Everything Fans Want From The Division 3: A Community Wishlist and Design Mock-Ups
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Everything Fans Want From The Division 3: A Community Wishlist and Design Mock-Ups

ggammer
2026-02-06 12:00:00
9 min read
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Crowdsourced wishlist for The Division 3: PvE/PvP balance, endgame, loot, QoL fixes, mock-ups and steps to make it happen.

Fans are fed up with slow updates and hollow loot — here’s a crowdsourced blueprint for The Division 3 that actually respects players

The Division community has spent nearly a decade living with the good, the messy, and the frustrating parts of Ubisoft’s live-service shooter lineup. As whispers and teasers for The Division 3 continue through early 2026, fans don’t want another re-skin or an endless treadmill of hollow rewards — they want systems that feel fair, an endgame that matters, and PvE/PvP balance that doesn’t punish either crowd. This piece distills hundreds of community threads, Discord polls, and quality feedback into a single, prioritized wishlist — complete with practical design mock-ups and actionable steps fans and developers can take now.

Quick summary: Top 10 community demands (inverted pyramid)

  • Meaningful endgame loops — raid-quality content, rotating meta-bosses, and progression that isn’t just cosmetic.
  • Fair PvP/PvE separation — optional PvP arenas, safer open-world PvE, and transparent risk/reward systems.
  • Loot you can target — predictable upgrade paths, smart drops, and customizable RNG controls.
  • Non-predatory monetization — optional battle passes and cosmetic-only stores.
  • Robust anti-cheatML-assisted detection, consistent enforcement and transparency.
  • Modern QoL — cross-progression, stash scaling, filters and controller parity.
  • Transparent seasonal roadmap — clear goals, measurable milestones and community votes.
  • Better matchmaking — role/skill/gear-aware pairing and reduced stomps.
  • Community driven tools — fan missions, curated PvP arenas and official mod support.
  • Frequent, meaningful betas — accessible tests with feedback loops that actually shape design.

How we built this wishlist

This article is a synthesis of community signals gathered across late 2025 and early 2026: Reddit upvoted threads, ResetEra discussions, Discord server polls, Twitter/X threads, and direct feedback posted to Ubisoft forums and public playtests. We prioritized features that repeatedly appear across platforms, then grouped them into core pillars: PvE/PvP balance, endgame, loot, and quality-of-life. Where appropriate, we added realistic design mock-ups and technical notes informed by 2025 live-service trends — including cloud scaling, edge deployments, and a stronger push for cross-progression that dominated industry conversations in late 2025.

Core design pillars for The Division 3

1) Balance PvE and PvP without dividing the playerbase

Fans want a game where both solo PvE explorers and hardcore PvP teams feel catered to. The Division 2’s Dark Zone debates taught a simple lesson: blend is fine as long as the rules are clear and risks are meaningful.

  • Dual-mode zones: Instanced PvE zones with optional PvP toggles. Players opt into PvP hotspots with explicit matchmaking and visible timers.
  • Competitive arenas: Ranked 4v4/6v6 arenas separate from the open world. Include seasonal ranks, stat resets, and cosmetic rewards to avoid pay-to-win pressure.
  • Rogue diplomacy & bounty systems: When someone turns rogue, introduce visible judge-and-jury mechanics — bounties, witness systems, and decay timers that let communities police bad actors without nuking the economy.
  • Skill-based matchmaking and role awareness: Match players by both skill ELO and role composition (support/damage/tank). This reduces stomps and improves group dynamics. For concrete design lessons on making losing feel tolerable and gameplay feel lovable, see Designing a Lovable Loser.

2) Endgame that actually retains players

Retention collapsed for many live services in 2024–2025 when endgames relied on cosmetic grinds or opaque RNG. The Division 3’s endgame must be layered: short loops for casuals, deep loops for veterans.

  • Tiered endgame: Weekly incursion missions (3–4 players), monthly raids (8 players), and seasonal world events with meta-goals.
  • Gear progression with meaning: Introduce artifact slots — permanent but upgradable modifiers that change playstyle rather than pure stat inflation.
  • Rotating difficulty modifiers: Player-controlled mutators for higher rewards — akin to Mythic+ dungeons in MMOs — with clear ladders and leaderboards.
  • Persistent base/hub progression: A player hub that unlocks tangible utilities (crafting stations, vendor discounts, access to exclusive missions) as community milestones are met. If developers are running local pilot hubs or test centers, the operational playbook for gaming hubs has useful overlap: Building a Sustainable Local Gaming Hub.

