I read on twitter yesterday that pre-orders will be getting access to the Alpha in December and the a 'select' few will be invited to the Beta 'early 2016'
However, I've received an email invite to the Alpha this morning which starts tomorrow and I didn't pre-order. All I did was sign up for more info in 2013.
So played about three hours last night, I'll just give you all a quick scope on The Division.
It's a cover based game and feels alot like Gears Of War. You go around collecting stuff and heading to you next missions. However on your way you end up doing loads of other stuff before you get there.
Weapons/abilities/tech can all be modded and are super cool. For example a simple threat detector can be modded into having increased damage, longer range and undetectable to enemy.
When you join a friend and become a team it get's even better as you can go all tactical against your enemy's. Your tech also works for your team too.
Each 'mission' has a boss which is harder to kill but they seem to drop better gear for you to collect.
There is also a craft thing like in far cry but that's locked atm.
If you have played Destiny you will recognize the games structure; always online, other players around which you can team up with or not, and 'hubs/safe zone's' which act like the Tower on Destiny. PvP and PvE. It wouldn't surprise me to see a mutliplayer type tdm thing going on either in the full game.
Here’s the list of changes that will be implemented during the server maintenance on March 22nd, 2016
GAMEPLAY Named enemies. will now drop better loot in Challenge mode than in Hard mode. Added a cooldown period for the Static Turret stun attack in order to avoid a stunlock in PvP and PvE game modes. Named NPCs will no longer respawn after being killed in the Open World. This will prevent situations where players were able to kill a same named NPC over and over again. Modifications to the weapon talent: Trained. It can now only be rolled on Shotgun, Marksman rifles and Pistols Its bonus has been reduced from 1%-5% to a constant 0.1% For the Midas SMGs, Trained Talent has been replaced with Responsive Talent which increases damage when getting closer to the target. This applies to existing weapons as well as newly acquired ones For all SMGs, LMGs, and Assault Rifles, it will be replaced with another randomly picked weapon talent. This applies to existing weapons as well as newly acquired ones
Fixed a speed run exploit for the Rooftop Comm Relay mission Fixed an issue where weapons dealt no damage if the reload animation was interrupted by an agent’s skill Fixed an issue where players became stuck in an emote animation if activated via chat while auto running Fixed a bug where skill power would be increased permanently while using the Death by Proxy talent Fixed a bug where experience was not being awarded for completing all side-missions in the Midtown East safe house Fixed instances where the Seeker Mine with Airburst / Multi-mine mod would detonate too soon, miss targets or cause no damage Fixed a bug where grenades would sometimes not display the blast radius warning before detonating Fixed an issue where some NPCs in low cover would not react to being shot by the player Fixed issues where emotes would cause the player model to behave oddly (missing guns, player stuck in emote animation, etc) Fixed a bug where weapon mods and weapon skins would not show up on other players in the game world Fixed an issue where DPS would not be calculated properly when purchasing a new weapon mod
DARK ZONE Players can now heal other neutral players in the Dark zone, by using First Aid and Support Station skills Players are now able to fast travel to Dark Zone checkpoints, but only when coming from outside the Dark Zone The Dark Zone disconnect timer has been increased to 30 seconds, meaning players will remain in the game world longer when logging out while in the Dark Zone (this applies while not in combat) Items extracted from the Dark Zone are now properly marked as "new" items when moved to the players inventory Players killed in the Dark Zone now drop ammo, medkits and grenades. This loot is generated and not taken from the dying players’ inventory Players killed in the Dark Zone will lose less Dark Zone Funds and Experience (Rogue and non-Rogue) Dark Zone Funds and Experience rewards for surviving Rogue status have been improved Dark Zone Funds and Experience rewards for killing Rogue agents have been improved Phoenix Credits drop have been increased on lvl 31 and 32 enemies in the Dark Zone: Please note that due to this fix causing client stability issues, we have to remove it from this update until it can be addressed in a next one Lvl 30: 1-3 Phoenix Credits Lvl 31: 2-4 Phoenix Credits Lvl 32: 3-5 Phoenix Credits
Increased drop rate of High-End items from lvl 31 and 32 named NPCs in the Dark Zone. Increased drop rate of High-End Division Tech Material from lvl 32 named NPCs in the Dark Zone. Improved Dark Zone Chests items quality: Rank 30 chests will now drop Superior (Purple) items instead of Specialized (Blue) Keys chests now have a chance to drop High-End (Gold) items
Dark Zone Funds drop rates and quantity on NPCs has been reduced. Fixed a bug where the Wildfire and Fear Tactics talents were affecting neutral players in the Dark Zone. Fixed instances where players would receive a DELTA error message when entering the Dark Zone Fixed a bug where sometimes players could not loot anything after returning to the game following a network disconnection Fixed Stage 1 Rogue timers not displaying correctly when Rogue players receive damage from another player
GRAPHICS Fixed a few lights that did not cast global illumination
UI Added more information for Daily missions on the Map Tutorials have received some UI polish The Matchmaking menu now displays the mission difficulty rating more prominently The mini-map mission tracker has been optimized to be less confusing to players Fixed a bug where some of the attributes for high-end equipment were cut-off in the recalibration menu Fixed a bug where the Matchmaking menu for a mission would not display correctly or kept disappearing Fixed missing item icons in the Reward Claim Vendor's inventory Fixed incorrect side-missions being displayed in the Map legend
AUDIO Fixed a bug where the helicopter crash SFX would be missing from the Brooklyn end cinematic Fixed a bug where the Zapper Turret mod had no sound Fixed a bug where the audio for entering a contaminated area would be cut-off Fixed a bug where audio would not play when scrolling through vanity items
LOCALIZATION Fixed Ubisoft CLUB reward descriptions in Korean and Traditional Chinese In-game localization bug fixes
PC Tobii Eye Tracking bug fixes and improvements On launch, the PC client now monitors PC graphic settings and applies the best settings for the user’s configuration. This is unless the user has custom settings. Fixed an issue where the Map was sometimes difficult to navigate with a mouse Fixed issues with Hungarian, Korean, and Russian localizations Fixed an issue that prevented matchmaking while on the Map Removed the Store button from the Character Selection screen on PC versions of the game. Players can find the store page in the Ubisoft CLUB app directly Fixed increment number on Day 1 Patch Notes (was 1.1, now correctly states 1.01)
XBOX ONE Fixed a bug where players could not reconnect to the servers after suspending the game on Xbox One Fixed a bug on Xbox One where unblocking a player would not be reflected in-game until title reboot
PLAYSTATION 4 Added an option to disable the PlayStation 4 controller speaker Improved textures and models streaming speed Fixed an issue where ISAC volume could get too loud when playing with headsets
A few tips also f/s/e gear mods can go up to 144 so craft a few them to get higher ones the mods also have another attribute and the main ones you want are armor/skill power/critical hit chance depending on your build same with your armor it comes with quite a few attributes you want critical hit chance,critical hit damage,health,armor,ammo capacity,+smg damage(or what even gun type you use) also which ever ability you use there's attributes for them to..
am working on a stamina build and also one that is balanced between all 3 I'll post them up when I'm done with them
Last Edit: Apr 4, 2016 14:39:03 GMT by PTG DEE JAY
This is my primary weapon stats (tactical Aug)remember all the weapon mods you put on should have some of the following for better damage overall weapon damage ,crit hit chance,crit hit damage,headshot damage,rate of fire,magazine size and accuracy And here's my secondary weapon (tenebrae)