After playing the closed beta of "The Division," many gamers expected that "The Division's" finished PvP Dark Zone mode would be much more difficult. When "The Division" was released, it became apparent that there simply wasn't enough chaos in the Dark Zone.
According to Crave Online, gamers of "The Division" prefer a more exciting action throughout the Dark Zone. Ubisoft pitches this mode as a dangerous and unforgiving environment in "The Division." However, this is not the case in "Tom Clancy's The Division."
Compared with the punishment for dying in the PvP Dark Zone area, the reward for becoming a Rogue Agent is pretty small in the final version of "The Division." In the beta version, the game was more fun by actively competing against other players. Given the fact that death can mean the loss of Dark Zone Keys, crucial gear and an incredibly high amount of XP, very few players are currently willing to take that risk in the final version of "The Division."
According to Kotaku, "The Division's" end-game content is tied into the Dark Zone. Players are venturing into the Dark Zone in order to obtain the end-game currency, the Phoenix Credits used to purchase Legendary weaponry and equipment. The higher you level up in the Dark Zone, your penalty for death increases too. This makes "The Division" players unwilling to mercilessly murder anyone in the Dark Zone. If they want to obtain the best weapons in the game, players are forced to eventually fall in line and play safe.
Given the issues presented by other survival games such as "DayZ," it's somehow understandable why Ubisoft would prefer to enforce strict punishments upon those who focus upon player-killing in "The Division." Players would favor killing one another without much sense of morality when there is little penalty for player-killing. The Dark Zone in "Tom Clancy's The Division" is a more condensed area than most survival games. That means that no one would ever get much done if "The Division" players were to kill one another at will.