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  1. #1

    Better manhunt rewards?

    Since players are not dropping keys or cash anymore, it is not worth the time to kill anybody in the darkzone anymore. Before in 2-3 hours you could make around 300k in DZ funds.

    Yesterday after like 3 hours and 13 manhunts later, I had a net zero profit. lol. The only thing left to do is jack extractions for loot I dont even need.

    The DZ needs a little more life in it.

    /bracing for incoming anti-rogues
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  2. #2
    Cadillac-Jack's Avatar Senior Member
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    I'm not anti rogue I couldn't care less if people kill me in the DZ take my funds/keys and everything else.

    Just have fun how you see fit.
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  3. #3
    mattshotcha's Avatar Community Staff
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    We are looking at changes to the rogue/manhunt mechanics.

    What types of rewards or ideas did you all have in mind?
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  4. #4
    Hey Matt,

    Let me first preface by saying that I really appreciate the meaningful dialogue you have been engaging with the community here. I'm surprised despite all the toxicity that's prevalent in these forums you still bother to spend time here. So mad respect.

    Here is what my friends and i had in mind:
    - kills during rogue should add dz funds,keys to a escrow purse automatically.
    - as the rogue level increases, the stronger the rewards
    - after reaching manhunt status rewards should begin increasing in tiers. after 3 kills your rewards hit a modifier of like 1.2, after 6 kills, 1.6 etc.
    - i mentioned the escrow; you don't get any rewards if you don't survive the hunt. To add risk, you lose from your own purse 0.05 of escrowed funds.
    - in team mechanics, there should be some reward for assists so it's not always one person reaping all the benefit in the team.

    Currently, the DZ is so big now but only 24 players, it feels a bit barren. The add risk to the manhunts, we would need to bump up the player count per server a little. 28 or 30 players.
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  5. #5
    Darkzone need rework:1.24 players for dz1-9 is very low dz1-9 is for 24 players too big
    2.Make All exotic allow for dz boss drop because right now its time wasting going farm DZ boss. Most of people do dz only for Weekly assig.
    3.Survive Manhunt can give normal EXP or Cache with green or little chance of exotic drop.

    Darkzone is now big empty boring zone.Most of my Gameplay is in Darkzone but when i want exotic game forced me to do Legendary what suck.Exotic need to be droped in every game mode:Missions/Last stand/Survive/Darkzone/Underground/Incrusion but not as now.This is why most of people leaving game because they want play game mode what they like but if there is no chance for exotic they will not going play another game mode for it.
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  6. #6
    Cadillac-Jack's Avatar Senior Member
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    Originally Posted by PecarCZ Go to original post
    Darkzone need rework:1.24 players for dz1-9 is very low dz1-9 is for 24 players too big
    2.Make All exotic allow for dz boss drop because right now its time wasting going farm DZ boss. Most of people do dz only for Weekly assig.
    3.Survive Manhunt can give normal EXP or Cache with green or little chance of exotic drop.

    Darkzone is now big empty boring zone.Most of my Gameplay is in Darkzone but when i want exotic game forced me to do Legendary what suck.Exotic need to be droped in every game mode:Missions/Last stand/Survive/Darkzone/Underground/Incrusion but not as now.This is why most of people leaving game because they want play game mode what they like but if there is no chance for exotic they will not going play another game mode for it.
    Strange my last exotic I got was in the Dark Zone it was a Midas, have never had it drop from anywhere else but the Dark zone, infact iv'e had 3 or 4 yellows ones when they were like exotics and 2 exotic Midas guns all from the Dark zone, also the tommy gun/Hungry hog drop from the Dark Zone.
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  7. #7
    Neumeusis's Avatar Senior Member
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    Originally Posted by mattshotcha Go to original post
    We are looking at changes to the rogue/manhunt mechanics.

    What types of rewards or ideas did you all have in mind?
    HOU !

    That's the perfect moment to necro my past 1.6 PvP & DZ suggestions !

    Originally Posted by Neumeusis
    * Rogue Rewards :
    The Rogue Timer, as it is currently implemented, is not very good. Kill, hide, get your rewards, repeat.
    As looting is the DZ main focus, i propose the following modification :
    - Rogue status provide loot boost until the end of it's duration, based on it's rank. Boost is reset on timer expiration or on death.
    - When Rogues earn XP or pick DZ funds, keys by killing NPCs, those are not given to the player but are instead multiplied by a bonus then "stored" until the end of the Rogue timer duration
    - Once the timer expire, the Rogue receive all the accumulated rewards.
    - If the Rogue gets killed by a player, the reward is shared equally among the players that participated to his death
    - If a Rogue kills a Rogue, the killed Rogue's bounty is added to the killer's one.
    - If a Rogue is killed by a NPC, his bounty is divided equally amongst his teammates (if in a team) or drop on the floor if solo.
    Each Rogue has his own reward, so in case of teamplay, reward is reset after each Rogue death for the current Rogue.
    Example : 2 man Rogue team.
    R1 have a bonty of 5000, R2 of 1000.
    R1 dies, the killing party share the 5000. R2 still have to survive to earn his 1000.
    Example 2 : 2 Rogues being each solo.
    R1 have a bounty of 100, R2 a bounty of 230.
    R2 kills R1, R2 bounty jump to 330.

