zajímává mechanika pro safezone v nějakém modu..
How The Division drinks DayZ’s milkshake | Ars Technica UK
http://arstechnica.co.uk/gaming/2016/04/the-division-dark-zone-pvp-dayz/
When players acquire loot in the Dark Zone a yellow rucksack is visible on their character model. You can't tell what or how much they've got, only that they've got something. At designated areas within the Dark Zone any player can call in an extraction chopper, which takes 90 seconds to arrive and alerts all players in the vicinity that it's coming in. When the chopper arrives, any player can attach their loot to a dangling rope through a three-second animation—which feels much longer than it is, because you're horribly exposed.
At any time within the Dark Zone, but usually at extraction points, players can choose to open fire on other players to try and steal their loot. You'll wait near the marker with a full backpack and then, 30 seconds before the chopper arrives, a group of four turn up and take positions nearby. There are two in your group. What to do? Sometimes it's fine—they just want to use the chopper. Sometimes the only sensible decision is to walk away. Sometimes the chopper arrives, both groups watch each other, and it flies away again without anyone moving an inch. You never know.
Any player that opens fire on another player is immediately branded "rogue" and becomes a target for others in the vicinity, with a countdown that freezes while in combat and is increased for every kill. Rogues can be targeted by anyone, and there are significant rewards for taking them down, so their life expectancy is short. They're also punished, if killed, by losing a hefty chunk of Dark Zone XP (a distinct levelling system). But the nature of extractions means that, if you're the one getting shot in the back, what happens afterwards doesn't matter all that much. The rogue may die but they may also have just rinsed the best weapon drop you've ever had, and then used your chopper to extract it.