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Bandit (DayZ)

Mass database is great in theory but...

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It allows for way to many issues to arise without some real restrictions.

"ghosting": players who hop servers and move into an area they couldnt get into without being shot. Normally results in a gun shot to the back of the head of another properly positioned player.

server hopping for loot...

Having the devs baby sit ban appeals for individual server owners. Do you guys know how degrading that is to us?

I have no clue how much time the devs put into making the mass database's gameplay mechanics work, but it seems to me that its entirely not needed. Possibly just have the servers that want to be listed in the leaderboards, players and all still use them.

I currently have 2 servers running and both will be running an independent database when beta allows us this option. I see no reason to have them intermingle due to the above posted reasons.

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I think the major issue with having individual databases during this stage of development is the sheer amount of headaches it would cause pushing out updates for those servers along with what changes are made to the master. Plus all it takes is one person who doesn't know what they are doing to create an unstable server which would generate bug reports that have nothing to do with the mod itself.

As for server hopping for loot, there are mechanics in the game that help curb loot spawns for people who do this.

Finally, in what you call "ghosting" - it's just a matter of being aware of your surroundings. Honestly if somebody logs in, there is a delay from logging in to when they actually get control of their character. If they are in an area they normally wouldn't get to with others around, chances are, they'll be shot pretty darn fast.

Besides, people run a HUGE risk if they log out in lets say Stary and log back in. I've heard of plenty of people getting waxed because they didn't log out in a better area originally.

EDIT: And just to make sure I'm not sending the wrong signals, I'm not bashing your idea. I just don't believe there is a necessity to have server run databases at this time. :)

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Finally' date=' in what you call "ghosting" - it's just a matter of being aware of your surroundings. Honestly if somebody logs in, there is a delay from logging in to when they actually get control of their character. If they are in an area they normally wouldn't get to with others around, chances are, they'll be shot pretty darn fast.

Besides, people run a HUGE risk if they log out in lets say Stary and log back in. I've heard of plenty of people getting waxed because they didn't log out in a better area originally.

[/quote']

I dont think youve fully ran into this issue yet. We have players weve killed that will come back onto the server in a position to either shoot us in the back of the head, or just simply come back in a newer position under a tree hidden 10 times better than before after being shot at. Im sure you well know how big the game world is, so just being aware of your surroundings doesnt cut it. We've won the battles against these types but it's an exploit of the master database.

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I dont think youve fully ran into this issue yet. We have players weve killed that will come back onto the server in a position to either shoot us in the back of the head' date=' or just simply come back in a newer position under a tree hidden 10 times better than before after being shot at.

[/quote']

If you kill a player they should be respawning a good distance away from you depending on where you were when the firefight happened. Plus, now they don't even start with a weapon with further delays the possibility of them running back to enact revenge. If you hang around the area for that long after killing some people, you're asking to get ambushed :P

The only time where I've seen this happen, is that there is a very rare occasion where the death isn't recorded and when the person logs back in, they are alive at or near the spot they were killed.

You have to keep moving in this game. You kill somebody, assume your position is compromised. Especially with the meta game outside of it. With so many people using Mumble/Teamspeak/Vent it's imperative you stay a step ahead.

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I fully understand how to play the game and no were not that far from spawning area, we got tired of watching our shit all the time and now operate loud and proud in the main cities.

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I fully understand how to play the game and no were not that far from spawning area' date=' we got tired of watching our shit all the time and now operate loud and proud in the main cities.

[/quote']

I'm not suggesting you don't know how to play the game, I'm just talking from my experiences to support my stance on the issue. I'm not trying to talk down to you or anything like that, I have no reason or motivation to be somebody that does things of that nature. :-/

But yeah, sounds like your camp is in a high traffic area. That'll happen when you setup shop near the coast. :(

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If* beta allows.... No plans so far for that.

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If* beta allows.... No plans so far for that.

Im hoping for a solution of some sort. It's painfully frustrating to see ghosters exploiting to try and get their way. They always give up but only because they get more frustrated doing it and bc we have the numbers. Tactically its almost impossible to plan for it when it starts, easier when you know how many and who is doing it tho.

