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[The Division] un jour j'farmerai la-bas
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Re: [The Division] un jour j'farmerai la-bas le 07 mai 2017 à 20:52 #30216

warrengate en expert toujours en solo

mais avec ma sentinelle
bon bah c'est plus difficile que le consulat et plus long, c'est du sport

Re: [The Division] un jour j'farmerai la-bas le 23 mai 2017 à 16:32 #30332

Quality Update 1.6.1 - Patch Notes
New Feature: Loadouts

Loadouts offer players the chance to save their equipped Weapons, Gear, Skills and Talents to Loadout slots, allowing for quick swapping of builds to be used for different activities.
Players will be able to create and save up to 6 Loadouts per character.
Each Loadout can be directly equipped when out of combat.

Aim assist will no longer be activated when players hip-fire with a controller.
Fixed several bugs that could prevent players from being revived by skills or player interaction if they were previously being revived by a support station and this revive was canceled for various reasons.
Fixed instances of HVT bosses remaining stuck in their spawn room preventing completion of the contract.
Fixed instances where players would be stuck “in combat” with NPCs outside of the mission area after completing a mission.
Fixed a bug where Resistance to Status Effects would still be counted as a chance to resist the effect altogether, on top of reducing its duration. The resistance value will now correctly only reduce the duration of a Status Effect.
Fixed a bug where a few fire extinguishers would deal high amount of damage to NPCs in some missions. For consistency, fire extinguishers in the entire game will no longer deal any damage and only apply the disorient effect to NPCs.
Fixed a bug where grenades thrown by LMB grenadiers would sometimes apply stagger and damage before they actually detonated.

Backpack capacity will no longer be randomly generated for all High-End, Exotic and Gear Sets backpacks. Instead, they will all have a capacity of 110 (120 with all Base of Operations perks unlocked). This change is retroactive.
Level 34 extended magazines will now roll between 109% and 121% extra magazine size (instead of 109 to 111%). This change is not retroactive.
Existing old level 33 extended magazines that had a magazine size bonus above 108% will be reduced to 108%.
Nimble will now apply healing over time in 4 ticks over 4 seconds.
NinjaBike Backpack has been removed from all loot tables until it can be correctly revamped. That means that it will no longer drop from NPCs or in Exotic Caches.
Fixed a bug where some items could not be recalibrated to the maximum stat range that was displayed at the recalibration station. (reported by Bratwurst.Bob)
Fixed a bug with Path of the Nomad where the four-piece talent cooldown progress would reset upon death in Last Stand. (reported by Koto2016)
Fixed a bug with Tactician’s Authority where the 4 piece bonus wouldn’t reset correctly when starting a back-to-back Last Stand game session.

Fixed a bug with Shrapnel where the bleed effect would not correctly apply to nearby enemies when using the 4 pieces Predator Gear Set.
Fixed a bug with Triage where the cooldown reduction would not display properly in the UI. (reported by Morph2o)
Fixed a bug with Rapid talent where the cooldown reduction would not display correctly in the Skills menu. (reported by AngeliusMefyrx)
Fixed a bug with Nimble talent where the player could be revived by the talent if they died during cover to cover movement.
Fixed a bug with Fear Tactics where the shock effect would not correctly apply to nearby enemies.
Fixed a bug with Wildfire where the burn effect would not correctly apply to nearby enemies.
Fixed a bug where the Pakhan talent would only work on NPCs and not on players.

Burst fire weapons will now have a maximum RPM, making it impossible to reach non-burst rate of fire with specific control modifications. This includes Burst Fire MP5, FAL and 93R.
Base Flinch has been significantly reduced on all weapons. This change affects both PvP and PvE (NPCs weapons will cause less Flinch).

Seeker Mine - Airburst
Fire effect has been reworked into a real status effect that can be cleansed using MedKits.
Stagger effect has been completely removed from this mod.
Signature Skills:
Fixed a bug where players would sometimes not receive the correct bonus Signature Skill cooldown reduction when killing NPCs or other players.
Fixed a bug where throwable skills would become unusable after the player receives a status effects while aiming them.
Fixed a bug with Ballistic Shield where the player could end up shooting his own shield when reloading and interacting with the Shield deployed.
Fixed instances of incorrect animations when using the Ballistic Shield with the D3-FNC Gear Set and an SMG.
Fixed the description of Mobile Cover - Blast Shield that did not clearly indicate that it also applies a blind effect to hostiles.
Fixed a bug where players would not be healed by First Aid if they are damaged while in the radius of the skill.
Fixed a bug where the slowing effect of bleed would apply multiple times on a character using a ballistic shield.
Fixed a bug with First Aid Booster Shot where applying the skill another time while the buff was still active would not refresh its duration.
Fixed a bug with Ballistic Shield when using 4 piece D3-FNC where the mod bonuses would still apply despite what the Gear Set talent states.

