EDIT: Seems I need to throw this is in here. I don't expect this to in any way be implemented into The Division. It is intended to be an entertaining solution for those who are specifically voicing frustration about the "never-ending rogue" status. I'm not trying to garner support to change anything. Take out your grains of salt, have a great day and lighten up!
My personal point of view is the Rogue system is fine as is.
I've seen some posts about the dissatisfaction for no end to rogue 5 status and the dissatisfaction of those posts by people tired of them. Here's my solution:
Let's enter the the Division Universe (DU).
We have entered the DZ, here there is no overwatch, no commanding officers, and no rules we can't break. It's the wild west and equipment, speed, and numbers rule.
In the DZ we have gone rogue. We have had aggression and mercy in our hands and threw mercy to the wind when dealing with our fellow agents. We exercised greed at every turn over compassion and unity. Worst of all we laughed through the entire ordeal. Now we are marked. We would say the hunter has become the hunted except there are no hunters in a slaughterhouse.
The only thing that can save us now is the mercy in the hands of those same agents we needlessly gunned down and stole from. We have reached a designated zone across the DZ and we emote surrender. Kneeling down in a circle facing each other we now recognize for the first time since the start of our rampage the soul shaking domination of uncertainty. Our lives are no longer in our hands.
They are approaching.
The honorable and noble. We can hear them moving in the shadows, traversing cover. They are cautious. We could rise and indulge our bloodlust again but we have decided. We submit our will to their mercy.
They pull pistols. We listen as they discuss, the cool muzzle parting the hair on the back of my head in complete contrast to the hot sweat running down my face.
"They took everything from me" one seethes through gritted teeth.
"Does that make it right?" another contests.
Tension is palpable.
"Whatever"
Mercy is offered. Mercy is received.
We are no longer marked.
In a way we have won, but by what is now our past we have also lost.
Straight forward version:
Once a team or individual goes rogue reaching manhunt status a zone appears in the farthest point away from that team is created. They need to get there, and do the surrender emote, they are surrounded by spot-lights limiting their field of view to the zone. Other non-rogue agents can approach and are given the option to execute or give mercy taking away their rogue status. The non-rogues take xp and DZ bucks from rogues. A bonus if they show mercy that doesn't increase the loss for rogues.
I just want to thank Kabbies for inspiring this with his comment in this thread. Thanks Kabbies!
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Isn't that the beauty though? If non-rogues end us like we deserve then they aren't really better are they!?Originally Posted by o ASYLUM o Go to original post
I think it really fits into the whole freedom of stewardship thing!
Other non-rogue agents can approach and are given the option to execute or give mercy taking away their rogue statusOriginally Posted by o ASYLUM o Go to original post
I agree. They deserve it, but non-rogues deserve the choice of how Justice is meted out. Lives placed in the hands of their peers.
A couple issues with a system like this. One is that once a rogue reaches manhunt status, the 5 minute timer would pretty much becomes meaningless since the rogue will just be racing to the surrender zone.
Another issue is that if I see a rogue in manhunt status, why even try to kill him when I can just run to the surrender zone with him and show mercy for the bonus DZ money? Then we both win. I suppose this problem could be alleviated by having the reward for killing the rogue before he can surrender be significantly higher than a post-surrender execution/mercy.
It would even be pretty easy to exploit by having one group kill another group until reaching manhunt, then they all go to the surrender zone together for a mercy party and switch afterwards.
Valid points. Disclaimer as well this is just an idea, I don't expect any fruition or anything haha!Originally Posted by SureBert Go to original post
One of the biggest complaints I noticed with those that take issue with the rogue system as-is was the fact that you just stay in rogue status forever short of running around with a grenade avoiding any and all agents. They argue that the five minute timer is already meaningless because you get shot or shoot even in defense the timer goes back up. The whole purpose of my idea is to give an "out" that still gives choice to both rogues and non-rogues (Nobles?).
Having the reward be bigger for pre-surrender zone kill would be perfect. Perhaps if there was a way for them to signal for the zone to appear and then they're put in a race-to-surrender-mode and if you kill them before they get there (then everyone is racing) dropping them gives you the chance for a gear drop?
I agree about it being exploitable. Although if my friends and I were doing rogue battles against each other we would still be having fun and playing the DZ as is now for the most part.
Like I said, very valid points. What would you think would be a good way to address the never-ending-rogue? Or do you think it's fine as is? (Personally I avoid rogueing just because I didn't find it as fun as lone wolfing)
I do agree that the never ending manhunt is a problem. I ran down the 5 minute timer during my first and only manhunt only by getting really lucky. I was in a group of 4 and we were in the subway getting attacked constantly and having the timer reset. Finally I had to get ready for work and went afk in a random corner since the game wouldn't let me log out. I came back to the computer with 20 seconds left. Time ran out and I got my reward and logged off.
I have a suggestion posted in another thread: http://forums.ubi.com/showthread.php...-Manhunt/page2. It's at the bottom of that page. It's basically a way for the rogues to extract themselves by making a last stand at an extraction point after calling a helicopter which takes 5 minutes to arrive. The manhunt timer would reset as it does now when they attack, but the helicopter timer would count down constantly.
Oh yeah! That's waaaay more probable of being implemented than my idea. Definitely way less coding.Originally Posted by SureBert Go to original post
It's great too! It would kind of give it a horde mode feel huh? The non-rogue teams could setup snipers and assault routes to attack so the tactical would be there.
To solve the never ending manhunt state
just remove the never ending part.
Done.
Literally.
Make it so Rogue L5 doesn't renew the timer when you are shooting/killing other people. Can still keep the timer pause when engaged in combat to extend the duration until one side loses, but it never goes up again until the Rogue state is reset. This will keep the duration above 5 minutes in practice if people actively try to hunt you down, but it doesn't prevent the Rogues from defending themselves into an infinite Rogue timer.