expose

u/expose


r/enlistedgame•

Is it just me or is it really difficult to find official information about how many players are meant to be in each game? I have been checking all over the website for any listing of expected player counts per lobby/server and don't see a single mention outside of the assertion that this is an "MMO".

But every scoreboard I see shows between 10v10 to around 25v25.

Is there any official response about what the expected [human] player count is going to be in each server? What exactly makes this "MMO"?

13

r/playatlas•

I have yet to try the game but was watching streams and notice the server size to be exploitable. Wouldn't you eventually just be able to lock other players out of a zone they control by just filling it with a really large company? Seems like within a few hours you can disable anybody else from being able to access their own base without even having to fight them.

Has anyone seen any mechanics that confirm/deny this?

23

r/thedivision•

Scenario: you're running around the DZ checking all the landmarks to see which one is up. You finish at landmark A, pull out your map to see what's going on. You find the next spot, start running to it, but you see some players already fighting at that spot. Great. Pull out the map again and see where you're going next.

Each time you pull out the map you have to stop in your tracks and spend time staring at it, leaving you completely vulnerable to NPCs or other players.

It would be great if we could actually have an expandable minimap (via hotkey press) that showed a similar view to the full map but without having to force you into a menu. Kind of like H1Z1 or even the way Ark does it. Bas

47

r/thedivision•

I'm really surprised nobody does this.

Leaving one enemy alive prevents endless waves of bad guys from rushing you and wasting your ammo / resources. My squad likes to kill the golf club rushers and leave the last LMG guy alive and suppressed as far back as possible. Keep him suppressed for the remaining time of the 2 minutes and you will avoid having to fight more waves.

You can take his armor down so the kill is quick after the timer runs out. But please, don't kill the last enemy. You will thank you.

329

r/thedivision•

In the few days of the beta, I've probably added 8-10 people to my UPlay friends list. I imagine this number will grow if I play the full game. On the first day of the beta, when all of my existing friends had jumped in game, I probably knew half of the people in one of the DZ zones (I was pleasantly surprised to see that we were all magically in the same instance).

My question is this: what will happen to the DZ mechanics when you start to get to know more players? In my case in the above scenario, I intentionally avoided killing many people that I would have had no problems killing for loot otherwise ("I don't want to kill this person because I want to be able to play in their group tomor

06

r/h1z1•

I know this has come up before, but if Daybreak is reading this, can we please get some kind of real response to the not-being-able-to-properly-run-people-over issue? I don't see anybody defending the current mechanic in other posts about this topic.

A lot of people claim this is just desync, but I personally don't think this is a networking issue, I think it's a hitbox issue.

  1. If desync was really that bad, it would also be affecting bullets and all other collisions, not just cars. I rarely have to "aim where I think a player will be" when I'm shooting a gun in the game (or it's rarely ever that bad).
  2. More importantly, players do collide with cars in the game; when players use the
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