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Dean Hall on Vehicles and Barricading

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Everyone who wants to "create a community" listen up: By limiting characters to a single server you will have far more characters per player which in the end might result in much less of a community as players switch between them at will and there is simply no connection. Having one character per player on a hive that structurally resembles a cluster of islands might work much better especially with persistence - because while you can travel around (again: key is travel between "islands" being quite costly) you might have a "home island" - and even if its full or completely empty it will still be your home.

It's off topic but I'll bite.

No

If at any point survival become an actual challenge, when you will have to struggle to stay alive one character per server will ruin the game. Why ?

Server is down ? New character, all the effort you put into keeping previous character alive is wasted, Server full ? Either wait or new character, no room for your friends ? Same deal. 

This will make the game futile. And if the game is futile, the only winning move is not to play.

People will not want to start from nothing each time something is up with a server. 

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People will not want to start from nothing each time something is up with a server. 

Yet people die from bugs, glitches and other players all the time  :rolleyes:

 

Having to play a new character while you wait for a server to fix itself is a small price to pay to remove the atrocity that is server hopping.

Edited by Caboose187

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Yet people die from bugs, glitches and other players all the time  :rolleyes:

 

Having to play a new character while you wait for a server to fix itself is a small price to pay to remove the atrocity that is server hopping.

How did you manage to ignore the most important part of my post ?

 

If at any point survival become an actual challenge, when you will have to struggle to stay alive 

One : Currently there is literally ZERO struggle for survival, even with cold, overheating and broken wells. But if that was change your fed and healthy character with warm clothes will be very valuable. People will not want to start fresh when they spent hours into another character, Even if it's just while waiting for their "home" server. 

Two : It's alpha, people with brain do not get pissed off at dying from bugs. But when the game is done they will get pissed off if they will have to start fresh because server went down. 

Three : There is only one way to remove server hopping that will limit collateral damage : NO MORE centralized loot. This is the sole reason why we can server hop in the first place. Because we know where things are. 

Edited by General Zod

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No

...

People will not want to start from nothing each time something is up with a server. 

Did you just say "no" and then argue for connections between servers anyways? Because thats what I was talking about: Connections between servers are a good thing - you should be able to play with the same character on multiple servers. However, you should not be able to rapidly switch between them. The one switch per 24 hour deal was an extreme example to show the ideas from the video would still work without server hopping as long as there is a connection.

 

I am actually in favor of increasing waiting times - while this does allow for some limited hopping you have some room for switches in case your server is full, empty, down etc. And in case you decide to hop between servers for a couple of times you would have to wait much longer if you really need the switch for other reasons. Another version in between is to limit the amount of switches per day. Might work fine as well. As vehicle cores/stashes/bases etc. are limited to a single server those would basically determine your "home" as those features give you a reason to come back to this particular server. Same goes for horticulture if they decide to drastically increase the time it takes to grow plants and maybe for companion animals.

 

All those things would drasically nerf server hopping but still allow to zse the benefits of a greater loot economy - and thats what Dean is talking about in the video. Private servers come with the mentioned downsides as well as a couple more - one is the much smaller loot economy.

Edited by Evil Minion

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Everyone who wants to "create a community" listen up: By limiting characters to a single server you will have far more characters per player which in the end might result in much less of a community as players switch between them at will and there is simply no connection. Having one character per player on a hive that structurally resembles a cluster of islands might work much better especially with persistence - because while you can travel around (again: key is travel between "islands" being quite costly) you might have a "home island" - and even if its full or completely empty it will still be your home.

 

For me playing on a hive means random anonymous people.

On a private server each encounter means something for the future.

Edited by NoCheats
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For me playing on the public hive means being able to meet and play with friends. Playing on a private shard gives me another character for solo play (used experimental for this before).

Three : There is only one way to remove server hopping that will limit collateral damage : NO MORE centralized loot. This is the sole reason why we can server hop in the first place. Because we know where things are. 

