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Land Squid

Server hopping to avoid player defenses?

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So lets assume for a moment that a group of players has taken over one of the local mountains and has spent a week rigging it with a good defensive perimeter. Sandbags, barb wire, concealed machine gun nests and sniper hides. The only way in or out on that server is via the helicopter they've dutifully recovered and repaired.

What's to keep a player who wants in from switching to another server, walking in, switching back to that server, and looting the tents dry before disconnecting again?

This seems to be a bit of an oversight with the current system. I don't really have many good ideas to fix this other than a spawning exclusion zone of some sort that moves you to the edge of it when you spawn in. But that kind of solution doesn't really appeal.

Ideas from the communition?

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One way to deter that might be to log when a player enters and exits a server. If a player jumps servers in rapid succession like that, prevent them from returning to the original server until a certain amount of time has passed (an hour?). Still won't fix the problem, but should keep it from being a convenient option.

To be clear, I mean:

  • Enter server 1
  • Encounter barricade, leave
  • Enter server 2
  • Bypass barricade, leave
  • Attempt to enter server 1 is blocked because the player quit server 1 and entered another server too recently.

The act of disconnecting and reconnecting shouldn't have such a penalty, because it's impossible to differentiate between a legitimate connection problem or crash and an abusive exit.

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allow some servers to have persistance only on that server maybe?

ie peristant data and items only stays on that server as well as the character

would also make the "local server" community less anonymous and in some ways the gameplay "world" more dynamic

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Hmm.

Would it be possible to put a couple derelict LHD ship in each of the servers, but at a slightly different location? That would provide the air-access-only bases for those groups that band together and get helis working, and if they're at different locations in the water people wont be able to server-hop past your defenses.

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I read that player storage is planned to be server based eventually so this problem won't be around long (I hope)

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Honestly I dont see any proper use for barricades or barbwire yet, mostly they are glitching everyones graphic and people just randomly place them to annoy other people, I dont think that should be their purpose really. especially the tank traps. Maybe when game gets to a level when groups can set up defenses or camps.

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