Update 1.7.1 will be deployed tomorrow at 9 AM CEST during the planned maintenance.
LEADERBOARDS
The Face Masks vanity rewards are now tied to Global Event Commendations instead of the Leaderboards. Global Event Leaderboards now reward a number of Classified Caches, the amount depending on an agent’s placement on the Global Event Leaderboards once the event ends.
Fixed an issue where agents would be prompted with an incorrect reward notification.
The first column in both Dark Zone Leaderboards and Global Event Leaderboards will now display Rank even though the text says Position.
GAMEPLAY
Fixed a RPM related exploit.
Fixed an issue where agents could experience weapons jamming with low-RPM weapons, such as shotguns and marksman rifles.
Fixed an issue where an agent could get desynchronized if the agent cancelled the animation of entering cover with a combat roll.
Fixed a desynchronization issue which could occur after an agent jumped off a high structure.
Fixed a desynchronization issue which could occur during corner swaps.
Fixed a desynchronization issue which would occur when climbing off a prop and then quickly going into cover.
Fixed another desynchronization issue which could occur if the agent would perform a combat roll before finishing a cover to cover move.
Made several improvements in order to prevent various desynchronization issues.
Updated the description of the Striker’s set 4p bonus to now state that the bonus will be lost when exiting combat.
Update 1.7.1 will be deployed tomorrow at 9 AM CEST during the planned maintenance.
LEADERBOARDS
The Face Masks vanity rewards are now tied to Global Event Commendations instead of the Leaderboards. Global Event Leaderboards now reward a number of Classified Caches, the amount depending on an agent’s placement on the Global Event Leaderboards once the event ends.
Fixed an issue where agents would be prompted with an incorrect reward notification.
The first column in both Dark Zone Leaderboards and Global Event Leaderboards will now display Rank even though the text says Position.
GAMEPLAY
Fixed a RPM related exploit.
Fixed an issue where agents could experience weapons jamming with low-RPM weapons, such as shotguns and marksman rifles.
Fixed an issue where an agent could get desynchronized if the agent cancelled the animation of entering cover with a combat roll.
Fixed a desynchronization issue which could occur after an agent jumped off a high structure.
Fixed a desynchronization issue which could occur during corner swaps.
Fixed a desynchronization issue which would occur when climbing off a prop and then quickly going into cover.
Fixed another desynchronization issue which could occur if the agent would perform a combat roll before finishing a cover to cover move.
Made several improvements in order to prevent various desynchronization issues.
Updated the description of the Striker’s set 4p bonus to now state that the bonus will be lost when exiting combat.
The PvE content doesn’t stop with the addition of West Side Piers. Resistance is our newest 4-player horde-mode activity, and it’s coming in Update 1.8 for free.
If you missed this week’s State of the Game, Creative Director Terry Spier and Lead Designer Keith Evans from Red Storm Entertainment provided an exclusive first-look at Resistance. Check out the VoD for the full demonstration.
Faction Unity
In Resistance, the enemy factions have rallied themselves against a common goal—the Agents of the Division. In this mode, all players have a massive target painted on their back. Rioters, Rikers, LMB, and Cleaners are hunting together, and they’re more than prepared to let the bullets fly.
Against the Odds
We wanted to ensure that players felt a real threat when playing PvE content. In Resistance, Agents will be outgunned and outnumbered. A dynamic wave spawner similar to the one available in West Side Piers will be utilized during the activity. As players explore the Resistance spaces, enemy factions will spawn dynamically around their location and engage.
Difficulty will directly correlate to wave number. The deeper players venture into Resistance, the more challenging waves will become. Players will face all versions and incarnations of enemy factions to eventually enter Endless Mode. At this point in the activity, the difficulty ramps up exponentially.
Arenas
Resistance will feature three arenas. The first will bring shipping containers, barges, and construction equipment straight to the players. The second will pit players deep within dark sewer systems and close-knit tunnels. The third will offer fast-paced combat aboard the inner sanctions of a monumental NYC aircraft carrier. Each arena will introduce a unique style of play to the table, and we are excited for players to choose their favorites!
Agents can fast travel to any of the three arenas from the mega-map once their locations are visited within West Side Piers.
Wildcards/Critical Objectives
In addition to hordes of factions, we are introducing additional modifiers to Resistance to keep things interesting. On the one hand, Critical Objectives are urgent alerts that appear on random waves. Inability to complete these challenges will result in an immediate mission failure. On the other hand, Wildcard Objectives will require adaptation as they are thrown to players while progressing through the mode. The goal is to keep players active, alert, and mobile.
