Jump to content
Sign in to follow this  
Katana67

One Thing Needs To Be Addressed [ROADMAP]

Recommended Posts

the public hive has always been a terrible idea, however "location-based" server hopping will make the private hive the only option.

 

like OP said, there is nothing to stop someone from hopping into your base, even if it has been "barricaded"

Share this post


Link to post
Share on other sites

Here's my problem: "Trash is full!" "Dogs need to be fed!" "Dogs need to be let out!" "It's snowing, go shovel!" "Help me find my keys!" "Can I use your computer!?" "Did the mail come!?" "Come help me open this pickle jar!", etc. With the whole timer thing I can barely play anymore, because irl keeps popping up. (can't wait for college lol, finally, peace.) so I think there's GOT to be a better way to do it..

Edited by Geckofrog7

Share this post


Link to post
Share on other sites

I suggest everyone shuts the fuck up about server hoppers, and allow them to continue; after all, this game isn't fully released.

Share this post


Link to post
Share on other sites

long term long term

 

even if the game is trash on release, and all this time has been for nothing, at least i tried to warn them

Share this post


Link to post
Share on other sites

I suggest everyone shuts the fuck up about server hoppers, and allow them to continue; after all, this game isn't fully released.

 

Not quite sure what any of this means. The objective of the thread is to outline how server hopping undercuts the pre-release development inclusions (i.e. construction and loot economy) and thus needs to be addressed pre-release.

  • Like 1

Share this post


Link to post
Share on other sites

Players already with gear, spawning at locations on the coast, would be a duck shoot

as it would be a lot easier and more effective than server hopping, just to camp the spawn points

 

Random spawn location, no problem - as long as it's not in a town or any high traffic area

That's cool - though most players would hate it - I'd have no problem with that solution

 

Note however, the real problem - what's killing the game is not "server hopping"

server hopping is a paper tiger

 

Auto-kick servers exist now

White list servers exist now

Clan servers (auto-kick, white-list, admin kick) exist now

Locked servers exist now

Friends only servers exist now

Private passworded servers exist now

Single player servers (it's mine I kick everybody) exist now

Pay-to-play servers exist now

Servers that change their names daily to make detection more difficult exist now

Servers that are turned off when the admin is not online ... exist now

And there are simply bad admins who just don't give a damn and kick who-the-hell they like

 

To say "there are NO private servers" is a standing joke. ALL players know this.

 

At present if you want to use a stable server that is always available and 'fair play' - you join a clan

Otherwise you try 3 or 5 servers to try to log in, get kicked, get "waiting for server", get kicked again,

and when enough 'strangers' are online the admin reboots. It takes TIME to get in to the game now.

 

Look at the server list - log in to them - see which ones are really public

DayZ has already fragmented and gone private - it's TOO LATE - there is no need to introduce 'server hopping' sanctions

there aren't enough truely public servers left

 

However:

There is a need to stop people from private servers coming across to the few remaining public vanilla servers to waste them.

 

So - 50% of the server list has already dealt with "server hopping" but they won't admit it openly

because what they have done is officially not happening

 

Ask the players.

 

xx pilgrim

Edited by pilgrim

Share this post


Link to post
Share on other sites

Not quite sure what any of this means. The objective of the thread is to outline how server hopping undercuts the pre-release development inclusions (i.e. construction and loot economy) and thus needs to be addressed pre-release.

It will be dealt with later, if people need to server hop to test things in game then so be it.

Share this post


Link to post
Share on other sites

It will be dealt with later, if people need to server hop to test things in game then so be it.

 

But there are systems which depend on players not being able to do certain things (like spawn inside of barricaded buildings) in order to just function as intended.

  • Like 2

Share this post


Link to post
Share on other sites

It will be dealt with later, if people need to server hop to test things in game then so be it.

Why does it always have to be "later" ?  It doesn't matter if base building will take 50 years to implement, it still needs to be looked into before it is actually implemented so it won't be a problem/ people will have an idea of a fix if its broken.

Share this post


Link to post
Share on other sites

But there are systems which depend on players not being able to do certain things (like spawn inside of barricaded buildings) in order to just function as intended.

how can i ACTUALLY test my barricaded building, when people who are "testing" server hopping (still...lol) are base raping me by ghosting?

Share this post


Link to post
Share on other sites

Once private hives are implemented, you won't have to worry. You can't server hop if your character is only saved to one server.

