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  1. #11
    Originally Posted by turboxscream Go to original post
    Really annoying how rogues actually get an advantage in battle as everyone scared of going 19 second. Fix it you ****'s!
    I think the correct phrase you are looking for is, "Git Gud"
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  2. #12
    Ubi-gabelikes's Avatar Community Developer
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    Originally Posted by djShiftySeaN Go to original post
    Totally agree. Just get rid of the 19-second timer. Either you are rogue by downing or killing another agent, or you're not rogue. Can't get anymore simpler than that. Make this change happen!
    Getting rid of the timer completely introduces other concerns as well. If you are only Rogue when killing or downing another player, what happens if someone tries to take you out, but you end up taking them out in defense? Suddenly, you have a Rogue timer even if you are defending yourself.

    The Rogue mechanics are definitely something we want to look at for the future and we've seen a lot of great suggestions. Suggestions like a system similar to a "passive" mode where you only do damage to hostile NPCs or players who are already marked Rogue, if you are in group with someone who is Rogue you will inherit their timer when close to them (doesn't stop people from just playing out of group however), and many others.

    We are super keen to hear your ideas on how we can not only preserve what it means to go Rogue or hunt Rogues, but having it feel more natural and fluid within the Dark Zone.

    /gabelikes
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  3. #13
    See Gabe if your playing out of group though then rogues wouldn't be able to revive one another and they wouldn't benefit from each others ults (Blue/Green/Yellows) They could not group to have there own timers but they would be at a severe disadvantage because of it.

    Also you guys are thinking of this now? Man I spit balled the idea of everyone in the same rogue group maintaining who ever has the highest timer since pre-open beta...
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  4. #14
    Originally Posted by Ubi-gabelikes Go to original post
    Getting rid of the timer completely introduces other concerns as well. If you are only Rogue when killing or downing another player, what happens if someone tries to take you out, but you end up taking them out in defense? Suddenly, you have a Rogue timer even if you are defending yourself.

    The Rogue mechanics are definitely something we want to look at for the future and we've seen a lot of great suggestions. Suggestions like a system similar to a "passive" mode where you only do damage to hostile NPCs or players who are already marked Rogue, if you are in group with someone who is Rogue you will inherit their timer when close to them (doesn't stop people from just playing out of group however), and many others.

    We are super keen to hear your ideas on how we can not only preserve what it means to go Rogue or hunt Rogues, but having it feel more natural and fluid within the Dark Zone.

    /gabelikes
    Enhanced the rogue mecanics is a good thing. It's actualy very cool, but it needs more reflexion as you suggest.

    Btw, I hope situations like this will be avoid :

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  5. #15
    I'd like to test a solo queue DZ server and see how rogue and manhunt can be in that mode. I think that accidental rogue while multiple players hunt "true" rogues could still be an issue.
    So as the death penalties were (will be ?) removed in PTS, a solo DZ where "rogue" status start when you down a player and with a 2min timer could make sense.
    I feel that this way, it would be like a "free for all" mode, but with incentive to hunt rogues.

    The actual "19s timer" when hit doesn't really allow to fight back or flee, because when rogues really start to shoot at you while you don't pay attention (i.e. focused on PvE), you're getting downed pretty quickly.
    To make it work it would require some more complicated things such as :
    - neutral players don't do damage to each other
    - rogues do damage to neutral players
    - neutral players do damage to rogues
    - a neutral player who specifically focus on one player trigger the "19s rogue" timer and then can deal damage. To trigger the rogue timer it would require zooming or shoulder aim the target for more than ~2s (with or without shooting), then receive a warning, then decide to shoot (no damage on the first shot, just trigger the timer). So the rogue trigger would somehow mean to be done with the side-arm, then switch to a real weapon.

    --> No incidental rogue, not much changes for PvPers, and less damage to "true neutral" players when meeting "fake neutral" players.
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  6. #16
    Originally Posted by Ubi-gabelikes Go to original post
    Getting rid of the timer completely introduces other concerns as well. If you are only Rogue when killing or downing another player, what happens if someone tries to take you out, but you end up taking them out in defense? Suddenly, you have a Rogue timer even if you are defending yourself.

