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Showing results for 'ghosting'.
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That is exactly what it is, this system was implemented in 1.04 I think, and is designed to stop ghosting and make server hopping for loot so impractical that it is just not worth the hassle. In that regard it works perfectly, although it comes with other drawbacks. For example, you can use the teleport as a means of rapid travel. Say you have travelled all the way from the coast to Tisy and is bogged down with loot. Travelling anywhere on the map will take ages, so in theory you could hop to another server - and get teleported anywhere - and then hop right back to your first server. The teleport will deposit you somewhere along the coastal region, basically saving you hours of running. With a bit of bad luck you'll land in the knee of someone who'll kill you before you get your bearings, or at the "wrong" end of the coast. Either way it is now a feature, and how long you have been logged out does not matter one bit, if you change servers you will change location.
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Take a look at the history of DayZ. Its been there since Dean gave access to the mod with 3-4 servers. I remember spending more time trying to get on a server then playing on some days. You can bet that we would not be here if this "solution" would have been in place since day 1. Pre 1.0 it was also possible for communites to share their hive-shard with slave servers. If ghosting was happening it wasnt too hard for admins to detect it with logs and act accordingly. Was it fun? Nope. Was it better then this teleportation nonsense? Yes. I wouldnt even think about setting up a Master/Slave now. ...and, as already stated, this is just one example of abusing the system. Got into trouble somewhere? Eh, just hop and teleport to safety.
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"Hey guys we put NVGs into the game!....dont worry, we will let you turn them on in the next update! 1.05" How does this not just sum up this development team in a nutshell? How does this not make you see through the smoke? They added a brick to the game. A lootable rare brick that serves absolutely no function other than taking up space and you can throw it. No hotfix incoming? Just eff it huh? Catch us on the next update huh? See you in 1.05. Not to mention I still cant say what actually got fixed in the game. Duping still happens. In fact it happens frequently by simply logging out after inventory adjustments. Gear stacking. Lag. Inventory bugs. Etc. You name it and it's not fixed. Ghosting is fixed but even the mitigation system is very exploitable. Oh yea, they also added the ability to open doors by force. Who needs ghosting anyway? This isn't a damn soap opera. You dont get to tease us with a partial product to keep us playing. That's how you starve your audience. Not feed them.
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I’m surprised so many dislike it. I think it’s a decent solution to a lot of major issues... Ghosting - nothing worse than someone magically appearing in your base, or even behind you during a firefight. I used to think spawning in a nearby town world be better, but what’s to stop someone using it to flank around you? Combat Logging - losing your position on the map will hopefully be enough to deter people from this. Server hopping - Whether it’s for finding military loot, or escaping the dark. This system works wonders for these. I’ve already noticed an increase in pop during the night. Duping - This new system makes the previous duping exploits a lot more difficult to do. Hopefully they will deter enough people to prevent the shitshow from before The only major drawback I can see is if a server crashes, and goes down for a long time. Losing your progress that way would suck. I’ve also used it in a good way. After a long journey to Tisy, I felt I needed a fresh start, so CHOSE to server hop and spawn in a random location. It was kinda cool. Post-Tisy often feels like a bit of a slog. I know it’s not exactly realistic, but it’s a nice option to have if you want to mix it up a bit.
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The only issue I have with the long queues is this........I logged out last night, want to play TONIGHT, but I can't go to another server if I want to start where I left off. I was fortunate enough to spawn all the way in the NE corner, but I don't want to get stuck all the way south if I choose a different one. There needs to be a clock of some sorts that starts once you log out, and after that time passes, you can log in on a different server in the same spot where you logged out. I understand why they did this, and I have no issue with them stopping the server hopping and ghosting and such, but it IS a little ridiculous.
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Ghosting. That's it. Duping is still happening. The gear stacking is still in the game. The scopes still turn grey when you first ADS. Zombies still glitch through walls. Inventory gets glitched all the time and not just tent inventory anymore. Have to log to pick up or see glitched items on the ground. And look, I get it. I understand the side of the argument that "we should be so lucky that they even put NVGs in the game. They will fix it. Just be patient." Yea. In 1.05. When they break vaulting for the very first time.