Thats horrible. Having only a homogenous area with no differences, no hotspots etc. would make the game drastically less interesting. Having areas of higher and lower risk, with higher or lower rewards on one of the core points for both gameplay and immersion. Take it away and you make the game much poorer.

 

Also there are other methods to reduce server hopping - as written above and in several other topics there is no need to completely remove it. Nerf it far enough and we are fine. Server hoppers might still exist but ultimately they will be the ones sitting in front of a waiting screen while everyone is playing and without getting any higher reward from it.

 

Completely removing all connections between servers comes with tons of downsides already mentioned. There is virtually no advantage of this over a very high cost for switching as the latter basically does the same but also increases the loot econemy size (video) and allows for emergency switches.

Edited by Evil Minion

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Did you just say "no" and then argue for connections between servers anyways? Because thats what I was talking about: Connections between servers are a good thing - you should be able to play with the same character on multiple servers. However, you should not be able to rapidly switch between them. The one switch per 24 hour deal was an extreme example to show the ideas from the video would still work without server hopping as long as there is a connection.

 

I am actually in favor of increasing waiting times - while this does allow for some limited hopping you have some room for switches in case your server is full, empty, down etc. And in case you decide to hop between servers for a couple of times you would have to wait much longer if you really need the switch for other reasons. Another version in between is to limit the amount of switches per day. Might work fine as well. As vehicle cores/stashes/bases etc. are limited to a single server those would basically determine your "home" as those features give you a reason to come back to this particular server. Same goes for horticulture if they decide to drastically increase the time it takes to grow plants and maybe for companion animals.

 

All those things would drasically nerf server hopping but still allow to zse the benefits of a greater loot economy - and thats what Dean is talking about in the video. Private servers come with the mentioned downsides as well as a couple more - one is the much smaller loot economy.

I'm not in favour of any limitations such as one server per 24 hours, or 12 hours or 6. It will stop server hopping indeed, while having massive negative impact on normal players. 

If you want to do nerf server hopping start with non centralized loot. Right now vast number of rooms and buildings does not spawn loot or spawns junk, change that, make it random, gear can spawn anywhere, not just piano houses, not just red brick houses with white doors, not just 3 storey apartment with blue doors. EVERYWHERE, so that there is need to loot entire town not just 5 buildings.

Two, waiting time

1 or 2 server changes with little to no waiting time because sometimes you need to do it. 

But that increases it with each change. 

3rd change 5 minutes

4th 10

5th 15 

and so on this way only the most dedicated server hoppers will stay in the business. While legit player were left unmolested.

 

 

Thats horrible. Having only a homogenous area with no differences, no hotspots etc. would make the game drastically less interesting. Having areas of higher and lower risk, with higher or lower rewards on one of the core points for both gameplay and immersion. Take it away and you make the game much poorer.

 

Also there are other methods to reduce server hopping - as written above and in several other topics there is no need to completely remove it. Nerf it far enough and we are fine. Server hoppers might still exist but ultimately they will be the ones sitting in front of a waiting screen while everyone is playing and without getting any higher reward from it.

But those points of interest are the reason for hopping. You want to treat symptoms not the cause. You want to shackle people to one server for hours, because the game loot system is DESIGNED to reward hopping. 

Look at what I wrote above, I don't want to remove hotspots, but I want items to spawn in random places, not in the same buildings over and over and over again. 

Prime example 

Svetloyarsk

3 piano houses

2 red brick houses

1 police station

 

Total of 6 buildings that are known for high weapon spawn. Why bother with looting rest of the town when there is nothing there ? You want to force people into exploring the map with one server rule. 

I want to encourage and reward them for sticking around and looting entire town. 