3) Loot systems that respect time and skill

The feedback is brutal but simple: players will grind if they feel the reward is worth it. RNG is fine, but it must be balanced with targeted earning and control.

  • Smart drop tables: Soft-currencies and upgrade materials should drop predictably, while top-tier gear has targeted drop chances tied to activities (not just RNG chests).
  • Loot filters + target tagging: Allow players to tag the exact pieces they’re farming. A robust loot-filter UI is a non-negotiable QoL win.
  • Crafting with investment: Make crafting require predictable inputs and optional gambles (reroll sockets, reforge perks) with clear costs and cooldowns.
  • Account-bound vs tradable: Preserve the economy by making meta-affecting gear account-bound, while allowing trade for cosmetic items or legacy tokens.

4) Quality-of-life fixes that pay dividends

Small changes equal massive goodwill. From stash sizes to UX polish, these are the items fans scream for at launch and judge a game on forever.

  • Cross-progression and cross-play: Players expect progress to follow accounts across platforms in 2026. Let them keep skins, attachments and progression. Architecturally, cross-progression benefits from a solid data fabric and synchronized APIs; see Future Data Fabric.
  • Scalable inventory & shared stash: Stash expansions that scale with time played and a streamlined material stack system.
  • Advanced controller and accessibility options: Full button remapping, color-blind modes, aim-assist toggles, and a modern ping system for non-voice play. For controller design and edge streaming implications see Edge Streaming & Controller Design.
  • Transparent patch notes & telemetry: Publish concise patch notes plus optional dev telemetry dashboards showing matchmaking and server performance trends. Pair that transparency with a modern digital PR approach: Digital PR & Social Search.
"We want meaningful loot, not endless RNG pull-the-slot machine loops." — paraphrased fan sentiment, aggregated from community polls

Design mock-ups (descriptions for UX & UI)

We can’t ship images here, but below are detailed wireframe descriptions teams can implement quickly. Each mock-up is designed with accessibility, speed and clarity in mind.

Mock-up A: Loot Filter / Targeting Modal

  • Overlay accessed with a hotkey (default: L). Modal shows three columns: Gear Types, Desired Perks, Activity Targets.
  • Sliders for drop probability (e.g., +10% drop rate for a tagged weapon, at cost of currency or activity timer).
  • Quick-save presets for raid farms, PvP builds, and crafting paths. Presets shared via link or community library.

Mock-up B: Endgame Hub UI

  • Central panel: current weekly hours-to-complete estimate and recommended group size.
  • Right column: rotating meta-boss health, modifiers, and leaderboard positions (with filters per region).
  • Bottom: a deterministic reward preview system that shows base rewards + probabilistic top-tier perks with exact odds.

Mock-up C: PvP Toggle & Matchmaking Screen

  • Top: explicit toggle between Open World (risk mode) and Instanced PvP (ranked/unranked).
  • Center: matchmaking breakdown showing expected wait time, average opponent gear score, and suggested squad composition.
  • Left: anti-abuse slider (casual to ranked) that limits roster changes and enforces role caps for competitive matches.

Balancing PvE/PvP: practical proposals

Fans frequently asked how to reconcile PvE and PvP without fracturing the audience. Below are proposals that work in modern, cross-platform live services.

  • Separate progression tracks: Players earn PvE and PvP progression separately. Prestige levels grant vanity rewards or hub utilities, not raw power.
  • Gear insurance: If you lose a drop in PvP, give players a time-limited chance to reclaim gear by completing a counter-mission — prevents permanent salt over one bad encounter.
  • Community PvP seasons: Seasonal themes that rotate rulesets (e.g., skill-only, tech-only), letting competitive scenes refresh every 8–12 weeks.

Monetization & live-service cadence (what fans actually want)

Late 2025 taught the industry that players tolerate monetization when it’s transparent and fair. For The Division 3, the community was clear:

  • Optional battle passes with purely cosmetic tiers for paid tracks; free tracks should also yield meaningful but non-damaging rewards (materials, minor cosmetics).
  • Cosmetic marketplace for convenience, not power. Allow legitimate refunds and clear policies to fight scams.
  • Seasonal roadmap with developer milestones and community votes — transparency reduces backlash and increases engagement.