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It was completely thought out. It’s a barrier against easy duping, and also ghosting. Just because YOU wouldn’t ghost after such a long time, doesn’t mean other people wouldn’t. People could still find a base, and make sure they log back into that base. Even if it’s 2 weeks later, it’s still ghosting.
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It doesn't matter how long between sessions, if you change server you get random respawn. Get used to it. This has eliminated ghosting and server hopping for loot.
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No man, private servers have there own character databases, so every new private server you join will have a new character that can only be played on that server. But on public servers you can move your character from server to server, but will most likely log in near the coast but with all your gear after switching, new server hopping mitigation has been added to stop hopping. Ghosting. Duping etc. Hope this helps
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I did the same day about 12 hours ago on 3897. 😛 First I beat a guy up and stole his Glock (apparently he did not know how to cock it, it had a mag with 9 bullet in it but none it the chamber), then I held another guy up for his shoes. First he dropped them like a good boy, but then he refused to run out into the night as I told him... So I gave him a clean headshot so he went unconscious and was way down in health, picked up the shoes, performed CPR and ran some circles around him and then ran off into the night with the shoes - I left him with his 4 bandages though, that's how nice a man I am lol. Gotta love all these mechanics, im especially loving that you can reload a mag just by holding it in your hand and holding Y so we dont have to open the inventory, find the right ammo, press B and then hold RT - its way better. The throwing function is sooooo good to, and vaulting is getting implemented in 1.05 which is awesome too. The anti-ghosting/server-jumping function is just perfect too, people actually stay on the servers for night-play now which I've always like but never been able to get the group to go along with. The game is back on its feet - with a vengeance! 🙂
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If it was a modded server it was also a community server, which means no shared hive. So when you logged in on another server you started a fresh character. Nothing weird or bugged about that. The teleporting happens when changing servers on the public hive. It is a means to stop duping, ghosting and loot hopping.
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Private Console Servers Pre-Order and FAQ
ThePugman replied to ImpulZ's topic in News & Announcements
It’s a start guys. Just remember that private servers will massively reduce the biggest problems you’ve experienced on consoles. Duping, ghosting, etc. If you want more control, you should probably wait til they figure out the whitelist thing. Not like there won’t be a fuck-ton to play on, anyway. -
What a ghosting little prick, shooting a bunch of people chilling and enjoying themselves is damn low - he could have at least have started throwing insults out the window and made it an interesting fight. Nice video by the way! 🙂
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I hear it's that good. No duping, ghosting and no soy milk in between. Are you excited?
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THIS is called GHOSTING, and is just ONE of the reasons for this change. Hear ME out and follow along if you can.......THAT'S CALLED CHEATING.
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@impulz so this new update should completely stop ghosting? Also what about if like some camps the spots you get put at or like makes a base there?
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Duping hasn't been much of a problem on PC for a while. Most serious players play on private servers where duping doesn't really happen. The changes they made in 1.04 certainly make ghosting impossible. Again, private servers aren't affected by this because it's one character per server. Since console are getting private servers, I would say stick with them and you should rarely notice any problems. Occasional problems will still happen on official servers (they recently said that duping will never be stopped completely) But it's so rare, you won't notice it. You won't likely see the 'tent cities' again.
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Well as we all know, the 1.03 + 1.04 update is coming to the consoles, however, what I really want to know is if the 1.04 update ended up with mass duplication, server hopping and ghosting. If you have not done with these things, how are they? Are they as critical as in the 1.02 update? Is it still a gigantic problem in the game or has the update lessened with these problems? Thanks, sorry for my bad English.
