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Xianyu

Super server-hopper stopper! Invisi-loot™!

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So, server hoppers are a problem in the main hive. And come the standalone, without pretty stringent anti-hopper systems, it's going to EXPLODE out of control. Loot spawns at server start... so server hoppers will have instant access to it the moment they spawn. Even if they spawn right in the room itself.

So what are the systems that are used to combat hoppers?

The big ones are:

Relocation: move the hopper somewhere else. This has the issue of catching innocent parties in its net and forcing them to a predetermined point. The problem with this is that people can camp those predetermined points and murder the people who spawn there; legit players and hoppers alike.

Deprivation: Spawning in on top of loot causes it to disappear. This has the problem of removing loot from high-traveled areas. That is to say, places like the barracks. What if you disconnect at the barracks by accident, and then come back in there afterwards? The loot is all gone. Disappeared into the ether. It also deprives other survivors of the loot because of one server hopper removing all loot from the one place that has the best chance of spawning in good loot.

Isolation: A server hopper is restricted in the servers he can access. He can't keep hopping to a new server by some system. An inelegant solution. Sort of like trying to pop a tire with a rocket launcher. A lot of innocent people can get caught in that net.

My idea is: Invisi-loot™! When someone hops to a new server, that is to say, a second server within an hour of another, a countdown begins.

Fifteen minutes.

During that fifteen minutes, any 'rare' loot is invisible to that player. They can't see it. They can't interact with it. They can't pick it up. Fifteen minutes of grace before you can find a pistol, a shotgun, a rifle, ammunition, ghillie suit, etc etc etc.

So, for those fifteen minutes, a player would only see junk. Tin cans. Razor blades. Toilet paper. Cans of drink. Bandages. Tins of beans.

The basic survival items, food and water, still are visible to you. You can pick those up. So you won't starve or die of dehydration while waiting for loot to spawn in.

And innocents don't really get caught in this net.

But Xianyu, it affects EVERYONE!

Really?

Reeeeeeeally?

How, praytell, does this affect everyone?

Well, loot is invisible for fifteen minutes.

Okay, so, run from Kamenka to Cherno. Time it. Don't worry. I'll wait. Took longer than fiteen minutes? Good. Now STFU.

But Xianyu, what if I have a vehicle?

That would be on your 'main' server, would it not? Why would you go to another server and then your main one?

Because I wanted to.

Okay, so you spawned in at your base, probably in the woods, and drove a car to a nearby spawn in under fifteen minutes. Okay... so? Wait.

But this idea still sucks because it doesn't account for people with vehicles.

I argue that if you have vehicle, you're not on a 'random server'. Why the fuck did you hop to another server before going to your main server? If you have a vehicle on a server, use that server. Or wait fifteen minutes. I'm sure you can amuse yourself for the ten minutes it takes the rare loot to spawn in. And if you have a vehicle, you're not so noob at the game that you need to find a weapon within five minutes to be able to survive.

But what about people who get disconnected for ping or network errors? You're punishing them.

Not if you go back to the same server you were originally on. The timer wouldn't start because it's the same server. And instituting a clause for being kicked for high ping giving you a 'mulligan' would work fine. Just go to another server and hope for the best.

Of course, the mulligan would have to only stop the countdown on joining a new server once an hour or so. This is to stop people from using a 'lag switch' to give themselves high ping, get kicked, and join a new server to instantly have access to good drops.

Invisi-loot™ is a low-impact solution to high-impact metagaming. Only people who swap servers a lot would be affected greatly, and people with really shite internet (me included. I have some of the worst internet ever. 80-90% of current servers kick me for high ping, so I would definitely be one of the worst off by an Invisi-loot™ system). But between doing away with server hoppers almost completely, and inconveniencing a few people (myself included!)...

I'll take stopping the server hoppers, to go, please.

Vote Invisi-loot™! For a better Chernarus!

Xianyu and Invisi-loot™ are not accountable to any damage to your person or lost revenue due to misuse of Invisi-loot™ and related products.

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Not really a fan... I think it doesn't need to be that complex. By hiding loot from one player and not the next it messes up the game if you are playing with friends. I think that players should just have a cool down on changing servers if they aren't dead.

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Not really a fan... I think it doesn't need to be that complex. By hiding loot from one player and not the next it messes up the game if you are playing with friends. I think that players should just have a cool down on changing servers if they aren't dead.

That traps people like me. I get kicked for high ping, as I said. At present, I have to server hop at least ten times before I can stay on one for a little while.

and it's only for the first fifteen minutes.

If you're playing in a group that can organize and find eachother, on a RANDOM server, in under fifteen minutes, video or that shit did NOT happen.

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I'd prefer something far simpler like a cool-down too. Maybe for every time you change servers the cool-down time get's longer meaning it really wouldn't be worth the bother. It's a really well written suggestion but for me the simpler more elegant solutions are always the way forward.

The devs are aware of the issue though so I'm sure they have something up their sleeve.

Edit - It sounds harsh but games can't be designed around people with unstable connections, that's for you to sort out, not the devs.

Edited by Fraggle
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I can approve of this suggestion. But I'd like to point out a few things.

- Loot doesn't spawn every 10 minutes in the Standalone (from what I've understood).

- If you have a gun, you can still server-hop on a hill or other strategic location to kill players, and loot them instead.

Edit; I like the 'accumulating total cool-down timer' idea Fraggle has, as well.

Edited by Dancing.Russian.Man

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Exactly, as far as I can see, although a good idea this doesn't prevent "ghosting" which can actually be one of the main issues when using connected public servers although the relocation part would go some way towards preventing people getting an advantage by doing that.

Edited by Fraggle

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I liked the part where he had a conversation with himself.

Well when you put it that way... lol

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I liked the part where he had a conversation with himself.

I really liked the part where he told me to shut the fuck up. If I was a violent man, I'd go over there and punch him.

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