Share this post


Link to post
Share on other sites

Once private hives are implemented, you won't have to worry. You can't server hop if your character is only saved to one server.

private hives are coming before barricading?

 

there will most likely be a premium cost associated with a private hive server, they will always be full and cleared out.

loot re-spawn, then private, then barricades.

Share this post


Link to post
Share on other sites

Either way, as long as public AND private hives exist, the issue won't have ACTUALLY been resolved.

Share this post


Link to post
Share on other sites

Either way, as long as public AND private hives exist, the issue won't have ACTUALLY been resolved.

 

Yes it will, just play on a private hive and anyone that joins the server will be a freshspawn and will only be able to use loot from that server.

Share this post


Link to post
Share on other sites

You're surrounded by server hoppers, katana. They don't like the thought of actually playing on one server unless they have multiple characters.

Your idea is spot on. I think random wilderness spawns is the way to go (upon changing servers). But how do we keep friends from being separated when it's necessary to change servers?

Share this post


Link to post
Share on other sites

private servers wont solve server hopping they will encourage more dirty tactics ether by campers or actual hoppers themselves. The game wont be about survival anymore if everyone can break away to another server and loot with no issues. Doesn't matter how fare away they spawn if a player has been to the area enough they could find there way back easy.

 

If they want to TRULY stomp it out they will need to bind characters to ONE server and thats it. You make your choice and you play the game until you die. Than your free to choose another character on another server.

 

The biggest problem is the carrot on the stick the developers have ppl watering there mouths over and thats the 2 chopper parts per server idea. Rewarding ppl for hopping rather than sticking to one map is just awful.

Share this post


Link to post
Share on other sites

I don't understand why it's so difficult for people to have one character per server.  If the server is quiet and you want to play on a full one, who cares if you have to start from scratch.  You're going to die sometime anyway and have to start over.  At least having multiple characters per server you've got the choice to get back to another geared guy right away if another one dies.

Share this post


Link to post
Share on other sites

I don't understand why it's so difficult for people to have one character per server.  If the server is quiet and you want to play on a full one, who cares if you have to start from scratch.  You're going to die sometime anyway and have to start over.  At least having multiple characters per server you've got the choice to get back to another geared guy right away if another one dies.

 

Agreed.

 

One character per server is the best way.  It fixes so many problems immediately.

Share this post


Link to post
Share on other sites

Add a little bit of spawn drift to the relog timer. The drift causes you to spawn 1-2km from your logout point and is in a random direction. Other players not on your friends list push the direction away from them, so you'll never/rarely spawn near other players you don't know. This list could be editable in your settings (toggle some friends on/off). Things like bases would push you away stronger, and zombies would push you weaker. A base you're a part of would pull you towards it, as would nearby players you're friends with. If the selected spawn point is invalid, it picks a new one and tries again. Drift doesn't apply on rejoining a server, only when joining a new one.

 

Would prevent people from server hopping without a 1-2km run back.

Would prevent ghosting (you'd drift on server B and drift again before returning to server A and might have to wait up to 10 minutes).

Share this post


Link to post
Share on other sites

Server hopping which saves the player's location. Plain and simple.

 

There's been a ton of discussion on it, but the recent revelation of the (tentative or not) roadmap at Rezzed 2014 further underscores the need to address the issue.

 

I am not concerned about whether you think it's right or wrong on a personal level. Nothing could possibly matter less to the game as your silly moral hatred of/conviction for server hopping.

 

The fact remains, that as it stands now, it is detrimental to the included game mechanics (i.e. the loot system). Moreover, the focus of this particular thread will be the ways in which the current server hopping paradigm undercuts the intended inclusions of the development roadmap.

 

Specifically, location-saving server hopping completely and totally neuters the idea of persistent construction. Why barricade a building if one can just server hop into it and loot your stash? Why construct a house if one can just server hop inside? The issue needs to be addressed if these future aspects are to remain intact.

 

I have no issue with server hopping for purposes which are not intended to circumvent in-game mechanics (i.e. hooking up with friends, your server dies, your server loses population, etc.) However, the fact that when one switches servers (so long as you're on the same hive) one's player location is carried over... is truly the fundamental detrimental aspect of server hopping.

 

If you come here looking to demonize or praise server hopping, look elsewhere. Vitriol has no place here, and is the concern of imbeciles when compared to the tangible and pragmatic in-game consequences.

