

Unable to Connect to Ubisoft Extraction Servers.
Been playing Fine just 3 hours ago ( 7 am eastern ) now started getting These Delta errors when i tried to login at 10 am eastern
Already tried Closing and Reopning Uplay looking for Update
Already Restarted PC
After completing Countdown and extracting the game gets stuck on 100%
Loaded Countdown from Washington D.C -
Can hear Black Tuck still in background
Matchmaked to Countdown
Also fairly confident this bug can also cause seizures.
The game "stalls" every hour or so and it seems to be random.
Me and a Friend both running Nvidia he has a 3080 I have a 1060
The game stalls so much that - it doesn't even result in a crash so you can't "report crash" with the crash launcher.
It just "Alt Tabs" and changes to windowed mode and stalls the game.
Cases of when it Crashed:
Transition from Night to Dawn
Running into Kojika Traps
Opening a Door and Animation of some random NPC screaming ( cinematic style )
I have seen it way to often one guy rushes into the nest starts breaking them themself only to get swarmed and die.
Is it really too hard to wait for your team so they can clear out the place then get good spots to kill multiple nests in a second?
I feel like Abberent nests need a proper tutorial on how to do multi-kill and positioning.
@nembo press esc Twice then Hold it for about 7 - 8s
@komocode They spent $4 million on the video and you need to watch it 4 million times so they don't feel like it's a waste.
Just need to watch it 3,999,950 more times.
Currently, as Operators Progress, they get "Armor" upgrades
The problem is there is also an item called "Armor"
So there become 3 issues
Suggestion:
If Player Progression "Damage Reduction - DOES - requires armor item equipped- the description in Armor Item should update accordingly with actual damage reduction.
If Player Progression "Damage Reduction - DOES NOT - require armor item equipped- please drop the word armor in progression text to something like "Operator Suit provides additional 40% damage reduction"
Closing Statement:
This way it clearly conveys what is happening to the player, if the item is needed or if it is base thus avoiding conflicting terminology etc.
Thank you
@ubi-heruhoss First Ghost Recon Battle Royale anow Ghost Recon NFTs?
Really? Who comes up with all these terrible ideas?
What's next Ghost Recon Pachinko?
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Why not use the money on investing in an engine upgrade? Fixing bugs? Making the game a living world an Improvement from Wildlands?
Where you see Cars on the road moving around, A proper reinforcement system? A bunch of the empty buildings on the map have a functioning gameplay purpose?
You know things people would support and spend money on.
This is like Horse Armor from Bethesda.
@itsagen
I want to see an exit mechanic where the box closes up around the operators for pickup and Helicopter latches on and pulls them out
@hms-wedge
I think a fair compromise is you can do single-player without training but multiplayer requires training.
Why make team mates suffer - for a player who has no idea what they are doing.
@jimmy_da There are crashes but not all crashes are related.
'
This crash is unique from what I experienced to the fact that it first switches to windowed mode - then stalls the game ( as opposed to crashing )
This particular kind of crash so far I have only seen since last summer
@otg_gilamunsta Esc would equal what ever your "close window" key would be. Which you use to back out of windows like your inventory.
@agent_ares
This is getting frustrating 2 more "Game Stalls" this morning both times when trying to "Answer Call for Help"
Spongy Enemies just feels lazy and frustrating.
It would be better if enemies had tactical weak points to exploit that disable various functions of the enemy.
For example take a Protean with a giant arm, but with a big bubble around the midpoint of his arm. You shoot and break the midpoint or smash it with a hammer or explode it his arm falls off.
He gets temporarily stunned exposing weakpoint on his back. Stab weakpoint on back before he heals and he loses 1 HP bar.
He uses other arm with a pistol and runs and shoots and can "dash" around. After 3 dashes he gets winded and his knee bubbles appear. Break both his knees and he falls down again and exposes another back weakpoint and dies when destroyed.
That way you aren't dealing with "bullet sponges" but can use your tools to exploit the enemy while facing new difficulties.
@nembo press esc Twice then Hold it for about 7 - 8s
@gnarlyatol1793 Ya but they can't really expect us to do "cover to cover" running and then die in 1 hit when doing it.
Since this isn't Breakpoint or Wildlands where enemies can die in a single shot, but instead a "Tanky HP" game. Cover system should provide meaningful bonus such as damage reduction based on the cover type you are in and if you are being flanked or not.
Similar to how Company of Heroes cover system works where units in cover get some damage resistance.
The game "stalls" every hour or so and it seems to be random.
Me and a Friend both running Nvidia he has a 3080 I have a 1060
The game stalls so much that - it doesn't even result in a crash so you can't "report crash" with the crash launcher.
It just "Alt Tabs" and changes to windowed mode and stalls the game.