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The big problem would also be cheating. IF every server owner would be allowed to have their own database, it wouldnt need much for the owner to just hack in anything he and his friends need. I would personally not want to play on any server where this would be possible.

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I think anything but one master database would destroy the purpose of this game.

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One database, and i hope this really goes to One Server too one day. Would solve all these problems.

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1 master server but diffrent database for each server, basicaly server gets its own data dump on master server recognizable by ID.

These opens posibility for server specific gear,character gear, ..., also if person DC's at XYZ on one server goes to another to get on your back, then back on original server where he DCed he would still respawn where he DCed.

You could have lets say full bandid on these server,full survivor on another, and again mixed on another, as all character info would be stored to that specific server database ID.

And again master server stays with DayZ and not in hands of private server admins.

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1 master server but diffrent database for each server' date=' basicaly server gets its own data dump on master server recognizable by ID.

These opens posibility for server specific gear,character gear, ..., also if person DC's at XYZ on one server goes to another to get on your back, then back on original server where he DCed he would still respawn where he DCed.

You could have lets say full bandid on these server,full survivor on another, and again mixed on another, as all character info would be stored to that specific server database ID.

And again master server stays with DayZ and not in hands of private server admins.

[/quote']

What?

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I think he's saying that individual servers could have their own independent databases, but they would be stored on the "master" DayZ server, assumingly to prevent admin abuse of sorts.

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Individual player stats are awesome, and should definitely be collected into a central database. At least, that's what the stat nerd in me wants.

Player locations and inventories are more up in the air. It would be interesting to see what server owners would trend into doing if they had the option to keep player information local. Do you think the mass of players prefer the current system or what you're suggesting, and would most servers cave to their expectations?

Kind of OT: Does anyone happen to know what kind of database system DayZ uses? Is it something like Cassandra, FlockDB, or MySQL (I'd imagine that'd be slow)? Just curious really.

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I think he's saying that individual servers could have their own independent databases' date=' but they would be stored on the "master" DayZ server, assumingly to prevent admin abuse of sorts.

[/quote']

in short answer exactly like you said

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anyone who has played on a server that has a local database for any game will know it is WAY faster than a non local database.

I expect rocket will do distributed databases once he has things sorted out. this does not mean seperate from the main database but would mean the distributed ones might be on the same machine as the gameserver or part of a sub network of servers for say a country.

if the db for dayz was on the local server it would take something like 10 seconds give or take to get you in game. as opposed to the minutes many players spend currently waiting for thier login request to be processed.

the main bottleneck is basically the central hive. so it is likely what will happen is rocket will de-centralize it and have satelite databases that periodically update eachother while the game server its self deals with logins. this way the local db can keep players on its books if they play there all the time to reduce the time spent loading them into the server.

the main issue presumably is allowing players to go from one server to another in a completely different location and still be in the same spot reliably.

Im confident rocket will figure something out. regardless of how he does it. but I doubt its possible to run dayz on a single central server particularly efficiently

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One database' date=' and i hope this really goes to One Server too one day. Would solve all these problems.

[/quote']

Never will happen, user demand is much higher then one server will ever support.

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its doable mind you Motorola. depends how you set up your infastructure and how much access you have to the game engine core code.

Eve online gets about 40,000+ players simultaneously due to the way they structure their servers and game world.

eg: for example. some solar systems run entirely on their own server with 2000+ players and the server can ramp up the power and re-enforce its self if user load increases dramatically.

others with one or two run multiple instances on the one server box.

they all get interconnected and allow players to traverse the entire galaxy as part of a single persistant universe.

its all up to how rocket approaches the issue. i mean if rocket opened up other parts of the game world as different servers and you could travel between them then persistancy is maintained and they each become part of the same world rather than instances of the same place.

I doubt chernarus could really be any fun with more than 200 people on it myself. it would be too crowded. but if you added a ferry to one of the other island maps for instance. allowing you to walk to the ferry in game then join the other server by taking the ferry.

now that is possible. and awesome. :)

certainly how I would expand content and give bored players something to do.

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