If you use a skill that is offensive, then you would be hostile. Wouldn't be able to leave. Shoot your gun. Wouldn't be able to leave. Pretty simple actually.Originally Posted by Solidus... Go to original post
Never took you as meaning I was abusing something we can't do now. And agreed I can't shoot at Rogues, then run away screaming and get into a Checkpoint to escape, I can't drop a turret then enter a checkpoint either. Agreed that would be easily abused.Originally Posted by babast- Go to original post
My issue is more I see player, or group of players, I run and try to get into a Checkpoint, they may chase me all over the DZ, if they plink me often enough, I can't enter a safehouse... if I turn and shoot back, fair enough, but if I don't engage..
There are both issues (group size and rogue status). But if you engage in combat, no contest you are in combat, it sucks when you don't engage and you're stuck inside anyways.
Originally Posted by Solidus... Go to original post
Need to set it so getting shot does not prevent you from going in, but if you have a skill deployed or have shot a rogue, it remains as is now in order to avoid abuse.
If you have committed to the fight, you need to stay. If you were always just trying to escape, you should be able to escape.
Exactly, and agreed. If you shoot or use your skills you have chosen to engage.Originally Posted by Cons72 Go to original post
Originally Posted by YodaMan 3D Go to original postOriginally Posted by Cons72 Go to original post
Like i replay to cracken that i made just quick example, and there can be many other ways how to abuse it.
I clearly responded to the concern of running out and throwing a skill down, and you quoted my response.Originally Posted by Solidus... Go to original post
If you have a skill deployed, you are in combat and cannot go into the checkpoint or safehouse.
If you deploy an offensive skill, you are in combat and subject to all the current restrictions that come with that. So even if your skill blows up, you are still in combat for whatever time the current system decides.
So what's the abuse you are worried about if non-rogues in combat can't leave?
Every abuse which being revealed during practice, and is hard to predict on paper. And we all know how fast an fixes show up.Originally Posted by Cons72 Go to original post
Like it is now with rewards for killing manhunts invite multigroup and farm them how much do u want, only thing is that the rewards are so worthless that there is not worth to abuse.
I havent been in the DZ ever!!
and after reading so many things on these forums (cant access the game so might as well read.... 2 step verification my a$$) i dont think i ever will to be honest.
these leads to a question. how many others have done exactly as my self and just said screw that.
dont get me wrong i love what this game is and could be the Lore is fantastic and i want more hence why im coming back to the game.
but i really think the PVE DZ every one screams for... well i get a suspicion that we will not get it in Division 1 it will be in the second version. which would benifit (hopefully) from all the lessons learned here?
this is just my thoughts and if i every manage to access my account again and the opinions change here i might just try the DZ.
And I shall address your post correctly then, presently if you are rogue you are not able to enter the checkpoint under any circumstances, well unless you take dirtnap, so I have no idea why you would suggest a reverse to the course where any non-rogue can enter a checkpoint no matter the circumstance, because Rogues have never been able to enter checkpoints whilst still alive.Originally Posted by USMC_Tallin Go to original post
This leads nicely onto non-rogues being able to enter the checkpoint even whilst in PvP combat, allowing this mechanic will lead to no end of abuse, Rogue 2.0 is already heavily weighted in favour of non-rogues with the friendly fire mechanic being switched off, what you suggest would allow non-rogues to freely go in and of checkpoints to restock grenades, med-kits and ammo whilst in the heat of battle thus giving non-rogues even more of an advantage. Besides if I was a JTF agent in the checkpoint there's no way I'm opening the door for anyone whilst there's gunfire and explosions going on outside the door, don't want to risk rogues sweeping in and raiding my shop!
Ok so you got shot from halfway across the map resulting in you being in PvP combat and unable to enter the checkpoint, firstly hats of to the rogue for the laser accurate aim mines like a potato, secondly you should have got on your toes again and set off running through another load of Zones trying to lose them again; after all he was half-way across the map and you admit you enjoy the thrill of the chase!
I do agree that the DZ is the fastest way to get D-Tech, I have a few little routes mapped out that I like to run, but the great thing with D-Tech is it does not need extracting, just open the slimline crate and get on your merry way.
Oh and waiting with your thumb up your rear end for 5 minutes to get your Survivor Link back, dude, get the Determined talent on a gun (preferably in the 3rd slot so it's free, otherwise you need fairly high Electronics and Firearms to unlock it). You can kill 5-6 NPCs and your Super will be back in no time; since 1.7.1 Determined now works on the cooldown of your Super. I've 2,800 Electronics on my Classy Striker build so my skill cooldowns are awful, but I have Determined in the 3rd slot on my SASG and I can get my all skills back in no time at all by melting a few NPC's.
Especially when the Striker stacks are maxed out at 100, purple Veterans go down in 2 shots!