byrgesen 1341 Posted April 24, 2014 Yeah, 500 seconds is stupid, I don't care what your reasoning is. I thought they were making it so that if you disconnect from a server and go to rejoin, you wouldn't suffer from the timer, but alas, you still do, and it's a crock of shit.That was the plan yes, but apperently they are still working on it.Patience is a virtue! They should just make player location save on a per-server basis. If you go to a new server you spawn with all of your gear in a fresh spawn location. Server hopping and ghosting fixed.And then spawn on the beach, next to a guy who knocks you out in 3 hits to the head?Naah, that would not work at all. If i log out in a "safe" bush, i want to be in that same bush, no matter what server i join next. @TopicI have no problem with this, what so ever.Atm it can be frustrating because of the unstable nature of the game, but if you cant take 500 secs out of your life, to prevent people from ghosting and effectivily server hopping, you are truly impatient.Its a rough system, needs polish and abit of tweaking, but its the best way to prevent people from ghosting and effectivily serverhopping.Eventually it should be able to distinguish between being kicked and timing out your connection, aswell as removing the timer if you join the same server. Go to the bathroom, make a cup of tea/coffee, get a drink or find some food, while you wait.Its not the end of the world to wait 500 secs, and if you feel it is, you are gonna have a bad time in the real world tbh. 1 Share this post Link to post Share on other sites
scriptfactory 620 Posted April 24, 2014 And then spawn on the beach, next to a guy who knocks you out in 3 hits to the head?Naah, that would not work at all. If i log out in a "safe" bush, i want to be in that same bush, no matter what server i join next. Spawns should be spread over the entire map. If you want to log back into your "safe bush" stop server hopping. Share this post Link to post Share on other sites
byrgesen 1341 Posted April 24, 2014 Spawns should be spread over the entire map. If you want to log back into your "safe bush" stop server hopping. Did i say i was server hopping?I stick to 4 different servers on hardcore, never play on others at all, but i cant stick to 1 server, as theres restarts and unexpected downtime and what not.So please take your "stop server hopping" argument and stick it up where the sun doesnt shine, ok?? But your idea is still flawed, why would my character move 10+ km, just because i am changing server?The timer is a far better solution then a random placement on the map tbh. Imagine running towards the NEAF, and you are almost there, the server shuts down and you cant connect to it again.So you find a new server and now you are standing next to Kamenkha.... Thats worse then having to wait for a couple of mins to get in tbh. And spawns should not be spread over the entire map, you should not be able to spawn anywhere near "end-game" loot places (military bases and airfields), but thats a different discussion. 1 Share this post Link to post Share on other sites
teapot156 79 Posted April 24, 2014 I personally like it. I like watching it start and then count down. Sometimes I switch servers for another timer. Share this post Link to post Share on other sites
Jex 1104 Posted April 24, 2014 I have no issue with the timer and if anything think it should be increased though you should never wait to get back on the same server, if you got kicked from it (or it restarted). There should be a 30 minute timer if you leave a server, log into another server and then try to log back into the original server. Logging back into the original server should make you wait 30 minutes as why else would you need to hop out and hop back in other than to ghost. Share this post Link to post Share on other sites
scriptfactory 620 Posted April 24, 2014 So please take your "stop server hopping" argument and stick it up where the sun doesnt shine, ok?? So rude. But your idea is still flawed, why would my character move 10+ km, just because i am changing server?The timer is a far better solution then a random placement on the map tbh. Imagine running towards the NEAF, and you are almost there, the server shuts down and you cant connect to it again.So you find a new server and now you are standing next to Kamenkha.... Thats worse then having to wait for a couple of mins to get in tbh. And spawns should not be spread over the entire map, you should not be able to spawn anywhere near "end-game" loot places (military bases and airfields), but thats a different discussion. If your server restarts you just wait until it comes online again. It should take no longer than 5 minutes. You would respawn at the same location. Once controlled spawn locations are added there will be even more issues to tackle. With the current system I can logout on one server and log into your barricaded building on another. There is no such thing as "end-game" loot and there will be no problem with spawning around the whole map one controlled spawn locations are added. Imagine spawning next to NWAF only to find out it is controlled by a clan. Share this post Link to post Share on other sites