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/////// INTRO ///////////////////////////////////////// I'm not going to extend myself explaining why we need a few changes in relation to the base building feature because we all know by now its core issues and its lack of general balance in the current implementation (Vanilla - 1.04). The fact that any random can get inside your base just by jumping above the fences or by using the hatchet / duct tape infinite combination to destroy the whole place that probably took you some days to build are reason enough to look for some alternatives and improvements. Even more, considering that we are still on time and we all hope this isn't the final design or even close to the desired one. On the other hands, a lot of us don´t think that the alternatives provided by some of the most popular base building mods are good options. While extremely helpful to keep this feature alive within the community, most of those mods usually denaturalize the base building concept with impossible and indestructible structures, no-clipping walls, digital and unbreakable code locks, fancy but out of context destructions devices, “raid days” and other kind of stuff that seems to belong to a completely different universe than Dayz Standalone. Those are definitely not in line with the vision of this suggestions of with a proper definition of a balanced base building system. With all that in mind, I’m going to list a couple of attainable ideas that could lead to a more balanced and achievable base building system for the vanilla Dayz SA experience. It’s not my intention to expand the current limits of base building to a whole new level because I really think we need a fast and attainable solution for the next couple of months. Let me say it again, the intention is to provide with an attainable alternative, not some crazy out of the blue completely new concept that would require tons of changes, new additions or things that could completely change this feature. Hope you guys find it useful: /////// THE 3 CORNERSTONES FOR A REBALANCED SYSTEM ///////////////////////////////////////// The needed fixes / tweaks for the current base building implementation The building destruction realistic “handicaps” to provide balance Base defenses: The key role of electricity and gasoline. /////// 1) NEEDED FIXES AND TWEAKS ///////////////////////////////////////// 1.1 | Fix needed | Ghosting inside bases fixes: Since the last experimental updates on 1.04, the ghosting issue (players jumping from one server to another in a particular location just to log inside a base) was mostly addressed with the new “hopping spawn points” and the fact that you can´t keep your character position when you jump to another server. This is a huge step forward in relation to the feasibility of a proper base building feature, mostly for consoles, where they are tied to the public servers and hive system. We are going to leave it there since this was pretty much fixed. 1.2 | Fix needed | Duct Tape bug and general nerf: After you use a certain percentage of your Duct Tape, if you tie up yourself with it and then break free, you will restore the 100% of its value. This bug allows you to make an infinite loop and re-use a single tool (Like a hatchet or an axe) to build/destroy a base, making the process of getting the proper tools to build/destroy anything completely useless. Thankfully, it has been fixed on the internal version and will be fixed on Steam in the future. Besides that, the Duct Tape capabilities are extremely disproportional. You can fix most of the items with it (axes, weapons, hammers, clothes…). This not only makes items like the “weapon cleaning kits”, “sharpening or whetstone” and "electronic repair kit" become completely redundant but also help to intensify that extremely easy and unrealistic way to destroy bases without any item damage punishment on the tool. A fix and general nerf should be done, or at least a more punishing “repairCosts” value if the idea is to still allow to repair almost any items with a duct tape. 1.3 | Fix needed | Item collisions and stacking: Another huge issue is the possibility of exploiting items collision to get over the fences or high places. Since the base building walls are not more high than 2.5m (and sometimes the surface even make them lower), by stacking items that have general collision (where your character can stand above them), you can artificially get high enough to jump inside a base. This action can be replicate by using other players. Devs already worked on this with 1.04 stable removing the collision of wooden planks and metal sheet - the most common items that players used to used -, but car wheels, metal wire, car parts among other items still have this. Of course is definitely harder to carry two big wheels or two car doors to a remote location, but it’s still something that need to be worked on by removing the remaining collision or opting for alternative solutions more related to the base building structure per se than in the items that you can stack. 