Jump to content

Erecshyrinol

Members
  • Content Count

    6
  • Joined

  • Last visited

Community Reputation

0 Neutral

About Erecshyrinol

  • Rank
    On the Coast
  1. Erecshyrinol

    So, prone.

    This is normal and intended by the developer. It's just a small step towards compensating for lack of foliage and flat distant LOD models. Not nearly enough in my opinion. People shouldn't be so easily spotted at distance.
  2. Erecshyrinol

    What's the current hacking status like in DayZ:SA?

    I've encountered a speedhacker the other day. I've heard many reports of them. Here's speedhacking at work: Snip.
  3. Erecshyrinol

    Rolling Update Rev - 0.43.116251

    I'll confirm that the ballistic helmet can't actually be spraypainted. The axe can. How does this even happen. Is it because my helmet originates from the previous build?
  4. Erecshyrinol

    Can't access the action menu

    Has this happened to anyone before? I can't access the F menu. Not by pressing F, not by scrolling my mouse wheel, not by using "[" and "]". I haven't changed my binds. It worked just fine before. Now I can't reload my weapon, except manually through the inventory.
  5. Erecshyrinol

    Solution To Server Hopping And Combat Logging

    I don't like the "private hive" solution. Doesn't that imply that every server has it's own hive? I think it's self-evident why this is a bad idea. If the server is down for whatever reason, you can't play your character anymore. As far as I know, combat logging in the mod is fixed by preventing you from logging out if there are gunshots nearby. This prevents innocent people caught in the crossfire from logging out and is therefore a bad idea. Also, "nearby" is a relative term. You can still combat log out of sniper battles. Correct me if I'm wrong. Thanks for the welcome. I'm aware that they're working on it, but for all I know, they didn't think of solving it the way I did and may like my idea better. I figure why not share it? The amount of energy I invested in this post is far, far, far less than the amount of energy I invested in a character that was wiped out by a server hopper. Characters, that's plural. As a matter of fact, being new to the game, all of my deaths were at the hands of server hoppers. Also, the vast majority of my combat engagements were with server hoppers.
  6. First, realize that no solution will ever be perfect and please everyone. Second, realize that both of these are issues that need solving *now*. You don't need to be 100% satisfied with how the solution works, just add it and then replace it with a better one when you think of it. Third, Yes, I'm aware this is an early alpha. Fourth, no, I did not do a forum search before posting this. I am well aware somebody likely thought of these things before. I hope that doesn't annoy you too much. Let me know what you think. Solution to Server Hopping: Every location that contains high yield weapon drops should be considered a "Zone". As far as I'm concerned, I wouldn't mind if every location, be it settlement, airfield or radio tower would be considered a "Zone", but places like airfields and military bases should definitely be "Zones". The "Zone" should not just be the location itself but also a ~200 meter radius around it. Whenever you enter this radius, the game should inform you of the fact. Choosing to log off inside of the zone will result in your character spawning somewhere randomly on the outskirts of said zone when you choose to log back in. Perhaps, ideally, in the exact location you entered the zone through. That's it. Considerations: - While this method clearly does not stop server hoppers from getting their equipment, it still makes their job a lot harder. What this method does solve is the most annoying aspect of server hopping -- the fact that they often appear right behind your back, in a room you know well was empty mere seconds ago. Then they proceed to fill you full of lead. Look -- I don't even care that much that you want to cheat your way to good equipment, just don't teleport in a room adjacent to mine and proceed to kill me. I've been killed this way too many times already. My buddy is watching the entrance, I've concluded the entire building is empty and surely enough, a server hopper has appeared in the hallway I was in 15 seconds ago and I'm dead before I get a chance to react. - The fact that the game informs you that you've just entered a zone does kill a bit of immersion for people new to the game. As soon as they enter that ~200m radius, they'll know there's something nearby. As stated, no solution is perfect and I think pros outweigh this little con. - Unfortunately, this prevents people from permanently taking over a location and proclaiming it their base. Of course, unless they remained logged in forever. Once again, pros/cons. Solution to Combat Logging: Whenever you choose to log out, a visible counter will start. Let's say it's a full minute. Moving, shooting or performing an action during the countdown causes the countdown to reset. You are still allowed to move the mouse around. When this counter reaches zero, you are free to quit the game and your character will disappear from the server. If you quit the game before the counter ends, your character will still remain in the server for the remaining duration of the countdown. Considerations: - A minute may not be enough. Perhaps it should be left to the server to decide how long the countdown should be. CONCLUSION: The game may be in it's infant alpha stage, but a lot of people are already playing. Server hoppers are universally hated as the single most annoying aspect of the game. There's no reason to let them terrorize the playerbase just because the game is in alpha stage. I would honestly prefer people just typing in a cheat and getting their equipment than dealing with them teleporting behind my back. My friend already quit the game until this is solved. He's hardly alone in his decision. Is this a beneficial thing for the alpha testing stage? That's it. Let me know what you think.
×