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#Gaming

3/16/2016 11:22:58 AM
5

How to fix the dark zone.

Yes..i'm one of those guys that is perfectly content with how things are currently. However I do believe it can be improved. And expanded upon. So lets get the easy part out of the way. expanding it. We add public random events. these will either have a higher chance for high end gear or will net you more phoenix credits then normal. We add encounters in that give backround to the darkzone and the people in it. And lastly we add a new faction exclusive to DZ. Now for the hard part. Overhauling the rogue system. The idea of the rogue system was to introduce a risk versus reward system. The penalty must be scary enough to make players not instantly jump on pvp as the preferred way to handle the DZ. But rewarding enough to tempt players into trying to kill a player fully knowing the concequences. As it stands currently only half of it works. the punishment is there. but not the reward. Infact this causes players to grind out to 50 and get the gear. then transfer it to a different character and then grief lower leveled people. (which should be fixed by not letting the character use the gear unless he's been the level at least once.) Anyway lets start with the visual aspect of it. Essentially it would be like GTAV online. repeated aggressive behavior would mark you as a red arrow and people saw you coming farther and farther away. In the division the player would retain the red outline you get when your hostile. The difference here is that currently the rogue system is on a case by case basis. and goes away after time. This would be a global thing that builds over time. the count down would still exist. but instead of it counting down till your not rogue it's counting down until a player can't come kill you off for revenge without being penalized. This would allow the man hunts to still happen. The purpose of this visual plan I laid out is to allow players to have advanced warning on people who are potentially aggressive. And it cuts down a lot on the griefing. Now here comes the worst part. the penalty and rewards. Lets do the easy ish part. rewards. rewards for surviving going rogue would be: More cash. multiplied by how many kills you racked up. and the cash would be both normal credits and DZ ones. Also you would get a temp boost to drop rates. Rewards for killing a rogue player would still be cash and experience. But also this will help cut down your rep. so say your "manhunt rank" and you kill 10 rogues. you'd go down from manhunt to..serious threat. or you know a name less scary. Naturally overtime if you don't kill non hostile players it will drop as well. but this is a way to do it faster. Now punishments. dying as a rogue has a few penalties. EXP loss. which currently scales off of total experience. Instead it will scale off of how many people you've killed while considered an active rogue. Next it "freezes" your overall rank for a set period of time. meaning even if you killed other rogues your overall rank would stick. How long the freeze is depends on your overall world rank+ how many people you killed. This would be the harsher punishment. You could skirt around this penalty by spending a good amount of DZ funds. But it WILL be pricey. And lastly you would lose a flat amount of DZ funds, a DZ key if you have one, and of course any gear you haven't extracted yet. How about dying in general? like if you died from a rogue agent or from a pve enemy. you'd lose a small flat amount of exp. to be exact it would be half of whatever experience you have till next level. Meaning say you've got 1000 exp currently. if you die you'd lose 500. You'd also lose a single DZ key and whatever items you haven't extracted. This would mean you'd never de rank by either of these deaths. but you could potentially lose a decent amount of progress. Lastly what about accidental rogue status? like you accidentally shoot someone or someone baits you into going rogue by jumping into your bullets. Your rogue level 0 at this point. same penalty for dying that I outlined above to dying from a rogue or a pve enemy. Yes this is technically still exploitable. However because this is a global thing and the system keeps track of every single time you go rogue or kill a rogue eventually they couldn't troll people like this anymore. SO to wrap up: DZ additions: ~new faction ~new missions ~public events Rogue system changes: ~goes from an instance to a global system ~Ranking system put in place to allow players to see if someone is aggressive or friendly. bascially like GTA V. ~Visually the more aggessive a player is the farther away the show up on the map and they always have a red outline. ~the actual mechanics are still in place. Timer counts down for how long you are free game to be killed and not be punished. ~increase in number of kills to fit these different levels of active rogue and global rank. ~death penalty for rogue is EXP loss based on how many kills you got before you died, a "freeze" to your global rank preventing you from easing your way out of looking aggressive easily. A flat loss in money. a DZ key. and any non extracted items. ~The ability to buy the freeze off. costs an expensive amount of DZ funds. ~death penalty for being a non hostile player or being rogue level 0 is half of the amount of exp you have currently. A flat amount of DZ funds. A key. And any non extracted loot. ~rewards for surviving as a rogue are an increase in credits and DZ funds earned. a temp boost to your loot drops. ~rewards for killing rogue players is EXP and DZ funds. ~add a mechanic that allows aggressive ranked players to be passive/kill other rogues to lower their global aggressive rank. Of course the numbers of the system still need to be fleshed out. But imo this will give more things to do in the DZ, make PVP more frequent, and make dying still scary but not so much to make DZ a pve only zone. thanks for listening!

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