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  1. #1
    n.zz's Avatar Junior Member
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    Mar 2018
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    Rogue 3.0

    Darkzone:

    For a long time the zone was the only PVP-area in Division.
    There was also a time, where this zone was too friendly for the Division’s developers.
    Hardly anyone can remember those times, new players won’t believe it,
    but there have been those times in the DZ, where players did not massacre themselves,
    but helped others to extract their loot.

    One day they started to „re-calibrate“ the rogue system, penalties for rogues players were reduced,
    penalties for players dying in DZ omitted, but also new aggressive features like
    cutting the robe were introduced.

    Nowadays we have version 1.8 and face rogue 2.0 – causing lots of frustration for the rogue-bros and
    with the effect of spreading farming boys in DZ.

    I would like to open the discussion about the future rogue and DZ-system for the sake of that game,
    we want to make excellent. Let me share my thoughts – your feedback is more than welcome -
    not knowing whether they will be considered by UBISOFT, but at least we would increase our chance
    they think about the topic and us!



    Rogue 3.0

    As a loot farmer your ambitions is to avoid any hostile contact and find as much gear items as possible.
    On the one hand hostile contacts are a tremendous thread for the loot carrying with you, on the other
    hand it is annoying that all landmarks are already farmed, division tec is gone, all chests are opened and
    you are not going to collect new loot easily.

    Well, as a PVP-player you see this situation differently, you look for players, extractions called,
    landmarks cleared. These are the indicators you ‘re looking for. Once you have contact with a player –
    unfortunately a single player – then it will become rather a frustrating situation, he will be taken down immediately,
    with the hope to attract and catch further players – in order to have a real fight, not a single knock-out!


    Considering my thought above, I would start with the introduction of a players counter in DZ,
    that shows how many players are currently on the server, even in which area they are located.
    Why not to introduce a similar overview like in skirmish or last stand?
    Farming players would be pleased to know which areas should be avoided and PVP players would know
    where to start their hunt.
    Therefore I strongly recommend to implement following changes:


    Friendly Fire to be active!
    If you cause 21% of the life points as damage, then you will be „rewarded“ with 20 seconds rogue status –
    just mind whom you focus and whom you shoot!

    Killing of rogues with a timer does not reward you anymore
    It punishes the rogue player with lost keys, dz currency, rank and loot carrying with him.

    Cutting a robe with loot will set your rogue timer to 240 sec
    Good luck, for sure one or the other player wants his stuff back.

    Taking a player down causes immediately manhunt status
    Whoever kills another agent, is definitely not a man of peace and should be marked accordingly.
    Each further kill will increase the manhunt level – up to level 5

    Manhunt have to deactivate their status on the terminal
    Regardless which manhunt level you are, the deactivation should have the same duration


    Manhunt see all terminals in the area, normal players don’t!
    Manhunt can deactivate their status at any terminal in DZ – not only on a pre-defined one.
    So the rogue players can choose the battle ground, not the KI.
    Currently the KI defines the location and the rogue players run their marked way to slaughter.

    Loot losses and rewards
    How much loot drops should depend on the team size and on their rogue level.

    Non-Rogues:
    
#1 up to 20%
    
#2 up to 30%
    
#3 up to 40%

    #4 up to 50%



    Rogues with timer:
    
#1 up to 50%

    #2 up to 60%
    
#3 up to 80%
    
#4 up to 90%


    Manhunt loose everything – bad luck!

    Killing a manhunt
    
Similar like in skirmish or last stand – the game play should distinguish between „kill“ and „finisher“.
    Especially the snipers among us know this situation. You take them down, and the other takes the award.
    Additionally the team should be awarded to take down a manhunt as well as the one player
    who finished this bastard. 


    Survived manhunts
    
Each player of a manhunt team will get following rewards:
    
level 1: 1 Cache
    
level 2: 2 Caches
    
level 3: 3 Caches
    
level 4: 4 Caches
    
level 5: 4 Caches + 1 Classified

    It has to pay off to go manhunt! For some it may sound funny,
    but it is indeed a performance to survive against the whole server.
    
I tried to bring in all my experience in order to establish fairness in the game we love so much.
    Your feedback and proposals are welcome, share your thoughts,

    cheers,
    Daniel
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  2. #2
    That's some serious stuff there I like it, but we need to address few things that makes MH stupid.
    1. Same movement speed - I really never understand how to chase someone who runs by the same speed , Endless sprinting around DZ was stupidity of DZ rogue 1.0. same now before I run them they are cleared without fight.
    There was allways consumables like energy bar that could add 25% movement speed for 15s
    Or passive talent that could add extra effect to energy bar.

    2. Server group manager - well it's simple filling DZ by number of squad members or classy 1v1 2v2 3v3 and 4v4 when player join to squad he gets imidietly moved to another tier server no Moore 1v4 ganks.

    3 more DZ bracket's - 256-x no hi end player just can't fight against full set of classified gear that's breaking of competitive MP you can't send jeep against MBT ( in generals maybe) more bracket's required 256-279 ,280-290
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  3. #3
    Friendly fire should be active the only improvement I can think of everything else seems to be fine to me. Also, banshee needs slight rework to support manhunt players. Rewards are complete ****. Rework of rewards will allow more players to participate. Higher the rank higher the chances plus chances increase will more player kill count plus time survived by manhunt. For non manhunt players rewards increase as per manhunt rank and manhunt kills further improved with banshee.

    That number of players in current DZ would be good but it will tell rogues exactly how many players are on the server so there is a downside to it too but something similar can be done.
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  4. #4
    The biggest problem with the Dark zone is that the pvp brackets are a joke. It is almost a crime to have 256 players with 291 players. In reality there should be something like a 256-285 group. And then make a 286-291 bracket for players who are almost or at max optimization.

    No friendly fire in the DZ or anywhere in the game.... that's just dumb. I would rather see the game reworked so allies do not stop bullets.


    I would love this game to have a "you may not run from a fight" type of system when you are in the dark zone (read as you can walk but not sprint when pvp engaged). Most games do this to prevent one party from just stringing you along for a while in a pointless chase.
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