Best posts made by dagrommit
The vendors outside each DZ main entrance occasionally sell DZ exclusive gear such as the Hollow Man mask, Claws Out holster and System Corruption gear set. However, you need DZ resources to buy them.
Currently (June 2021), there are two ways to get DZ resources:
1. Deconstruct contaminated gear within the DZ and extract the resulting resources. After a successful extraction, the resources will be in your mailbox. However, this puts you at risk of encountering a rogue agent before completing an extraction, and losing whatever you picked up.
2. Farm boxes in the DZ. Any DZ resources you find are immediately added to your resources, and cannot be lost if you die.
Boxes containing DZ resources look like thinner versions of the boxes that contain electronics/ceramics:
The subreddit has maps showing the locations of these boxes:
The best time to farm is just after a DZ has switched from invaded to non-invaded. All boxes refresh when this happens, so you have a better chance of getting resources. Note that resource boxes in an invaded DZ cannot be farmed as they are all open.
In terms of effort, it's possible to farm 30 resources within half an hour. For reference, the most expensive item @ L40 costs 152 DZ resources.
Boxes go on cool-down before they can be farmed again. This lasts for about an hour.
Expanded map with new roaming, multi-part activity types that apply to the whole map. OK, that might be a two-parter
Why? While the current open world activities are a great improvement over the first game, they've become a little stale. Roaming activities would freshen this up, and making them multi-part would be less predictable than the current ones. Especially if the second part of the activity is a randomly selected activity.
For example, intercepting a hostile patrol reveals some intel about a nearby supply depot that you have to clear out, or a high-value target that you need to eliminate.
Additional Suggestion - remove Suggested topics from the bottom of threads. They add no value as they are often from a completely different game. This may also help with performance as there won't be a need to generate the suggested list every time a thread is loaded.
This is an unofficial explanation of how item power is calculated. It has been created due to ongoing confusion about minimum rolls vs item power. The information is current as of July 2021 and has been since Title Update 10.1.
From the TU10.1 patch notes:
Increased minimum item power and chances for higher power items for several difficulties, resulting in higher average rolls overall
On SOTG #165, this graph was presented to illustrate the loot power distribution for heroic content - note the 60% minimum average roll:
When asked on twitter about an item that had less than 60% rolls, Nikki Kuppens (the designer involved at the time) responded:
In other words, item power is not the same as minimum rolls. For example, these knee pads have a headshot damage roll that looks less than 60%
To calculate item power:
- Weapon Damage = 100%
- Armor Regen = 89% (4413/4925)
- Headshot Damage = 49% (4.9/10)
Item power = 79% (the average of 100+89+49)
This item power system allows for items like this backpack:
That's an 88% item = (1 + 0.66 + 1)/3 which can be recalibrated to a 100% item. The utility of a 100% blue backpack is a topic for another day
Why are the bars the "wrong" size?
In the example above, the status effect roll is 6.6% vs a maximum of 10%. Or 66% of the maximum. Yet the bar is less than half?
This is because the bars don't start at zero, but at the minimum roll for a given attribute.
If the minimum roll is 5% at L40, then the bar can show a maximum range of 5% (10% maximum - 5% minimum). To calculate how big the bar should be: 1.6/5 = 0.32 or 32%
What about Skill Tier?
Items that roll skill tier as the core attribute ignore that when calculating item power (as it is always maxed).
- Status Effects = 100%
- Skill Haste = 66% (8/12)
Item Power = 83% = (100 + 66) / 2
TU10.1 patch notes: https://forums.ubisoft.com/showthread.php/2249829-Title-Update-10-1-Patch-Notes-Updated-11-00-AM-CEST-July-20
State of the Game #165:
State of the Game #168:
Gear 2.0 attributes (for minimum/maximum rolls): https://docs.google.com/spreadsheets/d/e/2PACX-1vTJEX5DerCvOj3a_m36TRy1gPBAUvrduOIdmXI9j1Y0MpQk1wIXaZ9KOcPa7HzXzp_N5qGmjDj6yEfL/pubhtml
Nikki later clarified that the 60% average for heroic content was an example, but has never revealed the actual %
It is possible that the new content will include a new or expanded open world map. I hope this turns out to be true, and that we get a bit more variety, and less predictability:
Invaded Control Points
Have control points in invaded sectors taken over by Black Tusk. Have the attacking wave be dropped off by helicopters. Some people have argued that this wouldn't fit the lore, but the lore went out the window with Summit and Faye Lau's death IMO.
