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NathanShepard

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About NathanShepard

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    On the Coast
  1. NathanShepard

    Combat Logging and Server Hopping [Suggestions]

    Sorry I was lead to believe that buying the alpha meant I was testing it and would be able to add my input. I refuse to be drug into a troll fight with people who jump around these forums none stop. I am just saying what I have noticed and would suggest, again if you disagree fine but attack my suggestion with your own or dont comment.
  2. NathanShepard

    Combat Logging and Server Hopping [Suggestions]

    Please avoid my post if you have nothing to add Yeah, but as fast as they are working now, it might not take that long.
  3. Hello everyone, I have been playing the standalone since day 1 and I really like where it is going. The main problem as of now that I can see is combat logging and server hopping, so I thought I would share my suggestions on what we can do about this. I do know that it has been said in a dev blog that they will be doing something, so I do realize it will not stay the same as it stands now. -Combat logging Firstly I think it needs to be instant death if it happens when unconscious or handcuffed. I don't think it should be a short timer as in 30 seconds if near someone else, It should be much longer. Reason being, If i hear someone and start to tacticly move up on them they have more then enough time to log out, The only way for me to get there in 30 seconds would be to rush and put myself at risk. I suggest atleast a 2-3 minute timer, and if they abort before that they need to be unconsious for a very long time(10 minutes). I know this is pretty high, but we really need to discourage people from doing this. If they are alone with no one near them, I would suggest a 1min relog time. This ofcouse can be changed later on if we allow player housing or boarding up of buildings. Once the person is in their own house they may instantly relog. -Server Hopping I personally feel this is a bigger problem then combat logging. It also leads to servers feeling more empty unless in high value loot areas. Reason being people just get in a building and server jump 30 times to loot it and never need to walk around until fully geared. It also kills all group tactics as far as surveillance goes. What is the point of tacticly watching a military base to make sure no one is near before going in to loot it? Even if you do someone can still log right on top of you and shoot you in the back of the head. To fix this I suggest a server lock. If you log into a server you must play 1-2 hours on that server(game time) before being able to switch to a new server. I stress the fact that it must be time played in the server, so a person will not be able to loot, log out, and go play something else; then one hour later come back and go to a new server. I think this will also make people play the same server more often and lead to a decent community where your actions can come back to you. So a bandit that is killing everyone will become well known and be worried about being hunted down by those who he killed, instead of killing someone and logging into a new server. The combat lock should only take place after being in the server for 3-5 minutes. To avoid mistakes, example being if your friend wants to come play with you and clicks the wrong server and is now stuck there for 2 hours. Well those are my thoughts, I'm very interested to see what everyone thinks about the subject. -Shepard
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