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skudd3r

Why is this not in the game yet?

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Because people go find an m4 and some mags, switch servers find an attachment, switch servers find more shit.  Before leaving an area.  Zero integrity.  Player should be LOCKED to a server for a certain amount of time. Each time he picks up loot, locked 30 minutes.  Not adding 30 minutes each time, but reset to 30.    

This is actually the best solution I've hard to the Public Hive-problems, but imagine the storm of rage when 14 year olds get disconnected and can't play for 30 minutes because the server is full. The way I see it, the format of DayZ is simply made for Private Hives, I think it's as easy as that.

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3. Upon switching servers, the player's position is reset to the coast. Every time.

 

 

The reason I pick this one as my suggestion is because it fits both sides,

  1. you get to keep your gear
  2. forces someone who wants to combat log or loot cycle to be punished by switching servers and moving them back to the coast to make the jog again.  
  3. It doesn't add a timer to force people to not play.
  4. It builds incentive to stay on servers and find a home server
  5. It builds incentive to actually have to play nighttime which no one ever seems to like
  6. It makes someone think twice before combat logging far north
  7. It prevents server hopping, moving position, rejoining to get the upper hand on someone (flanking)

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They will have an answer for that, dunno if its going to be enough, from what rocket said they will add a timer that will be multiplied each time someone keep chaning servers.

 

Lets see when they add that if it's going to work or come up with another idea.

 

EDIT: Oh, almost forgot, they need to add something against ALT+F4 people, dunno a 10~15 second delay until the character really log out.

Edited by mmzn

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Also, they have no priority list, they work on whatever they work on...

 

for example one of the last patches... don't see how this is important according to some of the replies about major things being addressed:

 

  • improved transitions for restrained player

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The reason I pick this one as my suggestion is because it fits both sides,

  1. you get to keep your gear
  2. forces someone who wants to combat log or loot cycle to be punished by switching servers and moving them back to the coast to make the jog again.  
  3. It doesn't add a timer to force people to not play.
  4. It builds incentive to stay on servers and find a home server
  5. It builds incentive to actually have to play nighttime which no one ever seems to like
  6. It makes someone think twice before combat logging far north
  7. It prevents server hopping, moving position, rejoining to get the upper hand on someone (flanking)

 

 

Agreed on all points.

 

I tend to take a more hard-line stance against this, simply because the act of being able to switch servers at all and have the same character/gear completely undermines many of the systems in the game for me.

 

Timers are a horrible solution in my opinion. It shouldn't be about making server-swapping difficult/tedious to do but it should be about adding consequence and/or punishment to the player for doing so. If we're going to keep persistent characters, the system has to be amended and changed. It cannot be simply made "more difficult" to server-swap.

 

For example. If they implement a 30 minute lock-out timer for server-swapping. I see a player-constructed base with players in it. I switch servers and have to wait 30 minutes. I log back in inside the perimeter of the base.

 

It's still possible and the problems are still there, it just takes longer (which would probably be beneficial as there's a higher chance of said players having logged off anyhow).

 

Resetting positions or server-specific characters are the way to go. Lock-out timers don't solve the problem.

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Server hopping should be legitimate through the alpha. This isn't a game, it's a buggy framework. Server hopping for loot actually assists bug testing the items and highlighting that it's a balance issue that needs consideration.  

 

Implementing a new system to keep abuse in check should be shelved until the beta, in my opinion. With frequent character wipes and death by glitch, it's going to be an ongoing challenge to test new mechanics as loot will be frequently lost. Playing legit, I have yet to explore even 1/10 of the new inventory mechanics, and to be honest there is not really a lot there at the moment. 

 

As testers, not players, server hopping for loot should be forgivable until the game is in a more stable state. Combat logging remains a total dick move, and has no valid application for testing. 

 

I might be presuming a bit much since this is my first Alpha, but I am under the impression the goal of the Alpha is to break the game as much as possible so the developers know what needs fixing. 

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Don't see how things like zombies going through walls has higher priority than player base abusing a broken core mechanic to loot up fast, or to server hop to flank and kill players.  To me that's pretty broken and annoying.  How can you properly test the game when all you have to do is sit in one area, and jump servers to loot up.

You don't see how problems with one of the main entities of the game (zombies) walking through objects is more important than a minor gameplay issue?

Yes it's broken. Nobody is disputing that.

It seems to me like you're trying to treat it as a game but aren't happy that people are abusing an unfinished mechanic to kill you.

Looting up and player shooting each other is not as important at the moment compared to some other widespread debilitating issues.

