The Division 2: Warlords of New York and the problems with seasonal plunderers - extension - Video Peeling news, instructions, exemplary procedures, reviews and culture


Many problems with progress, both in terms of history and in relation to the reward, protrude threat to the future of the title.

It is official: The department 2 will have season tickets. This is followed by the announcement of the new extension, Riegers of New York, where the players come back The business area Lower Manhattan to hunt Aaron Keener. Season 1 will go live a week after starting the extension, but what exactly does it offer?

The season includes a search or switching off a main objective by mastering different challenges and eliminating other threats in New York City and Washington DC (which is why the new seasons require an extension). Complete a seasonal search and you will be rewarded with a new skill mod. If this looks exactly and sounds like the mission to hunt each warlord in the enlargement, then it is because it is so. The focus should be on the words "Skill Mod", which means that you do not necessarily receive a completely new skill like Shock traps, but a modification for a current skill.

Ubisoft also seems to abolish classified tasks and focus more on the implementation of narrative units within seasonal Manhunts (which makes sense as they can no longer be monetized, as the Year 1 pass model is dropping for early access to new story episodes ). Classified tasks may occasionally occur, but do not expect that they are the norm. In terms of activity, there will be more competitive grinding, clothing events and the return of global events that add modifiers to all content and spice up the gameplay.

Of course, as the seasons were announced, all immediately thought of fighter passports and behold, there are battle passports. 100 seasonal levels can be purchased in a free track with Premium Track, which can also be purchased. In addition to the mentioned weapons and equipment, there are equipment caches for seasonal sets. The required cosmetics are also included as seasonal clothing, clothing keys, craft materials that work. Massive also stated that rewards can be earned by normal games and that each additional equipment in the premium track are random litters. Nothing is curated, so best-in-slot equipment is still best preserved in the most difficult activities, especially when directives and fortresses with legendary difficulty levels.

Some interesting things to be considered when reading between the lines: Massive said: "Below we will tell how players can reach the unique mods of previous seasons." This seems to indicate that skill mods that only for one Season apply, no longer available after the end of the season. This lets me believe that seasonal content - activities, equipment, etc. - are no longer available after the end of the season. We will come back immediately, but remember.

Then there is the fact that seasons can only be retrieved by buying the Riegers from New York extension. It is not the biggest question, especially since the basic game for a limited time costs $ 3 US dollars and the extension "only" 30 US dollars costs. However, seasonal content such as Global Events and Apparel Events are free The department 1 and the latter free for basic owners of The Department 2 are only available for expansion holders. Oh and if you want to continue playing The department 2 as usual and when you earn your Field Proficiency Caches, this will be replaced by the new SHD system, which is intended for extension owners.

While massive released its usual changes and improvements in quality of life for all players, including Gear 2.0, improvements in dark zone and changes in recalibration, it is strange to see that some content that used to be free - either in the current game or in its predecessor - suddenly Available were bound to an expansion purchase. The one thing schicksal 2 done properly when it went to play freely, it is to separate his seasons from the extensions like schattenwächter But this is a positive point in a sea of ​​other problems with this game.

In general, this special season of The department 2 reflects the problems that occur when a looter tries to adapt fight passports. It is obviously trying to address players who are more interested in collecting everything und constantly rewarding feedback loops at a limited time. The implication that seasonal content from the game disappear, even when it is skill mods, pushes on to play to get "everything". Massive has promised that levels can be easily achieved, even without XP modifiers. But does it play a role if you just play to unlock already paid rewards instead of earning them?

There is also the worrying problem in time of limited seasonal activities. One could argue that the content itself will be so easy that it does not matter if he is gone. This can lead to activities that are interchangeable and quite irrelevant, similar to schicksal 2 post-schattenwächter.

But Hey, players do not have to worry that they lose money for new seasonal content. What is the problem? The problem is how the entire narrative will play. Look at schicksal 2 and how everywhere the storytelling since the introduction of the seasons (ie essentially since the start of) was verlasse). Dozens of story threads were started and stopped. Important characters remain as a seller left to "linger" after the end of the season as ghosts.

Even if The department 2 has no such great history, Riegers of New York tried to attract those who have enjoyed the story in The department 1. These are probably players who expect the post-launch story episodes of likes (or not likeable) The department 2 for more. What's next, after Keener is dead, how the story seems to imply? Will there be only another laundry list with seasonal threats until the next big evil occurs in extension 2 or 2? The business area 3?

These problems probably do not affect players who only want things to shoot and grind things. The previous seasonal approach in plunderers, however, was an exercise to push limited content while stagnating the long-term storytelling. Although the SHD system will be the most important long-term progress loop, I have a bit more confidence in the introduction of new, unique prey, especially since there are difficult activities for which you can use it. Whether the players will also be interested in the same legendary high castles six months after the start of the extension, remains to be seen.

Genuine, barren storytelling and convincing traditions are nothing, which preferes the seasonal looter. In the latter, it is more concerned with employing players than actually pushing the narrative. It's about a lot of work for these little dopamine hits. This does not mean that the approach is regrettable - schicksal 2 reports according to August 2019, 300 million US dollars were achieved from digital revenue, and the year until this time focused mainly on seasonal content and updates of the cash shop. I can see why massive and ubisoft as a whole - your piece of this cake would want.

It's just that as someone who played looters for years and constantly slipping away, grinding and grinding are all the more obvious and tiring, especially with the Battle Pass model. I hope massive proves me the opposite and goes to the numerous concerns that have already occurred in relation to this new approach.

On the other hand, more overtime with titles such as GODFALL and OUTRIDER and the advent of next-generation consoles (which apparently is not started), all this can make this to a disputed point. Maybe Ubisoft is already planning the next major live services for next-generation consoles and leases The department 2 as long as possible. Then the cycle starts again, where of course all current success trends are considered. As always, the time will show it. And for this generation will not stay so much time.

Note: The views expressed in this article are that of the author and do not necessarily reflect the views of Gamingbolt as an organization and should not be returned .

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