    The Rogue mechanics are definitely something we want to look at for the future and we've seen a lot of great suggestions. Suggestions like a system similar to a "passive" mode where you only do damage to hostile NPCs or players who are already marked Rogue, if you are in group with someone who is Rogue you will inherit their timer when close to them (doesn't stop people from just playing out of group however), and many others.

    We are super keen to hear your ideas on how we can not only preserve what it means to go Rogue or hunt Rogues, but having it feel more natural and fluid within the Dark Zone.

    /gabelikes
    Friendly fire on all the time.... even in own group......
    make only Rogues able to sneak up on players (with conceal) and none rogue player will have audio bleep or some sort of indicator on screen since they did not go rogue yet, your smartwatch makes you aware of their presence......since they are not rogue yet and part of the division.....
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  7. #17
    Or just step back and drop shock nades and watch the rogues dance while you burn them down.

    Honestly, who cares if you go accidental rogue. Players who go rogue regularly are just going to kill anyone/everyone that they see in the DZ anywhere. Get over the idea of rogue being a bad thing. It's super fun. Play the game the way the devs wanted it to be played and just go rogue.
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  8. #18
    Originally Posted by Ubi-gabelikes Go to original post
    Getting rid of the timer completely introduces other concerns as well. If you are only Rogue when killing or downing another player, what happens if someone tries to take you out, but you end up taking them out in defense? Suddenly, you have a Rogue timer even if you are defending yourself.

    The Rogue mechanics are definitely something we want to look at for the future and we've seen a lot of great suggestions. Suggestions like a system similar to a "passive" mode where you only do damage to hostile NPCs or players who are already marked Rogue, if you are in group with someone who is Rogue you will inherit their timer when close to them (doesn't stop people from just playing out of group however), and many others.

    We are super keen to hear your ideas on how we can not only preserve what it means to go Rogue or hunt Rogues, but having it feel more natural and fluid within the Dark Zone.

    /gabelikes
    Well maybe something to do with proximity, so if you are x distance from Rogue players you cannot go rogue yourself unless you are on that team. This would get rid of multi grouping and accidental rogues at the same time.
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  9. #19
    Originally Posted by Ubi-gabelikes Go to original post
    Getting rid of the timer completely introduces other concerns as well. If you are only Rogue when killing or downing another player, what happens if someone tries to take you out, but you end up taking them out in defense? Suddenly, you have a Rogue timer even if you are defending yourself.

    The Rogue mechanics are definitely something we want to look at for the future and we've seen a lot of great suggestions. Suggestions like a system similar to a "passive" mode where you only do damage to hostile NPCs or players who are already marked Rogue, if you are in group with someone who is Rogue you will inherit their timer when close to them (doesn't stop people from just playing out of group however), and many others.

    We are super keen to hear your ideas on how we can not only preserve what it means to go Rogue or hunt Rogues, but having it feel more natural and fluid within the Dark Zone.

    /gabelikes
    The suggestions about doing damage only to NPC's is exactly how it needs to be. Upon entering the DZ, everyone is a friendly agent so no friendly fire. Those who choose to go rogue will activate it in the DZ and the rogue status pops up on their head and the hunt begins.

    This will keep the lore and give players a sense of purpose when entering DZ. As it is right now, there is no purpose. Just chaos and group Gankers. Also, limit the amount of rogues so the servers aren't imbalanced. This would help keep group gankers from getting too big.
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  10. #20
    Originally Posted by groff77 Go to original post
    Well maybe something to do with proximity, so if you are x distance from Rogue players you cannot go rogue yourself unless you are on that team. This would get rid of multi grouping and accidental rogues at the same time.
    That is the solution right there. Make it so that if you are within a 200 meter radius of a rogue then everyone is your Friend and can't take damage from you. Problem solved, no accidental 19 second rogues, no rogue friends running in front of you to make you rogue, nobody stepping into blast radiuses or anything. Why this has not been implemented is beyond me. The code is there already as we know from our radar how far away a Rogue is, all you have to do is probably make a new switch that controls Friendly Fire then some code modifications to run the damage through the Friendly Fire method (probably just fall through) in the LZ and you are fine. Voila 19 second rogue problem fixed
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