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Server hopping should be legitimate through the alpha. This isn't a game, it's a buggy framework. Server hopping for loot actually assists bug testing the items and highlighting that it's a balance issue that needs consideration.  

 

Implementing a new system to keep abuse in check should be shelved until the beta, in my opinion. With frequent character wipes and death by glitch, it's going to be an ongoing challenge to test new mechanics as loot will be frequently lost. Playing legit, I have yet to explore even 1/10 of the new inventory mechanics, and to be honest there is not really a lot there at the moment. 

 

As testers, not players, server hopping for loot should be forgivable until the game is in a more stable state. Combat logging remains a total dick move, and has no valid application for testing. 

 

I might be presuming a bit much since this is my first Alpha, but I am under the impression the goal of the Alpha is to break the game as much as possible so the developers know what needs fixing. 

Do not try to justify abusing a broken mechanic under the guide of 'testing'.

You are taking advantage of the current game issues for your own advantage to the detriment of other players, nothing more, nothing less.

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I might be presuming a bit much since this is my first Alpha, but I am under the impression the goal of the Alpha is to break the game as much as possible so the developers know what needs fixing. 

 

Sure, but it's also (by implication in fixing said bugs) to add wholesome content. It's not entirely about bug fixing, but about fixing said bugs in order to establish/add sound mechanics into the game.

 

The OP places a priority on such things, which is unnecessary in my opinion. But the problem itself needs to be addressed at some point, and now's as good a time as any to discuss it. It is a problem, the fact that we're in a testing phase doesn't change that.

Edited by Katana67

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Do not try to justify abusing a broken mechanic under the guide of 'testing'.

You are taking advantage of the current game issues for your own advantage to the detriment of other players, nothing more, nothing less.

 

Hmmmmm.... 

 

In my post I beg pardon for my presumption, and make sure to mention I am not abusing these things, since I am genuinely unsure what the attitude of the developers are.

 

Look at forums to see accusatory reply insisting that I am a detriment to other players. lulz

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You don't see how problems with one of the main entities of the game (zombies) walking through objects is more important than a minor gameplay issue?

Yes it's broken. Nobody is disputing that.

It seems to me like you're trying to treat it as a game but aren't happy that people are abusing an unfinished mechanic to kill you.

Looting up and player shooting each other is not as important at the moment compared to some other widespread debilitating issues.

 

Not the case.

 

Zombies running through walls is not an issue, because zombies atm are currently dumbed down.  You can easily outrun and lose them.  However to properly test the game, which is based primarily around real player interaction, they should fix how that interaction is controlled so you can probably test the main core mechanic.  Zombies have always been just a side feature/annoyance of the game, anyone that thinks otherwise is blind.  No one gets adrenaline or frightened from seeing a zombie... but a player on the other hand..

 

This is why I feel the logging needs to be fixed.  How can you properly test loot spawn rates, where loots spawn, how loots spawns if all people are doing is swapping servers to get their loot.  To me it sounds like you are trying to defend how you gear up fast to pray on fresh spawns.  

 

I don't want to run 25 minutes on the server I'm playing on, only to find that the area has already been raided by server hoppers and now I have to wait for a server restart.

Edited by SKuDD3r

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People really shouldn't care about server hopping, combat logging, loot farming etc yet. When the patch notes say they want some feedback of those and the development is enough far for that then we can start to worry about those things. Of course giving good ideas how to solve those problems are always welcome but don't expect those things to be addressed soon.

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One problem with any  'server hopping/logging' solution is server/client lag.  

Several times, since release, I have joined a 40 ping or less server and after a while I have received the red broken chain; then a countdown number saying no communication with server... and then I disconnect.   How would a solution address this legitimate issue? 

I would be really pissed if a server I joined lagged and I could not rejoin game for 30 min.. or ended up on the coast.

On the other-hand, I think server switching/combat logging should include a serious penalty.

I prefer a system for server hopping:

1) Locks you out for a set period of time (15 minutes) after gear is acquired (30 min timer once you pick up anything)
2) And then randomly strips 50% of your on body gear (and any gear contained within it) if you join a new server, if you were locked out.
 
For combat logging:

1) If you preform an aggressive act (hand cuff/kill anything/fire weapon/melee/destroy anything) you receive a 5 minute countdown timer.
2) Disconnect during countdown: DIE DIE DIE

I despise server hopping/combat logging! 

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People really shouldn't care about server hopping, combat logging, loot farming etc yet. When the patch notes say they want some feedback of those and the development is enough far for that then we can start to worry about those things. Of course giving good ideas how to solve those problems are always welcome but don't expect those things to be addressed soon.

 

I half-agree, haha.

 

The first sentence I don't agree with, it's a problem which has to be addressed (sooner or later). Pretending it doesn't exist won't help.