Edited by General Zod
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judging by a recent status report it seems they've gone off the idea of limiting certain items throughout the hive

 

 

The subject of the central economy has been one of varied opinions within the community. The idea of centralized control over both rare items, and quantity control over more common items of loot is very polarizing. As we look towards the remaining months left in 2014, the team has been discussing our intended goals and level of functionality desired from the loot spawning system, and the central hives' control over it. As the current behavior for the spawning and respawning of loot is a placeholder system and the limits of this form are very visible when observing the current behavior on experimental branch servers we have outlined the following goals for the final functionality with the programming, and design teams:

  • Control over quantity per server instance for rare / high value items (Eg: M4A1, SVD, etc)
  • Loot table control per region/area type rather than per building class name
  • Even distribution of loot economy across the whole of Chernarus

As work moves forward on deploying the intended functionality into loot spawning/respawning, server side stats analysis will allow fine adjustments to the system to be made, and experimental branch updates on a weekly basis will allow us to iterate, and volume/stress test against a large user base. Status reports throughout the remainder of the year will keep people apprised on the progress of this new system. - Brian Hicks / Producer

 

http://forums.dayzgame.com/index.php?/topic/213655-status-report-week-of-20-oct-14/

 

Note how it says control over quantity per server, not per hive.

 

Shame, I quite liked the idea of certain items being extremely rare and having to embark on missions to other servers based on just rumours.

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For me playing on a hive means random anonymous people.

On a private server each encounter means something for the future.

 

For me playing on a hive means random encounters with people i dont know. which is the most intriguing, enjoyable and engaging thiing in DayZ.

 

A private, whitelisted server is a walled garden where there is no tension, no adrenaline rush, no surprise when meeting a stranger. I dont need to play DayZ for that.

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For me playing on a hive means random encounters with people i dont know. which is the most intriguing, enjoyable and engaging thiing in DayZ.

 

A private, whitelisted server is a walled garden where there is no tension, no adrenaline rush, no surprise when meeting a stranger. I dont need to play DayZ for that.

 

A walled garden....maybe....but often full of random intruders and rabid dogs :)

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For me playing on a hive means random encounters with people i dont know. which is the most intriguing, enjoyable and engaging thiing in DayZ.

 

A private, whitelisted server is a walled garden where there is no tension, no adrenaline rush, no surprise when meeting a stranger. I dont need to play DayZ for that.

Seems like people have VERY different experiences from playing dayz, this can be a good thing of course, we get more perspective.

 

On the server I played on there where clans, the tension was VERY high, cause you "know" the guy shooting at you. You don`t know him well, there where like 50 people on the server.

If a "random" dude kills me I am more like "meh, Re-spawn." Forget it. Like it feels in BF or any other fps game.

But If a guy from another clan killed one of ours there was an intense manhunt.

 

We had alliances, we had feuds. And there are also people you don`t know or people who does not have any clans. So we got to experince that aspect aswell.

 

I see server hopping as one of the worst things that can ever happen to dayz, perhaps I am missunderstanding the concept, but can`t you just log out inside a house and log in to server where that house is "barricaded" making the whole point of barricading a waste ? Can not also join low pop server and loot them?

Surviving now is so easy that you play for 20 min and you have ALL the best items ingame (this will prob change in release, so no worries) but I can`t see one single positive thing with server jumping, for parts or any other reason.

 

Best Regards.

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I'm not in favour of any limitations such as one server per 24 hours, or 12 hours or 6. It will stop server hopping indeed, while having massive negative impact on normal players. 

If you want to do nerf server hopping start with non centralized loot. Right now vast number of rooms and buildings does not spawn loot or spawns junk, change that, make it random, gear can spawn anywhere, not just piano houses, not just red brick houses with white doors, not just 3 storey apartment with blue doors. EVERYWHERE, so that there is need to loot entire town not just 5 buildings.

Two, waiting time

1 or 2 server changes with little to no waiting time because sometimes you need to do it. 

But that increases it with each change. 

3rd change 5 minutes

4th 10

5th 15 

and so on this way only the most dedicated server hoppers will stay in the business. While legit player were left unmolested.

 

 
 

But those points of interest are the reason for hopping. You want to treat symptoms not the cause. You want to shackle people to one server for hours, because the game loot system is DESIGNED to reward hopping. 