Industry patterns through early 2026 give developers new tools and expectations. Here’s how The Division 3 can leverage them:

  • ML-enhanced anti-cheat: Use ML to flag suspicious behavior but maintain transparent appeal processes. The community accepts automation when governance is fair. To pair ML with explainability, read Live Explainability APIs.
  • Cloud-scaling and regional edge servers: Keep tick rates stable by deploying edge instances, improving PvP fairness globally. Edge-first delivery and tooling is covered in Edge-Powered, Cache-First PWAs.
  • Cross-progression and cloud saves: Players expect their cosmetic and progress data to persist across platforms in 2026. Architect this as part of a robust data fabric: Future Data Fabric.
  • Optional web3 features — opt-in and cosmetic-only: If exploring blockchain, make it optional and never gate core systems behind it. Fans repeatedly reject mandatory tokenization for gameplay elements.

Advanced strategies for developers (and community testers)

Concrete, actionable steps both sides can take to ship a better game:

  1. Run open, iterative betas focusing on specific subsystems (loot balancing, PvP matchmaking), not monolithic stress tests.
  2. Expose telemetry dashboards selectively to the community to validate matchmaking fairness and server tick improvements. For tooling and cutting back unnecessary complexity on dev teams, see Tool Sprawl: Rationalization Framework.
  3. Implement a community voting system for seasonal mechanics, backed by small on-chain proof-of-engagement (optional), to increase buy-in. For future-facing API and fabric patterns consider Data Fabric & Live Social Commerce APIs.
  4. Create an in-game feedback reporter that ties bug reports and suggestions directly to the affected system and gives players a status update on fixes.

How fans can make this wishlist matter

If you want to turn suggestions into reality, individual complaints aren’t enough. Here’s how to be effective:

  • Vote with clarity: Post top-three priorities in surveys and vote in community polls. Developers respond to concentrated signals.
  • Organize playtests: Community-run stress tests with recorded footage and reproducible bug reports are more persuasive than flame threads. Use modern community-hub tooling to coordinate across platforms: Interoperable Community Hubs.
  • Amplify constructive feedback: Streamers and content creators can surface well-documented feedback; coordinate with dev relations to set expectations. For a PR and discoverability playbook see Digital PR + Social Search.
  • Support ethical monetization: Publicly call out predatory practices and reward studios that publish transparent roadmaps and postmortems.

Measure success: KPIs fans and devs should watch

Beyond raw player counts, the following metrics show whether The Division 3 is delivering on this wishlist:

  • 60-day retention for players who reached the endgame hub.
  • Average time-to-first-raid completion for new cohorts.
  • Percentage of matches with role diversity met in matchmaking.
  • Share of total revenue from cosmetics vs gameplay-impact items (target: >95% cosmetic).
  • Reported and resolved cheat cases per month, with transparency on enforcement. For enterprise-scale incident playbooks relevant to large account-takeover responses, see Enterprise Playbook: Responding to Account Takeovers.

Final notes and priorities

We prioritized features that reduce player friction and increase meaningful choice. If Ubisoft builds only one thing from this list, prioritize: transparent endgame rewards, robust anti-cheat, and clear PvE/PvP separation with optional competitive modes. Those three choices buy time, improve trust, and make the product stable enough to iterate on the rest.

Call to action

Join the conversation: we’re compiling a community vote to send to Ubisoft’s public playtest teams. If you want to influence The Division 3, add your voice, vote on priorities, and sign up for our beta-prep guide. Head to gammer.us/the-division-3-wishlist to submit your top three features, download the mock-up templates, and get a step-by-step plan for organizing high-impact feedback.

TL;DR: Players want a Division 3 that rewards time with meaningful, predictable progression; respects PvE and PvP players with clear systems; and ships with modern QoL and anti-cheat. Build that, and the community will show up — in numbers and in goodwill.

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gammer

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Senior editor and content strategist. Writing about technology, design, and the future of digital media. Follow along for deep dives into the industry's moving parts.

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2026-01-24T08:34:16.444Z