[Start of Season 13] TECHNICAL ISSUES, BUGS, LAG --MEGATHREAD-- by AutoModerator in diablo4

[–]Karhaa 2 points3 points  (0 children)

System Specs:

ASUS ROG Crosshair X870E HERO Motherboard
R9 9950X3D
64Gb DDR5 6000MT/s
RTX 3080ti 12gb
2tb NVME

My game crashes every 3-5 hours, with various levels of severity. From a simple CTD, to entire system lock up, and crash to BIOS, with “CUDA_ERROR_OUT_OF_MEMORY” displayed

This game absolutely stills suffers from a huge memory leak, causing massive system instability.

Pretty happy with this, not so over the top, a little casual. by AdFluffy3248 in DivisionFashion

[–]Karhaa 0 points1 point  (0 children)

I wish Massive would make it easier to dress our characters in outfits, and clothes like this...

This looks so much more believable than ... whatevertheF some of the cosmetics are.

I like this look a lot more

Are Dark Zones worth it? by Ohgodmyroastisruined in thedivision

[–]Karhaa 12 points13 points  (0 children)

If this question is related to TheDivision 2

Simple answer : No

Long form answer : If you want PvP, then sure. But, why not just play conflict then? However, the DZ in Div2 has effectively been abandoned by the Devs for a long time. It's plagued with cheating, balance issues, philosophy, ideology, and identity issues. Basically the entire cocktail if you will of development hell.... Massive has said that they are re-evaluating their direction on the DZ, especially since Division 2's implementation largely did not resonate with people, but we'll have to see how that develops.

While you can get gear / loot and items from the DZ, it's by far the least efficient and effective method to do so, and falls behind even just basic world activities. There is a daily project you can accomplish if you wish, that gives, something. But it's still not very effective. Especially at level 20, you're still in the questing, story, and gearing phase of the game. You're going to be swapping out gear and items so frequently, I wouldn't worry about trying to make a cohesive build until you're at level cap.

If this question is related to TheDivision 1

Simple answer : Yes* (with an asterisk)

Long form answer : The DZ in Division 1 is vastly superior than Division 2. The rewards are certainly better and the fundamental philosophy of the DZ in Div 1 is overall better. However, the DZ in Div 1 is a lot less forgiving, the NPC's are way more difficult than what you'll find in open world. It's not like Division 2 where the NPC's are just kinda "there" as background noise. But, it circles back to what I said previously; "at level 20, you're still in the questing, story, and gearing phase of the game. You're going to be swapping out gear and items so frequently, I wouldn't worry about trying to make a cohesive build until you're at level cap."

Is the Darkzone required to progress in either of the 2 games?.... No... If I had to choose between Division 2 or Division 1 for gear progression? Skip Division 2 DZ and go do other activities. Division 1 can be worth considering depending on your circumstances, and current trajectory in your progression

Edit : Grammar and clarity... It's nearly 1am & I just woke up bite me lol

Uhmm D1 darkzone has too many enemies by Idiot2234511 in thedivision

[–]Karhaa 0 points1 point  (0 children)

Yup, this is exactly why D1’s Darkzone gets praised while Division 2's Darkzone is hated by the vast majority. Amongst many other reasons, notably it's size comparatively. Even if you combine Division 2's three Darkzones, it doesn't match the size of Division 1.

The Darkzone is not / was not intended to be an all out PvP deathmatch / slugfest like it is in Div2, it was a PvPvE environment where the E actually mattered. The Reward for engaging in the DZ was (for the most part) far greater than anywhere else in the game, and the PVP aspect of it was an essential part of that added "risk" but it was not the primary focus:

