If you enter the DZ you know you will die, it is not about getting killed by a rogue, that happens frequently.
It is not about the fact this mumma loving lost child was camping out DZ West 1 checkpoint waiting for a play friend to happen by.
It is about when you are killed and it has set off the survivor link, you, being the victim, now have to wait 5 minutes while it resets.
I have played in teams, been both victim of rogues and died when the team went rogue, no wait, survivor link resets automatically.
Straight out and back into it, chance to get revenge.
Solo agent, no, you must have a time out, because with out it wearing Nomad, you have no chance.
If you got killed with it intact you know you have no chance with out it.
If I survived the encounter because of the survivor link, fine 5 minute reset is reasonable but why do team agents get no penalty but solo agents wait...wait...wait.
Probably pointless making any request for change but it if I die after it has triggered, I just want the same conditions as the team agents get.
If you die, enough penalty, automatic reset, but with the wait, no chance to get revenge, just so slow, so freaking annoying.
The game is biased towards rogues. Always has been.Originally Posted by yamxt6002016 Go to original post
That's why the helicopter waits for them to cut the rope, but doesn't wait for an agent to hook up their gear. Even though it's a Division helicopter?
The devs have stated that they enjoy going rogue, so my guess is they've made sure they get the advantage whenever possible.
Here's hoping that TD2 have thought their rogue system through, but I'm not going to hold my breath![]()
Im sorry but that is not completely true is it? Its more biased towards groups than rogues. Solo rogues can die pretty quickly if even one good player comes across them let alone 2 or 4. Moreso if the entire server turns up against 4 rogues, those rogues can chicken dance all they want, they will die eventually as their resources dwindle!Originally Posted by electricbil2009 Go to original post
Thats why we are seeing the new dz in TD2 shuffle towards the concept of clans.... that is what the vision of the developers is. Its not their fault that most servers are full of pve only players who choose not to pvp or just arent good enough and are usually on their own - like me. The whole point of having farmers in the pve is for rogues to get easy kills. The whole point of having rogues is for the other agents to go kick the **** out of them. That just doesnt happen enough in TD1.
Originally Posted by yamxt6002016 Go to original post
It is pointless - unless the dev team hasnt thought about it for the sequel.
What you can do in the meantime is have a secondary weapon or a side arm with determined on it. It will allow you to go get 10 or so quick kills vs npcs and hey presto you have your link back.
Don't use the survivor link but healing box to recover your health when needed. Drop one and immediately destroy it again to get health boost. The survivor link does not help in any way to stay alive longer, there is a good reason you needed it in the first place. And since most rogues use striker gear (or cheats) there is no way you can't win unless you are the first that starts shooting. I'm am still puzzled why rogues could actually use the same method for extraction, they are supposed to be enemies of the Division but can use all features like normal agents.
If their next game will have the same system for going rogue and back to normal I will pass all together and find another game to play. Which is the same for gear and weapons, they should all be of similar strength in PVP situations or else I am not interested in playing that game. Why have about 20 gear sets and countless variations when only one is strongest and impossible to counter with another, like tactician builds, completely useless in PVP or even in PVE. I would opt for skills only type of progress but I guess it will be more or less same as it is now.
I'm asking legit.Originally Posted by echolecter Go to original post
Because I've noticed nearly everyone that plays the DZ regularly calls a green Survivor Link.
I'm thinking there's a reason. Was the name changed before I started?
Nope, just a common mistake. OP clearly meant Recovery link, I think.Originally Posted by mckrackin5324 Go to original post
But I don't understand the frustration he meant though. Is it the auto-proc? Or does he think group agents get the link back instantly after usage and death?
Or is it just the "shared magic" as Mckrackin always calls it? I genuinely didn't get that from the original post.
Have not had to consider what it is called too often so just a misnomer, proper term appears to be recovery link but it is for survival when taking damage.
The issue is when I am solo and it is activated, there is a 5 minute reset, where with out it you are more vulnerable, especially if you encounter a rogue and seeing Isaac can not display them on a consistent basis, that is highly likely.
However when I have played in a team setting and it is activated, in either agent or Rogue standing, there is zero reset time, you restock and leave the checkpoint / saferoom and it is intact and ready to go.
The point of the post is to ask why is there a penalty for being solo.
Team agents have no reset timer, I have died as a team agent and discovered the difference, really irked me recently where solo, in game 2 minutes, killed returning to the checkpoint, take a 5 minute reset penalty.
If I survive because of the recovery link and play on, perfectly reasonable to have a timer, but if I die despite the recovery link activating, why as a solo agent do I get a timer but I do not if I am a team member??
So, you admit that the only reason they prioritize getting players into the DZ is as play things for rogues? Interesting admission.Originally Posted by agentCoats Go to original post
It's true that rogues can die pretty quickly when they're solo, but they won't be carrying anything they want to keep.
Advantage 1: Choice.
Rogues choose to play PvP, so where's my 'no thanks' button?
Advantage 2: Loot.
The rogues won't carry anything they don't want to lose. If they die, they lose nothing they can't get back in five minutes of gameplay. The person they attack, on the other hand, might have spent hours collecting the gear he could be killed for.
Advantage 3: Gear sets.
A rogue player will have their gear specifically set up for PvP, so why don't PvE talents get converted when entering the DZ?
There's no point having 10% damage to elites when fighting players. They could easily adjust it to be 10% damage to rogues, but they haven't. Wonder why?
Advantage 4: Timing.
A rogue can press the button and be shooting you in the back before the alarm even sounds. Every tactical advantage is given to those on the attack.
Advantage 5: Helicopter
The Division helicopter will wait for a rogue to cut the rope, so why doesn't it wait for me to attach my stuff? In reality, someone on the helicopter would be shooting at the rogues to stop this happening.
Obviously there are a lot more, but I don't really want to take over someone else's thread![]()