I'm sorry but that is a VERY ignorant statement. No such thing as accidental rogues, have you not chased other rogues and taken shots which hit a guy that runs in front of you that is also chasing? People standing in front of you as you engage NPCs? Please...there are totally, accidental rogues, once you are marked though in most cases people want to collect since there will be NO repercussions. You get shot at as you "Run like mad to outlive the short timer", guess what, it is paused so good luck running it down lolOriginally Posted by Estensis Go to original post
It won't auto-regen in the next second or two, which is when you might need it, and like I said, your only other option is to put your Medkit or a heal skill on cooldown. It doesn't have to be 32%. It could be 31%, 30% 29%, whatever. The point is that your health level is at the mercy of a guy who keeps shooting you just enough not to go Rogue but you can't do anything about. Now think of the Meta - everyone expects to run at 67-70% of their health. To compensate people gravitate towards Stamina builds and health items stacking up on healing skills.Originally Posted by Label07 Go to original post
It's also not hard to gauge it by taking pot shots and seeing how much damage each of your hits does.
I did play the beta and had no issues with accidental Roguing, but if I did have, I would imagine it's a lot easier to survive a 5s initial timer than survive 20s. I'll be down to 3s by the time people realise who shot them and will likely be behind a corner. It's also a lot harder to bait someone with a 5s timer because you have to literally melt them for it to work, and you risk going Rogue yourself, which goes against the point of Rogue baiting.
Call it what you like. I have out run the first level rogue LOTS. Like I said think about it differently. Don't get all calling others names cuz you can't 'think' about it differently. Sure I have shot guys and gone rogue by accident, that's when your three choices kick in.Originally Posted by Label07 Go to original postLike I said not my fault you apparently can't or maybe won't think about it differently.
I think the creators are trying to make it more realistic in that once you shoot an opposing player you're automatically seen as the enemy, accident or not. Make a mistake and you pay! Adding the feature of a 1-bar threshold -or half a bar- would inevitably fix becoming rogue right away. However, it's a PvP combat zone and everyone knows that. You're there to either become rogue or manhunt. The point is to get the best gear through competitive gameplay.
The party system could eliminate friendly fire, but even then it takes away from the experience of reality.
However, I can see your point. Especially when chasing down a rogue with other players, bullets get sent down range accidentally hitting your allied player. From my understanding your health bar appears red to the other player letting them know you shot them recently. White indicates non-hostile.
I think the low threshold for becoming rogue is set in place to cause controversy and encourage firefights to continue competition for gear. I personally enjoy this. If I'm accidentally rogue then I am going to go full rogue. Screw it. It's not like I'm going to lose much. And when other players accidentally go rogue then you can believe I'm going to shoot them on the spot to obtain their gear all the while keeping a clear conscience ^_^
In the end it's probably not a bad idea to increase the damage to become rogue.
ignorant is not name calling, look it up...
There is a problem and seems the only people that inhabit the forums don't want solutions. They are content in saying everything is fine, the devs know best, go with the flow...Whole reason I made this post is because there is a huge problem of accidentally going rogue. It should be a choice to go rogue not accidentally hitting someone a few times...
How would you all do it since it's only like 3 people opposing my point of view? (wait, pointless question since the systems perfect lol)
Please don't use the 'immersion' or 'realistic' argument for a game that describes itself as an RPGOriginally Posted by HonChon Go to original post
The zone is not meant to be straight PVP though, its a choice that players can op into, I think, situational if the wall-hacks and other easy indicators are fixed. If you see a team of 2 and have 4 extracting and no one else is around it might be worth your while to go Rogue.
The big issue is whoever shot first and accidentally hit the other person is marked rogue and loses A LOT more for being a rogue than the "white status" player would if he was killed. It shouldn't be a situation of oops hit them a few times guess I'm rogue have to live with it now..it should be oh this group has loot, lets try to take it. See what I'm saying, at that point it is YOUR choice to become rogue!
Ok fine hide behind a semantical wall. Fact is we generally don't fix things that aren't broken. If not agreeing with an idea that puts me at more of a disadvantage in a game makes me ignorant so be itOriginally Posted by Label07 Go to original postI provided four ways to deal with a situation that arises in game that don't put any one at a disadvantage. You did what again?
I was not trying to be mean, just pointing out it was not name calling.Originally Posted by Estensis Go to original post
I can guarantee a smart (well, even average) player if deciding to go rogue will wait to shoot you in the back rather than stand right in front of your and start firing. Their intentions are clear. Being shot from behind, doesn't that put you at a disadvantage?
The point I'm trying to make is I want to see going rogue be a choice not an accident. It is a broken system if I accidentally go rogue then the whole damn map comes down on me since I now have this red skull above my head...they makes tons off me for accidentally hitting someone a few times...HOW IS THAT FAIR AND NOT BROKEN? Please explain...
I don't care about your semantical wall, it's all good.Originally Posted by Label07 Go to original postIt's not fair. And? They don't make lots off you if you run out your timer, Even if you surrender and they kill you they don't get lots and you don't lose lots. Take their name pick yer spawn point. simple as that. IMO. Its fine the way it is IMO. Going rogue has a stiff penalty it's a cost of doing business in the DZ. Run away, surrender, pick your spawn point. Oh and another is fight back that just makes things harder for you tho
Something's aren't made to be fair, do your best. move on. Seriously all it requires is to think about it differently
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No.
Why?
There are plenty of strategies already that allow you to deal a lot of status elements and even a decent amount of damage to the enemy without going rogue, if this was implemented it'd be even worse.
Players would be able to finish each other off without going rogue as well if this were the case.