I absolutely loved the Beta. But... My only issue was the ease of being able to go Rogue. People were forcing rogue status by standing in line of fire of the turret. Or standing in gun fire while shooting someone else, or an NPC.
Imho, there should be a protocol that prevents blatent misuse of mechanics. Perhaps turrets, and sticky bombs, shouldn't damage non-rogue players. That would be a big help. And a much larger grace period for direct shots, allowing the tagged player the ability to retaliate without going rogue themselves. Or a check on what the previous target was on the event of someone attacking an NPC.
I saw too much of people exploiting an over sight.
I agree, I went rogue several times because of thisOriginally Posted by Vaako1337 Go to original post
I disagree, friendly fire is real. Why take a realistic part of the game out? Why make it even harder on rogues? This game is very tactical, so be tactical. If I'm trying to murder a rogue, and you hit me with a sticky bomb by mistake, and go rogue, I'd divert all of my attention to you.Originally Posted by littlec984 Go to original post
I enjoyed the beta overall. My biggest complaint is also shared with much of the community in that the process of going rogue is too easily manipulated. Players intentionally running in your gunfire, shooting your turret(which could only be combatted by destroying your own turret quickly before enough damage was dealt to turn you rogue), and players shooting you a couple times so as not to go rogue themselves, hoping you would return fire. I feel as though a good solution would be to prevent a player from dealing damage by any means to another player controlled character unless steps are taken by said player to go rogue first. Basically I select to go rogue, then I may engage in pvp combat. If I am rogue non rogue players may attack me without going rogue themselves, but cannot attack a non rogue player unless they in turn select to go rogue. The initial decision made to go rogue has a time period and that time increases by (x) amount of time for each non rogue player killed. I still love the game and had it preordered since jan15, but I feel this would provide a more enjoyable game to the masses.
I think a lot of people were upset with the Rogue "feature". People were exploiting every way possible. (like posted above) The thing is, you will have the hardcore players defending it because they love to grieve people. I think either you need to have a toggle to flag for PvP or the Dark Zone needs to be PvP only area. You arent going to make both sides happy. ANd by the way, about 95% of all rogues running around were mistakes or people being tricked into rogue by grievers. Not many people have the balls to just go red. And BTW, you get way more for just killing rogues than being rogue, so whats the payoff?? I know if you survive it (rare) you get decent exp/cash but the vast majority of the time you are a dead man.
I think there should be a three strike rule or a kill an agent warning. I noticed that from far distances other agents were harder to make out so I would shoot in that general direction to thin out the masses and all of a sudden I'm a rouge with a big red marker over my head. Then all of a sudden fire is all directed at me and I'm running for my life. As a former operator I understand that target acquisition is very important. Confirmation can sometimes be difficult when allies are dressed like enemies. The going "rouge" needs LOTS of improvement. They need an ally system in place when engaged in combat so you can make out allies easier and instead of a big red skull over your head they need to just make the character have a light red hue around his body like an aura as if the has bad karma and you will only be able to see them when you are close to them on the map.