 

The second, meh, I'm not sure confining inquiry to the immediate needs of the developers is helpful. We have to consider all of the problems facing the game, not only the ones which are immediately relevant.

 

The third, completely agree with.

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Sure, but it's also (by implication in fixing said bugs) to add wholesome content. It's not entirely about bug fixing, but about fixing said bugs in order to establish/add sound mechanics into the game.

 

The OP places a priority on such things, which is unnecessary in my opinion. But the problem itself needs to be addressed at some point, and now's as good a time as any to discuss it. It is a problem, the fact that we're in a testing phase doesn't change that.

 

My main point on the subject is that if I were developing a game, I would want all the nasties to come out during the alpha so I could have everything neatly locked down for the final release. If people aren't in there doing these things, then these issues would not be resolved and could crop up and be harder to fix after the game is in its final build. 

 

I guess I am saying that some people are being too quick to vilify other players based on behaviors carried over from the mod, where the reality is that we should be waiting until at least the beta to vilify anyone besides scripters and hackers. 

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The longer you wait and the closer it gets to beta, the less likely the feature will be changed/added.

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Not the case.

 

Zombies running through walls is not an issue, because zombies atm are currently dumbed down.  You can easily outrun and lose them.  However to properly test the game, which is based primarily around real player interaction, they should fix how that interaction is controlled so you can probably test the main core mechanic.  Zombies have always been just a side feature/annoyance of the game, anyone that thinks otherwise is blind.  No one gets adrenaline or frightened from seeing a zombie... but a player on the other hand..

 

This is why I feel the logging needs to be fixed.  How can you properly test loot spawn rates, where loots spawn, how loots spawns if all people are doing is swapping servers to get their loot.  To me it sounds like you are trying to defend how you gear up fast to pray on fresh spawns.

I can assure you that zombies clipping is currently one of the (if not the) biggest issue with the game at this moment.

I am not trying to defend anything, I haven't stepped foot in DayZ since the closed pre-alpha testing - since the game officially launched I have spent all of my extra time sorting through bug reports so the developers know what issues are important and what issues need addressed.

Since the zombies are, in your own words, a 'side feature/annoyance' you really shouldn't need military loot to handle them, a hatchet is more than enough - it will also allow you to practice your sneaking around :)

As I have already said, combat-logging and ghosting is a problem but far from the most important issue for developers to address right now.

Edited by Rossums

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Anti-server hopping mechanisms are currently disabled until we have confirmed performance stability of the central server (as it has to manage the queuing process).

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I can assure you that zombies clipping is currently one of the (if not the) biggest issue with the game at this moment.

I am not trying to defend anything, I haven't stepped foot in DayZ since the closed pre-alpha testing - since the game officially launched I have spent all of my extra time sorting through bug reports so the developers know what issues are important and what issues need addressed.

Since the zombies are, in your own words, a 'side feature/annoyance' you really shouldn't need military loot to handle them, a hatchet is more than enough - it will also allow you to practice your sneaking around :)

As I have already said, combat-logging and ghosting is a problem but far from the most important issue for developers to address right now.

 

Loot.  Where it spawns, how its spawn, frequency is all based off a stat.  That stat is skewwed because of server hoppers.  People cant find loot because of server hoppers.  People who hop to farm are breaking the game and preventing real testing of how loot works from being tested.  This is a major core feature of the game..

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Anti-server hopping mechanisms are currently disabled until we have confirmed performance stability of the central server (as it has to manage the queuing process).

 

Glad to hear you all plan on addressing it. Solid.

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It was like this in the dayz mod to, stop crying its alpha. 

I belive the combat logging system is already made just not implemented yet.

 

For all of the #!¤% crying about, ''HUUH CANT FIND AS50 GAME SO HARD I KEEP PASSING OUT, ZOMBIES RUN TROUGH WALLS''

It dosent help posting 100 threads crying about somethings that already ''IS KNOWN'' to the admins. 

 

You payed for the dayz alpha, not call of duty.

 

The dayz mod was 10 times worse than this when it released.

The game is great right now, even with the bugs, and have very high potential of becoming a pretty awsome game, maybe the best imo.

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I guess I am saying that some people are being too quick to vilify other players based on behaviors carried over from the mod, where the reality is that we should be waiting until at least the beta to vilify anyone besides scripters and hackers. 

 

Which sounds like a problem with unreasonable people and not anything to do with the processes of an Alpha or problems of DayZ.

 

I don't like server-hopping because of the detrimental affect it has on the game. I couldn't care less about people's personal motivations for doing so. I care about the flaws in the system.

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