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notofthiswar

Better Spawn system (fixes other problems please read.)

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Heya, So I have a Idea with the spawn system if its possible to even be done with this engine. 
I kinda got thinking on this idea today when I was inside of a building at the NW airfield early today (12/23/14).  I was in the Building with the jail and I closed the doors, I was looking for a vest because my vest got ruined because a zombie hit me a couple of times.  While I was in there I cleared the whole Area and then went down stairs. I still had not heard anything on the outside so I thought I was good and I am watching the doors for a little while just because I am always very careful when I am in that area.   Well I am watching the Door and suddenly someone comes up behind me and kills me.    My figure is ether it was a hacker who went through the building or it was someone who Server hops trying to get the best loot.   I have no clue ether what gun he had but it sounded Powerful and overpowered to hell with a silencer on it.

So to go on.

 

Spawns, If this guy Server hopped then the only solution I can think to fight someone that does this is to Change where they spawn.  In which Case I would have to say that that needs to be the case for everyone.  So anytime you log off when you log back into the game at any point in time you spawn in a completely different location away from anyone else in the server.  Maybe in the middle of the forest or something.

Now if you have friends you are playing with,  DayZ needs some type of a grouping system or a friend system so that this way You spawn in next to a friend you are joining in on.  However you still Spawn in a little ways away from them but still close enough to where you can find them without spending hours on end  finding them one night and then waiting for another day to play together to do what you wanted to do the night before but could not because it took way to long to find each other.


 

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I don't think this is the right way to prevent these unfortunet things to happen. I don't know what is, but I don't think anyone will be happy when they spawn in a totaly new location from where they logged off last time. It would also be pretty immersion breaking in a way. One thing that could work is that when some one is in a sertan radios of where you logged, you can't get in to the server, or you get in but you can't move or see the person, and ofcorse the other person can't see you. This could also be a pain in the ars if the person that's in that radion is camping but it's an idea that might work. Also DayZ does need some sort of friend or group system like you said so I like that idea :)

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Simple possible solutions:

-Keep out of high/valuable loot areas.

-Always keep your guard up.

-The buddy system, one person goes in one takes watch.

-The planned anti-combat logging system, which should also prevent combat and damage for X time until fully connected once logging on. In other words once your join a server, you cannot A take damage and B deal Damage for X time.

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I feel the only way to accomplish what you want accomplished is to have them "standby" until the room/area is clear. Problem b eing then they know that they had to wait because the room was occupied.

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*Spends an hour getting to NWAF*
*Server restarts*
*Back at the coast*

11/10.

  • Like 3

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Have been thinking about this as well and have a simple solution the guys are using in Breaking Point (Zombie Factions Mod for Arma3) as well: You can only log out in the outdoors and NOT inside a building. When you try to it just tells you that you can't and doesn't log you out. 

 

For the 'nice people' it's no problem to go that few meters into the next forest instead of logging out inside a house and the server hoppers and opportunists need to carefully make their way from the nearby forest into the jail house/barracks/whatever if they want to do the server hopping.

 

People can feel save in buildings without the fear of getting killed by just spawned players.

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Or just go play on private servers. That neatly eliminates the issue of server hopping. 

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That's true (I personally only play on private Shards) but one can still be as unlucky to hang out in a building while another player logs back in who had logged out in the exactly same building hours/days ago. Just had that issue yesterday when I logged in and spawned in a house (have to admit that I despawn in houses as well) - facing a guy with a pistol in his hands. Luckily both of us were so scared off that I just ran away as fast as possibly.

 

I don't know how difficult it would be to implement this 'feature' (have no idea if they have any variables for a coordinate being outdoors or not) but if it's not that time consuming I would like to see it. This would also prevent besieged people from logging out in their enclosed buildings to save themselves from certain death. 

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Chalk that up to dudes hiding in closets or something. Never assume you're alone, ever. This seems like a rather elaborate fix for something that can be easily avoided with some common sense and foresight.

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-The planned anti-combat logging system, which should also prevent combat and damage for X time until fully connected once logging on. In other words once your join a server, you cannot A take damage and B deal Damage for X time.

Foolee's got it on this issue. If only they would go as far as to prevent looting/inventory handling for said ammount of time...I can think of ways to abuse this feature otherwise and even with these additional limitations, "gost spying" for a group will happen.

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