logan23
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Everything posted by logan23
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This topic will cover the Standalone of Dayz Servers and Server hopping. I truly believe that Server Hopping needs to be addressed because it could destroy DayZ’s ecosystem and make the game impossible to balance. In MMOs they usually have the player choose one Server and all characters are created on that one Server. With DayZ, they are targeting to hold up to 200 players for the map/Server. The problem comes up when you have some large Clans join a server which means that 200 sounded large but can get filled up fast, possible. So now you have a character but your friends have a hard time getting on the server do to them being maxed out. This is where Server Transfers or Server Hopping happens if you’re on one server and your friends are on another you simple jump to their server. But we have seen this abused and leads to making it impossible to balance loot since players can hop from server to server. There are possible solutions to protect the Standalone- 1- Player creates a character on ServerA and that character can’t jump to another Server. ServerA is home for that character. Now if the player sees ServerA is full they can go to ServerB and make a different character. This would completely remove the Server Hopping but it will also cause some issues at launch since it will take awhile to figure out what Servers will be available more often when you target the time to play. The benefit is the player can have their Clan character to use when their Clan is playing- jump to that server. If their clan or friends are not around they could be playing with their lone wolf character on a different server. (Also the issue of character transfers might come up but since death in the game is guaranteed, it really doesn't cause too many issues, and others might disagree.) 2- If Players are allowed to Server Hop in the Alpha/Beta stages of DayZ, there are still ways to help limit some of the issues. One is that, players who are on SeverD and wish to jump to ServerF with the same character, they, must wait for 30 mins to 1 hour. (Times would be tweaked based on testing.) This will cut down on exploiting the server hopping but also the player needs to be able to have more than one character so if PlayerA gets word that they are on ServerF and he is on ServerD, he could jump onto the same server with a character created on that server so he doesn't have to wait 30 mins- 1 hour. (The timer must be attached to the character on that server who is hopping since if it’s on the User’s ID Account, then the player will simply choose another character to play as and jump in game and then after 5 mins, he would go back to the original which would be cleared of the Server Hopping wait time.) Why this is important: Most MMO Worlds, they are instanced or unchanged by player actions in the permanent manner. DayZ allows player to live, breath and build their own civilization or chaos as the players see fit on each Server. I personally want players feel as if they own this world/server. The building that was destroyed because a player crashed a chopper into it is still there with the damage. Whenever a player walks by they will remember when that happens or wonder what happen here. This site could become a new landmark which is unique to this Server alone. Each Server over time will go from what it looked like to something different because of player actions. Server hopping would degrade the experience since the player’s character wouldn't be attached to the server/world. DayZ allows you and your friends tell a story but it only matters if it’s in the same world/server. This would show up greatly when more make shift construction is allowed. What we would see is Servers would start creating their own identities as if they are parallel universes of each other. They started the same but after a few months each will be shaped. You will have PvP focus players gravitate to DayZ servers that have more PvP players as well as many other clicks/factions within the player base will be created. With having one character per server (there can be a limit you can create- can’t have someone making one character per all server) you will allow players to have their lone wolf character, their PvP character, survivor, etc. This would allow everyone get what they want and players will actually get to know each other which can lead to rivalry or partnerships. We will see legends build for those who help and those who love to kill. (Win-Win situation ) If Server hopping is not handled sometime after the alpha release (before beta and final release) you will find it almost impossible to balance loot and other mechanics since loot are not rare when you can hop across 5 servers to stock piling. If this game is to keep its survival edge it needs to block players from stockpiling or we will have like in the Mod players with the max guns and loads of ammo – leads to players getting bored and start killing players or do more death match style combat not because they want to but because they have nothing else to do with all their ammo and supplies. PvP will always be in the game but there should always be that risk and reward with your limit of supplies. (EX. Resident Evil 1 –first half of the game) Let me know what you think,
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I was think about how it would be nice to have to freights at the docks to search as well as other freighters in the distance. Using a boat or chopper you could go to these places and investigate. I wonder if there are any battleship/military vessels which could be also placed out in the ocean. There could be a cluster with normal fishing boats around the military ship. This could be signs that this was a medic lab and base of operations when the outbreak happen. To have these work, the Infected pathfinding for indoors need to be fixed so they can travel faster. These locations at sea could become Clan bases even. Just throwing out this idea for future thought and debate, What do you think?
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DayZ Alpha won't launch until launched !
logan23 replied to willey.erd@oundleschool.org.uk's topic in Mod Announcements & Info
There has to be a picture to make this line into a MEME...there has to be -
I think we are going to see hand guns, rifles ,shot guns, and a few automatic rifles. I don't expect to see the high end military weapons for awhile and some won't be in at all- i'm going to assume. This method will allow them to introduce them in small updates over time so they have more control. The mod will be the more go military gear full out game while the DayZ SA will be more about survival gear then getting the top gun. How will a gun help if you have an infection that will kill you over time or make you weak. You just need a weapon for defense and resources.