Fixed a bug in Grand Central where the turrets would remain active after completing the mission. (reported by Pardone39)
Fixed a bug in Time Square Power Relay where the boss could run outside of the mission area. (reported by Bratwurst.Bob)
Fixed a bug in Napalm Production Site Legendary mode where the mission could stop working if players stayed idle for too long.
Fixed a bug in Hudson Refugee Camp where doors could remain closed when a turret was used in proximity.
Fixed a bug in Napalm Production Site where players would be unable to complete the mission if they fast travel during the “Escape the building” step.

Stolen Signal
Fixed a bug where Curveball would stop throwing grenades during the fight.
Fixed a bug where a Heavy Riker could move too slow and therefore not give enough time to players to kill him before the timer runs out.
Fixed a bug where a Heavy Riker could remain stuck in the spawn location in the Boss room.
Fixed a bug where Checkers would not show in specific conditions.
Fixed a bug with several incursions where the final enemy waves would not spawn in specific situations.

The Ammo crate was moved to a new location at the beginning of a new Underground phase to make it easier to access.
Fixed a bug in Secure the Intel missions where the last objective “Recover the Report” could be located outside of the map, making the mission impossible to complete. (reported by TheNenah)
Fixed a bug where players could be stuck in an unplayable dungeon if they disconnected in the last room of a dungeon.
Fixed a bug where the player would face the elevator instead of the stairs when returning to the Terminal from the Operation Center.

Fixed a bug that would allow players to group in a Solo Survival session.
Fixed several locations in Survival where players could end up stuck.
Fixed several instances where the Hunter would not spawn for players standing at specific locations when another player triggered an extraction.
Fixed a bug in Survival where a group of two would be disbanded if one member would be disconnected and reconnect immediately.
Fixed another weird door.
Last Stand

Added Proficiency Marks to Last Stand: Proficiency Marks are awarded to the player who scores the highest in a particular gameplay role.
Each team gets their own list of Proficiency Marks.
Multiple Proficiency Marks can be given to the same player.
Proficiency Marks are updated in real time throughout the match on the scoreboard.
Earning one or more Proficiency Mark will boost the player’s personal score at the end of the Last Stand game.
Improvements to Team Management menu: Players can now consistently view members of the Allied group and use the mute/inspect functionality as they would with members of their own group.
Signature Skills Passive resource gain from killing NPCs and players will no longer apply in Last Stand as it was working very inconsistently. Resource gain from other sources like Talents will still work.
Improvements were made to the Spawn logic to limit the possibility of Spawn camping.
Improvements were made to some Fortification areas to improve fortification turrets line of sights.
Fixed a bug where players could be stuck in loading when starting back to back Last Stand game sessions.
Fixed a bug in Last Stand where players could capture a neutral or enemy point while in dead state.
Fixed several instances where players could respawn in unplayable areas when killed in certain locations.
Fixed a bug where players would be able to shoot through the tactical locations on some maps.
Fixed a bug where the health bar of turret fortifications may not correctly display to the player.
Fixed a bug where an incorrect message would display when a player who had not fully completed the Last Stand introduction mission would try to matchmake.
Fixed a bug where players were able to matchmake for Last Stand without completing the Last Stand tutorial mission first.
Fixed several instances of game crashes during Last Stand gameplay.
Fixed a bug where players were able to activate consumables before a Last Stand match began.
Fixed a bug where fortification turrets could sometime shoot through specific walls.
Fixed a bug where players joining an ongoing Last Stand session would in some cases not correctly see all spawn locations available on the map.
Fixed a bug where the Megamap may become unavailable when opened before the match begins.
Fixed a bug where the Player Report screen would overlap with the Last Stand end match screen.
Fixed a bug where Enemy fortifications would sometimes show in Blue instead of Red in the starting location of the enemy team.
Fixed a bug where the Pulse fortification would sometimes not work correctly.
Fixed a bug where using Recovery Link in proximity of an enemy who used Recovery Link just before would lead to the skill being unusable after its cooldown. (This bug only occurred in Last Stand)
Fixed a bug where the Dark Zone Rank Up visual effect may appear on other players in Last Stand.
Fixed a bug where players were able to matchmake into Last Stand when they had contaminated items in their inventory.
Fixed a bug where weapon talent requirements would not correctly scale to their Gear Score 256 value if the player entered a Last Stand mode with weapon below Gear Score 256. (reported by a5onAPUSHexam)
Fixed a bug in Last Stand where the Gear Score may be displayed instead of the Last Stand rank in the group management screen.
Fixed a bug where players joining a session in progress would not see any player information on the matchmaking screen.

