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  1. #31
    The DZ is a failed concept, what's next a game attracting serial killers through it's lame mechanics? OH wait that's what this is.
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  2. #32
    Many have been saying it, but Ubi/Massive keep saying no.
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  3. #33
    Originally Posted by alibby53 Go to original post
    Thing is, for most players improving the DZ means no rogues, which obviously won't work, setting aside a seperate DZ area or giving a choice of PVE or PVP DZ is not an option from the Developers.

    I was thinking about that with the gear, but where I got to would first require they accept that Rogue 2.0 isn't working.

    What if the killer gets a cache for surviving going Rogue, the killed can go back and pick up their stuff? If we kill a Rogue we get a cache. Maybe add that the killer stays on the map for the people they killed, no concealment, versus concealing and waiting off the timer.

    In addition I was thinking, the contents of sealed caches are clean (right), we have to wear masks in the DZ but not inside the checkpoints and safehouse. We must be going through a contamination process as we leave the DZ. Why not let us open caches inside checkpoints (the contents of sealed caches are clean, their outside should be easily decontaminated when we enter the checkpoint), and those items go to inventory. Regular Gear still needs to be extracted.
    Okay so we can't remove the rogues, that's a given.

    What if we make going rogue against someone actually help that person?

    Here's my rough idea:
    If a rogue kills you he gets RNG gear and XP. Same as usual. The person who was killed gets their gear extracted, but on a delay timer like overnight or something.

    Story-wise it could be explained as another agent finding your body and extracting your dropped gear.

    Getting killed would help you out. PvE players will be running around trying to get into fights
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  4. #34
    Originally Posted by electricbil2009 Go to original post
    Okay so we can't remove the rogues, that's a given.

    What if we make going rogue against someone actually help that person?

    Here's my rough idea:
    If a rogue kills you he gets RNG gear and XP. Same as usual. The person who was killed gets their gear extracted, but on a delay timer like overnight or something.

    Story-wise it could be explained as another agent finding your body and extracting your dropped gear.

    Getting killed would help you out. PvE players will be running around trying to get into fights
    If another agent finds our dead body why they extract our gear for us, we're dead? They'LL extract our gear for themselves
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  5. #35
    If it weren't for extractions,I'd love the DZ. Seriously.
    Make all drops private (so we can go back for it and maybe even fight to get to it)and let us carry gear straight into checkpoints and put it in a 24 hour decon unit. Maybe even make us pay for the decon unit.

    In 1100 hours,I have extracted 14 items. It's been almost two years since the last time I put something on the rope.
    I do not pick up loot or even look to see what it is. Wasting time is not fun for me.
    I just clear landmarks and leave. Leaving everything on the ground.
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  6. #36
    Originally Posted by alibby53 Go to original post
    If another agent finds our dead body why they extract our gear for us, we're dead? They'LL extract our gear for themselves
    We're not really dead, you know that, right?
    Other agents would extract our gear because they're agents and that's their job. Not quite sure why you don't understand the premise?

    Agents would extract my gear because I'm part of the Division. We work as a team. I'd extract their gear for them, they'd extract my gear for me. They wouldn't keep it for themselves as that would be the action of a rogue. It goes against everything the Division stands for.

    In reality, we'd hunt down all rogues and put them in prison. Rogues only survive in this game because Massive says so
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  7. #37
    As much as I abhor non-consensual PvP, the OPs idea might make the DZ usable at least. It's not so much the pvp as it is the loss of all my grinding in there if I get PvPd, coupled with the enormous rogue advantage of picking prey, choosing when to engage and that they are there to kill you specifically and thus will be geared and spec'd for that purpose while PvErs will naturally run around in PvE gear and spec and be fodder. So, sure, let me tag 3 items in my DZ satchel that won't drop when I die, and I'll let 12 year olds gank me occasionally; everyone's happy.
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  8. #38
    SevenNVD's Avatar Volunteer Moderator
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    Some interesting concepts about loot in the DZ here, but let's not forget that the increased drop date in the DZ is there because there is a risk of having to fight for it.

    Finding ways to not lose your loot while losing battles goes against the fundamental game mechanics in the Darkzone.
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  9. #39
    SevenNVD's Avatar Volunteer Moderator
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    Originally Posted by ZoneDangerfuse Go to original post
    The DZ is a failed concept, what's next a game attracting serial killers through it's lame mechanics? OH wait that's what this is.

    Wut? LMAO
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  10. #40
    sandpants's Avatar Senior Member
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    Originally Posted by alibby53 Go to original post
    From the game part of it is that gear needs to be extracted so that it can be decontaminated.

    I like extracting, but with all of the Rogues, rewards for cutting the rope... It can be pretty sucky. You get gear, then have to wait 2 1/2 minutes like a sitting duck either staying alive or they get 3 items, and the last minute or less defending your gear on the rope or they get all of it.
    You don't get the gear. It's not yours until you extract it. That's the point. To allow players to contest ownership.
    The exact same reason why it doesn't randomly generate items. Not that it matters now since the DZ got screwed so hard from the outset...
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