1.4 | Tweak needed | Unmounting barbed wires from the outside only by using pliers: Barbed wires are not an extremely common item in the world and they currently offer a very week protection. They become even less efficient considering that anyone can just unmount them from the outside by using some simple pliers (That are quite abundant lately). This is definitely not realistic and a new item is required for this task. The more realistic and possible addition would be a “bolt cutter”, with the same category and spawn rate of pliers. It should be a relative big item, similar to a double handed melee. This is a very important thing for this base building rebalance suggestion since the barbed wires are going to have a huge role in your base defenses. I’m going to talk about that in a second. 1.5 | Tweak needed | Barbed wires damage and cut probability: The current implementation of barbed wires don´t have any cut probability. You only get health damage and the consequently shock damage (and you can go unconscious), but this only works if you are literally standing above a barbed wire for more than 4-5 seconds. Adding a cutting probability would represent a huge change since it would discourage the continuity of a raid until the player get completely bandaged. Provoking cuts is the raison d'être of barbed wires in the first place as a defense mechanism. 1.6 | Tweak needed | A more flexible - but still realistic - positioning area: What I mean by this is making the area where you can build in relation to a pre-existent structures a little bit more flexible. This is completely different to allow wall clipping like in the “build anywhere” mod or similar ones. There are multiple the times you just can´t build close enough to a gate, wall or another base building structure without leaving a huge gap where people can go or shoot through. Reducing or adjusting the building area / collision is something that we really need right now. at least until barricading become a thing. In addition, the current implementation avoids to place two gates close to each other, preventing players from using an extra - but breakable - protection to the bases with two gates, two combination locks so more time required from the raider to get inside. 1.7 | Tweak needed | A more flexible tent positioning system: Tents became a very rare items in the past build and the amount of remote camps in the forest are less and less frequent (let’s not consider the Xbox duping issue here for a second). The great difficulty that means to carry a tent to a remote location discourages many players to build or hide something there. But there is another reason: the tent positioning is extremely restrictive in relation to the surface below, forcing players to abandon any idea of hidden tent in some remote location because of this. Its definitely something that need to change to work along with base building in remote locations where anyone would like to place a tent inside. 1.8 | Tweak needed | Fences high. The issue with it and two complementary alternatives: We recently saw how 1.04 brought a new collision for the frames avoiding that players can go through the gaps after destroying the lower wall. This is definitely a good addition because it forces the raider to at least break two “layers” of the wall before being able to get in. But the issue is not only having people going “under” our base quite fast, but above it. Leaving aside the possibility of stacking items to get above a fence/wall by just jumping, the current base building walls are definitely not high enough to prevent people from jumping inside your base. In addition, most of the factories and barns entrances (usually the first preexistent structures that players choose to build their base inside) are much higher than the base building walls, leaving a huge gap on the top where players can go through just by jumping above each other. So, this not turns build a base in a remote location like a forest or the west border completely useless, but also doing it using a pre-existent structure. How can we correct this? Here are two alternatives that can also be complementary: A) The third frame concept: Allow the players to build a third frame on top of the upper frame after you build the platform. This is realistic because you can now access to that high from the inside thanks to the platform. You would require 2 more logs to expand that extra high and then fill that third frame with wood or metal. This will solve (or significantly reduce) most of the cases of players jumping above each other to get inside a base without having to implement unnatural alternatives like massive high bases. B) Upper Barbed Wire repositions: The current upper barbed wire position its set in front of the upper frame, not above that. This kills the main purpose of avoiding people to climb and jump above the wall, getting hurt in the process. Its position should be changed, providing with even more cover and that extra high described above. You could also allow to add a third barbed wire to that “third frame” suggestion or tie that new higher position to the mounting barbed wire action when you use the bolt cutter, making things even more complete and realistic. 1.9 | Tweak needed | Gate interaction area: Devs are probably quite aware of this, but the current state of the interaction area for gates forces players to get outside their base and do some kind of Indiana Jones kind of run with the gate closing speed / collision to avoid ending up outside their own base. This should be changed by setting the door interaction area in the right log/base or at the center of the gate entrance (Ground). 