http://tomclancy-thedivision.ubi.com...m:148-76770-32
Touches on player respawning, levels, ranking system for Dark Zones.Also some .gif's of gameplay. They show some Talent & Skill menus again.
Returning to the enemies who previously posed a barrier and easily disposing of them thanks to your higher level, new skills, and talents is the pinnacle of character advancement within The Division. Marcus explains the experience system perfectly, “It helps contextualize a player’s progression. Our brain uses contrasts all the time, so having levels gives you something to compare with.” Every adversary we encounter in The Division is tied to a level, just as our agents are, so naturally those who are of a higher level are more difficult and pose a much greater threat. However, with every level up your agent becomes more powerful and gains access to more advanced technology, unlocking skill modifications along with talents to assist them with even greater challenges. If you aren’t prepared, your agent is revived upon death at a distant safe point, and regardless of where that is the path back to your encounter may be filled with new dangers. Choose your fights wisely as you can return at a later point with better equipment and skills!This is a cool tidbit:Within the Dark Zone, players will collect an entirely new form of experience. Detached from the regular level experience, players gain Dark Zone experience more as a rank system rather than a level. Matthieu explains that with a higher rank you will gain access to superior equipment and crafting recipes at specific vendors, but it will also be a requirement to access the high value crates the agents will stumble upon throughout the Dark Zone. Unique to this experience type as well, you can also decrease in rank if you end up dying enough within the Dark Zone. Going rogue certainly has its risks: you will lose even more Dark Zone experience based on your rogue status, but is the potential loot reward from other agents worth the risk?
About PerksEach skill also carries its own distinctive look. If you look closely at an agent, “you can visibly see the different skills that are selected,” says Oskar. Not only do the skills have a unique look when deployed, but they also impact the passive look of the agents through various visible gadgets. The choice is yours – a skill based on looks, or on functionality?
Andrada describes the function of perks as convenience enhancers. We, as agents, will feel ourselves progressing further as we complete more missions and unlock more perks. Once unlocked, perks are active and do not need to be triggered in any way. From increasing the number of items you can carry to additional crafting materials, each perk brings its own convenience that presents a sense of your agent’s progression within the world of The Division. However, unlocking all the perks is directly tied to your mission progress as well, so get to work!