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Mullucka

Only way to really fix these issues is with private hives.

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I personally prefer private hives. I've dealt with a lot less bullshit and had way more fun than dealing with pubs on the mod. There are benefits to both, but I say keep the options there. Maybe introducing some mechanics of the private servers to public admins might bolster some reassurance to those that run a pub serv? But then my question is how to fairly and effectively administrate those admins with what they have available to them with this engine? It's not an easy decision. 

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-Punishment for combat logging: Nothing has been done yet to combat this, at least give them a chance to fail at it before jumping ship.

 

How am I "jumping ship" by using a private hive? It's not like I'm abandoning the mod or SA. Also, my definition of combat logging may be different from the norm. Different communities will have different definitions, and should be able to enforce their different opinions on their own servers. If the Dev response to CLing is, say, a 15 second timer, and mine is a 5min timer, well, I don't disagree with the quality of their work, just the values they're using. I'd like a private hive to be able to whitelist and enforce a stricter rule for that, or no rule if players prefer.

 

 

-No thermals, nvgs, as50, etc: There is none of this in the standalone, does not apply.

 

I'm happy with this (we'll see what happens over the next year, though). Others won't be. It works both ways: I'm not defending private hives' different loot tables just when they work in the direction I personally want. I see nothing wrong with others having superloot hives, if that's what they desire. So long as their superloot characters don't get on my lowloot hive, I'd prefer they had the choice of experience.

 

 

-Loot spawns & new areas: Plenty of new areas and plans for even more have been added to the standalone.

 

 

Eh, it's still bloody Chernarus. Again. And I'm sure I'll be sick of it after a couple months. Again. Private hives will keep it interesting by regularly adding new areas or retouching old ones. For a map this ungodly dated, that's crucial. It's a community thing, too, where the community can decide on and design the new areas. We had that in one of the modmod communities, and it was nice seeing everyone pitch in to improve their common map, then getting to play on that map. It added something that you can't get from the devs.

 

Also note that my comments weren't just aimed at the SA but also at defending privates on the mod.

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I hope you are right, bad_mojo. But, I doubt the SA will go far enough to eliminate the benefits of a private hive when it comes to server hopping. 

 

Assuming you can find a good private hive server (definitely not an easy task), server hopping (looting & ghosting) are 100% eliminated. Unless Rocket is willing to make players wait 15 minutes (or more) between logging in on different servers (every single time--not some kind of scaled system), public hive servers will never achieve anywhere close to that kind of server hopping prevention. I seriously doubt that will ever happen (too many will raise hell about even 3 minutes). Not having that prevention is a huge price to pay just so you can play on different servers, and take the gear on your body with you. I will not pay that price even if that means I have to turn my server back on.

Edited by joikd

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They should simply implement what Breaking Point in Arma III has done. An 8 minute timer when switching servers. And a 30sec log off timer to prevent combat logging. Simple.

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There can still be server hopping, I think. Depends on how the privates set it up.

 

Another big plus I forgot: having more than 1 character at a time. If I lose my experienced well geared guy on server 1, and I'm not in the mood for a fresh start, I can log on to server 2 and continue play with decent gear. It removes some of the sense of frustration with death.

 

 

And BP has a 15 sec logoff timer, and only when zombies are around. I don't think they've taken on CLing much yet.

Edited by -Hawkeye-

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Yeah. I wouldn't play on a private hive shared between multiple servers. Wrecks one of the biggest benefits of a private hive.

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I hope you are right, bad_mojo. But, I doubt the SA will go far enough to eliminate the benefits of a private hive when it comes to server hopping. 

 

Assuming you can find a good private hive server (definitely not an easy task), server hopping (looting & ghosting) are 100% eliminated. Unless Rocket is willing to make players wait 15 minutes (or more) between logging in on different servers (every single time--not some kind of scaled system), public hive servers will never achieve anywhere close to that kind of server hopping prevention. I seriously doubt that will ever happen (too many will raise hell about even 3 minutes). Not having that prevention is a huge price to pay just so you can play on different servers, and take the gear on your body with you. I will not pay that price even if that means I have to turn my server back on.

 

Not exactly, if you go to a 1 server hive, basically no hive. Then you eliminate looters and ghosters. But, that's literally removing a feature of the game. That's not solving the problem, that's avoiding the problem.

 

Private hives with more than 1 server still suffer all the same problems as the public hive. Nobody likes to distinguish between the two when praising 'private hives' tho. They always get lumped together, giving a false impression that private networks of servers are somehow more secure than the ones run by the developers. Which was true in the mod, but this isn't the mod, and these aren't community developers.

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I am not following you on server hopping looters and ghosters being features, and how elimination of said hoppers is not a solution.

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Going to 1 isolated server, instead of having many servers connected through a hive server, is losing a feature of the game.

 

Going to 1 isolated server will get rid of ghosters and looters, but it also gets rid of the whole hive feature.

 

That might be fine for some people, but I rather enjoy the hive feature. 1 character, 1 world, but many servers to host that world.

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So after a bit of reading these are the best ideas I have heard so far:

  1. To combat server hopping:

Player’s accrue time penalty for each server change, time penalties stack.

  1. To prevent combat logging/ghosting:

Player’s character remains on location for 30 seconds after logging

  1. To prevent ghosting:

If a player attempts to immediately log back in to a server where they were in proximity to a firefight they will be sent to the coast; this in conjunction with 1 and 2.

These aren’t my ideas, these are ideas that I have seen in the forums. If all of these were implemented together it could solve this problem.

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