Manhunt solution that makes survival possible, but prevents continuous griefing

Right on point, great post!

After playing the beta all weekend, the only thing I didn't really like about the game was the Rogue mechanics. Conceptually I think it's a great PvP alternative to the norm and it has a TON of potential, I just couldn't find a good reason to participate in it other than having nothing else new to try. I also got pretty bored of the shoot-loot-extract scenarios (from both sides of it) where you basically just jack people right under their chopper and extract their loot immediately. There is a pretty simple solution for that and it ties into what we're already discussing, more on that later.

I'd like to offer a thought on this safehouse thing, what if...

This "rogue safehouse" is a random existing safehouse (devs just unlock the door after the 5 mins or whatever). This could work in one of two ways: 1. Rogues know which safehouse is available after the timer is up, but other players don't necessarily know? -OR- 2. Scrap the timer altogether and NOT let the rogues or other players know what safehouse they need to go to. This would give the rogues incentive to keep moving right from the get go rather than hole up somewhere for 5 mins and then b-line it to the safehouse. I'm not sure how many safehouses there will end up being in the full game, so that might be too much?

Once you get to the safehouse, in addition to losing your rogue status, getting your XP/creds, and possibly having access to some "black market" only weapons and/or clothing? You also get to "smuggle" your loot out. You see, the chopper won't accept your stolen loot. This eliminates the shoot-loot-extract scenario but still leaving extraction points as "watering holes" for grabbing loot, so you still have to be on guard when you're extracting as a non-rogue player. I think this would also curb the lvl1 rogue looting/running your short timer out, because you'd have to get to a higher rogue level in order to unlock the "rogue safehouse" and benefit from your stolen loot. It makes going rogue less casual (potentially) and more of a separate game mode. You actually have an objective that leads to a payoff, rather than getting most of the payoff up front (the loot) and basically just surviving for no reason after that. From the other side of it, if you do get jacked you at least have SOME chance of getting your loot back after you respawn. Everyone wins!

All that said, I think it's gonna be a great game and I can't wait to play the shit out of it next month! The DZ/Rogue thing has some small issues and some more fundamental ones, but it seems like they'd all be solvable in time, unless Ubi's not paying attention.

/r/thedivision Thread