Look at what I wrote above, I don't want to remove hotspots, but I want items to spawn in random places, not in the same buildings over and over and over again. 

Prime example 

Svetloyarsk

3 piano houses

2 red brick houses

1 police station

 

Total of 6 buildings that are known for high weapon spawn. Why bother with looting rest of the town when there is nothing there ? You want to force people into exploring the map with one server rule. 

I want to encourage and reward them for sticking around and looting entire town. 

 

I think there is a way around this.

 

Every spawnpoint should have a % chance of spawning any item, except those restricted to dynamic locations like heli/vehicle wrecks. Spawnpoints would still be weighted towards certain items - so, for example, guns are more likely to appear in military bases while tools are more likely to appear in sheds, etc; however, there'd always be a small chance that something would appear in any given random location, thereby removing the current tendency for certain buildings being totally ignored because players know what will and won't spawn there.

 

The rarest and most coveted items, such as vehicle parts and high-end weapons, should be limited to dynamic loot locations (of which there should eventually be more per server, in terms of both number and type), so that you can't just hop one single spot and expect to get a decent return on the time you put in to find the highest-level of loot that you might be looking for.

 

The development of barricading will also probably affect the viability of server-hopping, especially if players are prevented from spawning in inside locked areas.

 

The central hive is here to stay, and, therefore, so is some degree of server-hopping. But it can be reduced if the rewards for doing so are more limited - and there are many ways to do that.

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Note how it says control over quantity per server, not per hive.

Only that this is basically impossible with the connectivity as you can take the SVD from one server and switch to another. I think it mainly means that the loot economy is far from moving to the "hive level" yet but every limited item ultmately needs to be limited per hive (depending on the number of servers/players). Exception are non-switchable items like vehicles but here it would also improve the game if not every server had the same numbers and types.

 

In fact server quantity control is one of the basic steps to hive quantity control. First by allowing it to happen in the first place - hive quantity control would probably work by permitting a random* server to spawn an item - which means the server now controls the quantity. The feedback would be tracking of rare items which is basically the other part (probably much easier as items are storged inside the database already). The final part are some security measures: How to prevent people from picking up an item, logging off and newer coming back? How to prevent one server from getting all the good stuff? And so on. Especially the second question can be answered by server quantity control as well - if a server already has a lot of those limited items it won't spawn any more of them and in turn not accept any permission to do so.

 

*Pseudo-random, weighted and maybe fullfilling some conditions though.

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You fail to acknowledge my point, though:

There is no possible way you could figure this out. You wouldn't know if it is taken or not. None of this information would be available to you, which is why there is no reason to server hop.

[..]

Your problem with this system doesn't seem to be the design decision of the devs. It seems you have a problem with chances and randomness. But such is life.

This remind me the argument about the bone condition bug. Usually dying is not an issue for me, because "such is life" and i see it as something to learn from and do better in the future. However dying from a bug, is a pointless and meangless waste of my time. Which is why I wasn't surprised when a lot of people got upset when they learned about the bug.

I see this in similar fashion. I don't mind poor loot spawns because its just a matter of time. However, global restriction stack the deck, it means that not every server will be self sufficient and I might be wasting my time for nothing, that knowledge alone will sour my experience. Knowing this, If I were to go for a while with no result, it would be tempting to go server hop[ing.. because its the human thing todo and it increase your chances to find what you want by jumping between common spawn locations.

You might not feel the same, but that how it is for me.

Edited by Mor
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I will copy-paste what I said in a different thread that was basically identical to this one.

I have to say this, in terms of trashed vehicles on the map there should be a crap load of them. I mean vehicles that cannot be repaired at all, there needs to be way more apocalyptic details like that in the setting for the game because right now, and I think anyone would agree, you just don't get that feeling whatsoever. The map is huge so the entire map doesn't need to feel like an isolated 3rd world farmland, add in a highway and put some trashed cars on it.

