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WalkerDown (DayZ)

Mother of all fixes (semi-permanent living)

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We're having a permanent world, but we're not having a permanent in-game live. This obivously a compromise: this is a game after all, and we all have a real life, we cannot live in a game H24, so we introduced the "disconnection", with the "reconnection" option that reloads your ex state. Leaving your character ingame "forever" would be impossible: he would die within minutes (being killed.. or by starvation.. etc.), and it would be frustrating to have a zombiesque "tamagotchi". :)

But we can adopt a middle solution: combining a permanent world with a traditional respawn system. This gives you the option (if you really are strong enough!) to live in game H24, and the disconnection option as well, but with the "penalization" of randomly spawn on the map, like a fresh respawn but without loosing your gear.

Pro's:

- Limiting disconnections to avoid death: you can still do it.. but you gonna be penalized each time, because you're going to respawn on the beach (or wherever it is) again.

- Eliminating the repositioning exploit: you cannot disconnect and the reposition behind the enemy on another server anymore.

- Eliminating the server hoppers: no more easy farmers;

- Giving the opportunity to fortificate certain places: other ppl cannot just spawn inside it, they need to go there and pass for the "entrance".

- Giving a little more exciting moment: each time you login you dunno where you're going to respawn.

- Drastically reducing people changing servers for no good reason (while you can still change the server at respawn.. after all you just respawn).

Cons:

- Harder to meet friends: they could potentially spawn very far to each other.

- Harder to play as an "eremite": you cannot live in the forest forever staying hidden, you'll eventually be moved outside each time you login, and then you need to build your route to safe each time.

- Harder to have a base camp: you need to reach it at any respawn.

- If a server crashes you loose your position.

ALTERNATE (EXPANDED) PROPOSAL:

Limiting the respawn (relocation) only if you change the server. So the above is true only if you join to a different server, but if you login inside the same server (ie: your favorite server), you relog to the same place.

This gives a little more opportunity to not being penalized if you play "serious", but still leaves open the problem if the server is fullo or unavailable, so you're forced to join another server.

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Somewhere else it has been suggested to have the location bound to the server. And if you change the server you spawn on a starting location. Which would solve the problem with hopping and farming as well and leaves you with the option to play "serious" on your favourite server?

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Somewhere else it has been suggested to have the location bound to the server. And if you change the server you spawn on a starting location. Which would solve the problem with hopping and farming as well and leaves you with the option to play "serious" on your favourite server?

That is actually a great idea, I would hate having to constantly find a friend when we spent 2-3 hours locating each other the previous day...

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Somewhere else it has been suggested to have the location bound to the server. And if you change the server you spawn on a starting location. Which would solve the problem with hopping and farming as well and leaves you with the option to play "serious" on your favourite server?

A great idea. I support this idea.

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I also like the idea of having location bound to server. The question is, what happens when the server you are bound to is full, down, or having problems?

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Somewhere else it has been suggested to have the location bound to the server. And if you change the server you spawn on a starting location. Which would solve the problem with hopping and farming as well and leaves you with the option to play "serious" on your favourite server?

Great i expand the first post as "alternate" solution.

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I also like the idea of having location bound to server. The question is' date=' what happens when the server you are bound to is full, down, or having problems?

[/quote']

Yeah, this is the one problem I have with these types of things. And since I've had it happen to me twice in the last two weeks (US 13 Dallas last weekend, and Atlanta 74 last night), I'm very wary when it comes to forcing things server-side. I was almost afraid I'd lost the UAZ I had just found.

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I guess, but what happens when you got people camping the starting spots for someone with some good loot to spawn? People have the patience to wait hours for alt f4:ing snipers/hoppers so why not wait a bit for a new guy to come in and maybe grab a quick NVG + rifle?

I am all for persistent characters / server, in fact that's one of the things I'm missing, but I am not sure about this, it feels like it could be easily abused.

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I think it's the same problem you're having for visiting "cool" spots and find someone camping there. Also thinks that the "camper" needs to pass under the same system: so his turn to spawn there wll arrive first or late. :)

In fact i think this is even good: if you have cool stuff, then you wouldn't spend your time just camping a spot all covered.. because after you need to spawn somewhere else, and then it will be your turn to risk your life!

I agree that's not relistic.. but having multidimensional parallel worlds isn't realistic as well.

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