SHD Tech
While fighting through Resistance, players will find familiar fortifications available for assistance. Players will utilize SHD Tech from defeated enemies to build/upgrade/repair turrets and pulse stations. We are also introducing healing stations into the mix. When in need of ammo, medkits, and grenades, players can spend their SHD Tech for a quick restock.
Conclusions
With the addition of West Side Piers, Skirmish, and Resistance, Update 1.8 is aiming to deliver community-driven content. There are still more things to discover in 1.8, and we’re excited for the future. Stay tuned Agents!
The PvE content doesn’t stop with the addition of West Side Piers. Resistance is our newest 4-player horde-mode activity, and it’s coming in Update 1.8 for free.
If you missed this week’s State of the Game, Creative Director Terry Spier and Lead Designer Keith Evans from Red Storm Entertainment provided an exclusive first-look at Resistance. Check out the VoD for the full demonstration.
Faction Unity
In Resistance, the enemy factions have rallied themselves against a common goal—the Agents of the Division. In this mode, all players have a massive target painted on their back. Rioters, Rikers, LMB, and Cleaners are hunting together, and they’re more than prepared to let the bullets fly.
Against the Odds
We wanted to ensure that players felt a real threat when playing PvE content. In Resistance, Agents will be outgunned and outnumbered. A dynamic wave spawner similar to the one available in West Side Piers will be utilized during the activity. As players explore the Resistance spaces, enemy factions will spawn dynamically around their location and engage.
Difficulty will directly correlate to wave number. The deeper players venture into Resistance, the more challenging waves will become. Players will face all versions and incarnations of enemy factions to eventually enter Endless Mode. At this point in the activity, the difficulty ramps up exponentially.
Arenas
Resistance will feature three arenas. The first will bring shipping containers, barges, and construction equipment straight to the players. The second will pit players deep within dark sewer systems and close-knit tunnels. The third will offer fast-paced combat aboard the inner sanctions of a monumental NYC aircraft carrier. Each arena will introduce a unique style of play to the table, and we are excited for players to choose their favorites!
Agents can fast travel to any of the three arenas from the mega-map once their locations are visited within West Side Piers.
Wildcards/Critical Objectives
In addition to hordes of factions, we are introducing additional modifiers to Resistance to keep things interesting. On the one hand, Critical Objectives are urgent alerts that appear on random waves. Inability to complete these challenges will result in an immediate mission failure. On the other hand, Wildcard Objectives will require adaptation as they are thrown to players while progressing through the mode. The goal is to keep players active, alert, and mobile.
SHD Tech
While fighting through Resistance, players will find familiar fortifications available for assistance. Players will utilize SHD Tech from defeated enemies to build/upgrade/repair turrets and pulse stations. We are also introducing healing stations into the mix. When in need of ammo, medkits, and grenades, players can spend their SHD Tech for a quick restock.
Conclusions
With the addition of West Side Piers, Skirmish, and Resistance, Update 1.8 is aiming to deliver community-driven content. There are still more things to discover in 1.8, and we’re excited for the future. Stay tuned Agents!
During the last State of the Game, Community Developer Petter Mårtensson met with Creative Director Terry Spier and Lead Designer Keith Evans from Red Storm Entertainment to preview the upcoming 4-player PvP mode, Skirmish coming in Update 1.8.
This week, Community Developer Hamish Bode was joined by Terry and Keith to provide an exclusive look at the new PvE horde mode, Resistance as well as the Rogue 2.0 mechanics meant to overhaul the Dark Zone experience.
If you missed the stream, you check out the VoD and if you are on currently on the move, you can also catch up using the Podcast recap!
Today
Weekly maintenance occurred this morning with no issues.
Resistance is a new wave based horde PvE mode coming to Update 1.8. Resistance will surely put even the most skilled teams to the test, as enemies will become stronger and increasingly more dangerous for every stage that’s successfully cleared. Check out the VoD of today’s stream for a detailed interview with Terry and Keith as they get into the gritty details of the game mode.
Rogue 2.0 aims to refine the Dark Zone’s mechanics while still retaining its identity as a tension filled, high risk environment. Amongst other changes, you will now be able to choose if you want to go rogue or not in order to avoid accidental rogue status. This will also work in groups, where if a group you are a part of goes rogue you will be able to decide if you want to leave the group or join them.