Fixed several instances of graphical corruption in various locations of the game.
Fixed several instances of incorrect lightings.
Fixed several instances of disappearing props in the world
Fixed several instances of incorrectly placed props.
Fixed several instances of missing textures.
Fixed several instances where players could end up outside of playable area.
Improvements were made to collisions and cover in several areas of the map (Open World and Dark Zone).
Improvements were made to several locations where players could end up stuck.
Dark Zone

Added rewards for clearing a Landmark in the Dark Zone. Players will now receive Dark Zone experience, currency as well as one non-contaminated item directly to their inventory.
Significant Level Design changes and improvements were made to several locations in the Dark Zone to limit unfair encounters.
Fixed an issue where some Landmarks would not show as cleared after all NPCs had been killed. (reported by illneptune)
Fixed several instances of Landmarks not spawning second wave of enemies after the first wave was cleared.
Fixed a bug where clearing a Landmark or a Dark Zone Supply Drop in a DZ bracket below level 30 would show 0 Phoenix Credits awarded. The reward screen will no longer list Phoenix Credits as reward in a DZ bracket below level 30.
Fixed a bug where the named NPC was missing at the Arch Plaza Landmark in DZ04.
Fixed a bug where the Dark Zone North mission could break if multiple group members would interact at the same time with desk in the DZ09 safehouse.
Fixed a bug where players would be unable to fast travel to Dark Zone checkpoints if they were unlocked from within the Dark Zone.
Fixed a bug in DZ09 Landmark Greenhouse where enemies would not spawn if players were standing too close to the spawn location.

Inventory tab bar will no longer appear when inspecting an item.
Removed the UI sound playing when the HUD would autohide, as it would repeat too often and become annoying.
Added a new setting to allow players to adjust their aim sensitivity while looking through a scope.
Fixed a bug where resisting a Bleed effect may not be correctly indicated to other players.
Fixed a bug where items available in the Reward Claim Vendor would display at “0” quantity.
Fixed a bug where the UI would disappear during a Last Stand match.
Fixed a bug in the Dark Zone where the “Loot” button would display the text “Contaminated” if the player’s inventory was full when trying to loot with the examine option.
Fixed a bug in the Dark Zone where the “Item stolen” message color could be inconsistent with the quality of the stolen item.
Fixed a bug where the Dark Zone rank may be displayed incorrectly in the Friends and Group panel.
Fixed a bug where where the “Sell in Bulk” confirmation screen would show twice.
Fixed several instances of incoherent ISAC GPS pathfinding.
Fixed a bug where clicking on “Scroll Up” and “Scroll Down” buttons in specific menu would not actually scroll the page.
Fixed a bug where selecting any matchmaking on the Megamap could lead the player to be matchmade to Last Stand even if they chose another activity. (reported by Ins0mn1ac13)
Fixed a bug where Grenade types would change position randomly on the Grenade Wheel.
Fixed a bug where the Appearance Vendor menu couldn’t be closed when it was empty.
Fixed a bug when acquiring new vanity items where the amount of new items would also show on the pouch tab.
Fixed a bug when comparing items from a Vendor menu where the stats displayed for the equipped item could be incorrect.
PC Specific

Added a new Control Setting to allow players to select their Gamepad detection mode.
Several improvements were made to improve texture and model loading speed.
Fixed a bug where scope aiming could be offset when having dual display set to left or right in the settings.
Fixed a bug where pressing ESC to go out of Stash menu may make the UI disappear until ESC is pressed again.
Fixed a bug where players would be unable to scroll through their contaminated items if they had more than 5 in the inventory.
Fixed a bug where players would be unable to type in the chat window on the Last Stand post match screen.
Fixed a bug that could cause rapid camera jumps in the Base of Operation entrance.
Fixed a bug where turning v-sync off could lead to increased loading times.
Fixed a bug where rebound key bindings to use a combination of keys would only illuminate one of the keys when using a Logitech LED keyboard.
Fixed a bug where the key bound to Scoreboard would not illuminate when using a Logitech LED keyboard.
Fixed a bug where fps could drop significantly when the frame rate limiter option was activated.

Fixed a bug where players could be disconnected from the game after buying Premium Credits.
Fixed a bug on Xbox One where the game could crash when finishing a streaming installation.
Fixed several instances of appearance items causing graphic glitches and clipping.


