Hey guys, I'll get straight to the point:
There are 3 main things that need improving in the dark zone and I believe I have some awesome solutions, check it out:
Problems:
1) The act of going rogue now is not enough of a "Decision" (I will explain)
2) Being rogue as it is right now is too cut and dry, when this is a dynamic that needs to be more complex. As a result, many players feel going rogue is nothing more than a deathwish.
3) The system in place now for retrieving any loot a player may have stolen off of you is frustrating, causing many to show disdain towards the dark zone and how they feel "cheated" out of their loot.
Solutions:
1) By DEFAULT, all players should be UNABLE TO SHOOT other players in the dark zone.
If my reticle is over another player and i press right trigger, it should not shoot. INSTEAD, there should either be a UI notification to press another button to be able to engage, or pressing and holding the trigger over another player while a meter fills in your UI. Once you've made this conscious decision, there is no doubt that you want to inflict damage and go rogue on this other player.
From here, ANY DAMAGE you do to that player will give you a rogue status.
This solution makes it undeniable that if you shot me even just once, you meant to do me harm.
2) The levels to being rogue:
Going rogue should be about getting loot and nothing else, not about "how many other players can I kill and survive so I can collect a huge bounty"
Here's the solution: if I shoot another player (which is now a conscious undeniable decision) myself and any players in my fireteam should only be flagged as rogue to the player we shot and anyone else in their fireteam. I shouldn't be flagged to the whole lobby (not yet), as this is something that is between my fireteam and theirs. (I'll touch on how to retaliate in a bit, stay with me here).
Other players in the area may know that my group has gone rogue by way of an announcement "enemy agents gone rogue in your area," they might have even seen my fireteam go rogue, but it was only towards 1 group of players. At this stage, still no timer over my head, no tracker saying where I am.
Now that I am rogue towards one group of players, I would have to make the decision AGAIN, to go rogue on another group of players, as by default I still cannot shoot at other players in other fireteams (haven't gone rogue on them yet). If i do this AGAIN, now I am bringing more attention to myself and my group, as we've made the decision to go rogue on 2 separate groups of players for their loot. At this stage, still no timer over my head, no icon showing the whole lobby where I am, just 2 angry groups of players looking for their loot. Once I'm at this stage, if me and my fireteam continue to kill other players (even those who came back that we've already killed) we amass this bounty over our heads that other players can collect, we are enemies to EVERYONE in the lobby for a period of time, like the way it is now. Here's where it ties together:
3) Getting your loot back:
Like I said, going rogue should be about making the decision to steal someones loot if you feel it's worth it, nothing more.
Here's the solution to balancing out the stealing of loot:
TRACKERS, available for purchase from dark zone venders for dark zone currency. These different tiers of trackers (green, blue, purple, orange) can be attached to your loot by the player at any time. If I get some loot that I REALLY want to extract, I can put one of my trackers that I bought on it, which I can activate AT ANY TIME.
Now, when a player kills me and takes my loot, remember, they are only rogue to me and my fireteam. A score was opened between us, 1-0 them. You should ALWAYS, be able to retaliate against players that killed you, for as long as they are in the lobby, without going rogue yourself. This will "even the score" 1-1. Make sense?
But say they took my loot, and got killed themselves by another group of players. Now this other group of players, that never engaged with my group personally, has my loot. Mind you, the players that now have my loot are only rogue towards the players they kill, or may not be rogue at all if it was self defense. They still have MY loot and I WANT IT BACK, without going rogue. I don't want to go rogue, I just want my loot back.
I activate my tracker.
Depending on what tier the tracker is, is how long it will last. I can see exactly where it is on the map and I can kill for it with no penalty.
The player that has my loot gets a notification, "you are carrying tracked loot", and the timer appears on their screen as well. And they know that someone is coming for their loot and if they want it, they'll have to defend it.
Tracked loot cannot be extracted until the timer finishes.
These players carrying the tracked loot, who may have had no intention of going rogue, can rest easy in shooting the player looking for their loot because they know they'll only be rogue to that player only, and won't have the ENITRE lobby coming down on them.
With these base rules in place, obviously they can be fleshed out more and can be improved by way of UI adjustments and support.
These rules, I believe, would offer a much more complex dynamic to the dark zone, and won't leave players feeling like they are playing against players who just want to kill others for xp. The dark zone is about loot, stealing loot, and actually having the chance to get that loot back. Rewarding players who are genuinely honest to others, even if they have to kill to take back what's theirs.
What do you guys think? Just tossing ideas out there. Not saying I dislike the dark zone as it is now, just some thoughts.
I'm impressed. Those are very cogent and reasonable conditions.
I reject them all.
Seriously, I realize this isn't a twitch game, but making people navigate a UI before they can do damage to another player is too much. The patch notes indicate that have put something in place to ease up on unintentional roguing. How about we try it out before summoning the Good Idea Fairy?
Points 2 and 3 are both based on a dubious premise: that roguing should be about loot and nothing but loot. Sez who?
No no, not crying from my end.Originally Posted by Scottgun00 Go to original post
I love the dark zone, I'll play it no matter what.
Just tossing out some ideas that I think there could be some springboarding off of.
To much UI before shooting someone is bad. I'll agree with that. It's annoying though when trolls shoot you twice knowing they won't go rogue yet though. Maybe making it an option in settings?
Gotta wait for the full DZ to be open to us to really judge, but the way it is now, it's kind of impossible to get your loot back without going rogue yourself. Game almost forces you to go rogue.
Hey, at least these are better than the rest of the mumbo jumbo that this forum coughs up.
A tad early though.
Also, whilst trackers sound cool, watching the streams I haven't seen anyone finding it difficult to recognize their own killer. That being said, these trackers would have been a good credit sink. And cash sinks are always good for longevity.
No UI. Safety Keybind instead.
That's just my sig and not directed at you personally.Originally Posted by PrimeTym3 Go to original post
The DZ is awesome the way it is. The only thing I would like to see changed is that once you hit max bounty as a rogue killing someone who is trying to kill you for your bounty shouldn't make your bounty reset. That just leads to the heard starting where you see rogue players run by and the waves of players just following them. If people can defend a spot and survive the timer why should they be punished for someone trying to kill them, but their only option is to run or risk a reset in their timer. I think if they are good enough to defend a position and 20 other guys can't kill them in that time then good on them they deserve the xp and rewards.
Why not replace the tracker with a trap.
I like the tracker idea but let's bump it up a notch. How about a tracker bomb combo like you place a small amount of C4 in the bag if the loot was meh you can blow up your loot taking the guy who picked it up with you.
If it was decent loot you can track the enemy down and fight for it back.
Add a another level of choices to the DZ. I don't know if that guy trapped his stuff I'm not gonna risk picking it up.
But you can just do something like that anyways. Kill a person they drop something. Place a trap on the loot. Sit back in a over watch type position and wait for the fun.