As far as how many working vehicles should be on the map, 10 is ridiculous and so is 20. This map is absolutely huge, and if somebody finds a vehicle knowing they are so few in numbers the potential for griefing the entire server by hiding it someplace ridiculous is extremely high. If they are persistent like tents are, the potential for griefing would be astounding.

I watched that video, dean wants the vehicles to be super rare and all that, but I don't agree. Transportation in a game like this should not be rare. Nobody wants to play a running simulator, its just boring. If they keep making everything so frustrating and annoying, I feel like a majority of players who want to play this game are not going to. I mean my time is valuable and I want to have a good time in a game, not be harassed by its bad mechanics.

As far as using the walking dead as an example, it would be the most accurate representation of this though. I think they're hell bent on making their game the most boring thing in the world to play or something though. I really don't know what their deal is with this whole rarity thing. I understand you want the player to have some sense of dread for surviving any situation especially when they find something rare, but honestly... you always have that sense while playing anyway.

Just make the game fun to play. I'm not asking for 500 cars, but 20 is way too few. Also please make the game look and feel more apocalyptic. Right now everywhere just looks completely normal, like nothing bad happened anywhere.

As far as hopping for car parts goes or making this some kind of group activity thing, that is so far from realistic its not even funny. First of all, vehicles are bullet magnets. A clan isn't going on a public server, find a car and then start huddling up in it so they can get sniped like imbeciles. If they make it this rare, smart people will use them as kill bait. I think this developers perspective is a little warped on the reality of making these cars so rare. Rarity means nothing in a game like this. It doesn't matter if you find an M4 assault rifle or a crappy 22 pistol, if you get the jump on somebody before they see you it doesn't matter what gun you have. The same thing applies to all rarity aspects in a game like this.  

The moral of this story is this. Rarity means NOTHING in a game where you lose all your crap when you die. All rarity does is make the game boring to play. If you can't understand that, you can't be helped and maybe you shouldn't be working on this type of genre if you don't understand where I am coming from. That goes out to any dev reading this.

Edited by Shelledfade
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For me playing on a hive means random encounters with people i dont know. which is the most intriguing, enjoyable and engaging thiing in DayZ.

 

A private, whitelisted server is a walled garden where there is no tension, no adrenaline rush, no surprise when meeting a stranger. I dont need to play DayZ for that.

Pretty much agree with this. Public open servers are what keeps games like this alive. Private modded servers are not an answer to anything, and that screams like an excuse or a plea for modders to finish the game for them on private hives.

Edited by Shelledfade

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I will copy-paste what I said in a different thread that was basically identical to this one.

I have to say this, in terms of trashed vehicles on the map there should be a crap load of them. I mean vehicles that cannot be repaired at all, there needs to be way more apocalyptic details like that in the setting for the game because right now, and I think anyone would agree, you just don't get that feeling whatsoever. The map is huge so the entire map doesn't need to feel like an isolated 3rd world farmland, add in a highway and put some trashed cars on it.

As far as how many working vehicles should be on the map, 10 is ridiculous and so is 20. This map is absolutely huge, and if somebody finds a vehicle knowing they are so few in numbers the potential for griefing the entire server by hiding it someplace ridiculous is extremely high. If they are persistent like tents are, the potential for griefing would be astounding.

I watched that video, dean wants the vehicles to be super rare and all that, but I don't agree. Transportation in a game like this should not be rare. Nobody wants to play a running simulator, its just boring. If they keep making everything so frustrating and annoying, I feel like a majority of players who want to play this game are not going to. I mean my time is valuable and I want to have a good time in a game, not be harassed by its bad mechanics.

As far as using the walking dead as an example, it would be the most accurate representation of this though. I think they're hell bent on making their game the most boring thing in the world to play or something though. I really don't know what their deal is with this whole rarity thing. I understand you want the player to have some sense of dread for surviving any situation especially when they find something rare, but honestly... you always have that sense while playing anyway.

Just make the game fun to play. I'm not asking for 500 cars, but 20 is way too few. Also please make the game look and feel more apocalyptic. Right now everywhere just looks completely normal, like nothing bad happened anywhere.