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DayZ Alpha won't launch until launched !
logan23 replied to willey.erd@oundleschool.org.uk's topic in Mod Announcements & Info
I'm fine with the June possible release. All I wanted is to see some game footage, that will tie me up till June. -
SOMEWHERE TO STORE ITEMS IN THE STANDALONE
logan23 replied to THEKIDINABOX's topic in DayZ Mod Suggestions
So you want DayZ to be like The WarZ? I'm sorry but this will not happen, players can create their own safe or guarded area but ...you just have to understand in DayZ there is no where that's safe. DayZ is about an experience -
I'm not so concern with the player but I am concern with the Admins being kids since most are not mature.
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Hows the testing going =)
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Limiting number of times you can use a Matchbook but then Matchbooks can be less rare
logan23 posted a topic in DayZ Mod Suggestions
Hey, Was wondering if using the method of soda removal and give tin can code- and use it on matchbooks so they only have 1 or 2 times you can use. This will allow matches to be a little less rare but also the player must be careful on when to use them since you might have one or 2 matches in the book. Make match book Value1 and match book Value2 with slightly different icons/or add number 1/2 to it. When player use matchbook Value2- it is destroyed and you receive matchbook Value1. Once Value one is used then you have no matches and the item is gone. The number of uses could be higher if you want- just using 1,2 as an example. The concept is to make matches less rare especially since fire is being used for more things, but also make the player decide wither to use their last match now or later. This would could also be used with Antibiotics, if you want to make players need to take 2 dosages or more over time to get ride of the infection. To make this work there needs to be a clear way to know when the antibiotics is wearing off and need another dosage. -
Limiting number of times you can use a Matchbook but then Matchbooks can be less rare
logan23 replied to logan23's topic in DayZ Mod Suggestions
Understandable but my post actually shows how using existing code(soda can-tin can) in the DayZ mod to allow this to be possible. -
Who else LIKES the new update?
logan23 replied to MissSweeney's topic in DayZ Mod General Discussion
i like the update. I knwo they are working on a fix to tweak a few things so it will be interesting if this help resolve some of the player complaints -
I can hear the QQing that my normal blinking got me killed. I was trying to shoot player/Zombie and i blinked when I was going to fire which made me miss. Nice concept but wouldn't work.
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Hey, Was wondering if you guys ever thought of using the method of soda removal and give tin can- and use it on matchbooks so they only have 1 or 2 times you can use. This will allow matches to be a little less rare but also the player must be careful on when to use them since you might have one or 2 matches in the book. Make match book Value1 and match book Value2 with slightly different icons/or add number 1/2 to it. When player use matchbook Value2- it is destroyed and you receive matchbook Value1. Once Value one is used then you have no matches and the item is gone. The number of uses could be higher if you want- just using 1,2 as an example. Logan
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If I remember right, Rocket said that all loot and Zombies will spawn at the start of the server start(DayZ SA). I a possible issue with this concerning the Zombies where players will have a friend go in and start shooting and aggro all or most of the Zombies and run to the forest or field where he or she will die or escape. The problem comes in that now you have a town/city with 80-90 percent of it's Zombie population left in a forest or field. This leaves player's friends to run in and loot with little to no threat. I wanted to point this out in hopes that Rocket and team sees this post in case they haven't thought about this type of situation. Thoughts on solutions: 1-The Zombies will turn and walk back to the city after the player who aggro them are dead. 2-Mentioned in the Dev Video that Server will respawn loot when needed as players remove the loot in the cities from the start of the Server- This could go as well for the server to spawn some zombies if the population diminishes. (Problem with this idea is that Rocket is aiming for a life cycle for the Zombies and this respawn of them would seem to conflict with that goal. 3-The game's code can look at the city zone and determine how many players who are running out with the aggro Zombies behind them. Once the Zombies are out of the zone, a certain number will un aggro and return to the city, leaving a good number (based on per player value) to continue to chase the player. These zombies would stay where they are if player escapes or dies- or the zombies could have a chance to turn and return or start wandering in a certain direction. 4-Same as the 2nd option but the determination of the number of zombies to respawn could be based on the population center/location or a life cycle number based on the Zombie's server's life cycle Value. I feel that some form of the 3rd option would work best in keeping players from exploiting this possible issue and allow the Zombies to have a life cycle. The question is what can be done code wise without lagging the servers. What do you think? any ideas
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DayZ (SA) Notifing Devs -Major issue with having all Zeds spawn at Start of Server
logan23 replied to logan23's topic in DayZ Mod General Discussion
Thanks for the info!! :D With the mod, i believe they simply de-spawn after some time- they don't actually walk back unless they are still in the spawning zone- from what i have seen- i could be wrong but i would assume we would come across Zeds in the fields or forest which i have never seen. Ok- i guess a moderator can throw this in the graveyard since you answered the question. I don't see why this needs to be still here. -
DayZ (SA) Notifing Devs -Major issue with having all Zeds spawn at Start of Server
logan23 replied to logan23's topic in DayZ Mod General Discussion
I'm almost 100 percent sure he meant all Zombies. The reason for it is because when the game has to stop and checks to spawn zombies in the method in the Mod- it ends up affecting the lag and i believes something else to with the server. -
Who Else Thinks 1.7.5.1 Pushes Annoyance and Survival Too Far?