A PC free weekend is starting today, September 14th at 7 pm CEST. The free weekend is available on both Uplay and Steam and it will be running until September 17th 10 PM CEST. More information regarding the free weekend can be found here.
Earlier this week we have performed an additional ban wave against players who were found to have exploited the so-called RPM Glitch. Remember that this glitch is a bannable offense, and more ban waves will be implemented if necessary. Multiple offenses will result in a permanent ban to player accounts.
Looking Forward
On Tuesday, 19th of September we will be deploying Update 1.7.1 on all platforms. This update will include fixes for the so-called RPM glitch, the sniper jamming bug as well as a number of fixes aimed at reducing desync and improving the overall quality of play. This is a part of the ongoing effort to minimize latency and desync problems experienced by our players.
We are aiming to start the 1.8 PTS on September 26th on all platforms. The exact criteria and invite process for the consoles is still not set in stone, but if you had access to the 1.7 PTS you will automatically have access to the 1.8 PTS. We will also be sending out additional invitations via email, and to be able to receive these, you will need to be opted-in to receive communication from Ubisoft. Remember to tick that box if you are interested in participating!
The next Global Event “Assault” will start on October 3rd. The theme of this event will be proximity to the enemy. Enemies will do less damage the closer you are to them and they will do additional damage the further away you are, so make sure to get up close and personal! Assault will introduce the classified versions of the Striker’s Battlegear, Sentry’s Call and Reclaimer gear sets and following the conclusion of the event, these classified sets will become available in the general loot pool of the game.
As always, be sure to join us over on the Official Forums or on the community Reddit if you’re looking for a place to discuss all things related to The Division.
During the last State of the Game, Community Developer Petter Mårtensson met with Creative Director Terry Spier and Lead Designer Keith Evans from Red Storm Entertainment to preview the upcoming 4-player PvP mode, Skirmish coming in Update 1.8.
This week, Community Developer Hamish Bode was joined by Terry and Keith to provide an exclusive look at the new PvE horde mode, Resistance as well as the Rogue 2.0 mechanics meant to overhaul the Dark Zone experience.
If you missed the stream, you check out the VoD and if you are on currently on the move, you can also catch up using the Podcast recap!
Today
Weekly maintenance occurred this morning with no issues.
Resistance is a new wave based horde PvE mode coming to Update 1.8. Resistance will surely put even the most skilled teams to the test, as enemies will become stronger and increasingly more dangerous for every stage that’s successfully cleared. Check out the VoD of today’s stream for a detailed interview with Terry and Keith as they get into the gritty details of the game mode.
Rogue 2.0 aims to refine the Dark Zone’s mechanics while still retaining its identity as a tension filled, high risk environment. Amongst other changes, you will now be able to choose if you want to go rogue or not in order to avoid accidental rogue status. This will also work in groups, where if a group you are a part of goes rogue you will be able to decide if you want to leave the group or join them.
A PC free weekend is starting today, September 14th at 7 pm CEST. The free weekend is available on both Uplay and Steam and it will be running until September 17th 10 PM CEST. More information regarding the free weekend can be found here.
Earlier this week we have performed an additional ban wave against players who were found to have exploited the so-called RPM Glitch. Remember that this glitch is a bannable offense, and more ban waves will be implemented if necessary. Multiple offenses will result in a permanent ban to player accounts.
Looking Forward
On Tuesday, 19th of September we will be deploying Update 1.7.1 on all platforms. This update will include fixes for the so-called RPM glitch, the sniper jamming bug as well as a number of fixes aimed at reducing desync and improving the overall quality of play. This is a part of the ongoing effort to minimize latency and desync problems experienced by our players.
We are aiming to start the 1.8 PTS on September 26th on all platforms. The exact criteria and invite process for the consoles is still not set in stone, but if you had access to the 1.7 PTS you will automatically have access to the 1.8 PTS. We will also be sending out additional invitations via email, and to be able to receive these, you will need to be opted-in to receive communication from Ubisoft. Remember to tick that box if you are interested in participating!
The next Global Event “Assault” will start on October 3rd. The theme of this event will be proximity to the enemy. Enemies will do less damage the closer you are to them and they will do additional damage the further away you are, so make sure to get up close and personal! Assault will introduce the classified versions of the Striker’s Battlegear, Sentry’s Call and Reclaimer gear sets and following the conclusion of the event, these classified sets will become available in the general loot pool of the game.
As always, be sure to join us over on the Official Forums or on the community Reddit if you’re looking for a place to discuss all things related to The Division.
