lauri7x3 100 Posted November 17, 2014 (edited) i rly hate server hopper who loot a certain spot. in my eyes that destroys the whole idea of the game.so i recommend to disable logout near military bases and buildings within a certain radius. (all over the map)i think that would , maybe not stop it totally, but limit these dam hoppers, because it would be 1. a pain in the ass for them to hop and 2. more dangerous to get there. this post has a similar ideahttp://forums.dayzgame.com/index.php?/topic/169540-adressing-magic-bandages-secured-milbases-and-danger-zones/?hl=%2Bdisable+%2Blogout Edited November 17, 2014 by Lauri7x3 Share this post Link to post Share on other sites
arlingtine 27 Posted November 17, 2014 Though i agree that server hopping is a cancer that needs to be destroyed i also realize that they cannot solve the problem this way. If they let you log out less than a couple mins away from the local then it wont do anything and if they make it farther than it would be game breaking for the rest of us. People dont always have an extra half hour to get somewhere to log out. Also if you are forced to log out in the middle of nowhere then you end up losing your berings and being lost constantly. I work hard at never being lost. You cannot use a method to solve a problem that punishes people who dont take advantage of the issue Share this post Link to post Share on other sites
lauri7x3 100 Posted November 17, 2014 Though i agree that server hopping is a cancer that needs to be destroyed i also realize that they cannot solve the problem this way. If they let you log out less than a couple mins away from the local then it wont do anything and if they make it farther than it would be game breaking for the rest of us. People dont always have an extra half hour to get somewhere to log out. Also if you are forced to log out in the middle of nowhere then you end up losing your berings and being lost constantly. I work hard at never being lost. You cannot use a method to solve a problem that punishes people who dont take advantage of the issue i think that it will make a big difference if u cant log out in a barack and have to go outside and back. no one will do this for long, atleast not on full servers.and yes u can "punish" everyone. just like they did it with combat logging Share this post Link to post Share on other sites
gibonez 3633 Posted November 17, 2014 There really is only one solution.No hive servers. Every server has one character per life and shares information with the central give only when it comes to item management Share this post Link to post Share on other sites
Evil Minion 943 Posted November 18, 2014 (edited) There really is only one solution.No hive servers. Every server has one character per life and shares information with the central give only when it comes to item managementNot true. Its enough to attach a sufficient cost to (rapid) switching - because the hopping ceases to be a problem once its no longer advantageous to do so. Limiting characters to a single server comes with its own drawbacks. Turning every server into a private shard is just as much as a solution as first person servers are a solution to peeking - it works for those who can cope with the disadvantages indroduced by the radical solution but its neither the only way nor the best one. The OP also does introduce a certain cost (moving out of the area and back in) but it does hit normal players about as much as server hoppers. In the end blocking logout would probably not work as people could just force a disconnect instead. So in case safe zones were intruduced they should allow logout but not login (moving the player outside the area to spawn) and warn the player about it. Also there should be dynamic safe zones around players and induced by barricaded areas (which prevents both ghosting inside locked areas and getting caught inside one by logging in). Edited November 18, 2014 by Evil Minion Share this post Link to post Share on other sites
Chaingunfighter 917 Posted November 18, 2014 There really is only one solution.No hive servers. Every server has one character per life and shares information with the central give only when it comes to item managementCentral item management won't work if there's no character persistence across all servers... otherwise you'd have instances of super rare items all being stuck on empty or low pop servers simply because they happened to spawn there.It's one or the other. Share this post Link to post Share on other sites
gibonez 3633 Posted November 18, 2014 Central item management won't work if there's no character persistence across all servers... otherwise you'd have instances of super rare items all being stuck on empty or low pop servers simply because they happened to spawn there.It's one or the other.I don't see that being a problem. Especially with private shards doing exactly that. Share this post Link to post Share on other sites
Chaingunfighter 917 Posted November 18, 2014 I don't see that being a problem. Especially with private shards doing exactly that.By central I mean actually centralized, not server controlled. Meaning 100 SVDs across the game will only ever exist on those specific servers until a specific instance is somehow removed from the server. And that could end up meaning no one ever uses them because they spawn on empty servers or ones that no longer are actively played on. Share this post Link to post Share on other sites
gibonez 3633 Posted November 18, 2014 By central I mean actually centralized, not server controlled.Meaning 100 SVDs across the game will only ever exist on those specific servers until a specific instance is somehow removed from the server. And that could end up meaning no one ever uses them because they spawn on empty servers or ones that no longer are actively played on.I'm pretty sure the devs have figured done easy of adapting the central economy to private hives and shards.If all the servers were private shards all they would have yo do I'd down scale their figures for a specific item.Instead of 100 svds one per server .They would still retain the main benefit of a central give and that's control of the items and being able to better control the player experience Share this post Link to post Share on other sites
rybec 339 Posted November 18, 2014 I'm pretty sure the devs have figured done easy of adapting the central economy to private hives and shards.If all the servers were private shards all they would have yo do I'd down scale their figures for a specific item.Instead of 100 svds one per server .They would still retain the main benefit of a central give and that's control of the items and being able to better control the player experienceI'm still wondering how this kind of scenario will be dealt with. There's X number of Y weapon out there. 50% of them have been picked up and are held by people taking a break, 30% of them are held by people who play a couple hours a week. You'll never see one.Maybe I'm exaggerating idle people, but could we see that happen? Share this post Link to post Share on other sites
gibonez 3633 Posted November 18, 2014 I'm still wondering how this kind of scenario will be dealt with.There's X number of Y weapon out there. 50% of them have been picked up and are held by people taking a break, 30% of them are held by people who play a couple hours a week. You'll never see one.Maybe I'm exaggerating idle people, but could we see that happen?Not entirely sure either but say there is an instance where certain weapons are all ultra rare and you never see them it's not the end of the world.In fact don't you think those situations would be good? It would give those weapons and items added value and increase their value. Share this post Link to post Share on other sites
lauri7x3 100 Posted November 19, 2014 i think that "one per server" idea is very bad. just for the reasons u mentioned urself.and that was not my idea and not my intention to discuss here. Share this post Link to post Share on other sites