byrgesen 1341 Posted April 24, 2014 So rude. If your server restarts you just wait until it comes online again. It should take no longer than 5 minutes. You would respawn at the same location. Once controlled spawn locations are added there will be even more issues to tackle. With the current system I can logout on one server and log into your barricaded building on another. There is no such thing as "end-game" loot and there will be no problem with spawning around the whole map one controlled spawn locations are added. Imagine spawning next to NWAF only to find out it is controlled by a clan. I was rude because you accused me of server hopping, i find that extremly offensive, thats all. So what if the server doesnt come back online in a couple of mins? It wouldnt be the first time.All im saying is, it would not fix anyting to teleport people around the map, when they switch server.And i want to add, theres no need to talk about logging into barricaded buildings, because it wont happen. If BI allows it to happen, the game will break and the "base building" they have planned will be pointless, so i think its safe to assume they already thought about this. There is such a thing as "end-game" loot, its called "the best" gear in the game, and its what people strive to find.Once they find it, they get bored and start killing :) simple as that tbh. Can you ellaborate on the controlled spawn location you mention? dont quite understand that.I still dont think anyone should spawn anywhere near any military installations. Share this post Link to post Share on other sites
scriptfactory 620 Posted April 24, 2014 So what if the server doesnt come back online in a couple of mins? It wouldnt be the first time. Then you join another one of your regular servers where you will (probably) already have a spawn location set. And i want to add, theres no need to talk about logging into barricaded buildings, because it wont happen. If BI allows it to happen, the game will break and the "base building" they have planned will be pointless, so i think its safe to assume they already thought about this. Barricading is planned. Check out the roadmap from Rocket. Can you ellaborate on the controlled spawn location you mention? dont quite understand that. Controlled spawn locations are planned. Meaning you will be able to set a spawn point so that when you die you will always spawn in a fixed location. Share this post Link to post Share on other sites
byrgesen 1341 Posted April 24, 2014 Then you join another one of your regular servers where you will (probably) already have a spawn location set.So spawn the same place everytime you change server?That opens up for tons and tons of abuse tbh.Like joining a new server and going back to the old, just to "fast travel" across the map. Barricading is planned. Check out the roadmap from Rocket.Yes thats why i said theres no reason to talk about logging into other peoples barricades, as it wont happen or it will break the entire function.I think you misunderstood me there :) Controlled spawn locations are planned. Meaning you will be able to set a spawn point so that when you die you will always spawn in a fixed location.Can you provide a source for this?I havent been able to find one and im having trouble believing it will happen like this, as it has a very very high chance of being abused. Share this post Link to post Share on other sites
scriptfactory 620 Posted April 24, 2014 So spawn the same place everytime you change server?That opens up for tons and tons of abuse tbh.Like joining a new server and going back to the old, just to "fast travel" across the map. This wouldn't be fast travel. You spawn location would be set per server. Meaning, if you wanted to server hop to multiple airfields you would have to run to the airfield multiple times. The potential for abuse is MUCH less than the system we currently have. Yes thats why i said theres no reason to talk about logging into other peoples barricades, as it wont happen or it will break the entire function.I think you misunderstood me there :) Developing a system for determining if a player is trying to spawn into a barricaded structure is much more difficult than simply not allowing users to spawn in the same location on every server. Think of it like playing on a bunch of private hives but you get to keep the equipment you are carrying. I am fairly certain this is exactly what Rocket has planned for cross-server clan battles. Saving the character location on a server (instead of global) basis has many benefits for a system like this.Example: All clan members wouldn't be able to group up on their home server and simply log into the server from the clan they are trying to raid. They would have to plan an extra 15 minutes or so to regroup on the new server before executing their raid. Can you provide a source for this?I havent been able to find one and im having trouble believing it will happen like this, as it has a very very high chance of being abused. http://forums.dayzgame.com/index.php?/topic/182275-dayz-at-rezzed-2014-dev-sessions-livestream-roadmap/ Share this post Link to post Share on other sites
timedance 120 Posted April 24, 2014 (edited) sometimes I think, that they are complete executed in brain, programming such things... EDIT: please let me server-hop !!! :D Edited April 24, 2014 by TiMEDANCE Share this post Link to post Share on other sites
Ghostflux 100 Posted April 24, 2014 I don't like 500 second timers, a maximum of 300 seconds by disconnecting just once is more than plenty. Share this post Link to post Share on other sites
