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The Division: Rogue Agent Systems Explained

August 14, 2015 by Ryan Parreno

You need to take note of some visual cues and social signals if you want to try out this path.

The rogue agent system in Tom Clancy’s The Division is a high risk, high reward proposition, but you need to take note of some visual cues and social signals if you want to try out this path.

Everyone who enters the dark zone starts out neutral. When your team meets another team and decides to attack them, your team has effectively gone rogue. Conversely, to go rogue and solo, you have to abandon your team, and your team is given a few seconds notice so they can prepare. Notably, there is no friendly fire among neutral teammates, so long as you stay in your team.

Players who turn rogue have a skull symbol on them, which you can see by hovering your aim across them. Rogue agents have bounties on their head, and the bounty increases when they kill more players.

Rogue agents have a rank system. You start at level 1, and if you survive two minutes, you level up and then timer resets. You can level up to five times, with the timer maxing out at that point at five minutes. If you survive this whole ordeal, you get your own bounty, for reasons Ubisoft hasn’t satisfactorily explained yet.

If you are a neutral player and you encounter rogue players, the dynamics are different. Shooting another neutral player will turn you rogue, but if you shoot a rogue player, you stay neutral. You have incentive to shoot rogue players down beyond the bounty. There is experience specific to the dark zones, and if you shoot a rogue agent down, you can get his or her dark zone exp.

Going rogue certainly looked fun in the trailer, but it doesn’t sound as much fun now, doesn’t it? Are you interested in going rogue? Share your thoughts with us in the comments.

Tom Clancy’s The Division will be released on March 8, 2016 for Microsoft Windows, PlayStation 4 and Xbox One.

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