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Lose55

Stiffer Punishment for Server Hoppers

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Now that I pay for my own server to be hosted, I am finding it frustrating to be a victim of server hoppers. I have noticed with in minutes of my server restarting (2 hour restarts), my player list will sky rocket. The popular areas will be completley looted, then the players will leave. If I restart my server to regenerate loot, then I am breaching rules set forth to prevent loot farming. Does anyone else feel that more severe punishments should be layed out for server hoppers? At the very least, something else implemented to either make it harder to do so or easier for dedicated server players to combat this?

Edited by Lose55
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Once respawning loot is working in the game, it becomes a slightly different story with server hopping.  Let's say it takes 5 minutes for loot to respawn and 5 minutes for the timer to switch servers.  What would be the benefit or wasting your time switching servers (where you could potentially enter an area that is already secured by other players) when you can just hold down your position and wait for the loot to respawn?

 

Since the game is still in development and focus is on more important aspects of the game, it's hard to provide a solution to a problem that will change in the future.

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The next update in April will have loot respawn according to Rocket. 

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Maybe you should hire loot police to guard the high loot spots. And doesn't 2 hour reboots make it a more frequented loot server? Also, maybe we could cut off the hands of server hoppers.

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I actually think that the loot will only respawn if no player is in a certain proximity.

I don't know, time shall tell.

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I understand your frustrations. The best thing you can do is save your money, wait for private hives, and start your own server then. If you do host a private hive, PM me; I'll add to the player count of a like-minded host. :)

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Now that I pay for my own server to be hosted, I am finding it frustrating to be a victim of server hoppers. I have noticed with in minutes of my server restarting (2 hour restarts), my player list will sky rocket. The popular areas will be completley looted, then the players will leave. If I restart my server to regenerate loot, then I am breaching rules set forth to prevent loot farming. Does anyone else feel that more severe punishments should be layed out for server hoppers? At the very least, something else implemented to either make it harder to do so or easier for dedicated server players to combat this?

 

Your setting yourself up to be victimized. When people see 2 hour restarts they go there for the loot. Not sure how you can't see that. To me and probably every other peson on Earth that plays DayZ, that looks like an incentive for people to play your server and by your own admission, its working.

 

I've seen server descriptions that say 45 minute restarts. Thats for loot not server performance.

 

Maybe leave '2 hour restarts' out of your server description and see how that goes.

 

If you missed it, Hall is planning on promoting server-hopping as indicated by his Rezzed presentation regarding helo parts.

 

Also, the positve reasons for server-hopping outweigh the one and only bad reason for server-hopping. The singular bad reason for server-hopping is loot farming. Server-hopping is a bastardized term within the community.

 

 

I actually think that the loot will only respawn if no player is in a certain proximity.

I don't know, time shall tell.

 

Hall specifically said the map will be broken into quadrants and when a quadrant is bone-dry, loot will respawn. In the mod you could loot farm a single building/area every three minutes. To prevent this the entire quadrant will have to been looted which would take a very long time to do. Far too long for it to be of benefit.

Edited by Weyland Yutani
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Once respawning loot is working in the game, it becomes a slightly different story with server hopping.  Let's say it takes 5 minutes for loot to respawn and 5 minutes for the timer to switch servers.  What would be the benefit or wasting your time switching servers (where you could potentially enter an area that is already secured by other players) when you can just hold down your position and wait for the loot to respawn?

 

Since the game is still in development and focus is on more important aspects of the game, it's hard to provide a solution to a problem that will change in the future.

 

 

Thats where LOOT CYCLING comes in...

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I guess I may have been working against myself then. I added 2 hour restarts to try to reset the server faster. I see now I might be inviting what I was trying to correct. What really hurts the game play is the location of the spawns for new spawns. If an area is picked dry.. They could run until they drop dead looking for food.

Edited by Lose55

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I guess I may have been working against myself then. I added 2 hour restarts to try to reset the server faster. I see now I might be inviting what I was trying to correct. What really hurts the game play is the location of the spawns for new spawens. If an area is picked dry.. They could run until they drop dead looking for food.

I am going to change my server name too. :P

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Wasn't he talking about having loot caps on hives... Like only a certain amount of NV goggles per hive? Obviously it would be relative to the hive population I'm assuming.

 

Not sure if that is practical, but it could work.

