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commanderbash

spawn dispersion suggestion

dispersing player spawns  

7 members have voted

  1. 1. what do you guys think?



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I feel it would do a great deal to slow server hopping, thwart the benefits, and increase player interaction (albeit unwillingly) if every time a player changes their server there were spawned up to 2 km away from where they were in a random direction, and a minimum distance of a few hundred meters beyond any point of interest such as a town or military base.

 

1.it would increase the sense of exploration and navigation as most players will end up loading into the woods or a clearing looking for a landmark if they were in any but the largest cities.

 

2. it would nullify players hopping immediately from one high interest building to the same building on another server as they'd have to get back to it and face any inherent danger of that traverse. in that same process it also significantly limit the chance of a player loading into the building that you are looting or areas of concern that you already cleared

 

3. for military loot areas, specifically those being farmed by players, it would mean all players running back onto those bases from all directions, increasing the likelihood of a player interaction, and the danger of the farming process. this being compared to now where some military loot areas are large enough to support as many as 4-5 groups of server hopping farmers without any of them being aware of the others presence

 

I've played for 130 hours thus far, and have gone across servers looking for items myself, I feel this would be an ideal solution as the distance wouldn't be too far to travel or become lost from, and even if issues arise in its testing such as getting spawned into somewhere inaccessible( on top a boulder on a cliff or in scenery) you could just go to another sever and be spawned somewhere slightly different.

Edited by commanderbash
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Good idea, I just dont want to spawn 2km away from my friends when my game crashed... So what we would need is that the server would notice if you logged out or your game crashed and a system like this could be easily abused, so I dont think this would work out.

Anyway welcome to the forums :)

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Could potentially work only for the military buildings IMO. Albeit it is a bit weird and/or silly. (unless sleepwalking) 

Server hopping will be addressed in future, making it harder and risky. I don't think such extreme measures need be taken if the problem only poses a minor issue in future. 

 

Edit: Agree with Symon.

Edited by Zarniwoop

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Good idea, I just don't want to spawn 2km away from my friends when my game crashed

you wouldn't be anything away from your friend. because if your game crashed, you'll be logging into  the same server, this would be if you changed servers(already thought about that ;)), the last server logged into is already something being tracked which would ease implementation, and I'm suggesting the distance and direction to be random, with maximums and minimums. so on average you'll be put far enough away that you'll see the town you were at in the distance. and on the times your put closer to the maximum you may loose track of where you were making you find a landmark and potentially choose another location to loot. also I find one of the more exhilarating parts of these types of games is finding your friends  and with this, there would be a few minutes of every server switch that you would search for one another. I doubt it would have any real use to exploit as the only thing it would ensure is that your not directly in a city or point of interest on a  server switch. it wouldn't make any good use for transit as your just as likely with each server hop to spawn where you were or been as somewhere new.

 

there's nothing extreme about it. your just starting somewhere slightly different then you left, usually within a  few minutes run, and only if you change the server you play on, it would increase the risk to reward of server hopping by increasing the time it takes to loot a point of interest due to travel time, and increase the chance of player interaction due to the area travelled

Edited by commanderbash

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Well I havent thought of that... ok that acctualy makes a huge different. :) Lets see what other people think of that, I vote my "yes" for it if the system has no bigger drawbacks.

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