 

I've discussed this before, but now it gains immediacy with the outline of the roadmap. Several approaches have been suggested, none of which I'm sold on. So please, stop acting like I'm championing one or the other.

 

- Reset player location upon switching servers. You keep your gear, but respawn elsewhere (i.e. on the coast)

- Reset player location upon switching servers. You keep some of your gear, and respawn elsewhere (i.e. on the coast)

- Reset player location upon switching servers. You keep only your character's stats, and respawn elsewhere (i.e. on the coast)

- Lock characters down to the individual server within the hives

- Make all servers private hive

 

What approach would you favor? What one of your own would you suggest?

 

EDIT

 

Additional suggestions

- Wait and see about the loot system

- Have players spawn away from or be unable to spawn inside barricaded buildings (According to the Q/A at Rezzed, this is how they're going to approach this particular issue)

- Do nothing and choose to play on private hives

I think making the player just spawn about 1-2 thousand meters away is fine to solve that problem. :P

Share this post


Link to post
Share on other sites

I would suggest that the recent increased dispersion of treasure has been an indicator, of a system that spread the treasure around the map making server hopping a very difficult thing to do particularly once the melee and improvised weapons get introduced and the gun spawn rate drops thru the floor.  Server hopping isn't done by the game, its the individuals that are doing it who are to blame and while I expect the developers to do something about it, I feel it would be best to handle it in a way that the effects of the fix are barely noticeable to players who don't do it.

 

Implementing artificial restrictions right now, such as private hive's and random teleportation would only hinder future efforts to create an unobtrusive yet effective system.

Share this post


Link to post
Share on other sites

I would suggest to simply fix spawn of loot, so you no need to hop.

GENIOUSLY don't you think?

 

I wish it were that simple.

 

However I think you'd still get server hoppers. People would get all the loot they want from one server, and rather than waiting or walking to a new area, they would just hop and loot the same area again.

Share this post


Link to post
Share on other sites

I wish it were that simple.

 

However I think you'd still get server hoppers. People would get all the loot they want from one server, and rather than waiting or walking to a new area, they would just hop and loot the same area again.

I just dont like the fact that Dean is encouraging the server hopping. Especially after the community threw a huge fit about it and we had the spawn timer. They might as well take the spawn timer off if were expected to go to different servers to find all the parts needed to get a helicopter going.

Share this post


Link to post
Share on other sites

private servers wont solve server hopping they will encourage more dirty tactics ether by campers or actual hoppers themselves. The game wont be about survival anymore if everyone can break away to another server and loot with no issues. Doesn't matter how fare away they spawn if a player has been to the area enough they could find there way back easy.

 

If they want to TRULY stomp it out they will need to bind characters to ONE server and thats it. You make your choice and you play the game until you die. Than your free to choose another character on another server.

 

The biggest problem is the carrot on the stick the developers have ppl watering there mouths over and thats the 2 chopper parts per server idea. Rewarding ppl for hopping rather than sticking to one map is just awful.

 

 

I don't understand why it's so difficult for people to have one character per server.  If the server is quiet and you want to play on a full one, who cares if you have to start from scratch.  You're going to die sometime anyway and have to start over.  At least having multiple characters per server you've got the choice to get back to another geared guy right away if another one dies.

 

And if character tied in one server is too harsh then they should implement hives that can only take maybe max 3 servers so your character is tied in 3 servers. At least there won't be many servers to choose from then to hop. One big hive that tries to control every server is pretty flawed concept... At least this way there won't be too much empty servers in the hive that you can alone loot. Many smaller hives could open up many more opportunities.

What they Rocket said in the Rezzed about the barricaded areas sounds nice.

Share this post


Link to post
Share on other sites

Server hopping to negate barricades wouldn't bother me, id never use ahouse as a camp anyway. There will im sure, be a tool in game for removing barricades, so trying to "secure" a house as a base will never be a good idea. All I can see it used for is to alow down zombies, or a tactical advantage (barricade the door to stop yourself being flanked. I really hope we get tents again eventually, that's the best way to make a concealed base.

 

I think the loot respawn will negate hopping to a degree. ATM if you loot all the mill places, that's it. You know whats there and know that will remain the same until server restart. With the loot system, it may be more time efficient to keep re-visiting locations to gear up. Basicly its a variable that will effect this behaviour in players, so we need that in to really assess the state of server hopping fully :)

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×