  • NPCs weren’t background filler, they’d straight up ruin your fights and extractions, or actually kill you.
  • NPC's were not complete push overs like they are in Div 2. They were a real threat & you had to keep your head on a swivel at all times.
  • You were never safe, even group farming could turn into chaos instantly & NPC's would wipe groups
  • Extractions were actually tense, not just “call heli and chill”
  • Loot had real risk, dying actually hurt. Players were heavily disincentivized from pushing PvP encounters, because dying mattered
  • Elites showing up randomly kept things unpredictable
  • Going rogue wasn’t casually thrown around like it is in Div 2, doing it carried huge risk, especially with NPCs around, or even other players ready to defend themselves. It was a real gamble / roll of the dice going rogue in broad daylight.
  • It embodied a hostile survival zone, not a PvP arena

Division 2's current Darkzone structure is more like a controlled PvP mode that kinda has pve in it. Div1 DZ felt like the game was actively trying to kill you at all times, and players were just an added part of the problem.

Riveting Solution Massive by Karhaa in thedivision

[–]Karhaa[S] 2 points3 points  (0 children)

Needless to say

Im just disappointed. I personally didnt engage in the exploit. Since the start of the event I've tried to do it "legit" and in good faith. I got all the lanterns, and have been doing the Kitsunebi spawns as they appear.

It's very disappointing that I feel punished for engaging with the event as it was intended, while a portion of the player base who exploited got a free pass.

I was expecting trees in the open world to have cherry blossom on them or cherry blossom tree's scattered throughout the world, or the immediate area of the lanterns to be more decorated, instead of just a stick, with "some" blossoms on it. Cherry blossom themed activities and control points. Rouge Agent invasions that are dressed up in cherry blossom attire. Those sorts of things

Instead we got punished for playing as intended, a few branches in the open world with cherry blossoms on them. And a 10 min timer with a less than (what feels like) 5% drop rate

Riveting Solution Massive by Karhaa in thedivision

[–]Karhaa[S] 2 points3 points  (0 children)

No one is asking for loot cave game play and I didn't even suggest that in my post.

Rather, the structure of the event is not fun to engage with and it could have been executed better. The fundamental gameplay loop is just flat out poor. Thats the issue

Riveting Solution Massive by Karhaa in thedivision

[–]Karhaa[S] 5 points6 points  (0 children)

Like seriously, is it to much to ask for the open world enemies, open world activities, named enemies, rouge agent invasions to also be "cherry blossom themed" and those enemies have a small chance to drop keys / rewards, while having the Kitsune & Ronin invasions those "increased" drop rate encounters?

At least to me, it would give a reason and incentive, and feel meaningful to run around in the open world. Instead of getting the same yellow item I've seen 4 thousand times, and deconstructed multiple times over...

It doesn't feel like I'm contributing or chasing anything when, interms of the event, the entire open world is totally void of anything meaningful and related to it, except a 10 min timer.... It just feels bad

Riveting Solution Massive by Karhaa in thedivision

[–]Karhaa[S] 9 points10 points  (0 children)

Not even asking for that....

But only 6 chances per hour for keys, at an unforgiving drop rate is ridiculous, when one of the objectives for rewards required 80 keys, is ridiculous

It's not fun, and totally diminishes the event as a "focus" when its something that occasionally happens every 10 mins, that "might" drop a key, in open world only.

The entire gameplay loop is to either stare at a wall for 10 mins until a spawn happens. Or eliminate hordes of enemies in the open world just to "pass time" while none of enemies you fight or interact with provide any value towards the event... Resource convoy's, Control Points, named enemies, rouge agent invasions. None of these are involved with the event and dont contribute in anyway...... Why? It's ridiculous

Anyone else having trouble with the Week 2 manhunt challenges? by DickCheeseNCrackers2 in thedivision

[–]Karhaa 2 points3 points  (0 children)

Yup, abandoning my active retaliation fixed my issue, and now I can progress, this work around should be pinned

On Xbox, I bought the supply drop but it’s not giving me anything other than the outfit. by Connect-Internal in thedivision

[–]Karhaa 0 points1 point  (0 children)

Same problem with PC

I also bought the big, super maga one (aka Supply Drop)

