Veterans of the role-playing genre will be familiar with the formula that constitutes the holy trinity in RPGs, traditionally made up of a damage-soaking tank character, the support role, and the damage dealer. In The Division, Barnard cited the importance of class roles as something that would be a large focus in the game. "We want the concept of role importance in a group. We really want to support that," he said.
Because of the nature of group combat in The Division, the behavior of enemies will be directed by what Barnard refers to as "sometimes called threat, sometimes called aggro" in games. "We need an aggro system or a threat system that I can effect as a player. So that I can draw the attention of an enemy or drop the attention of an enemy based on skills and where I position myself in a fight," he explained.
Nexx wrote:I love the gun fight dynamic, especially in PvP. It feels a bit like The Last of Us PvP where there's a little bit of hide and seek and then shit hits the fan and people are running around trying to get behind cover to heal, provide covering fire etc.
It looks like you're new here. If you want to get involved, click one of these buttons!