logan23 replied to Diz (DayZ)'s topic in DayZ Mod General Discussion
With the increase in use for fire- need matches. This would be a way to allow more matches but keep anyone from having unlimited - or using them like you will never run out. -
Who Else Thinks 1.7.5.1 Pushes Annoyance and Survival Too Far?
logan23 replied to Diz (DayZ)'s topic in DayZ Mod General Discussion
What if they do what they did with the can of soda.\ You drink the can and get a empty can. In theory you could make a match box with value of 2 and a match book with a value of 1. They would be seen as two different items- alter the icon of the match book so it can be seen as different. Then if you pick up a Matchbook with value of 2. Then you use the match book to create a fire. The match book would use the same code as the soda to tin can but this time- it removes matchbook value icon and replace it with the match book value1. Player makes another fire with the matchbook value1 then after it is destroyed from inventory. This should solve the issue. Spawn loot table would now have two matchbook Item lines. Code just spawns loot as usual and grabs a match book valueX item just as if it goes and pulls a soda or whisky bottle. -
New concept for Server System [DayZ Standalone]
logan23 replied to Ernst's topic in DayZ Mod Suggestions
if they did shorten the day/night cycle- it should be something that doesn't feel like you walked away to get some food and 2 day/night cycles have just ran. Maybe even a 12 hour one. -
Who Else Thinks 1.7.5.1 Pushes Annoyance and Survival Too Far?
logan23 replied to Diz (DayZ)'s topic in DayZ Mod General Discussion
I like the new patch but I have read some issues where there might need some tweaks to a few spots due to a bug here or there. The over all direction i like. I know someone mention matches- I wonder if they can make matches more common but there is a number of uses - you can find matches with 1-3 uses left. This will allow players to get matches more often but they are still a limit resource where you might have 1-3 match sticks. -
New concept for Server System [DayZ Standalone]
logan23 replied to Ernst's topic in DayZ Mod Suggestions
I agree. That's why I'm hoping private servers can't touch anything other then what is set up as the different server types. DayZ SA is a game not a mod where you can mix and match the way you want to. I can see 2 setups and then possible 4 later as the servers increase later in the year. Broken up by the 3rd person option or not and the day/night cycle hour setup. With the Day Cycle- I can't see keeping a 24hr since we all have real lives with work ,etc. So a shorter time even at 8 hrs it changes from night to day would allow players to have a chance to experience night and day or we will have all servers setup so players will either play day or night--which leads to the logic- why even have a change of night and day if everyone is going to play one or the other. -
DayZ (SA) Notifing Devs -Major issue with having all Zeds spawn at Start of Server
logan23 replied to logan23's topic in DayZ Mod General Discussion
Except you will have every town, city and air field with no zombies since now they are all in the forest and fields within 6 hours. Which leads to players shooting each other like death matches in the city and Zeds will simply be something they players just walk around since they are not holding a location that has any value. IE. Game Breaking -
New concept for Server System [DayZ Standalone]
logan23 replied to Ernst's topic in DayZ Mod Suggestions
I was wondering if The Servers for DayZ could be broken up further as- No 3rd person option- Hardcore (this server would be the same as the normal but the loot spawns altered(think DayZ 2017), Zombie change in(HP or Damage), all vehicles need to be fix multiple parts) No 3rd person option-Normal (This one would have vehicles which might need 1 or two things to get it running- making easier for players to fix and drive vehicles) Yes 3rd person option- Hardcore (this server would be the same as the normal but the loot spawns altered(think DayZ 2017), Zombie change in(HP or Damage), all vehicles need to be fix multiple parts) Yes 3rd person option-Normal (This one would have vehicles which might need 1 or two things to get it running- making easier for players to fix and drive vehicles) As you stated this would mean any character created on any of these server types can only jump to a server that matches the same Server type. I also just wanted to ask- do you think we will also have break up of Servers with 24hrs cycle and a server with a (4-8 hr) cycle? So there would be two time cycles. I'm just tossing out there since I can't see how they can keep the 24hr day cycle since you want players to experience all of DayZ not a faction. (This is going on the assumption that the whole Night issue/to dark is resolved so players enjoy dark night time more) -
@Chabowski I totally agree! if it cuts down on hacks I'm all for it
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Clothing Durability & On ground models.
logan23 replied to m.w. vindicator's topic in DayZ Mod Suggestions
I really like where you are going with this. Do we know if there will be a way to inspect items like clothes and weapons? See how their durability is.