Cases of when it Crashed:
Transition from Night to Dawn
Running into Kojika Traps
Opening a Door and Animation of some random NPC screaming ( cinematic style )
After completing Countdown and extracting the game gets stuck on 100%
Loaded Countdown from Washington D.C -
Can hear Black Tuck still in background
Matchmaked to Countdown
Also fairly confident this bug can also cause seizures.
Division 2 was a pretty big improvement from Division 1 and I would like to see the upward positive trend to the game.
Overhauling Gadgets
The first major change I want to see is removing Tech Score. Division Gadgets was a fun aspect of the game and essentially 2 classes lose the ability to use them since their effecitveness gets drastically reduced because of the balance system.
Instead, Tech no longer has "Tiers" of effectiveness. Instead, Tech is handled by a "Chip" System. The Tech + 1 gear give players more "Chip" access and each "Access" doesn't just directly buff the skill but allows it to "modify" the gear.
Players still get the standard 2 Abilities - and each ability has 1 mod Slot
At Tech +1 - The Primary ability gets 2 gear slots
At Tech + 2 - Secondary ability gets 2 mod Slots
At Tech + 3 - 3rd Ability slot unlocks
At Tech + 4 - 3rd ability gets 2 Mod slots
At Tech + 5 - Cooldowns of abilities reduced by 20%
At Tech + 6 - Effectiveness buffed by 50%
While "Classic" ability mods still apply. The 2ndary slot modifies the gear even further.
For example Take Turret - First First mod slot adds classic changes such as Flamer \ Sniper \ Mortar \ MG
The 2nd Slot modifies the first ability further.
Flame Turret: ( 1 ) - Double Range ( 2 ) Dual Nozle - The Turret spins and shoots from both sides like a sprinkler. Range Reduced by 30% but rate of fire increased by 50% ( 3 ) Napalm - creates fire pool where it hits. Reduces range by 50% but pool of fire adds stacks of fire damage for enemies that walk onto it and does more damage stacks on direct hit.
With such a system - Abilities can be used by all classes with near equal effectiveness. While those that focus on "Tech" Class - gets access to newer variants of the same tools.
World Design:
While Division 2 was gorgeous - there is no arguing that. I think a lot of people did miss the snow of New York.
It also felt Division 1 office builders were a bit more fleshed out compared to Division 2 - which is weird for Summit. Not sure why Division 1 Office assets were not just ported over to Division 2 to be used in the summit design. There were a ton of great assets available from the shopping balls to office spaces that could have been used.
Take advantage of previous division assets - because while rest of Division 2 was beautiful - the Summit felt like a grey box in comparison.
I understand that procedural generation was still in early tech stages for summit. So I hope to see it is more fully utilized in Division 3.
There are a ton of possibilities such as Deep Underground Bases ( Think Starcraft 1 \ 2 - underground installation maps ) with various experiments happening. Locked doors that need access.
Unlit rooms that you can optionally power up. Basically creating "optional" objectives that don't give any reward for doing it but does make progress in the mission easier if you do - do them.
Combat:
More fair Combat. I think one of the big issues I have seen with Division is a Kamikaze Elite - basically an enemy with a ton of HP and ton of damage - simply face tanking all your shots walking upto you and flanking you. I am not talking about Rushers that have less HP to compensate, but standard units. This isn't really fair to the player as even if they "cover" run - they will just be shot in the back and instantly killed.
The other issue is blind fire damage. Even if you stick out your gun to blind fire the amount of damage you can take is insane ( in higher difficulties ) Certain actions should reduce incoming damage and cover you are behind should reduce incoming damage. ( Could even be a talent to pick ). Otherwise cover feels barely useful if you are still taking full damage because level designer didn't make the cover thick enough.
Enemy Design:
I think Division 1 did it right with Critical Weak spots on enemies. The damage done to critical weak spots for Div 1 was usually fatal. While In division 2 critical weak spots ( red equipment ) barely hurt.
Especially the robo dogs that felt like more of a grind because of the way their armor plate system works. While EMP can take them down easily - so they are no longer a threat, breaking through the armor was a chore. They should have multiple crit spots - each one disabling one function. For example could have a latch that when destroyed exposes their power core. So Disable them + Expose Latch + Expose power core as one option to kill them.
The Rikers Sniper was the biggest pain in enemy design in Division 2. 99% of him was covered even while moving and he could blind snipe enemies - which made no sense.
Closing Comments:
I think Division is a great franchise and can definitely be made better if the game gave the players more tools as they progressed.
Unfortunately with the current design - the further they progress in the game they go - the less is available to them, which makes it feel like Anti-Progression.
One simple mechanic is to allow meele hit to insta kill downed enemies
This would solve a lot of problems with enemies whose weakpoints are in awkward places