    This system would allow PvPers to fight each other without any constraints. Nobody earns or looses anything. Perfect situation. No more stalmate until one looses it. Just killing.
    If Rogues want to earn something, they will need to do something instead of running and hiding.
    This, plus the absence of death penalties, will incline Neutrals to go after Rogues, as Manhunts will have very, very juicy bounties associated...

    Loot Bonus depending on Rogue Ranks :
    Bonuses are cumulative, meaning that a Rogue 4 will have all the bonuses from Rogue 1, 2 & 3
    - Rogue 0 : No bonus
    - Rogue 1 : Increased ammo & consumables (grenades, medkits, stats boosting items, special ammos...) droprate from NPCs
    - Rogue 2 : Double DZ funds picked from killed NPCs
    - Rogue 3 : High Increase of DZ keys droprate from NPCs
    - Rogue 4 : Guaranteed Teal DZ Sealed Cache from Named NPCs
    - Manhunt : Double XP from NPCs
    Please note that this suggestion was aimed to work with an other part from the same thread : a sligh reword of DZ Ranks.

    Originally Posted by Neumeusis
    * DZ Ranks :
    - Have the same proficiency system than normal XP
    - Receive a Dark Zone sealed cache for each level pre 99, then a DZ Proficiency Cache for each level past 99
    - Thoses caches are added into the player's inventory and can not be dropped on death
    - DZ XP Sealed Cache : same as current one in DZ Vendors
    - DZ Proficiency Cache : Same as current Proficiency Cache, but with DZ funds instead of Phoenix Credits
    - Upon implementation of the system, players with already obtained levels receive their caches in the Special Vendor rewards, and can redeem them one by one when they want
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  8. #8
    Originally Posted by mattshotcha Go to original post
    We are looking at changes to the rogue/manhunt mechanics.

    What types of rewards or ideas did you all have in mind?
    I would much rather see efforts put towards the stopping of cheating before implementing even more rewards in the dark zone.

    After that has been fixed, i'd be more than happy to share ideas!

    /Fade
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  9. #9
    komplikCZ's Avatar Banned
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    Matt I guess that at first you have to change game mechanics then we can talk about rewards. As at current state manhunts have easier live as there is more room to same amount of players and many PvE focused players are back in DZ to farm NPCs instead of hunt players which is martathon around DZ in many cases. Anyway...

    - Kill and run away is not funny strategy as hunters have disadvantage as they cant shoot and maintain or reduce distance. But that will be really hard to change and I do not have idea how to fix it except speed bonus, which was refused during 1.4 PTS when we were testing Banshee. I only know that run and hunt that players is not fun and it is not rewarding

    - In many cases manhunt groups using non hostile friends as live shield, so hunters goin rogue and gets penalties. This have to be gone.

    - Same as friendly fire. When there is more solo or separated groups of hunters around they going to rogues as result as they sometimes hit non hostile aget which cross their shooting coridor. This have be gone.


    This points are really annoying and main reason why I do not hunt manhunts or rogues. Even Im in DZ for PvE activities Sometimes I join players whos hunting manhunts around my current position, but many times i go into accidental rogue and then no one cares, they just see red over your head and immediatelly marked as object to kill.
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  10. #10
    mattshotcha's Avatar Community Staff
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    Originally Posted by zknight4 Go to original post
    Hey Matt,

    Let me first preface by saying that I really appreciate the meaningful dialogue you have been engaging with the community here. I'm surprised despite all the toxicity that's prevalent in these forums you still bother to spend time here. So mad respect.

    Here is what my friends and i had in mind:
    - kills during rogue should add dz funds,keys to a escrow purse automatically.
    - as the rogue level increases, the stronger the rewards
    - after reaching manhunt status rewards should begin increasing in tiers. after 3 kills your rewards hit a modifier of like 1.2, after 6 kills, 1.6 etc.
    - i mentioned the escrow; you don't get any rewards if you don't survive the hunt. To add risk, you lose from your own purse 0.05 of escrowed funds.
    - in team mechanics, there should be some reward for assists so it's not always one person reaping all the benefit in the team.

    Currently, the DZ is so big now but only 24 players, it feels a bit barren. The add risk to the manhunts, we would need to bump up the player count per server a little. 28 or 30 players.
    Better rewards for higher levels and surviving is definitely interesting, but we do need to think about what we consider surviving. Is that running off timers or should it be more than that?

    Originally Posted by Neumeusis Go to original post
    HOU !

    That's the perfect moment to necro my past 1.6 PvP & DZ suggestions !

    Please note that this suggestion was aimed to work with an other part from the same thread : a sligh reword of DZ Ranks.
    Thank you bringing this back up! I remember seeing this and reporting on it, but it's good to have here as well for the community reaction factor.
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