This weekend, all PC players will be able to play Tom Clancy’s The Division, for free! Have you been waiting for a chance to take back New York with your friends? Play all weekend, from September 14th to 17th!
After you have had a taste of a transformed New York City, head to the Ubisoft Store and you’ll get up to 60% off when you purchase the game – these sales are available for a limited time. Your progression will be saved in case of purchase.
WHEN CAN I PLAY?
You can access the Free Weekend during the following times:
From September 14th 7pm CEST to September 17th 10pm CEST
Pre-load will be available on Uplay PC starting September 12th 6pm CEST.
This weekend, all PC players will be able to play Tom Clancy’s The Division, for free! Have you been waiting for a chance to take back New York with your friends? Play all weekend, from September 14th to 17th!
After you have had a taste of a transformed New York City, head to the Ubisoft Store and you’ll get up to 60% off when you purchase the game – these sales are available for a limited time. Your progression will be saved in case of purchase.
WHEN CAN I PLAY?
You can access the Free Weekend during the following times:
From September 14th 7pm CEST to September 17th 10pm CEST
Pre-load will be available on Uplay PC starting September 12th 6pm CEST.
We recognize that PvP is a huge part of The Division, and it’s time to expand on the offering. New to Update 1.8 PvP is Skirmish—a 4v4 Team Deathmatch mode without enemy faction interference or objectives.
Team Deathmatch
The game mode itself is simple—TDM with the first team to reach a total number-of-kills taking the match. Short time limits will be implemented to keep matches fast-paced, and Last Stand PvP normalization applies to keep Agents at the same tier in Skirmish. While all equipped gear statistics are max’ed to full power here, Agents will have to rely on their build-tuning to dominate the competition.
Players who wish to participate in the new PvP mode can access Skirmish from the new Camp Clinton social space as well as the Last Stand Hub within the Terminal. The option to queue into Skirmish from the mega-map is also available.
Maps
Skirmish will feature three PvP-focused maps within West Side Piers. While we can’t reveal too much just yet, these arenas offer a variety of options in terms of lanes, cover, and overall flow. This promotes build diversity and encourages a variety of playstyles that Agents will need to win as a team. Our goal was to deliver an experience that keeps players in the action, and we’re confident that players will find excitement behind every corner.
Respawn
Skirmish utilizes a dynamic wave spawner to push squadmates into the action together. Agents who respawn within seconds of one another will re-enter the match simultaneously to promote balanced firefights. For the Agents who worry about spawn camping, fear not. Skirmish also employs spawn swapping based on enemy team proximity.
Conclusions
At its core, Skirmish creates an opportunity for players to face off in arenas without AI complicating their engagements. Nothing will come between players who desire a focused PvP experience. Remember that Update 1.8 has even more content on the way! We’ll have more information rolling out in the near-future.
We recognize that PvP is a huge part of The Division, and it’s time to expand on the offering. New to Update 1.8 PvP is Skirmish—a 4v4 Team Deathmatch mode without enemy faction interference or objectives.
Team Deathmatch
The game mode itself is simple—TDM with the first team to reach a total number-of-kills taking the match. Short time limits will be implemented to keep matches fast-paced, and Last Stand PvP normalization applies to keep Agents at the same tier in Skirmish. While all equipped gear statistics are max’ed to full power here, Agents will have to rely on their build-tuning to dominate the competition.
Players who wish to participate in the new PvP mode can access Skirmish from the new Camp Clinton social space as well as the Last Stand Hub within the Terminal. The option to queue into Skirmish from the mega-map is also available.
Maps
Skirmish will feature three PvP-focused maps within West Side Piers. While we can’t reveal too much just yet, these arenas offer a variety of options in terms of lanes, cover, and overall flow. This promotes build diversity and encourages a variety of playstyles that Agents will need to win as a team. Our goal was to deliver an experience that keeps players in the action, and we’re confident that players will find excitement behind every corner.
Respawn
Skirmish utilizes a dynamic wave spawner to push squadmates into the action together. Agents who respawn within seconds of one another will re-enter the match simultaneously to promote balanced firefights. For the Agents who worry about spawn camping, fear not. Skirmish also employs spawn swapping based on enemy team proximity.
Conclusions
At its core, Skirmish creates an opportunity for players to face off in arenas without AI complicating their engagements. Nothing will come between players who desire a focused PvP experience. Remember that Update 1.8 has even more content on the way! We’ll have more information rolling out in the near-future.