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  1. #1
    sandpants's Avatar Senior Member
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    [Suggestion] A Rogue Funnel!

    This has been suggested before, but I think it wasn't given the appropriate light and instead was brushed off as an attempt to trivialise and dumb down the game.

    After further consideration I think this mechanic deserves a different explanation.

    Create a point(s) on the DZ map where Rogues can go to, where they can flush their timers after completing some sort of activity. Sounds a bit lenient? Think of it as an extraction point but flipped around - this time neutrals and other Rogues will funnel into this area, all of them trying to hunt down Rogues who are willing to gamble and put the DZC and rank on the line for an opportunity to eliminate their Rogue timer faster without having to worry about not being able to defend themselves.

    I think no DZC should be rewarded in this case (so the currency can't be farmed on Rogue timers alone without risk) and it is only for the purpose of eliminating those timers obtained for defending yourself.
    It kills several birds with one stone:
    1) Removes the never ending timers before Manhunt
    2) Redirects and funnels a lot of Rogues, accidental or intended
    3) Gives neutrals a mirrored version of the extraction point, where instead, the Rogues have to be on the defensive and the mind games are in the favor of neuts
    4) It gives an abstractified version of the "objective" gameplay people ask for, which is seamless and doesn't devolve into the typical and trivial lobby shooter paradigm

    This was previously fleshed out as a location that is like a SHD SatComm relay, where by hacking the computers the Rogues can clear their bounties as if they had been already killed. The process should take less time than their current timer, perhaps with the lower limit to be 1-2 minutes to instead attract high Rogue ranks and groups. Only 1 group can "extract" their Rogueness, so 4 players max, so Rogue groups have reason to fight over it. Perhaps the amount of these locations should be lower than the extraction point count.

    The net effect is that people go to this place to either remove their bounties or to hunt the bounties of other people, with pressure on both sides, as the attacking side fights the clock to eliminate the defending Rogues before their bounties are gone.

    I think there is a lot of potential for emergent content with this.
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  2. #2
    I think the idea has a lot of merits, especially putting rogues on the defensive as well as giving another side of the rogue system for ambushes. I think in addition to just going to a location, they have to bring some number of items, like intel from NPC's or something that drops if they die. that way they have to extract something as well, and not just go and push a button.

    I'm not sure how much this would affect the current system though, so it would have to be tested pretty well first.
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  3. #3
    What you're describing is already in the game just not officially.

    What I mean is there are specific spots that are easy to stay at and defend if you do go rogue.

    They are also pretty known.

    Rogues camp these spots to survive manhunt easier.

    Or did I read op's post wrong?
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  4. #4

    Good idea

    This is a very interesting idea that deserves a good look at and should perhaps be implemented in a future patch.
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  5. #5
    If it's a place on the map that is dynamic and only rogues can see it then maybe...If everyone can see the location, there will be non-rogues camping it, so no. It's an idea worth delving into, don't think this is flushed enough for implementation atm.
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  6. #6
    SgtDmX's Avatar Member
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    It sort of makes sense, but would it actually work?

    If their objective is to hack a SatComm relay for 1-2 minutes, would 1 rogue be required to stand there, at a console, for the entire duration?
    Or would one rogue go up to the console and press a few buttons, then they just wait?

    If they just wait, and non-hostiles show up to try to kill them and it ends up in a firefight,
    wouldn't the rogue's timers continously increase until they reach Manhunt status?

    If they do reach Manhunt status while "extracting" or hacking the relay,
    what happens to their rogue-status once the extraction/hack is complete?

    If their rogue-status just goes away, it makes no sense - non-hostile agents already spotted them and know they are rogue agents.
    Hacking the system to remove their rogue status or fake their death wouldn't have any effect.
    If their rogue-status remain, what's the point of all this in the first place?

    Not saying it's a bad idea or shooting it down entirely...but I see flaws in it.
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  7. #7
    No what a stupid idea rogues should been punished not have some area to go to get bounty removed rogues should be killed for their actions not given an easy way out the rogue system is fine your idea would ruin and break the game for the worse why do people want to ruin the game and not play it as its intended
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  8. #8
    sandpants's Avatar Senior Member
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    Originally Posted by o Twistedl o Go to original post
    What you're describing is already in the game just not officially.

    What I mean is there are specific spots that are easy to stay at and defend if you do go rogue.

    They are also pretty known.

    Rogues camp these spots to survive manhunt easier.

    Or did I read op's post wrong?
    Yeah pretty much, it's just that these spots are almost like oversights and a bunch of them are being removed. No problem with the analogy, just that the OP suggests an option for Rogues to go through an extraction like ritual to effectively flush their timer sooner whilst forfeiting their bounty reward.

    Originally Posted by Label07 Go to original post
    If it's a place on the map that is dynamic and only rogues can see it then maybe...If everyone can see the location, there will be non-rogues camping it, so no. It's an idea worth delving into, don't think this is flushed enough for implementation atm.
    It's meant to be a static place, analogous to Extraction points. Extraction points are campable and yes, the intention was fully to make these campable as well. If I have to be a devil's advocate, the reality of camping is that you rely on predictability, and once people catch up to what you are doing and change their routes or strategies (considering there are tons of options), camping becomes a waste of time. I am pretty confident that camping will be strained out of the Meta in favor of more lucrative activities. I've seen it happen in other games and the only groups that end up camping on a regular basis rely heavily on this predictability or simply have something to defend/hide. The former being easily avoidable and the latter being irrelevant if you have no beef with the campers.

    Originally Posted by SgtDmX Go to original post
    It sort of makes sense, but would it actually work?

    If their objective is to hack a SatComm relay for 1-2 minutes, would 1 rogue be required to stand there, at a console, for the entire duration?
    Or would one rogue go up to the console and press a few buttons, then they just wait?

    If they just wait, and non-hostiles show up to try to kill them and it ends up in a firefight,
    wouldn't the rogue's timers continously increase until they reach Manhunt status?

    If they do reach Manhunt status while "extracting" or hacking the relay,
    what happens to their rogue-status once the extraction/hack is complete?

    If their rogue-status just goes away, it makes no sense - non-hostile agents already spotted them and know they are rogue agents.
    Hacking the system to remove their rogue status or fake their death wouldn't have any effect.
    If their rogue-status remain, what's the point of all this in the first place?

    Not saying it's a bad idea or shooting it down entirely...but I see flaws in it.
    Think of it as a mirrored extraction. You do some interacting, then there is a timer. If you survive until the end of the timer your Rogue level is reset to 0 regardless of what you've been up to. Whether it's a KOTH mechanic or whatever, I don't know or care. That's trivial detail. Obviously the intention is that cannot just run away.

    Whether it make sense with the lore or whatever - I don't pay attention. Bottom Up design is bad, making stuff that "make sense" and then convoluting mechanics based on what this sense is usually ends up being really bad. It's like having those games where to throw grenade you need to carry out like 6 different actions. They're good simulators but the gameplay is awful.

    Originally Posted by Smileyguy24 Go to original post
    No what a stupid idea rogues should been punished not have some area to go to get bounty removed rogues should be killed for their actions not given an easy way out the rogue system is fine your idea would ruin and break the game for the worse why do people want to ruin the game and not play it as its intended
    Opinions are opinions, but your's is the ever usual simpleton gibberish.
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