Re: [The Division] un jour j'farmerai la-bas le 23 mai 2017 à 17:02 #30333

je viens de tester c'est cool, on a 120 place dans l'inventaire sac a dos maintenant, enfin on respire
et puis le systeme de packetage qui permet de changer de build rapidement est bien fait.
ca permet de jouer avec au moins 3 sets different sur soi et switcher simplement en fonction des besoins.
Dernière édition: le 23 mai 2017 à 17:03 par bozoleclown.

Re: [The Division] un jour j'farmerai la-bas le 23 mai 2017 à 20:02 #30336

  • Maxxxx
  • Hors ligne
  • Zeratul
  • Geek originel
  • Message: 7731
Très bien.

Re: [The Division] un jour j'farmerai la-bas le 27 juin 2017 à 12:02 #30568

bon je comprends pas trop le jeu etait censé ne plus recevoir de mise a jour mais ca continu:
Update 1.7: Classified Gear
Agents, we have a brand new intel briefing on Update 1.7 coming your way and this time we’re focusing on Classified Gear!

We’ve covered the upcoming Global Events and the upcoming Commendations System, now on to the hardware your agent will be hunting in Update 1.7, Classified Gear!
The Objective

The team has set out with a distinct goal for introducing new gear into The Division:

Create More Variety
Expand on Already Growing Build Diversity
Create More Rare Options in the Loot Pool
Give Players Something to Hunt

The answer? Classified Gear.

Classified Gear was designed from the ground up to be something players could hunt for in the end game, while at max gear score without a negative impact on their existing gear. All Classified Gear drops at gear score 256, regardless of World Tier. More on that later.

We wanted to hit the check boxes mentioned above, while also preserving the value of your existing loadout while you hunt, and Classified Gear offers an opportunity to extend the stats of your build in a seamless flow. Gear score at 256 is hard capped at the main stat level, but not 256 Classified Gear.
Stat Ranges

Classified Gear will ALWAYS roll a higher value than the standard gear equivalent. Currently, gear in the max level drops with a main stat range of 1114-1272. Classified Gear, however, drops with main stat rolls within a higher range, 1273-1328. Meaning that even at the lower end of that range, a piece of Classified Gear is a guaranteed buff to your build. This increased range is an actual 35% buff to the available main stat ranges in game. While in any Normalized modes like Last Stand, Classified Gear acts like a standard 256 gear set piece, so that the expanded stat range does not create an imbalance when facing off against 256 standard gear. The Classified Gear 5 and 6 piece bonuses, if unlocked, DO take effect even in Normalized play, creating a still unique element to the set.
Classified Bonuses

With these new gear options in 1.7, we will introduce an expanded range of bonuses as well. First off, keep in mind that Classified and Standard gear can be mixed to obtain the standard 2-4 piece bonuses for that gear set. This is a great method to make incremental increases to your loadout’s power by adding these Classified pieces in, with their higher main stat rolls. Once you gather up a full 4 piece of Classified Gear, the higher main stat rolls are essentially creating a stronger, more powerful version of your loadout.

Once a player hits the 5 and 6 pieces of Classified Gear in a single loadout, things really start to accelerate. The 5 pieces of Classified Gear of the same set bring a buff to the 2 and 3 piece bonuses, with some particular consideration to the individual bonuses. 2 and 3 piece bonuses from our existing gear cannot all be buffed exactly the same as that may cause some inconsistencies in the gear and balancing, but stay tuned for more details on those specific aspects.
The 6 Piece

Classified Gear brings something that many in the community have been asking for, a full matched set 6 piece bonus! This set bonus was designed to motivate players to fully invest in the gear set of their liking, with a gear set specific bonus that is in line with the identity of that set. So, for example if you run Striker, the Striker 6 piece can be expected to be a natural evolution of the existing identity of the Striker set.
Classy Recalibration

The team wanted to ensure that Classified Gear would be a major find for all builds, players, and kits. In order to add an extra layer of value and versatility to every Classified item found, we’ve decided to make two stats of each piece of Classified Gear able to be rolled at the Recalibration Station! What this means is that not only will the Classified Gear have higher ranges for their main stats, players will also be able to roll one main stat AND one major/minor stat on each Classified piece in order to min/max their build like never before.
How to Get Classified

Classified Gear is introduced as part of a Global Event, with the selected Classified Gear not only being the reward to kick off the event, but the debut of said Classified Gear. Throughout a Global Event, players can use their earned Tokens to purchase Global Event caches. These caches vary in Token price, but the chances for Classified Gear grows with each higher price cache. If a player chooses to participate in the Global Event at a lower than max (World Tier 5) tier, they will earn Tokens at a slightly slower rate. This is due to the fact that all Classified Gear is at the 256 level. Slower earned Token rate, slower rate of caches purchased means a slower rate at earning Classified Gear in lower World Tiers for the sake of balancing out and preserving the 256 only aspect of the pieces. With this structure, players can gamble on more lower price caches at the chance of Classified loot, or they can stockpile their Tokens and buy the highest price caches possible to maximize their chances. How you grind is up to you.