As far as hopping for car parts goes or making this some kind of group activity thing, that is so far from realistic its not even funny. First of all, vehicles are bullet magnets. A clan isn't going on a public server, find a car and then start huddling up in it so they can get sniped like imbeciles. If they make it this rare, smart people will use them as kill bait. I think this developers perspective is a little warped on the reality of making these cars so rare. Rarity means nothing in a game like this. It doesn't matter if you find an M4 assault rifle or a crappy 22 pistol, if you get the jump on somebody before they see you it doesn't matter what gun you have. The same thing applies to all rarity aspects in a game like this.  

The moral of this story is this. Rarity means NOTHING in a game where you lose all your crap when you die. All rarity does is make the game boring to play. If you can't understand that, you can't be helped and maybe you shouldn't be working on this type of genre if you don't understand where I am coming from. That goes out to any dev reading this.

 

 

I see what you're saying about cars - perhaps there should be plenty to go around. But things like helicopters and military firearms absolutely must be rare, in my opinion.

 

If they aren't rare, then it means everyone's got one - and if that's the case, you make all the lower-level survival mechanics redundant.

 

Fixable cars could be made fairly common, but things like fuel and specific working engines parts could be made much rarer, in order to provide balance.

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I have to say this, in terms of trashed vehicles on the map there should be a crap load of them. I mean vehicles that cannot be repaired at all, there needs to be way more apocalyptic details like that in the setting for the game because right now, and I think anyone would agree, you just don't get that feeling whatsoever. The map is huge so the entire map doesn't need to feel like an isolated 3rd world farmland, add in a highway and put some trashed cars on it.

As far as how many working vehicles should be on the map, 10 is ridiculous and so is 20. This map is absolutely huge, and if somebody finds a vehicle knowing they are so few in numbers the potential for griefing the entire server by hiding it someplace ridiculous is extremely high. If they are persistent like tents are, the potential for griefing would be astounding.

I watched that video, dean wants the vehicles to be super rare and all that, but I don't agree. Transportation in a game like this should not be rare. Nobody wants to play a running simulator, its just boring. If they keep making everything so frustrating and annoying, I feel like a majority of players who want to play this game are not going to. I mean my time is valuable and I want to have a good time in a game, not be harassed by its bad mechanics.

As far as hopping for car parts goes or making this some kind of group activity thing, that is so far from realistic its not even funny. First of all, vehicles are bullet magnets. A clan isn't going on a public server, find a car and then start huddling up in it so they can get sniped like imbeciles. If they make it this rare, smart people will use them as kill bait. I think this developers perspective is a little warped on the reality of making these cars so rare. Rarity means nothing in a game like this. It doesn't matter if you find an M4 assault rifle or a crappy 22 pistol, if you get the jump on somebody before they see you it doesn't matter what gun you have. The same thing applies to all rarity aspects in a game like this.  

The moral of this story is this. Rarity means NOTHING in a game where you lose all your crap when you die. All rarity does is make the game boring to play. If you can't understand that, you can't be helped and maybe you shouldn't be working on this type of genre if you don't understand where I am coming from. That goes out to any dev reading this.

 

 

 

Yes... This is the answer to all problems.

Imagine... You are looking for a vehicle (ANY VEHICLE) for you and your friends.

1 hour >> nothing found

2 hours >> nothing found

4 hours >> still nothing

and finally on the 6th hour you find it.

Drive around in it and get shot in the head 2 minutes later. How would you feel.

 

Same with trolls. A bandit troll finds a helicopter takes the parts and hides them somewhere in the woods and shoots the rest of the helicopter. BOOM now we have 1 less helicopter for people to enjoy having.

And this is the true problem of the system.

We made the diagnosis now devs have to cure it for everyone to have a fun game that EVERYONE can enjoy equally.

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Yes... This is the answer to all problems.

Imagine... You are looking for a vehicle (ANY VEHICLE) for you and your friends.

1 hour >> nothing found

2 hours >> nothing found

4 hours >> still nothing

and finally on the 6th hour you find it.