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Once respawning loot is working in the game, it becomes a slightly different story with server hopping.  Let's say it takes 5 minutes for loot to respawn and 5 minutes for the timer to switch servers.  What would be the benefit or wasting your time switching servers (where you could potentially enter an area that is already secured by other players) when you can just hold down your position and wait for the loot to respawn?

 

Since the game is still in development and focus is on more important aspects of the game, it's hard to provide a solution to a problem that will change in the future.

 

 

So much this^^^^^

 

Apparently putting the donkey in front of the cart is now considered proper form.

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Your setting yourself up to be victimized. When people see 2 hour restarts they go there for the loot. Not sure how you can't see that. To me and probably every other peson on Earth that plays DayZ, that looks like an incentive for people to play your server and by your own admission, its working.

 

I've seen server descriptions that say 45 minute restarts. Thats for loot not server performance.

 

Maybe leave '2 hour restarts' out of your server description and see how that goes.

 

If you missed it, Hall is planning on promoting server-hopping as indicated by his Rezzed presentation regarding helo parts.

 

Also, the positve reasons for server-hopping outweigh the one and only bad reason for server-hopping. The singular bad reason for server-hopping is loot farming. Server-hopping is a bastardized term within the community.

 

 

 

 

Hall specifically said the map will be broken into quadrants and when a quadrant is bone-dry, loot will respawn. In the mod you could loot farm a single building/area every three minutes. To prevent this the entire quadrant will have to been looted which would take a very long time to do. Far too long for it to be of benefit.

 

Exactly.

 

Server hopping will occur no matter what the penalties. 

 

Any gaming community will maximize the meta-game. The only real way to stop it is to have characters server bound which defeats the whole idea of a central hive.

 

Liking the quadrant idea but I still see traditional loot cycling working as you could run a loop from Balota to Zeleno and NWAF then hop, repeat ad nauseum. In a closed circuit of say 4-6 chosen servers you could have an infinite loop of re-spawning loot to choose from.

 

Meh. Let's just see where Deano takes us shall we?

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Though not completely realistic I still think we need a very subtle noise that hums when players log in or when players log out.

 

This way we can know if a player is logging in near us or if they are combat logging inside a house.

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I guess I may have been working against myself then. I added 2 hour restarts to try to reset the server faster. I see now I might be inviting what I was trying to correct. What really hurts the game play is the location of the spawns for new spawns. If an area is picked dry.. They could run until they drop dead looking for food.

 

You can make it from the eastern shore to NWAF without dying from hunger.

 

What I look for in a server if I'm not picking from my favorites list is a bit of normalcy. Quick Restarts, Fast Loot, ABC123 Clan Server, etc…I avoid like the plague. IMO, hosters with that fast-food mentality often result in poorly managed servers that disconnect from the hive resulting in character wipes. Its not enough to look for a low ping, perfect timed server.

 

Maybe mix a bit of normalcy with some creativity to attract players. Balota Book Exchange is a great name. No Fapping In The Woods is another name that attracts a big player base. Get creative. Maybe something like 'Berezino Beer Works | Free Beer 24/7' (If you use that give me some credit) might attract a player base.

 

Servers with names that like US East 1-7 is generally what I look for. 

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Once respawning loot is working in the game, it becomes a slightly different story with server hopping.  Let's say it takes 5 minutes for loot to respawn and 5 minutes for the timer to switch servers.  What would be the benefit or wasting your time switching servers (where you could potentially enter an area that is already secured by other players) when you can just hold down your position and wait for the loot to respawn?

 

Since the game is still in development and focus is on more important aspects of the game, it's hard to provide a solution to a problem that will change in the future.

 

But if it takes an hour for loot to respawn, we're stuck with the same ol' shit. The "loot respawn" solution only works if the loot respawn is insanely quick. I don't want a rapid turnover of loot. Nor do I want loot to spawn in close proximity to the player (hence why they're dividing things up, apparently, into quadrants). 

 

Nevermind the fact that server hopping is detrimental to other aspects (not just loot) such as player construction, and even just simple firefights (i.e. being able to ghost/teleport behind a squad via server hopping).

 

Server hopping can be addressed with a public hive. I'd prefer if they did away with the public hive altogether or locked characters to the server. But that seems unlikely. However, there are solutions to the problem which have been discussed.

Edited by Katana67

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I guess a public hive is why we don't have tents or cars.

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