially paints a giant, red bull's eye on you, labeling you as a hostile player for all to see and putting a bounty on your head. The problem is, this makes it a bit too unfair for the rogue agent. It's one thing to have a target on you for players in your vicinity. It's another to have players be able to track your movement through walls.

If you're looking for some good old fashioned PvP, going rogue is unavoidable. The thing is, in The Division, you'll find yourself outnumbered almost all the time, especially if you're going in solo. After killing a set amount of players, you'll find yourself the victim of a manhunt which sets the entire server against you while you have a giant target indicating your position on map.

Another issue is that going rogue isn't determined by who opens fire first. It depends on who did an X amount of damage to the other player. While the reason for this feature is probably to stop players from going rogue by shooting teammates accidentally, this does open up ways to bait players into going rogue in order to collect an easy bounty.

While all this seems a bit unfair for solo players, it's undeniable that The Division was designed with co-op in mind. It does also create a high risk-high reward style of play, which makes sense because rogue agents have the opportunity of nabbing the hefty bounty on their heads for themselves, along with the added bonus of stealing their victim's loot should they manage to survive the rogue timer. 

With all that being said, there's only one thing you should know with The Division.

Know what you're getting into

The Division is not a tactical shooter, despite it having the Tom Clancy name. Expect it to function just like the other online-only shooters we have available right now. Bullet sponges are not going to go away, even if your enemies are simple humans.

The Tom Clancy name does affect everything else -- from the setting right down to your inventory. It's a realistic shooter in the sense that you won't be running around firing laser canons or plasma rifles at non-human enemies. Don't expect to encounter many different enemy types either.

If you're interested in PvP and looking to play solo, you'll have a worse time here in general. As it stands right now, single players get punished more often than not in the game's PvP area (Dark Zone). 

With all that said, The Division does bring a lot of things to the table that helps it stand out among its competition. That and these issues only came to light after the beta so who knows? Perhaps all the issues people have with The Division will get fixed by the time of its release, or later on once the game is running on live servers. 

Published Feb. 26th 2016
  • Si_W
    Can't really see any issue with any the things you bring up.

    Graphics? They're fine.

    Bullet sponges? It's an MMO. Even FPS is not generally one shot kill.

    Weapon variety? There's plenty, they're just modern weapons. There are still plenty of customisation options, so what's the problem here?

    Going rogue? About bloody time. I'm fed of players being arses and not being punished for it in any way.
  • shox_reboot
    Columnist
    You might want to actually read everything rather than skimming through the headings.

    I'm bringing up the issues that are commonly brought up by the community as a whole--things we've all been complaining about and/or are worried about. This isn't me saying the game is bad or anything. This is me giving my take on said 'issues'.

    That said:

    Graphics are fine. Said so myself. They're not what we were shown initially, but they're fine.

    Bullet sponges, I agree, it's got RPG elements. It's not a one shot kill. Again, said so myself (albeit a bit differently).

    Not just weapon variety, lack of variety in general. I know they're modern weapons, but they tend to get old quick. In an MMO, that's not a good thing. It's subjective.

    You obviously don't like people shooting at you in this game while it's something I look forward to. It's my and a lot of other people's reason for venturing into the game's set PvP zone which is the only area (so far) that even allows PvP combat.

    So why are we getting punished so hard for doing what we should be doing in the game's PvP zone? The rogue mechanic is great--it brings something new. But right now the seeing through walls thing isn't that good, especially for solo PvPers. Maybe tone it down a notch or two so we can get punished in a way that's a bit more fair for wanting to be arses.
  • Si_W
    I wasn't having a crack at you, I was just giving my take on the issues raised, which I've also seen plenty of times in the Steam forums. Don't take it personally...

    The one thing I hate is players who just want to be arsey and they always get away with it. The best part of the dark zone during the beta, in my view, was the way that as soon as someone went rogue, everyone near by joined up for the hunt.

    In my view, this is as it should be.

    I like the idea of helping people in games, although I'm very much a solo player overall, and I can't stand the idea that people just want to be arsey for the sake of it.
  • shox_reboot
    Columnist
    I didn't take it that way, it just seemed like you didn't read some of the stuff I had put under the headings that explain why some of the 'issues' are actually fine. My apologies if I misinterpreted it.

    We just seem to disagree on the PvP thing and variety (which is subjective).I see where you're coming from, but the thing is that if we wanted to have any form of PvP combat, it ends with one of us being tagged for a hunt...which would be fine if the odds were not so against us, especially if we're solo PvPers.

    It also sucks that if a rogue agent tries to defend themselves, they just end up getting a longer rogue timer on themselves on pushing themselves closer to manhunt.

    It just seems a bit unbalanced and seems to discourage PvP in the PvP zone...half my time in the Dark Zone I was just farming npcs since most players just didn't want to go rogue.
  • topher339
    I would disagree. Almost every time I went to the Dark Zone I got gunned down within minutes of my being there. This wasn't by a solo player but by a group, nearly every time.

    Meanwhile, I have no friends who own an XBox One so no friends to help me out. I feel that when you go rogue it should be known to everyone. Because, as you said, they're being arses.
  • shox_reboot
    Columnist
    Well...being gunned down by a group tends to happen in almost every MMO out there. While I agree getting a target painted on an entire squad of arseholes may not be the worst thing in the world, as a solo player I feel like engaging in PvP is just asking to get gunned down by everyone in the vicinity.

    From my experience in the open beta on PC, everyone was just running around ignoring everyone else. I guess if I went through the experience of being gunned down in the Dark Zone everytime I wander in there I'd come around to another way of thinking.

    Either way, we just have to see how it all plays out.
  • topher339
    True enough, I just never had as much of a problem with it as I did in this game. The fact that I was a relative noob to these groups didn't help either. When I played through the alpha and betas (XBox One) I always found that the hunters traveled in groups while those who were doing events were solo unless they were in the middle of an extraction. My experience was likely worse than others'. I just found myself getting killed a lot, sometimes after having passed through a group I thought was friendly.

    I think what the game needs is a dedicated PVP arena where there was no guessing as to whether the stranger on the other side of the street was going to randomly kill you. A true PVP area would solve most of the problems people have with the Dark Zone.
  • shox_reboot
    Columnist
    I think the devs needed to settle on one thing. The Dark Zone feels closer to what we have on H1Zi where you can literally trust no one. Ubisoft seems to have tried to borrow elements from there while trying to make it a traditional PvP as well.

    They need to go the H1Z1 route if anything...at least that will let the game stand out among its competition.

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