Jump to content
Irish.

Why you don't need to server hop to get geared.. ever.

Recommended Posts

But, to me, the fact that groups can loot farm is not necessarily a distinct problem. Because they're still vulnerable to attack and/or the overall consequences of being on the server. In other words, if I want to disrupt them... I can, by shooting them... or mobilizing others on the server.

 

With the addition of server hopping, you're circumventing risk by existing in two worlds. One where risk is minimal, the second is where people are vulnerable to the abilities you've acquired via a low-risk environment. I can't stop people from blending back into the milieu of thousands of empty servers and then returning to a high-population server with their gear. I can't stop that process. Whereas with private hives, I can. And it therefore makes it less attractive at most, and fair at least.

 

The imbalance with loot farming and groups, is the fact that there's safety in numbers. Sure, loot farming is an issue. But not it's not an imbalance in and of itself. The problem arises when the security of a group is combined with the ease of loot farming.

 

I can't stop admin abuse either, which is a separate issue with no clear solution in my mind.

 

But, if a group has to loot an entire quadrant of the map just to have loot respawn in the barracks at NWAF, then loot farming will stop. Because it's not possible without having looted a quadrant dry. This is all an assumption, mind you. Personally, I don't think that a "quadrant" system will work very well. Going days without decent loot in a massive swath of the map will be untenable in my mind.

They may just have to leave a quadrant, not fully loot it. So it will be like the mod, except instead of taking all of the loot from NWAF and going 500m away, you will have to do 1 or 2km away to get it to respawn.

Share this post


Link to post
Share on other sites

In DayZ mod on 99,9% of private servers it was that a 20 players squad often with private server admin himself controlled and farmed NWAF. So I think same thing will take place in Standalone eventually.

 

I was playing the Mod on a server where the admin had a helicopter, lived on the island and flew around with a few friends. He was the boss. One day one of his friends stole his helicopter. He went postal, raged all afternoon and then shut the server down - finish, end, server closed permanently.. guess he didn't want to play any more.

 

I remember this every time "private server" turns up as a solution to anything. Sounds great in theory, but everyone knows in the long run how tacky they are - really (you remember) - it's only the few run by someone with a boy scout mentality, like a youthclub (and nothing wrong with that) .. who really let members play as they like, with no perks for the boys, unfair kicks, 'hassle the noobs', and the rest. Either that or its a bunch of beerdrinkers sitting around telling each other how great they are... and nothing happens. And the 'members' concept is not great unless you want to spend your life in the same bar with the same people.

 

So private servers can be great for young kids and beginners, or for old players who want to tell war stories.. the rest are just tacky.. "private servers" isn't a solution to any problem at all.  But it lets you cop out of the game, if you want.

 

just my 5c, agreeing with Frosti, waiting for my regional ping to go down enough to play (school holidays here, rainy afternoon + streaming internet tv.. ekk)

 

xx

Edited by pilgrim
  • Like 1

Share this post


Link to post
Share on other sites

They may just have to leave a quadrant, not fully loot it. So it will be like the mod, except instead of taking all of the loot from NWAF and going 500m away, you will have to do 1 or 2km away to get it to respawn.

 

Which is more difficult than the current system in the mod. And either way, the loot is spawned serverside in the standalone. Whereas in the mod, loot spawned based on the location of the player. Which facilitated the whole process.

 

Now, you're right in saying that if the loot respawns based upon player location within the quadrant, then it will still be possible. But it's therefore less dependent on the player's location and more dependent on the location's proximity to the "border" of the quadrant. So one could be walking 8k to the border, or 1k. It depends on the location of the loot spawn.

 

However, we don't know how they're implementing the quadrant system. Personally, I'd rather they look at having exponentially less loot likelihood overall. Meaning, that if a tin can spawns at 25% and an M4A1 spawns at 5%, I want the tin can to spawn 10% of the time and the M4A1 to spawn .0005% of the time. I think just conventionally tweaking the loot rates has been an underestimated approach to solving a myriad of problems with DayZ. However, like most things, it can be done in conjunction with things like the quadrant system.

Edited by Katana67

Share this post


Link to post
Share on other sites

I was playing the Mod on a server where the admin had a helicopter, lived on the island and flew around with a few friends. He was the boss. One day one of his friends stole his helicopter. He went postal, raged all afternoon and then shut the server down - finish, end, server closed permanently.. guess he didn't want to play any more.

 

I remember this every time "private server" turns up as a solution to anything. Sounds great in theory, but everyone knows in the long run how tacky they are - really (you remember) - it's only the few run by someone with a boy scout mentality, like a youthclub (and nothing wrong with that) .. who really let members play as they like, with no perks for the boys, unfair kicks, 'hassle the noobs', and the rest. Either that or its a bunch of beerdrinkers sitting around telling each other how great they are... and nothing happens. And the 'members' concept is not great unless you want to spend your life in the same bar with the same people.

 

So private servers can be great for young kids and beginners, or for old players who want to tell war stories.. the rest are just tacky.. "private servers" isn't a solution to any problem at all.  But it lets you cop out of the game, if you want.

 

just my 5c, agreeing with Frosti, waiting for my regional ping to go down enough to play (school holidays here, rainy afternoon + streaming internet tv.. ekk)

 

xx

 

This is a massive generalization. Sure, there are awful private hives run by awful people with awful rules. But there are great ones ran by great people with great (preferably none, aside from anti-hack) rules as well.

 

Most private hives that I chance into, have attentive admins who do not abuse their power. Moreover, they have vibrant communities composed of a variety of clans and individuals. That is anecdotal as well, but I'm not using it to say that private hives are any one thing. Sure, I've seen my share of raging admins as well. But I've seen my share of DayZ-purist admins who don't care about anything but hacking.

 

What you said, has nothing to with the fact that servers are on private hives. It has everything to do with abusive admins and questionable donation/membership policies, which happens on public hive as well in the mod. Likewise, the ability to modify a server as to suit one's needs is also an issue which is not inherent to private hive, but is a general attitude/endorsement of free-range modding.

 

Private hives can solve a variety of problems.

Edited by Katana67

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

×