"Suggestions" Megathread - for Open Beta and Beyond.

PLEASE READ. IMPORTANT suggestions. I'VE CONSOLIDATED ALL PROBLEMS INTO ONE. Thanks for taking the time to read this comment. First I want to say that I'm an MMO player, not primarily an FPS player. Point being is that I'm the demographics you are looking for (based on how you've made this game). It fits less FPS and MMO but yet there are many broken MMO mechanics I will discuss bellow. MY OBSERVATION: I've seen a faster pace in MMO games for PVP than The Division (I'm taking about PvP only, the rest is fine). So keep in mind that even though I am part of the demographics you are looking for, there are issues with the PVP because there is still LOTS of travelling (<-- Write this down). PVP in MMOs is supposed to be a way faster pace and you need to fix this, big TIME. Also there is a lack of social interaction that repels PvE players. I will explain bellow. THE BIG PICTURE: I understand what you are trying to do. You want the real world to be the character and only the mobs in the Big Apple. Hence the reason why FPS/PvE people call the world "sterile and boring". Because they are not used to this. I've noticed you have some hi-tech way of managing different sections of the game since you have no loading screen going from PvE to PvP (real world to DZ), yet in other MMOs you still see other people in the real world (PvE) and there are loading screens for single player. In this game PvE is actually single player. Maybe you want to avoid ganking?! Maybe mobs/mission would be too hard to manage for everyone on one server?! Whatever it is, it's fine and it's a bold innovative move. I don't hate it, I like it, but it causes other unbalanced problems for other demographics. SO this brings me to the big picture.... The result is that you tried to combine the PvE people who want to see others in-game and the PvP all in the DZ, all under the same roof with a system based on loot in the DZ. While the rest of the world is single player. It's really a bold move, I have to admit! And I kind of like the innovation. BUT, you are spreading yourself thin because you are trying to cater to too many demographics in the DZ... And you are making the PvE world sterile. So PvE people will be disappointed at the lack of visible people in the real world or lack of interaction and PvP will be disappointed at all the travelling. And when you combine all your complaints together into one big picture, you realize that they are all linked to this explanation... Think about all the comments linked to this... "Not enough mobs (FPS/PvP demographics)", "Too much travelling (PvP demographics)", "controls are not fluid (FPS demographics)", "World is sterile and lifeless (PvE demographics)". etc... The list goes on. So read my suggestion bellow. MY SUGGESTION: 1. For PvE people, add a quota/limit to the amount of real players that can be see in the real world, this avoids, the "sterile" feeling. Or else you'll loose your biggest demographics. PvE people do not want to go to DZ to be ganked, they want to group up with others ON-THE-GO through social interaction, not matchmaking. If they wanted a single player game, they would play something else. Think of PvE as a social demographics. PvE people are also the ones that play the game longer than any other demographics. Make sure people can't shoot each other and put a limit of people in the real world. 2. For PvP people, you really need to reduce the travelling time either by upping the number of mobs on the streets or by forcing people to go rogue. Forcing people to go rogue is my biggest suggestion, because rogues will not turn rogues until they are well geared, and in the Beta there were more rogues because they capped out and had nothing more to do, so expect the rogue numbers to be lower after the Beta, trust me! And that is a huge problem. Because a rogue will want a better weapon by going to the next DZ zone to up his level-bracket while levelling and that will leave the lower-level DZ brackets rogue-less. Most of the rogue players will be end-game only. And in the mean-while if you're a new low-level player you'll find yourself doing PvE in low-level DZ. And that's why you'll end-up with the WTF feeling for first time PvP players. PvP people don't want level-up for better weapons, only PvE people want that! So the solution is to up the mobs to give that adrenaline rush for PvP people and/or somehow force more people to turn rogue within that lower PvP level-bracket. But there is a third option that fixes both the bracket-level problem for DZ. Instead of having DZ levelling, each DZ section could have different types of game types. For example, one DZ could be "capture the flag" and another DZ section could be the current "looting system" and another DZ section could be "deathmatch". These zones would be irrelevant of level. The level would be used only for matchmaking people of same gear, but any level could enter any DZ section and each DZ section would be a different type of game to win points and level with better gear. If you don't do it this way, it will always remain broken because you are having PvP people do PvE and lower-level zone will be rogue-less or highly susceptible to ganking by higher levels.

If you don't do these things, your game will fail as a jack of all trades and master of none to the point where NO demographics will stay for anything else than just single player. The game will come and go. So please do these changes! Don't hate me for saying the truth, I'm just smart like that... I just explained to your what an entire team of developers would try to understand. So just do it!

/r/thedivision Thread