If the Global Event ends and you haven’t stocked up on the full Classified Gear Set you were hunting, have no fear. Classified sets from events get added to the common loot pool after the conclusion of the event, with a drop chance similar to Exotics in just about anything you do in game, including Field Proficiency caches and the like. This also allows the team a new route to incentivize different activities further down the line of The Division, by introducing options to earn Classifieds in new and interesting ways.
The Classified Firsts

To start with on the PTS at launch, we’ll be introducing six Classified Gear sets for testing purposes:

Classified Lonestar
Classified Final Measure
Classified Deadeye
Classified Sentry’s Call
Classified Striker
Classified Reclaimer

The team is still hard at work finalizing the specifics of these Classified sets and we plan to update you all on their attributes in the first round of the PTS patch notes. For now, we wanted to give a glimpse of the options that will be available for testing inside of the PTS. The introductory six sets are being implemented for testing purposes, with Classified Gear sets being introduced three at a time in the live environment, post Update 1.7.

Classified Gear presents a unique opportunity for Agents of The Division to hunt for an all new and exciting type of gear, while preserving their hard earned builds. As always, all of this is still somewhat subject to change pending a successful run of our Public Test Server. The team is looking forward to your results of that PTS as well. Please be sure to hit up the Official PTS Forums, once the server is live and be heard!

Thank you, Agents, for your support and dedication.

/The Division Dev Team

donc en gros un bonus pour 6 pieces de sets
a voir mais virer les gants sauvage et l'armure vigoureux, va falloir un sacré bon bonus de 6 pieces pour me persuader que ca vaut le coup

Re: [The Division] un jour j'farmerai la-bas le 18 juillet 2017 à 16:25 #30686

j'ai looté l'arme atomique

ca pique

Re: [The Division] un jour j'farmerai la-bas le 18 juillet 2017 à 16:58 #30692

j'avais pas vu mais une saison 2 est annoncé:

avec des zombies
un mode horde en coop dans new york ca pourrait etre génial

Re: [The Division] un jour j'farmerai la-bas le 05 août 2017 à 18:28 #30839

on en avait bavé sur signal volé en expert, je viens de le finir en héroique

tacticien c'est vraiment OP
Dernière édition: le 05 août 2017 à 18:40 par bozoleclown.

Re: [The Division] un jour j'farmerai la-bas le 24 août 2017 à 10:46 #30935

Les bonus six pièces de la maj 1.7 ont l'air bien sympa
Le cogneur frappe encore plus fort et gagne même un peu de heal comme si y'en avais besoin mais le gros bonus semble être pour la sentinelle qui peux balancer 6 marques sur une cibles et taguer automatiquement sur 10m à la ronde
Bordel les dégâts que ça doit faire en Pve.
Avec mon perso sans même les nouvelles pièces d'armure avec un cap plus important je devrait quand même atteindre +265% dégâts headshot + bonus critic donc pas loin des 2 millions par shoot
Reste plus qu'à trouver un ennemi capable d'encaisser et qui crève pas d'un arrêt cardiaque en voyant le bazar arriver
Dernière édition: le 24 août 2017 à 10:50 par bozoleclown.

Re: [The Division] un jour j'farmerai la-bas le 26 août 2017 à 12:55 #30963

bon c'est pas si simple, il faut des pieces d'armures "classifiées" pour faire un kit de 6, ces pieces on ne peux les looter que lors des événements mondiaux.
ces événements durent a peu pres 1semaine tous les mois et c'est deja fini donc j'ai pas pu tester.

sinon ils ont changé un petit peu le gameplay et surtout le comportement de mon arme cherie le SASG12, le jeu me parait un peu plus lent, on fait moins de degats, la cadence de tir des fusil a pompes est reduite.
c'est pas plus mal ca rend le jeu un peu plus posé et on fonce moins dans le tas, les derniers temps c'etait vraiment devenu n'importe quoi, je rushait les missions en solo
reste plus qu'a attendre la maj 1.8 et l'arrivée des zombies, j'espere que ca sera bien
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