1.10 | Tweak needed | Gas stations and limited gasoline: This is probably something that most of the players haven’t pay enough attention but the gasoline of the gas stations around the map is unlimited. You can even keep refueling your containers after you exploded the fuel dispenser. Maybe because we never saw gasoline as a scare and very value resource but this should clearly change. I remember the days where deer stands and gasoline stations locations what something that you must memorize. I’m sure you would probably understand why this change is extremely important a little bit further in this post. 1.11 | Tweak needed | Destroying the frames of a gate from the outside: As I mentioned in 1.8, now you can´t go through the frames of a wall like you used to, forcing you to destroy two layers of that wall (E.g. lower wooden wall and lower frames) to then crawl inside. While this is definitely a good thing, there could be a problem with this when we consider the gates. How? When you are destroying a gate from the outside, you currently can destroy the upper and lower walls, but then you can´t destroy the frames. You need to unlock the combination lock or use a hacksaw on it to then open the gate. After that, you can unmount the metal wire with some pliers and finally destroy the frames (in case you need to destroy the whole structure and not just get inside). But what is the issue with this? Players could exploit this system by building gates in places where you just can’t access the sides of it (where the combination lock is placed), creating an impenetrable base. But how they get inside if they can´t access that combination lock either? Just by leaving a player or alt account inside. It’s would not be a generalize scenario but definitely something to consider. The solution to this would be just by allowing dismounting the metal wire from the outside with the already mentioned “bolt cutter” as a step of the destruction sequence that we are going to talk further in this post. 1.12 | Tweak needed | Full damage to the hacksaw for code locks: In the current implementation, you can still destroy a combination lock (3 and 4 digits) by using a hacksaw. This takes around 1 minute and 44 seconds in a single complete cycle and get a tool damage of 2 stages (From pristine to damaged) after you destroy one combination lock and another two stages (from Damaged to Ruined) if you destroy another combination lock. Of course, the 1.2 issues in related to duct tape do not help on this, but for a proper balance the hacksaw should take full damage after you destroy a single combination lock. /////// 2) THE DESTRUCTION HANDICAPS ///////////////////////////////////////// 2.1 | Base building sequences | The destruction process (First handicap): The current base building implementation already have an obligatory sequence or steps that you must follow in order to build anything or even to dismantle a structure. We can see this with the “required_parts = {"structure "}”. Taking a gate for example, you need to dismantle the wooden/metal walls first, then unmount the metal wire and only after that you would get the option to dismantle the frames. Same with the building process of a watchtower where you need to build the roof before you can build the stairs and other examples. Since the mechanism is already there, the intention is to apply the same reasoning in a more restrictive way but for the outside base destruction. How could this work? if you want to destroy a full wall covered with two barbed wire for example, you would need to unmount those two barbed wires first by using the proper tool (check 1.4) in order to get the option to start destroying the external walls with your axe. But not just any wall, you would only get the option to destroy the upper wooden/metal wall first and after that the lower wooden/metal wall. This idea behind this is to prevent the casual hatchet raiders that can get inside any place in less than a minute just by destroying a lower section of the wall and crawl inside. This would create interesting scenarios between picking the more week wall in the bases and smart design from the base owners. The destruction sequence of a full wall could be: Upper barbed wire Lower barbed wire Upper metal / wooden wall Lower metal / wooden wall Upper frame Lower frame The idea of having a destruction sequence and be implemented in a more restrictive way (like in my example, limiting the options that came up when you approach a wall with the proper tool) and also in a more natural way if you wish: by reducing the action area of the destroying action to a one even more close to the wall (like when you want to refill a car radiator that you need to stay really close to even get the option). In other words: if you want to destroy a fence you need to be very close to that wall to even get the options. If there are barbed wires mounted there, you'll be forced to dismantle them first. 