byrgesen 1341 Posted April 24, 2014 This wouldn't be fast travel. You spawn location would be set per server. Meaning, if you wanted to server hop to multiple airfields you would have to run to the airfield multiple times. The potential for abuse is MUCH less than the system we currently have.It would be fast traveling, if you have set your spawn location near cherno on server #1, and you are in the airfield.You then log off, go to server #2 and maybe even server #3, and then go back to #1, viola, you are in cherno and you made it there in 90% less time then you are suppose to do. I just dont see this system working at all mate, and it would be far more difficult to code, then to keep what is in place now, and just give it a "same server" check tbh. Developing a system for determining if a player is trying to spawn into a barricaded structure is much more difficult than simply not allowing users to spawn in the same location on every server. Think of it like playing on a bunch of private hives but you get to keep the equipment you are carrying. I am fairly certain this is exactly what Rocket has planned for cross-server clan battles. Saving the character location on a server (instead of global) basis has many benefits for a system like this.Example: All clan members wouldn't be able to group up on their home server and simply log into the server from the clan they are trying to raid. They would have to plan an extra 15 minutes or so to regroup on the new server before executing their raid.I am not sure, havent done enough coding in the RV engine to be sure tbh. http://forums.dayzgame.com/index.php?/topic/182275-dayz-at-rezzed-2014-dev-sessions-livestream-roadmap/Thank you, i did miss the last bit there about the social mehcanics.Although its very vague and we have no idea what they actually mean yet tbh. But lets leave it at that, its way to early to determine anything, as nothing is set in stone yet and the dev team havent really said anyting concrete about controlled spawns yet. Share this post Link to post Share on other sites
scriptfactory 620 Posted April 24, 2014 It would be fast traveling, if you have set your spawn location near cherno on server #1, and you are in the airfield.You then log off, go to server #2 and maybe even server #3, and then go back to #1, viola, you are in cherno and you made it there in 90% less time then you are suppose to do. I don't think you are thinking about this in the correct way. You aren't actually "fast traveling". You are moving to your previous spawn position on those servers. In your example you are imparted with no benefits. This is a big difference and should be recognized. I just dont see this system working at all mate, and it would be far more difficult to code, then to keep what is in place now, and just give it a "same server" check tbh. You are wrong on this. But lets leave it at that, its way to early to determine anything, as nothing is set in stone yet and the dev team havent really said anyting concrete about controlled spawns yet. Controlled spawn locations are a verified feature. Let's leave it at that. :) Share this post Link to post Share on other sites
liquidsnake 275 Posted April 24, 2014 I find it ridiculous that they seem te be under the impression that a 500 sec wait is not worth it to combat log and keep all your gear. Combat loggers will obviously keep doing it and gladly wait 500 secs if that's what it takes to keep their precious gear. We need something that genuinely stops this. 1 Share this post Link to post Share on other sites
scriptfactory 620 Posted April 24, 2014 I find it ridiculous that they seem te be under the impression that a 500 sec wait is not worth it to combat log and keep all your gear. Combat loggers will obviously keep doing it and gladly wait 500 secs if that's what it takes to keep their precious gear. We need something that genuinely stops this. I think it also has something to do with server performance. But, yeah. It is much easier to wait 500 seconds than it is to run across the map. Share this post Link to post Share on other sites
byrgesen 1341 Posted April 24, 2014 (edited) I think it also has something to do with server performance. Bingo, found this in another thread :) More reasons as to why there's a timer Here. Or for those who are clickably challenged... [–]rocket2gunsRocket [score hidden] 18 minutes ago *One of the issues is that swapping servers causes a serious performance issue for the central server not to mention the game server itself. This involves a real cost, both financial and in overall performance, of the entire network. We have many changes planned for this system, but as it stands now, switching servers places a great strain on theentire architecture so we must do absolutely everything we can to discourage it, and when it does occur, give the server maximum time to process logins at it's own convenience.On a game server level, the single biggest performance hit to a server is when a new player joins. Depending on the amount of inventory, a new player can have a performance impact orders of magnitude more than a new character for an existing server player. On the central server level, the most demanding thing the central server does is to authenticate and load a player on a server.It does not matter if the difference between your login is 10 seconds, or 10 hours - each login results in a strain on the system. The main issue with 100 person servers is not the server operating, but it's inability to deal with the constant flow of connections + disconnections. A 100 person server with no connections and disconnections is quite stable and performance is acceptable.While we are investigating other solutions, such as improving performance and queuing systems - these take time and in order to do this we have to solve some other issues first. Edited April 24, 2014 by Byrgesen Share this post Link to post Share on other sites
