Dark Zones - Ability to "examine" another player's biohazard container?

Suggestion

Given the huge risk of going rogue in a Dark Zone with relatively little benefit most of the time, what do you guys think of a proposal like this..

You can inspect another agent's biohazard container to get a count of how many of each quality of item - 2 greens, a blue, and a legendary for example.

Doing this action would require a few seconds (2-3?) and holstering of all weapons, but the agent being examined would be notified immediately of who is examining them. This would allow the agent being examined some time to pre-emptively go rogue to protect their gear if they choose, or chat warn/flee/find cover from the examiner.

The act of examining a player won't turn anyone rogue, though the 1st damage done to an examined player would - instead of the normal 2-3 bullets or % of damage required to change to rogue status normally.

For groups, all members of a group are notified when a player on their team is examined, and the examiner's group is also marked as checking the loot - all similar mechanics as what happens when you go rogue.

Let's not nitpick over visual "realism" of examining another player's biohard container, as the game already has plenty of other realism-breaking features.

Would this "examine biohazard container" feature increase suspense and intensity when you find a legendary? Hell yes.. now you want to get extracted immediately knowing that if someone examined you, you're a huge target.

Would this "examine biohazard container" feature incentivize you go to rogue if you suspected a player may have something worth going rogue for? Hell yes.

Thoughts? Tweaks? Hate PvP and don't want any more incentive to go rogue or any more high blood pressure when carrying valuable loot to be extracted?

Posted Feb 4, 2016, 11:44 PM UTC

018
rendar1970Ballistic•

Nah, I think its fine right now.

All this would do is take away the risk of going rogue. People would only go Rogue to get someones blues or better. Half the risk of going rogue to steal loot is you might be risking it all for nothing.

If you had a skill let you see what other people had, people would be so full of tears. Because Darkzone would instantly turn in to 99% of players ignoring you, until you have a blue, then the entire server attacking you.

14
Blind_InsightMini Turret•

But do you feel that the way the rogue system is setup that there won't be a lot of rogues since you "don't" know what you are getting and everyone is alerted you are rogue and killing rogue for points will be easier than surviving going rogue plus no penalty for killing rogue player so yes it is supposed to be a risk vs reward mentality but we WANT there to be rogues so that there will be pvp. The game is not out yet but what are your thoughts?

Edit: Also take in mind I am not trying to argue, but I really want this discussed because I may get the game to just play pve but worry about pvp.

1
rendar1970Ballistic•

This is not ment as a troll question, but Im guessing you did not play in the beta?

There was no shortage of people going rogue. Every time I went into the DarkZone it was about 50/50 of players being rogues or hunters.

Half the risk of "going rogue" is you dont know if its worth it. You could kill a guy at an extraction and get epic loot, or just a bunch of trash greens. Thats the risk. Its a gamble. Also, the "alert" that you have gone rogue, is not that bad. If you only kill one guy your rogue timer was under a minute and the red outline around you was only seen from that far away. Each rogue level you go up the more you can be seen from a distance. So its not like you kill 1 guy and suddenly every player from 5 miles sees you and is after you. Many times when I was rogue, players ran away from me, or just walked past and didnt even try to engage me.

Also, being a rogue is not as bad as people make it sound. Yes you are targeted, and you lose more DZ rank and money when you die, but every person who attacks you is a free chance to earn more DZ rank and money, and as long as you kill more than 1 person when you go rogue, you will have positive gains.

I went rogue a few times, for instance when I killed a rogue and say that he had a bunch of blues on his body, but someone else went up and grabbed them, I went rogue and killed that guy. A few times I even got to Rogue Level 5, and survived the timer.

From playing every day of the beta and spending 90% of the time in the DZ. I can tell you that it is pretty much balanced and perfect the way it is.

2
Nexxes•

I'm concerned that people won't want to go Rouge as much in the full game. It was easy for everyone to get the legendary guns in the beta. Day one, a 1/4th of them were rouge and as time passed it went more and more. By the last day practically everyone was doing it.

Without the out of bounds, and with people wanting to save DZ Creds and XP i feel like it'll be like the first day or even less. I hope not, but that's the feeling I got.

1
Blind_InsightMini Turret•

No I did not play the beta. But have been interested in game since friend told me about it last year. I think there were a lot of rogues in the beta because it was a beta with character not crossing over into full game. Also the dz area was small which was forcing confrontations. Right?

So my questions is (and thanks for explaining the outline and alert. That makes it seem less crazy like I was imagining) do you feel we will have enough rogues in the full game to make pvp enjoyable? Seems like a few outspoken groups will be rogue hunters hunting down rogues.

1
T-800b•

No. I really liked having a "Mystery Bag" that I stocked with terrible white items of no value, so Rogues would attack me and get slaughtered for... nothing of importance.

6
QuackNateMedical•

Hells no. I had a lot of fun waiting for some garbage white backpack to drop so i could get rogues to chase me for forever and get super mad when they saw the drop.

4
_gravy_train_Seeker•

Nope. If someone or some group decides to kill me for my stuff, I want them to be disappointed that they are only getting green knee pads. They are the ones gambling risk vs reward. They shouldn't get an advantage.

3
SinothisisActivated•

Nope, you want to see what a player has you'll just need to take the chance of trying to kill them.

2
musclebean•

No

1
panji-smallvilleActivated•

Not agree, if you want to know what in the loot you have to kill him, that's how DZ made

1
mindblower32•

the high risk, low reward of going rogue really doesnt stop people from doing it xD Trust me some will prob straight up refuse to do anything but hunt players down.

