

This is only one side of the problem, and the other is much worse. Ubisoft has cleared up some exploits with post-release patches, yet they continue to proliferate.

The players taking advantage of these exploits are doing it for personal gain, which is understandable, but in doing so they imbalance the “loot economy” wildly in their favour. For The Division it’s a big problem because the design blends PvE and Player vs Player (PvP): gear you acquire through one can be used in the other.
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Every so often the other guys go back in and hoover up the loot.”Ĭheating like this, which is to say, taking advantage of mistakes in the game’s own code to acquire stacks of loot, might not be a big deal in a single-player game, or even an online player v environment (PvE) game. The runner glitches back in and dies, which de-spawns the NPCs then he respawns within the instance to rinse and repeat. Then everyone blows the boss away with sniper rifles through this still-existing hole the boss can’t see through. Then you start it again but with a runner who gets in the location to re-spawn the boss and aggro him, after which he fast-travels back to the players who have waited outside. “You could do a trick by completing a mission a single time,” explains Young, “which would end with blowing a hole in the wall. But players found and keep finding ways to take advantage of errors in The Division’s world – often with great ingenuity. The Division is a loot-based game – the aim is to kill computer-controlled enemies and take their equipment Photograph: Ubisoftīullet King was one of many NPCs that could be farmed in this way (he was just the quickest) and a relatively straightforward exploit to identify and fix. It lets players game a system, even if only briefly, that usually games them. As young puts it, “lots of players see as a way to get around that frustration”. This means players spend many hours killing enemies, checking them and moving on to the next targets. The goal for many players is to acquire the best gear possible over time, but the chances of ever getting the exact set of equipment you want are low. The Division is a loot-based game – the aim is to kill computer-controlled enemies and take their equipment, known as “loot”, which is randomised so you never know what you’re going to get.
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It’s a common phenomenon in online multiplayer games, especially on PC where its easier to access and alter game code, but if left unchecked by the developer, it can lead to an unbalanced experience – especially for participants who don’t know how to use the fault in question. This sort of activity is called an exploit, because it involves players exploiting a fault in the game to their advantage.
People figured out that if they killed him and not his lackeys, they could loot him, then die and respawn and repeatedly do it again.” “In particular there was a non-player character (NPC) called Bullet King just outside one of the safehouses. “About three weeks ago, the glitches and exploits started to become much more noticeable,” he says. Glenn Young bought The Division and the “season pass” (a pre-purchase of future downloadable content) for £70. Players stack items for unintended bonuses, farm missions in seconds, and – worst of all – using third-party hacks to cheat in player vs player (PvP) competition. Not just one, either, but a critical mass of glitches, exploits, and hacks that – in the eyes of the playerbase at least – threaten the game’s immediate and long-term future on the PC. But, just over a month after release, the best selling game in Ubisoft’s 30-year history looks to be heading for catastrophe. Released in March by French publisher Ubisoft, this New York-set third-person shooter quickly became the best selling new franchise of all time, generating more than $330m in sales in its first five days. I n financial terms, Tom Clancy’s The Division is a hugely successful video game.