2.2 | Material properties and tools | Wooden walls vs Metal walls (Second handicap): Working along with the destruction sequence mentioned above, we know that right now there isn´t much difference between building a wall/fence made by wooden planks than using metal sheets besides the necessary amount of those items you need for the general recipe. The time to destroy both are the equal, same with the tools you need in each case. There are many benefits in granting different properties to these ones, like enhancing the idea of having to prepare yourself to raid a base by picking the correct tools and removing the casual and easy raids feasibility. Also base owners can “play” with this by mixing the materials or upgrading them (from wood to metal). Some of those differentiations and its benefits could be: A) Wooden Walls | Wooden frames | Destroyed by: Wood axe, Firefighter axe and Sledgehammer: Those are the items required to destroy a wooden wall and frames. Hatchets should not be an item that you could use to destroy a wall from the outside, and if it does, the damage received should get it damaged after a single full destroying action (E.g. after destroying an upper wooden wall). The fact that you would need a two handed tool - heavy, that takes a lot of your inventory space - would also discourage the easy casual raids and force players to have some kind of preparation. Just like it would happen in a real scenario. B) Metal Walls | Destroyed by: Crowbar and Pickaxe: same reasoning that the wooden wall above. There should be a differentiation in the required tools to destroy a metal wall. In this case, those items could be the crowbar and a pickaxe. The best thing about this is the possibility of alternate and play with the first “handicap” (destruction sequence) by building metal walls on top and lower walls at the bottom. Players would need two different tools to destroy a single wall, and let’s not forget that this can become more complicated if that wall also have mounted barbed wire on it. C) Time required to destroy | Wooden Vs Metal walls: just as a logic consequence of the same idea, different resistances will translate not only into different tools required, but also into different time invested into destroying that structure. Something that is currently non-existent since both materials and base structures requires the exact same time. Destroying a complete wall of metal sheet, it’s something that you can´t really do fast, at least not as fast as if you were dealing with a wooden wall. There is currently no difference at all in this regard and not enough reasons to choose metal over regular planks (with are even more easy to loot and move). Metal walls should be x3 time destruction than the value of the wooden wall. And the vanilla values should also be x3. 2.3 | Tools received damage | Wastage and received damage (Third handicap): Beside the destruction process/scheme (First handicap) and the different material resistance and destruction times (Second handicap), there should be a third impairment related to the tool damage as a consequence of the destruction action. Even when this is already a thing, in order for this to even work as balancing element, fixes 1.1 and 1.2 should be done and the general damage assigned to a tool should be slightly increase. In that scenario, having this third handicap working along with the previous two will forces players to prepare themselves for a raid mission or even creating situations where they would need to cancel a raid in process to go out and loot the proper tools in order to continue with their task. You can check here a glance of the current values: Of course, the key on this matter is finding the proper balance between the tools received damage and the kind of actions that you performed. Chopping a tree or making rags from a piece of clothing should not be as punishing as destroying a wooden wall from the outside. Same with the dismantling and building action (that should not create a lot of tool damage). Having that in mind, here are three accessory ideas to can get us closer to that needed balance: A) Tools spawning conditions: Items like axes, hatchets, hammers, pliers should not spawn in perfect pristine condition. It’s not very realistic in relation to the lore of the game. Players should need to repair those items in the first place in order to get the most of them, and the repairing process should be quite punishing too. I mean, you would probably find the majority of the tools in a damage condition, and you would need to use a sharpening or whetstone more than once to get them to a worn state. Different values should be assigned to different scenarios. Something that we already have, but without proper balance. B) Multiple destruction cycles: Other complementary idea is adding more than one “destruction cycles” to the different base building elements to achieve that more realistic wastage balance. What is a cycle? Just every complete circle you have to do when performing a holding LMB - left mouse button - action. For example: bandaging requires a complete single cycle. Chopping a tree down requires 4 complete cycles. We currently have only one large cycle for destroying base building structures without saving the damage produced to it, like it happens with the trees for example. If you cancel the cycle at its half, you won´t get any tool damage and it won´t produce any saved damaged to the wall. While this could be a very positive thing for base building preservation because it forces players to spend an uninterrupted, tedious and at the same time dangerous process to destroy a base, the fact that the complete destruction is tied to the tool damage seems to be quite out of proportion. By adding more than one cycle to the base building destruction, even without saving the wall damage, you could play a little bit more with the tool damaged received after you complete every cycle. C) Rough skill level: Passive skills can definitely work along with both of the ideas mentioned above. If you are not a skilled guy manipulating construction tools because you've never built anything or chop a single