Drive around in it and get shot in the head 2 minutes later. How would you feel.

 

Same with trolls. A bandit troll finds a helicopter takes the parts and hides them somewhere in the woods and shoots the rest of the helicopter. BOOM now we have 1 less helicopter for people to enjoy having.

And this is the true problem of the system.

We made the diagnosis now devs have to cure it for everyone to have a fun game that EVERYONE can enjoy equally.

Their "answer" for us from the devs will probably be "play on private hives." At least that seems to be what dean would say. Which is not the right answer at all but is one they would probably say to us anyway. If we can't enjoy the game on public open servers then what is the point to this game at all? This isn't minecraft, and if they take the game in this direction NOBODY is going to effing play it!

Edited by Shelledfade

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This is so stupid, every server has to be self sufficient, just like in the mod. Server hoping is when you have searched a whole of Cherno industrial for a tier but have found nothing. Your options are to either run to the next town or join a different server and make a new round, repeat until you found a tier. This is not an issue with server hoping, this is an issue with loot spawning.

If you don't want to be a victim of server hoppers, play on private hives.

 

Global restriction is the dumbest idea I have ever seen, imagine you are playing WoW and farming for a rare item, but only 5 servers out of 1000 have a chance to drop said item. You don't know if your server has a chance to drop said item, but you still keep on farming like an idiot for dayz to come.

 

Every server has to be self sufficient, if there is 10 helicopters (broken of fixed) then there need to be at least 3x times spare parts on that server.

Why?
Because a map is fucking huge with thousands of industrial loot spawns.

 

 

Nuff said if what he talked about gets implemented, am done with this game.

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For me playing on a hive means random encounters with people i dont know. which is the most intriguing, enjoyable and engaging thiing in DayZ.

 

A private, whitelisted server is a walled garden where there is no tension, no adrenaline rush, no surprise when meeting a stranger. I dont need to play DayZ for that.

I mean not a whitelisted server, I mean a normal Private server with no rules.

When I connect I feel something. Oh "hammerkiller12" and "rottenbunnycorpseLP" are online, they camp always airfield etc. I play a "story" in a living world.

On a hive I feel nothing. Random people I don´t know. No story. Or the story ends with the disconnect. I guess you never played on a private server for some weeks. You should test it.

Edited by NoCheats
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We have had this discussion in length already, you're 3-4 months late.

Mr. Kichilron if your going to say this atleast give him a link to the discussion so he can read it for himself.  Surely a man of your stature on these forums can easily accomplish this.

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Mr. Kichilron if your going to say this atleast give him a link to the discussion so he can read it for himself.  Surely a man of your stature on these forums can easily accomplish this.

I'm sure search function is available on this forum. 

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I'm sure search function is available on this forum. 

Not as well as you might have us think with this statement.  My point is he is a moderator and using a condecending tone with his statement of him being 3 to 4 months late is unecessary(this gentleman might not even of been active on these forums 3  or 4 months ago).  Mr. Kichilron is a moderator for a reason and I am sure it is not to be condescending but rather to be helpful and of course to scour the forums as well.

Edited by huf757

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[@ #15]

Its not about server hopping but about using the loot economy to its fullest by also taking into account the connections between maps. Which means you have more area to search and and vehicle parts. 

[snip]

And not the server hopping where you switch servers rapidly. Its more like single maps being islands you can travel between and search for the things you need or you just trade between servers.

In fact this would require server hopping to be fixed as one of the key mechanics is  a significant cost for "changing the island" that makes staying and looking around more viable, reduces excessive switching and opens some opportunities for trade. So for this to come true the current unhealthy server hopping needs to be transformed into a healthy mechanic. In fact it would work perfectly fine even if players were limited to a single server each day (after you first joined a server you are unable to switch for 24 hours).

