Went rogue… Didn’t end well.
This brings me to the issue with the mechanic. The punishment for going rogue is fairly severe, with every other player hunting the rogue without fear, while the reward is completely random. When the criminal decides to betray his buddy, he is banking on the other player not betraying them first. The developers attempted to create a similar feeing by having the other players be the great equalizers. So if you betray someone, you’re going to have quite a few other people coming after you.
While this does still give a light feeling of the dilemma, it’s like having the mafia waiting outside for the two guys, and if they only see one they know to kill him. And kill him they will.
Another issue with this is, it’s a response. In the dilemma, the prisoners are separated and neither can make the decision with any influence from the others. In the Dark Zone, players can talk to one another, which already allows them to try and lie or work together. This is a pretty cool concept, but it turns the dilemma on its head. So now our prisoners are instead being questioned together, and they can talk to one another in private without the police watching, and are then given a chance later to give their final answer, while separated, to the police. In this case, players talk about not killing one another, then one can change their mind without saying anything, and kill the other player.
So the player now has the mafia chasing them, not to mention the guy who he betrayed who got out of prison early on good behavior, as the player they killed can respawn nearby. I’d bet that nine times out of ten, players who go rogue with the intention of stealing other player’s gear don’t make it out alive.
Side note: There are groups of trolls who like to kill other players but eventually even they get overrun.
Not only do they not make it out alive, but they lose Dark Zone experience, Dark Zone funds and their own loot.