TheWalrusNet 6 Posted April 24, 2014 I've seen a couple threads about the spawn-in timer, does anyone else think it's a bit too long? I just joined a server that had a terrible connection, couldn't use any items, so left and rejoined another and got a 500 second spawn timer (around 8 minutes.) With timers like that when all you want to do is change server, It's hard to want to play at all unless you're lucky to get a good server first time. I understand why it's there and It's useful and all, and i know they changed it so that when you join the same server it doesn't apply, but it seems silly with all these servers that insta-kick you on join, or with terrible connection even with good ping, etc etc Share this post Link to post Share on other sites
kichilron 8550 Posted April 24, 2014 I've seen a couple threads about the spawn-in timer, does anyone else think it's a bit too long? I just joined a server that had a terrible connection, couldn't use any items, so left and rejoined another and got a 500 second spawn timer (around 8 minutes.) With timers like that when all you want to do is change server, It's hard to want to play at all unless you're lucky to get a good server first time. I understand why it's there and It's useful and all, and i know they changed it so that when you join the same server it doesn't apply, but it seems silly with all these servers that insta-kick you on join, or with terrible connection even with good ping, etc etc Merging Share this post Link to post Share on other sites
Smokey420 (DayZ) 74 Posted April 24, 2014 (edited) It's amazing. I love it when I get a "session lost" message and I have to wait over 300 seconds to spawn in again. Such fun. Edited April 24, 2014 by Smokey420 Share this post Link to post Share on other sites
St. Jimmy 1631 Posted April 24, 2014 Haven't bothered me at all. I do something else in that time. Share this post Link to post Share on other sites
Krawallkurt 118 Posted April 24, 2014 300 was fine ...500 is to mutch Share this post Link to post Share on other sites
Stretch103 0 Posted April 26, 2014 It seems if I hit a server that I don't like and I want to switch to a different one i get a time penalty that makes me wait anywhere from 500 seconds to 100 seconds. WHY??I usually end up on a nightime server and i hate running at night because I cant see crap. So just because I switch too soon i get hit with a time penalty.I hope this goes away soon or at least have the servers list what time of day the server is currently running so I know which one to choose. Share this post Link to post Share on other sites
preacherlr 614 Posted April 26, 2014 least have the servers list what time of day the server is currently running so I know which one to choose.It's to combat/slow server hoppers down, And as you said you want, The servers already list the time of day.. Share this post Link to post Share on other sites
byrgesen 1341 Posted April 26, 2014 It seems if I hit a server that I don't like and I want to switch to a different one i get a time penalty that makes me wait anywhere from 500 seconds to 100 seconds. WHY??I usually end up on a nightime server and i hate running at night because I cant see crap. So just because I switch too soon i get hit with a time penalty.I hope this goes away soon or at least have the servers list what time of day the server is currently running so I know which one to choose. Theres a very very very good reason for the timer, did you read this? [–]rocket2gunsRocket1 dag siden *One of the issues is that swapping servers causes a serious performance issue for the central server not to mention the game server itself. This involves a real cost, both financial and in overall performance, of the entire network. We have many changes planned for this system, but as it stands now, switching servers places a great strain on theentire architecture so we must do absolutely everything we can to discourage it, and when it does occur, give the server maximum time to process logins at it's own convenience.On a game server level, the single biggest performance hit to a server is when a new player joins. Depending on the amount of inventory, a new player can have a performance impact orders of magnitude more than a new character for an existing server player. On the central server level, the most demanding thing the central server does is to authenticate and load a player on a server.It does not matter if the difference between your login is 10 seconds, or 10 hours - each login results in a strain on the system. The main issue with 100 person servers is not the server operating, but it's inability to deal with the constant flow of connections + disconnections. A 100 person server with no connections and disconnections is quite stable and performance is acceptable.While we are investigating other solutions, such as improving performance and queuing systems - these take time and in order to do this we have to solve some other issues first. http://www.reddit.com/r/dayz/comments/23tzhy/just_spent_a_few_hours_on_stable_here_are_my/ch0rhzj 1 Share this post Link to post Share on other sites