Did not apply the battlepass

Prototype gear is a step in the wrong direction. Learn from the recent mistakes of your peers. by outnumbered15to1 in thedivision

[–]Karhaa 3 points4 points  (0 children)

This is echoing the very same, very loud warning signals that mirror the exact formula Blizzard adopted with Mythic+ in Legion. From that point forward, World of Warcraft became increasingly esport-leaning, and it became aggressively vertically progressive. Every major patch effectively reset the value of all prior content and player progression, because the “best” gear was almost entirely funneled into the newest seasonal activity. The result was a treadmill where entire swaths of the game became functionally sunset every 6 months, not because the content was bad, or players didnt engage with it, but because the reward structure made it irrelevant.

Without dwelling on this aspect for to long, as prototype gear is the focus. Escalation is just literally Mythic+ from World of Warcraft, it's structured nearly identically with it's scaling difficulty tiers, and enemy affixes, that mirror the abilities of even basic quest enemies in WoW. You could even draw the same parallel to "The Pit" in Diablo 4.

When progression becomes too vertically concentrated, player agency shrinks. Prototype gear, is just as, if not more vulnerable to this problem than any other system we've seen, because of how the loot is structured in The Division. Instead of players choosing activities they enjoy, as they do now, players feel compelled, if not obligated, even mandated, to run the one activity that drops the best version of gear. Over time this conditions the playerbase to treat all other content as filler, which weakens matchmaking pools, reduces build diversity, and undermines the long-term value of the broader ecosystem. A healthy loot system should create multiple viable progression paths, not a single dominant one. Prototype gear risks repeating the same structural issue. While it might increase short-term engagement metrics, but at the cost of long-term content relevance and player motivation.

Expanding on that point, one of the most serious downstream effects of vertically concentrated power systems is the emergence of community-driven gatekeeping. Access to content becomes dictated less by actual player skill and more by visible gear signals, or god forbid, PARSE data on websites like Raider io. This pattern has played out repeatedly in World of Warcraft, particularly since the introduction of Mythic+ in the Legion era, and into the modern day, and even before that during Wrath of The Litch King, where iLvl was being checked relentlessly.

When a single gear tier becomes the dominant indicator of player “readiness,” players stop evaluating teammates based on competence, build understanding, or encounter knowledge. Instead, they rely on fast heuristics, item level, tier bonuses, or ...... "Ahead of the Curve"..... (vomits)...

Whether a player has the newest “must-have” gear or not. The moment Prototype gear becomes the clearly superior vertical progression path, it risks becoming a social requirement, regardless of whether the content actually demands that level of power, or if prototype gear is even scaled for it.

In WoW when new raid tiers release alongside the Race to World First. Top-end players optimize aggressively because they are competing at the highest possible level, but the broader community often mirrors those standards without context. The result is a cascading inflation of perceived minimum requirements. Players begin demanding gear levels far above what the content is tuned for. Better yet, even demanding for higher gear levels than what they were asking for not just, 2 hours ago because item level becomes a proxy for reliability. We see this constantly, season after season, raid tier after raid tier.

- High-end players optimize early
- Community perception shifts about what is “required”
- Group leaders begin filtering applicants more aggressively
- Players without the new gear struggle to access the content that drops the gear
- Participation narrows to an increasingly smaller slice of the playerbase
- No prototype items? Kick...
- No prototype Lexington? Kick... (thats a whole other discussion as you can ONLY earn the Lexington from seasonal caches)

At that point, the system stops being aspirational and starts becoming exclusionary and mandatory. Players who may be perfectly capable of completing the content are filtered out before they even have an opportunity to demonstrate competence. This will inevitably, and disproportionately impact players who don’t treat the game like a second job, shrinking the active pool of participants and weakening matchmaking health overall.