tree, you'll probably damage more a tool or would take you a lot longer to repair a damaged tool than someone who's used to using them. Same with the possibility or reducing or increasing the necessary destruction cycles. Of course this is not something new and some sparks of this are already implemented, but I thought it appropriate to mention it because it will clearly play a role in this whole re-balance. /////// 3) BASE DEFENSES: THE KEY ROLE OF ELECTRICITY AND GASOLINE ///////////////////////////////////////// 3.1 | Base defenses concept / vision: Dealing with a base defenses is the fourth and last handicap of this base building re-balance suggestion and It also contemplates the very discussed topic known as the “offline raids”. But please keep in mind: Dayz isn´t Rust, and we are not at the first week of development either. So we can´t just imagine or suggest (for the vanilla experience) extremely complex and unrealistic defense mechanism nor we can expect a completely new redesign of the base building system in this regard. We have a 5 years old game, with base building assets that have been there since 2015 and a game that is now multiplatform so any modification must be somehow compatible with all the different ports. Having said that, let me remind you that any base should be able to be raided and players can’t just log out for days expecting that none would break into their walls (like its currently happening in many modded servers). Bases immunity, “raiding hours”, unbreakable combination locks, completely disable outside destruction… that’s very far away from my idea of a balanced system. But at the same time, I believe that a smart base design, players dedication and timing must offer them some decent return in terms of base preservation. The current implementation just makes base building not worth it enough because of the time and effort that takes to build a place (witch shouldn’t change, bases should be a group end-game and not a simple task) against the lack of protection that becomes evident when someone in less than 2 minutes and almost without any preparation, can destroy all that work. Here is where the defenses base defenses takes places as a complementary handicap for raiders and where electricity and gasoline become a key element in this equation. Let me explain you how: 3.2 | The Barbed wires defenses relevance: As I mentioned a few paragraphs above, barbed wires would represent the first big “blocker” for a wall destruction in the general destruction sequence and the element that would forces you to loot a particular item on the map (the bolt cutter) to even start considering raiding a base. But barbed wires are not just a random item laying there simply to annoy or delay. Those are actually online and offline defense mechanism that could act in two different ways: A) Cuts and bleeding effect: As we already said in 1.5, the barbed wire should generate instantaneous cuts to the player trying to get through them. Not only health and shock damage, but also bleeding. The idea of having several cuts will work as a raiding discourage method since most of the players won´t keep raiding until they patch themselves up. In some cases, we can expect that they even suspend the raid until they find some rags to prevent bleeding out. As I said, this is the reason because barbed wires even exist IRL, but in the game we don`t have a bleeding effect attached to them yet. B) Electricity system | Shock damage effect: In addition, a more elaborated but temporary defense mechanism would be the possibility of electrifying the barbed wires and metal fences by attaching a battery (+ metal wire) or connecting a generator to the fence/gate. Now you would have an electrical charge that would last as long as the battery life or your gasoline reserves. Shock damage would be the kind of damage resulting from touching the metal wire, leaving unconscious and bleeding players laying in the outside. This would be a temporary but pretty effective defense mechanism to prevent or at least delay offline raiding. Players would still be able to dismount the electrify barbed wire though by using the “bolt cutter” or maybe disabling its power supply from the outside with the Electronic repair kit. But hey would need to have working gloves if those are electrifying. Before you say it, of course… I’m not discovering nothing new with this. This feature is already there in the game files under the barbed wires along with their “energyUsagePerSecond” value that tell us this is already a thing (We even saw a glimp of this in some stress test build). But I just hope this gets implemented along side by side with other base building handicaps because if it’s not, we are going to end up with a very partial and week defense mechanism if anyone with some pliers can unmount the barbed wires in less than 5 seconds. 3.3 | Digital code locks possibility: I’m not really a fan of how the digital locks are being implemented in almost every mod. They are just impossible to unlock and when they work along with the “build anywhere” kind of mods, people start closing houses on the coast and set a completely unbreakable digital code, breaking the players and loot flowing. On the other hand, the 3 and 4 digits’ combination locks are definitely the way to go because they basically end up using a time-consumption kind of security system. Since you can eventually guess the code (All you need its time to test every possible combination) it’s all about time. How could the digital code locks become time-consumption base too without being extremely OP? By using 4 digits (only numbers) digital code locks and having to power those with electricity. No power, no key. No key, no lock protection. This is just a completely expendable idea. I would probably just avoid any kind of digital code locks because they just don´t fit in the game in my opinion. 