Disclaimer:
I am a PVP player, I think the DZ is not worth doing outside of fighting other players, I think damage mitigation is destroying PVP.
Now lets begins....
The too short didnt watch summary goes as followed.
1. All Agents and Rogues are always highlighted on the mini map
2. This is the big one. When you fire 1 bullet at another agent you are marked as PVP flagged.
The other player then.....
Gets Full health
Cooldowns get reset
Is invincible to all damage for 3-5 seconds giving people a chance to prepare or run away.
Lets say in a perfect world where players dont decide to abuse this into the ground do you think this is a good idea?
This was my reply:
I'm not a rogue player, but I do enjoy the dynamic and unpredictable environment the DZ brings (and I do rogue hunting). I think ganking SHOULD remain. However, something DOES need to change after the gank. I'll address that in a moment. First a quick reply to your suggestions, I think the whole immunity thing is just a bit awkward. Also, you'd have to watch out for exploiters that get a buddy to shoot them just to reset their cooldowns so they can destroy tough enemies, such as DZ06 supply drops. Out of group buddy shots them, instant cooldown and health, attack boss, out of group buddy shots them again, instant cooldown and health, attack boss, etc...
As for the DZ, there are some issues, but they both have the same solution.
Right now, if you kill a member of a rogue group, you're setting yourself up for an inevitable failure. The moment a rogue group member dies, they just run back and gain a HUGE advantage to their group by returning as a non-rogue member. Killing a rogue is penalizing you. People are effectively able to run around as rogue groups while not being rogue outside of a minimum of one person in their group being rogue. This is a VERY strong position, as it completely bypasses the entire rogue system. If you're not able to wipe the ENTIRE squad at once, they come back more powerful than Obi-Wan ever was.
As of now, if a rogue group member loses rogue (whether by death or by timing out), without fail, all they do is show back up to the fight and either
1. "spy" by following threats and letting his rogue buddy know who's coming, such as who is climbing up a rope
2. Run in front of his rogue group member in hopes of forcing other people to go rogue, as well so he can safely return fire without also going rogue
3. Safely running up to non-rogues that are after his rogue group member and opening fire on them (they can't attack him first without being forced into rogue as he's a non-rogue)
4. Follows their rogue group member so they can just revive them if they go down.
In all cases of 1-4, they are in fact aiding a rogue Division agent. In each of these circumstances, players should be able to defend themselves against these 4 issues. If someone is aiding a rogue Division agent, they should be considered a rogue.
My suggestion is that, every one in a group remains a rogue until every member of the group has cleared their rogue status. If you "time out" your rogue timer, you'll automatically become non-rogue the moment the last remaining rogue member also loses their status (whether by time out or death). Alternatively, you could instead make it where if a member of a group is within 150 meters of a rogue group member, they are automatically flagged as rogue.
This would solve a LOAD of issues where rogue groups become power-houses with non-rogues in their group.
Additionally, if a rogue group dies, their group should be moved to another DZ instance. If the players in that zone have managed to actually wipe out a rogue group (rogues always get the advantages in combat, remember), then they should EFFECTIVELY be able to REMOVE them as a threat. Right now, all killing rogues does is, well...nothing. They just come right back to open fire on you again. If you wipe a rogue group, they should be gone from your gameplay...threat eliminated. An alternative would be to have prolonged rogue statuses that persist through death so people can defend themselves from "obvious rogues", but that's a bit awkward, as well.
IMPORTANT NOTE: The removal from instances does cut into another gameplay aspect...dueling. I've seen a lot of times where players group together and watch duels. Essentially, they aren't "real" rogues, just people who take turns dueling. This would gut this option, so I'd suggest that Massive\Ubisoft officially implement a "duel" option that allows players to do 1 on 1 without any experience\funds\keys gain or loss.
I don't like the PvP in this game. Camera and mechanics are terrible for what I like in PvP shooters.
I hate getting ganked.
And those are terrible ideas to solve the ganking problem.
We all know agents run in front of you now as is in order to make you go rogue. This just ups the trolling, as it gives them a bonus when they are expecting to start shooting back at you.
What would the game consider "shooting at another player?"
All players on the map just makes it easier for griefers to grief.
I stopped watching his videos a while ago when he was claiming to be an average player who didn't really put in enough to build out min/max sets. Clearly his perception of an average gamer and idea of being able to collect and build good gear are different than mine.
I respect skill up and he's an asset to the division community, but those ideas are terrible.
All these ideas to make PVP in the DZ "fair" and gank-proof are terrible. DZ should remain a "watch your back" zone. The current rogue mechanics are fine. The DZ just needs more fun activities instead.
Couldn't have said it better myself. I could see having friendly fire but everything skillup said was nonsenseOriginally Posted by zknight4 Go to original post
Expect it all to be included in 1.6 then, it's just what Massive are looking for.Originally Posted by X3holy3 Go to original post![]()