Server hopping kills this idea (as you can see from the comments above) - but thats not because the idea is bad but because server hopping needs fixing. Everyone who wants to "create a community" listen up: By limiting characters to a single server you will have far more characters per player which in the end might result in much less of a community as players switch between them at will and there is simply no connection. Having one character per player on a hive that structurally resembles a cluster of islands might work much better especially with persistence - because while you can travel around (again: key is travel between "islands" being quite costly) you might have a "home island" - and even if its full or completely empty it will still be your home.

Yes. This sounds good but what I'm worried about is regional distribution.

There are a lot more American and Europeans servers than Oceania servers. Playing on US or Euro servers is near impossible with 200 - 500 ping on average.

If loot is spread out evenly or randomly throughout the public hive as a whole then there would likely be an unfair imbalance between regions due to there being more US or Euro servers. 

 

[@ #22]

I'm not in favour of any limitations such as one server per 24 hours, or 12 hours or 6. It will stop server hopping indeed, while having massive negative impact on normal players.

[snip]

Two, waiting time

1 or 2 server changes with little to no waiting time because sometimes you need to do it.

But that increases it with each change.

3rd change 5 minutes

4th 10

5th 15

and so on this way only the most dedicated server hoppers will stay in the business. While legit player were left unmolested.

I really like the idea of a compounding wait time. I really think this would work. 

The cooldown for waits should also compound so that someone can't get around a 30 minute login wait by avoiding trying to log into anything for 5 minutes. 

 

@[#27]

I think there is a way around this.

Every spawnpoint should have a % chance of spawning any item, except those restricted to dynamic locations like heli/vehicle wrecks. Spawnpoints would still be weighted towards certain items - so, for example, guns are more likely to appear in military bases while tools are more likely to appear in sheds, etc; however, there'd always be a small chance that something would appear in any given random location, thereby removing the current tendency for certain buildings being totally ignored because players know what will and won't spawn there.

[snip]

Also really support all spawns having a small chance to spawn anything. It'd give the map more life too.

 

[@ #30]

[snip]

I have to say this, in terms of trashed vehicles on the map there should be a crap load of them. I mean vehicles that cannot be repaired at all, there needs to be way more apocalyptic details like that in the setting for the game because right now, and I think anyone would agree, you just don't get that feeling whatsoever. The map is huge so the entire map doesn't need to feel like an isolated 3rd world farmland, add in a highway and put some trashed cars on it.

As far as how many working vehicles should be on the map, 10 is ridiculous and so is 20. This map is absolutely huge, and if somebody finds a vehicle knowing they are so few in numbers the potential for griefing the entire server by hiding it someplace ridiculous is extremely high. If they are persistent like tents are, the potential for griefing would be astounding.

[snip]

Just make the game fun to play. I'm not asking for 500 cars, but 20 is way too few. Also please make the game look and feel more apocalyptic. Right now everywhere just looks completely normal, like nothing bad happened anywhere.

As far as hopping for car parts goes or making this some kind of group activity thing, that is so far from realistic its not even funny. First of all, vehicles are bullet magnets. A clan isn't going on a public server, find a car and then start huddling up in it so they can get sniped like imbeciles. If they make it this rare, smart people will use them as kill bait. I think this developers perspective is a little warped on the reality of making these cars so rare.

[snip]

I agree. More cars.

I'd like it if there were heaps of cars, mostly on main roads like this:

lmp7CkH.jpgdOI63WQ.jpg

Then have the game occasionally replace a random one or two of them with repairable versions. 

 

[@ #32]

I see what you're saying about cars - perhaps there should be plenty to go around. But things like helicopters and military firearms absolutely must be rare, in my opinion.

If they aren't rare, then it means everyone's got one - and if that's the case, you make all the lower-level survival mechanics redundant.

Fixable cars could be made fairly common, but things like fuel and specific working engines parts could be made much rarer, in order to provide balance.

Yeah of course, more advanced modes of transportation have to be rare. I'm in full support of helicopters being SUPER rare, just not cars and motorbikes. 

Ideally motorbikes should be the easiest to find and fix up followed by cars, etc. 

Edited by LucidHills
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