Calling for extraction starts a 90 second countdown, and this is where the tension begins. There are only a handful of extraction areas dotted around the Dark Zone - just three in the Closed Beta - from where agents can call in helicopter assistance to carry away the goods. A maximum of six contaminated items can be carried at any one time, indicated by a yellow container attached to your backpack and detailed in a separate window under the items menu. In other words, there are benefits for virtuous behaviour - even in the Dark Zone.Īny loot acquired in the Dark Zone is considered contaminated, and requires extraction.
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The Agent that scores the kill gains bonus rep for being the good guy, plus they get to loot your dead body. If you die, you'll lose Dark Zone reputation, DZ funds and keys acquired for Dark Zone chests. In order to clear your name legitimately, the trick is to find an ideal spot from which to defend, staying alive until the timer reaches zero. It's no secret that there were ways to cheat the cool-off mechanic in the last Beta. The higher the rank, the larger the radius.) (Newbies take note: Low-ranked Rogues are only detected by other agents within a small radius. Rogue 5s are branded with a yellow skull, and all agents within range are alerted to a Manhunt with the offending Rogue's name on it. The more agents you've killed, the longer the countdown remains until it eventually reaches a five-minute cool-off period, in addition to putting a bounty on your head. Killing another agent in the Dark Zone changes your status to Rogue, placing a conspicuous skull icon over your head for all to see, along with a countdown timer indicating how many seconds this status lasts. Thus, the crucial first lesson here is to travel through the Dark Zone in packs. Firing the first shot is throwing down the gauntlet, in other words, and usually occurs to agents with no visible backup. The victim is left weaker, unless they're able to heal themselves, and are almost certainly more likely to die if the firefight continues. In the case of the Closed Beta, the agent that fires the first shot already has the upper hand if his intention is to kill. It's a tough situation to manage, given that killing an aggressor immediately ups the stakes by granting you Rogue status - even if you retaliated as an act of self-defense. Your Agent's status displays as Neutral by default, leaving your intentions unknown, and rivals can open fire at any time. You must be prepared to engage with antagonistic players at any time, and with little or no warning.
You have been warned.Īgents need to be in an alert frame of mind when entering the Dark Zone. The Dark Zone is also The Division's player-versus-player arena, meaning that agents may open fire upon each other in order to steal loot, or just gain bragging rights. Here, agents boasting the highest 'DZ rep' stand to earn the greatest spoils, although not without a fight. The Dark Zone is essentially The Division's end-game, the place you turn to after the campaign has been rinsed and the XP level cap has been hit.
Elsewhere, there exists a walled-off, quarantined area called the Dark Zone, which agents enter at their own risk in search of high-end weaponry, gear and mods, all while earning a lawless reputation specific to the locale. The main campaign zone, though mid-crisis, is under the control of agents who respect one another's daily duties in exchange for modest gains. There are two main gameplay spaces to experience in The Division's compacted version of New York City.