Black Tusk ambushes
These were added to the DZ awhile ago, and would fit just as well in the invaded sectors of the LZ. For those who don't go in the DZ, Black Tusk helicopters will randomly drop off elite enemies on top of you in the open world. Maybe drop legendary enemies on heroic world difficulty for those who like to spice things up.
Introduce roaming multi-part activities akin to the old "Search and Destroy" missions from Div 1. The roaming aspect will help with making the world feel more organic, and the unpredictability of activity types will keep them feeling fresh for much longer. For example, defending a friendly supply convoy might reveal the location of a hostile supply dump. Clearing that out might reveal the location of a bounty, or trigger a black tusk ambush.
Additional Bounty locations
A lot of effort was spent on the side missions, and many of those locations are re-used for bounties. However, quite a few are not - e.g. the police station roof in WoNY. There are also a few locations which have never been used for anything (e.g. various office interiors in WoNY, a bar in DC).
I'm not the only one guilty of proposing ideas without considering what would be involved to make them happen, so this twitter thread might be eye opening:
TL;DR - Razorback took five weeks to create, requiring lots of coordination between multiple teams.
On a related note, this IGN piece on game development is worth a read on a lazy sunday:
"Every live game falls over day one," he said. "The internet screams, 'Add more servers,' and the number of servers is quite literally never the problem.
you should open your eyes
You should follow your own advice. Destiny and Warframe are free-to-play games that have to create new content regularly to keep people paying. Similarly, access to the DLC for ESO Online costs $$$ or requires a subscription. Also LMAO @ the idea that people don't complain about Bungie being the "worst developer"
Now, the lack of new content is a fair complaint about Division 2, but you should direct that ire to Ubi corporate who decide what studios work on and when.
How does reconfiguration work? Is that different from crafting? You need a sample to work with?
Yes, along with the blueprint and an exotic component (that you get from destroying another exotic). Reconfiguration destroys the donor and rolls a new version of the item, but there is no guarantee it will be better. Hence the strategy of only reconfiguring the worst version of a particular item.
Latest posts made by dagrommit
I should clarify. I'm thinking the exotic reconfigure option. If I could just go there, even though it's RNG, would an orange glow really give me a chance to get something better than what I'd already have, if all future exotics were only obtainable via project?
It's as good a chance as a reconfigure AFAIK.
Also bear in mind that new players will still have the novelty factor of an existing exotic dropping randomly. I don't know if that novelty is as important to long-term players.
@dagrommit you could still do it in months though.
The point is that it was challenging without having to do it all in one session. Anyhow, putting gear behind that type of difficulty gate is a bad idea IMO. Gear should be used, not act as a trophy. That's why arm patches are handed out for achieving difficulty challenges instead.
Ridgeway came close but you could do that without thinking about it.
This is some heavily revisionist history. Getting to the top of the original version of Summit required beating the legendary floors. Then you had to do it again as that was the only place to encounter Hunters if you'd done all the open world ones.
tell me something i dont know and maybe this conversation can advance...
Who said it had to advance? You're not the only person reading or participating in the discussion.
The other guys were talking about something difficult to do to earn the exotics. And all must be done in one mission.
Having all exotic projects consist of tasks to do within a particular mission would be boring IMO. I would prefer they spread the tasks out across a variety of content - the Ridgeway project was a good example.
I mean on release ridgeway was considered a hard exotic to get due the very big list of things to do, murder, loot and RNG
And getting the project was also difficult, as it required completing the last 20 (or was it 30?) Summit floors on Legendary.
what is moot is the carrot on the end of the stick that is the locked stuff that forces people who want it to RAID.
Many things in this game are clearly intended as carrots for people to play certain content (see also DZ exclusives, legendary items). I don't see them devoting limited development hours on making retroactive changes.
Replying to multiple people in one comment:
If I'm understanding this correctly, we can also optimize exotics without intently grinding for a second or third copy.
Nothing would change with optimization and recalibration, so yes.
to actualy complete the regulus project you have to do the raid several times , not to mention the number of times you have to run to get the other exotics or even a decent chest or backpack to drop.
As someone who doesn't have a regulus, I have some sympathy with this argument. However, it's probably a moot point as I don't see them adding a third raid.
No projects for any of them and no RNG either.
What the two other guys are talking about is good.
A difficult task that can be done solo.
This contradicts itself. A difficult task that can be done solo is a project.