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December Round-up: ༼ つ ◕_◕ ༽つ GIVE SA

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You make a very good point Katana. I used to think that a shared hive was the only way DayZ could work but since I've actually put some time into Epoch (for the first time ever, I should add) I can see where you are coming from. How could a base work across multiple hives? Owning property would mean jack squat if someone can just portal into your structure by switching between servers. Moreover, how do you handle item movement across servers? Say further down the road in SA when we have construction mechanics, what's to stop someone from making a base in a very lucrative spot, on one server, then switching to empty servers and farming loot back into the original server? All very interesting obstacles. Perhaps it would be better to simply carry stats and clothing from one server to another, but not items or location. It seems like a reasonable compromise.

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Perhaps it would be better to simply carry stats and clothing from one server to another, but not items or location. It seems like a reasonable compromise.

 

Agreed. You said it much more concisely than I did, appreciated.

 

I was hesitant to include the idea of carrying "some but not all" items with you upon switching servers, as that begs the question "Where do you draw the line?". I mean, for weapons do you draw the line at secondaries? Melee weapons? Do you not get to have any weapon when you switch? Do you get to keep your backpack? I assume some clothes will be "better" than others in SA (i.e. LBVs, bulletproof vests, holsters, certain camo clothing, etc.) so even looted clothes may not be appropriate to carry over. I just didn't want to open that potential can of worms.

Edited by Katana67
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-snip-

 

I completely agree with all the points you bring up and I've even suggested in the past to reset your position to the coast when joining another server.

 

That said, as a player I see a lot of benefit with cross-server characters. None of it has to do with trading, server hopping, or to rally up with friends. It's all about catering to the player. If I dislike a server or the players on that server, there's nothing holding me there. With a couple clicks I can be in an entirely different world with none of my progress lost. That simply cannot happen if every server has its own character.

 

If we could get 150+ players per server, and they were professionally administrated by BI emplyoees, I wouldn't mind settling down to one server. But, time and time again I've had to find new servers in the mod. Good servers aren't everywhere, and they don't last forever.

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Very well said, Katana and SalamanderAnder. 

 

Hopefully with larger server capacity, having characters restricted to a particular server won't seem like such a daunting idea for some.

Edited by Very Ape
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If we could get 150+ players per server, and they were professionally administrated by BI emplyoees, I wouldn't mind settling down to one server. But, time and time again I've had to find new servers in the mod. Good servers aren't everywhere, and they don't last forever.

 

This is a fair critique. But to that I'd submit that if you make characters tied to the server, servers will be more likely to persist because players will become more attached/invested in these servers (thus leading to a longer-lasting server as well as a healthy community).

 

Of course, I can't even remember what server I started out playing on. It's probably long lost due to updates or just gone the way of the dodo in terms of player population. But that's the thing, if these are officially sanctioned servers (not administrated) then they'd ostensibly update automatically. Likewise, the aforementioned "server loyalty" that I've described makes it less likely that the server would fall into obscurity in terms of a low population.

 

I think the compromises we've all suggested are the way to go if they're going to have cross-server characters at all. In fact I'd submit that they're wholly necessary to fix what I consider to be a broken system.

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This is a fair critique. But to that I'd submit that if you make characters tied to the server, servers will be more likely to persist because players will become more attached/invested in these servers (thus leading to a longer-lasting server as well as a healthy community).

 

Of course, I can't even remember what server I started out playing on. It's probably long lost due to updates or just gone the way of the dodo in terms of player population. But that's the thing, if these are officially sanctioned servers (not administrated) then they'd ostensibly update automatically. Likewise, the aforementioned "server loyalty" that I've described makes it less likely that the server would fall into obscurity in terms of a low population.

 

I think the compromises we've all suggested are the way to go if they're going to have cross-server characters at all. In fact I'd submit that they're wholly necessary to fix what I consider to be a broken system.

 

Private hives back up your point quite well. It's hard to imagine being tied to one server when all you've experienced is public hives. 

 

Why am I not sleeping.

Edited by Very Ape

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I'm guessing in regards to this, that they cannot fully remove it because people are still using it via steam!

 

Yeah it's definitely not in the search though. Wonder why that is because my understanding was that the mod would still be around.

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Yeah it's definitely not in the search though. Wonder why that is because my understanding was that the mod would still be around.

 

It's still around, but everyone downloads it with commander. There never was a time when the norm was to download the mod from steam, so it doesn't make sense to have "DayZ mod" and "DayZ Standalone" right next to each other. It's probably just to avoid confusion.

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I think this signals anothr step closer to release if they're hiding the mod in search!

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This is a fair critique. But to that I'd submit that if you make characters tied to the server, servers will be more likely to persist because players will become more attached/invested in these servers (thus leading to a longer-lasting server as well as a healthy community).

 

Of course, I can't even remember what server I started out playing on. It's probably long lost due to updates or just gone the way of the dodo in terms of player population. But that's the thing, if these are officially sanctioned servers (not administrated) then they'd ostensibly update automatically. Likewise, the aforementioned "server loyalty" that I've described makes it less likely that the server would fall into obscurity in terms of a low population.

 

I think the compromises we've all suggested are the way to go if they're going to have cross-server characters at all. In fact I'd submit that they're wholly necessary to fix what I consider to be a broken system.

 

There's also the problem of servers being too popular, and always being full. And it's not always lack of players that kill servers. Real life factors might play a role in their going down.

 

DayZ main hive has always felt like an MMO with community servers. I don't think we should kill that by turning it all into private hives. The hive system has its flaws. But, I think it can be improved without throwing out the whole system.