3.4 | Electricity and gasoline | A new mid/endgame: Two scarce resources and probably the two most valued things in an apocalyptic scenario. Just like in Mad Max movies, people will find gasoline extremely useful because it would somewhere ensure their protection and, at some extent, their humanity. Nowadays, gasoline and electricity have almost no relevance at all for the game beside getting some gas for refueling a car or placing a spotlight in some RP server. But if we assign another role, a more important one in fact as huge resource for base preservation, I’m sure we will see more organized and powered bases. This temporary defenses mechanism could represent the best balanced and realistic alternative to a base protection system based on the effort/complexity/resources = more protection equation. None base would be impenetrable, but the ones with the most active players inside will definitely be the hardest to raid. Even when they are not online. I imagine loot runs to fill bottles and canteens with gasoline and take it to the base, a new relevance for the battery charger as part of an energy cycle, people frequently changing their base protections (rotating the electrify barbed wires) to counteract any possible planning by the attackers, people upgrading their bases with metal instead of wood, players reconstructing broken walls from the first destruction cycle and getting more passive skill because of this. I also imagine players shooting through windows to power generators or batteries attached to the back part of the wall to try to “kill” the energy and raid a base. The possibilities are endless. /////// FINAL CONCLUSION ///////////////////////////////////////// As I've been saying from the beginning, the idea behind this suggestion is just to provide with more balanced concept to the current base building implementation without massive changes that could take a long time or complete new vision of how the system its meant to work. I know that many of these ideas were already mentioned in several communities with quotes like: “just limit the destruction to the sledgehammer!” or “increase x10 the wall destruction times”. But nobody seems to had the intention to create some kind of comprehensive list of needed changes and suggestion to provide with a solid base for future discussions. I hope I haven't exhausted you with all this text wall and I appreciate if anyone really took the time to read it till the end. Asmond
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Fake news. They literally state the closing of these specific servers are due to excessive duping. If duping is possible then it doesnt matter if there are only 2 servers, dupers will dupe between them. I doubt queue times are much of a deterrent for dupers either. The combat for duping and ghosting comes with the random spawn mitigation they are implementing for people that change/hop servers. This will honestly only slow the process down. It will hopefully make base building viable as I dont see a way to ghost anymore. None of this even matters without a full character and server wipe however. The loot economies will remain completely f@#!ed and the game will continue being something Dayz was never meant to be.
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Removing servers wont remove duppers!! Character locked servers will,plus it will stop ghosting in by server hopping.Thats 2 majour problems sorted in one .You can have that info for free as who ever thought getting rid of servers to fix dupping got there skills from a 99pence lucky bag at tesco's
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It would stop ghosting but from what I gather it wouldn't stop duping. A different solution would be needed.
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Wouldn't locked servers fix duping and ghosting, 2 of the biggest issues effecting gameplay at the moment. Just a small amount of locked servers for people to start fresh on, let the dupers keep their wild west for now.
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I like this solution so far. Is it the best solution? I dunno...but it sure beats what we had before. It solves a number of problems. Besides Ghosting behind players and spawning inside bases, people find a military base and hop server to server taking all the good loot, ruining the economy for players trying to play the game as it was intended to be played. So I take my boonie hat off to the Devs for this. It is certainly a step in the right direction. My only concern is people abusing it to teleport to coastal areas, so adding many more spawns all over the map might be a solution (or at least deter people) from doing this (as the spawn-in timer is long).
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That might be true, if you only consider the server hopping as a method for fast loot gathering, but if you include server hopping into bases and server hopping for tactical advantage (ghosting) in the equation, that makes for a very different result.