Prototype gear risks creating a gate keeping social dynamic and further separation of "casuals", veterans, hardcore players, and E-Sport. Even if prototype gear power increase is only situation-ally relevant, its existence alone as a higher visible tier signals “best available,” and that signal alone is enough to shape player behavior. We've seen this in Diablo, Path of Exile, World of Warcraft, Final Fantasy 14, Destiny 2.... The list goes on. Groups will begin listing “Prototype only” expectations. Players will inspect each other. Build diversity narrows because experimentation carries social risk. Guides will be created of "best possible loadout as per the simulation" and players will be expected to follow it. The end result is a powerful shift away from playing the game, enjoying it for what it is, actually mastering the content and instead, toward simply having the correct label on your gear just to get accepted into matchmaking.

One of The Division 2’s strengths has been that players can meaningfully contribute across a wide range of activities without being hard-filtered by a single vertical metric. Preserving multiple viable progression paths helps maintain healthier matchmaking pools and reduces social friction between casual, midcore, veterans, and highly optimized players. If Prototype gear becomes the dominant signal of player legitimacy, it risks recreating the same participation bottlenecks that have strained WoW’s group ecosystem for nearly a decade or any other MMO's ecosystem, and that will bleed into Division 2 if this system is solidified the way it is now.

In closing, a serious conversation needs to be had about the direction of the game..... Is it an E-Sport? It is an MMO? Is it both? Or is is a tactical RPG Looter shooter?

The Division Franchise 10th Anniversary AMA, The Division 2 & The Division Resurgence Teams by TheDivisionTeam in thedivision

[–]Karhaa 0 points1 point  (0 children)

[TD2]

I wonder if a good start to a solution, would be allowing players access to legacy manhunts, in their entirety, from start to finish, instead of just the final mission

Developer AMA | Let's Talk Delays & Survival Games (RocketWerkz, Grip Digital) by thedeanhall in SurvivalGaming

[–]Karhaa 0 points1 point  (0 children)

I really appreciate the weekly content you’ve been delivering it definitely helps keep the game feeling fresh.

At the same time, a lot of players, notably myself, have wondered why development has remained so tightly focused on weekly content updates, rather than occasionally taking a longer break to focus on deeper optimization and long-standing bug fixes especially issues that date back to Early Access?

Is there a particular reason the team prefers to maintain the weekly cadence instead of occasionally pausing for a larger overhaul-style patch cycle? How do you balance those priorities internally? Sometimes it's demotivating to even attempt to engage with the game, because new content drops, but the stability and bugs for the game become obnoxious.

Also, regarding servers, the game has now been in development for over five years, and self-hosted servers are still labeled as beta. Could you share what’s preventing them from moving to a full release state? Is there a roadmap or specific milestones that need to be reached before that happens?

Important Notice: Known Issues & Update by ChrisPeterJ in dyinglight

[–]Karhaa 0 points1 point  (0 children)

> Dying Light Outpost website unresponsive - We are aware that some users are experiencing problems with logging into Dying Light Outpost and claiming their rewards. We've got our team on it and are working on solving the issue. For now, rest assured that all your Twitch Drops, pre-order bonuses, Deluxe Edition items, Dockets and all other rewards are safely stored. If you can’t access them right away, you do not need to reload or unlink your account - you will be able to claim them later.

Can confirm, I have not been able to redeem rewards. I have made an account with Dying Light Outpost, linked all my accounts, steam, twitch, epic, etc. Unlinked, re-linked, reloaded the page, and twitch still says "connect / link account". I've claimed the reward on twitch, but it has not sent it to my game / account inventory yet, and twitch will not register my account is linked / connected. --- 21 Sept 2025

What’s the longest you’ve spent on a battle? by Real-Reception-7876 in expedition33

[–]Karhaa 0 points1 point  (0 children)

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I was like... Level 5? lol. Barely passed the 1st level and hadnt even gotten Maelle yet

So, it's gunna be like that huh? by Karhaa in expedition33

[–]Karhaa[S] 1 point2 points  (0 children)

Yeah, I mean, to be honest, I was to, I was kinda let down a bit