1
Roguecurv•

Get in a group.

Help kill NPCs or gather chests

Wait for "Dude omg purple!"

???

Profit.

Old meme, but never more relevant I think. Just got to wait until the juice is worth the squeeze.

0
Blind_InsightMini Turret•

Not going to lie, I think this is an awesome idea. I think it would actually "cause" more people to go rogue to get that good loot they just examined which the game has a lot of reasons not to go rogue so it would help people on the edge to go rogue to get good loot when RNG has been unkind to them personally. Also it would help those you want to go into the pvp zone and collect loot to feel safe if they just have 2 greens. So people who want to explore and do not have the shooter skill to outgun someone can just play it safe and pick up little stuff and make it to extraction. Unless someone finds something completely flawed with this I think you should let the dev team know. Its really close to release, but I would like this. Would make me feel safer in the pvp zone or contrary with good loot feel more frightened and paranoid about even my teammates.

-1
codeX78OPPC•

Well, I work on a game dev team for a different company than Ubisoft, and I'm 100% positive a change like this definitely wouldn't be possible to implement for the game launch. It's just an idea to get the minds of /r/ to kick it around and see what floats.. and if it eventually made it into a patch if the dev team thinks it'd work well, cool.

I honestly don't choose to go rogue because most of the time it leads to a couple greens and a big risk of having a mob chasing me for that huge +DZ credits for killing a rogue. Even when I play with my team it's a big risk that usually doesn't have a payoff. However, if you could build tensions between potential rogues and potential victims through an "eyeballing" feature like this.. it could raise the stakes for suspense and intensity.

Picture being near an extraction zone with 6 other non-rogue agents, where everyone is trying to extract some loot. One guy starts getting inspected and the "inspector" is a guy hiding behind some cover ~40 yards away. Does the guy getting inspected ignore it? If he's holding greens, probably. If he's holding epics/legendaries, he may pre-emptively try to take out the inspector or flee. He may call in his buddies to wipe the inspector.

At this point, the inspector won't know who his buddies are, but the guy being inspected will be notified of the inspector and his teammates.

I just think it builds a bit of a dynamic we don't currently see - the edge to push more people to risk going rogue while also building suspense and tension in a zone created around it.

If you're playing in a group and someone finds a legendary, it's now an immediate team strategy to get the guy holding the legendary to an extraction point without being even inspected.

Another idea would be to perhaps have a timer on the items being placed into the biohazard container. Each item placed in it starts a countdown timer, and when each item's timer reaches zero, the container glows with the item's colors letting everyone nearby know what loot the user is holding. Perhaps greens would have a long timer (30 minutes), while legendaries may be much shorter (5 minutes). This would force the "rush to the extraction zone" mentality when finding good loot.

1
Blind_InsightMini Turret•

Exactly. I completely agree. The whole purpose of the DZ area (in my opinion) is to get better looter faster, but you are in a zone where you could get killed by player(s) at any point. Right now if you actually read how going rogue works its down right pointless because killing the rogue player or player(s) is easier points than going rogue. But take out the possibility of getting shafted and getting whites or greens off a player is now changed to "oh sh^t he has a legendary" and "oh no someone knows I have a legendary" now it goes from people just not caring about going rogue potentially (game isn't out yet) to more people going rogue and more people using the fight or flee tactic.

I think people are worried they will get targeted by a bunch of people but that is the whole point of the game. Instead of it being everyone hunting the rogue because everyone can see him on the map to everyone is looking at each other like "would this guy kill me for my orange?; will these random people protect me to extract". Hell I would even like to see a barter mechanic where a group of rogues could surround someone but instead of being doomed you try and barter and over chat explain you will give your legendary to them for 2 blues and a green or something like that (of course someone could still kill you at that point unless it made a temporary truce). I don't know I am just spitballing here but I agree it would make it interesting

1
codeX78OPPC•

I'm pretty sure we saw far more rogues in beta than we'll see in retail (at least for a few weeks around launch) due to two things.

  • The out of bounds zone made going rogue have virtually zero risk. Try to get a pick, and if you feel outnumbered, head out of bounds for 10 seconds and you're safe. Without the out-of-bounds area for cover, this group of rogues simply won't exist.

  • Boredom. Once players were at level 8/12 and had all the gear they wanted, there's nothing to lose by going rogue. Wow, I lost DZ credits dying as a rogue that I wasn't going to spend anyway, but I can troll people for lols. This style of rogue won't be eliminated, but it'll be drastically reduced until we have a large number of max level players running around.

Until we actually play out the full game and see how player progression works with DZ areas, it's hard to see how incentives may change from beta, but I'd lean on there being a smaller number of rogues after release than we saw. Without rogues, there won't be easy DZ points as rogue hunters too.

Basically, the point of this discussion was to elevate the tension above what's currently in the game and provide opportunities for incentive to go rogue over what the game currently has implemented. Think of the wild west showdowns - that's what would begin to happen if people had some ability to see what's in it for them by going rogue, then who reacts first has the advantage.

1
justonemoredorito•

I think instead of this there should be a "Pickpocket" option.

Takes 2 seconds, movement immediately cancels it. Can basically only be used on AFKs or if you can really catch a guy off guard.

Steals 3 of the highest rarity items and only gives you a bounty of 45 seconds.

-1