 

I suggested to make it so you can't rejoin a server for a cool down period. But, only if you've joined a different server in between. It would punish people server hopping to gain position, without punishing people who just need to rejoin or switch servers. Of course it wouldn't stop people gaining access, it would just slow them down.

 

What are the biggest issues in your eyes with the hive system? Exploits in PVP? Easier servers to loot? Server hopping in barracks? No control over server economy?

Edited by bad_mojo
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What are the biggest issues in your eyes with the hive system? Exploits in PVP? Easier servers to loot? Server hopping in barracks? No control over server economy?

 

All of the above, but will get back to you tomorrow once I've had some sleep.

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Regarding multiple characters:

 

I am strictly against it. I am sure that I know most of the pro & con's of having only 1 single character as well as having multiple characters. As much as I appreciate Katana67's points and I am actually agreeing that many points are valid, the reason for me being against it is simply consistency.

 

There are players that can invest 100 hours a week into the game and there are players that can invest 10 hours a week into a game. Meaning: People with a lot of time are at an advantage anyway. Now for the amount of time I have to put into the game, I want consistency. I log out at Stary Sobor on sunday night? I want to respawn again at Stary Sobor on friday evening. No matter which server I enter. I want to continue with my character and continue to write my DayZ story.

 

The one point, besides servers that offered 1000+ vehicles & a mini-nuke-AK 107 flamethrowing M 16 as starter gear, was that there was no more persistancy in gameplay. You logged out and played on another server the next day? You start from 0. You have a 52 days old character and are totally geared (happened to me once) and your regular server shuts down? You start from 0.

This is not what I want to play. 

Every time I play, I face better geared players who spent more time into the game than me. Or I face multiple team members of a clan that are managing several vehicles and helicopters. So what? This doesn't affect me as long as I don't get in touch with them. 

 

The problem of server-hopping should be targeted on different ancles. First, make it that tents are not accessible to the player who set them up once he died. Once he died, leave the tent active for 24 hours in case other players find it. This will reduce a lot of the heavy gearing of people (besides, maybe even reducing PvP as gearing up again is the same for everyone).

Maybe it's possible to create "zones" on the map on which server hopping is randomized. For example, somebody that is on a full server at the airfield and wants to switch to a server with lower player numbers, to loot with ease, gets respawned in a radius of 1 kilometer of his location. Same should apply for any building, as in "you cannot respawn inside a building you logged off. This would greatly reduce stream snipers or guys that go to locations on other servers on which they know a sniper is located, just to spawn near them.

 

But DON'T, and I cannot say it too many times, allow multiple characters. If anything is as much as immersion breaking, it's having multiple characters.

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Loving the discussion about cross-server characters. I wish I have enough english to embrace the debate. 

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This game is about social interaction....trading points and markets, spreading deseases, radio stations, news papers, medical centers, slave markets etc etc etc. Limiting this to one server only would make a lot of the new features more or less obsolete and prevent possible interesting scenarios. Chasing the crazy axe murder on server x , visiting the market on server y and getting medical help from the trusted field medics on server z...I want to do this with my current character.Absolutely agree with Sensemann...multiple characters are an immersion breaking pain in the behind. 

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This game is about social interaction....trading points and markets, spreading deseases, radio stations, news papers, medical centers, slave markets etc etc etc. Limiting this to one server only would make a lot of the new features more or less obsolete and prevent possible interesting scenarios. Chasing the crazy axe murder on server x , visiting the market on server y and getting medical help from the trusted field medics on server z...I want to do this with my current character.Absolutely agree with Sensemann...multiple characters are an immersion breaking pain in the behind. 

 

 

Cross-server characters seem necessary for certain gameplay mechanics. 

 

 

But Katana has a point.  Persistent items would be really hard to keep track of with multi-server characters.  

 

Rocket mentioned stashing loot in the apartment blocks but what would be the point if someone could just server hop and steal everything you hid.  There definately has to be barriers to changing server.

Disabling logging out and in inside buildings would be helpful.  Short 10min timeouts help too.  No one would wait ten minutes between their barracks runs.  

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LOOK AT THE AMOUNT OF PEOPLE ON THE SERVER!!!!!!!

 

its-happening-ron-paul-gif.gif

 

 

 

 

 

 

 

 

 

 

12, 12 people on the server you guise

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LOOK AT THE AMOUNT OF PEOPLE ON THE SERVER!!!!!!!

 

 

gif that's slowly getting old

 

 

12, 12 people on the server you guise

 

12 people online right now MUST mean that the release is at 12pm European time. ETA: 1 hour, 11 mins

Edited by Sensemann
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Some kind of currency would nice, similar or same as on epoch. That would bring more friendly and hostile encounters of players.

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12 people online right now MUST mean that the release is at 12pm European time. ETA: 1 hour, 11 mins

Yeah so uhm, if it was going to be released wouldn't rocket say something?

 

EDIT: How do you know 12 people are online?(I assume you mean in the standalone?)

Edited by PerfectTemplar

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Look at that weekly graph and the change between 20 and 50 player servers.

Exactly, this clearly isn't new.

 

I hope they release the SA in the next couple of days but I am doubtful because of how many times it has already been delayed.

 

EDIT:Last Record Update36 minutes ago (December 10, 2013 – 10:14:56 UTC) CLEARLY MEANS IT COMES OUT IN 9 MINUTES!!!!!!!!!!!

 

Lol, you're all dreaming..

 

 

 

inb4comesoutin9minutes

Edited by PerfectTemplar

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I really do think, after the most of the bugs such as doppelgänger and maybe item disappearance, duplication aswell as big bugs that stem from that we may have a stable enough platform for a good alpha.

And you can tell from the way that Rocket is talking that he thinks it is high time for the alpher aswell.

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