I died every time
I died most of the time but survived a few
I survived most of the time
I survived every time
I feel the change to the rogue timer was good. But there's a problem now. If you are rank5 and you kill a person, the timer just stops. I think that the timer should increase to the next tier each time you kill. For example if you are rank5 with 30 seconds left, and you kill some1 your timer should get to 90sec (rank 1). People been hiding in the elevated DZ spots (library or the corner near the north west entrance) and you just cant counter that. If the timer at rank5 never increase, there's no cons in killing people to survive. Actually on a lower rank you'd upgrade in timer and rank, but on rank5 it just stops...its stupid IMO
I have to agree with the post above. Myself and 2 of my friends found ourselves testing the risk versus the reward of the rogue feature quite often. Most of the time we would find that there is really no reason to go rogue, there is little reward for doing so. You would get to rogue rank 5 and then beat the clock, only to find you've been awarded 200 credits and a lack of DZ XP, whereas if you kill a rogue agent you receive an insane amount of DZ XP and likely more credits than the person who went rogue. To me, I feel it should be the other way around, the incentive to go rogue should be greater than the incentive to kill rogues. This means we end up seeing groups of rogue agents versing one another whereas I found that groups of 10+ neutral agents would just go around hunting rogues and farming AI spawns which should not be how the PVP portion of the game is played.Originally Posted by azninvasion01 Go to original post
Perhaps, for everyone who kills a rogue the XP and credits are divided, meaning everyone who gets a shot on the rogue agent has taken part in the kill. For example, if 6 people shoot the rogue agent they split the reward 6 ways. I'm not sure if this is already correct as everytime I killed a rogue agent I found that my DZ XP shot up rapidly.
I look forward to seeing the balance of the rogue agents risk vs. reward progress before the games release. It will also be interesting to see how gameplay differs when people hit max level in the official release of the game.
I got ganked. We accidentally went rogue, then ended up defending ourselves. Got to manhunt by defending ourselves, survived 4 minutes then got wasted. Lost all our money and rep. I'm surprised I didn't earn a lot more rep from being rogue or being hunted, so when I died and found I was a lot worse off than when I started I was pretty pissed.
Now use in going rogue when
1. Your ammo is limited
2. Your alone
3. Capping someone while your rouge increases your time
4. its 1 vs 7 other players chasing you
5. You cant hide cause your constantly displayed on the map
6. Every person you cap just respawn with full ammo
7. They endlessly chase after you, no matter how many times you cap them
8. Your time constantly increases
9. Your ammo constantly decreases
You just wont win
Here's a couple things I've noticed from this Beta:
1. While shooting some NPCs in the Dark Zone, some players have a tendency to jump in front of your line of fire to force you into being rogue. Then turn around and destroy you because you're "Rogue" now. Then take all your stuff. On Saturday this was a bit of an issue that I had to learn the hard way.
2. Some players that went Rogue to the point of a Manhunt, then ran with their group to the Lvl 13-16 area of the DZ where there are stoops in front of houses that aren't in the area so you don't get booted. I'm sure this won't be a problem when the game goes Live, but during the Beta, it's the most annoying thing to happen.
I really wish there was a way to get some loot back after killed by NPCs in the DZ if players wouldn't steal your stuff. I guess it's just a matter of extracting before engaging any more NPCs.
You have 2 options if you're rogue 5. Run or die. If you fight you die. I have survived rogue 5 but the only reason I survived was by running. I think an easy fix is to not let other players see the giant skull through walls. Make so that they have to see actually see you to know that you're rogue. Also because you can't see rogues through walls if you use my ideal fix, there should be a search area that gets smaller the higher rogue status you get.Originally Posted by Natchai_Ubisoft Go to original post
Fire team of 2. We are normally friendly but were close to logging off so we decided to kill an extracting agent with plans to hide and lose rogue after that. We had 2 agents attack which we killed, then we ran to find a better spot and held up in a building. We killed 3 more agents and at rogue 5 we waited for about 3.5 min before they returned. At this point we have no ammo and no medkits and 3 agents hunting us turned into about 10.
We escaped through back exit and my friend died there, I kept running and with 17 seconds left I was killed, mainly because I had no way of defending aside from a pistol and sticky bomb (hindsight I should have used turret). I lost about 1700 currency and 1500 rank. The whole encounter from rogue 1 to death lasted about 10-15 min and the countdown is 5 minutes at rogue 5.
That encounter was some of the most fun ive EVER had in a shooter going all the way back to doom on SNES. I'm not mad that I died and I'm extremely surprised we lasted as long as we did, but the fact that we killed so many agents and survived for so long and ended up going a half rank BACKWARDS makes the whole thing kind of pointless. My suggestions to improve the experience are below:
Add resupply crates to the dark zone. It doesn't matter how good you are you're not fighting back with no ammo. They don't need to be everywhere but give me a chance to get to one and fight back. If crates are too much then increase carry capacity, running out of ammo after just hitting rogue 5 is too fast.
Have rewards for surviving each minute that passes as rogue 5. Lasting that whole time aside from 17 seconds I should have at least broke even. Although that penalty is probably the only thing stopping EVERYONE from going rogue so its probably a good thing lol. Maybe just make it a continual timer that never stops during encounters instead of checkpoint rewards? I lasted twice as long as I was supposed to, its just not right.
I really really enjoy the game and I could play just the beta for 100 hours so I can not wait to get the full game and look forward to seeing the changes that are made to improve the experience!
A group of 4 of use from NightWishGaming.com tried out rogue and we had entered level 5 for 27 Minutes and 13 seconds. This was the most challenging aspect of the game. This was achieved on the Closed Beta. Looking at the game from the pre alpha, alpha, closed beta and the open beta this has come on leaps and bounds in a positive way. CookedHades30, Shinion, MachineXSnake and my self OoOoANIMALoOoO held down a two sided entry roof top with zip lines at each side. This had given us a direct vantage point and limited access for rogue hunters. We had a lot of attention and looking back on our twitch there were at least 20+ people hunting us and trying to kill us. Great team work from the NightWish Gaming team and the other players that we finally met our fate, well done and good game.