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J.Dre

New "Protection" System (Login, Logout, Respawn, etc.)

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Hi,

 

I'd like to propose a new protection system for players on DayZ. This system will lower the need for the "Please wait" period that takes up to 2 minutes (in rare cases) to join a server. Basically, I want to propose a system that identifies what "offensive" action a player has taken toward a creature or player.

 

Part 1: Immediately logging out during or after a fight.

If a player attacks a zombie or animal, or shoots/uses a weapon, the system automatically puts him in a "battle mode" that may disappear after, let's just say, 60 seconds. During this 60 seconds, he cannot logout. It will simply say, "You cannot logout during or immediately after a fight." This can work for both PVP and PVM. However, PVP should have a different "battle mode" that they enter into, which may have some further restrictions, like immediately joining another server. If a player attempts to exit the game to avoid this 60 second period, his character will simply remain online until the 60 seconds has passed, and he better hope a zombie or player doesn't find him because further interaction will reset the counter!

 

Part 2: Protection period for new players (respawns).

A lot of people I've played with have said they dislike DayZ because people camp the coast and kill random people. While this may be part of the game, the existence of this "issue" prevents a certain group of people from even trying DayZ more than that one time because of that first bad experience. This part of my proposal creates weapon classification. For example, players will NOT be able to attack new/respawned players UNTIL these new players either pick up a "weapon" or "engage" in PVP combat with another individual. Once either of these has been done, they are fair game for ANYONE to attack. Obviously, zombies do not apply to this part. Zombies attack or engage players first, so the system should identify whether or not you're engaging a player or zombie. This should not affect regular gameplay, as it is your goal to survive, and you will want a weapon. It only prevents players from being killed or power abused by campers in the treeline, etc. This just basically allows newbies the chance to defend themselves against other players. The idea is to give newbies the chance to get off the coast and into the game before being attacked by some other players. You can also have a "proximity" range for players to prevent long-range power abuse, so that if players meet, they can fight no matter what, even if they are new. Feel free to suggest changes or whatever.

 

Something like this, but not exactly this, may help with both cheating (server-hopping) and power abuse. If you'd like me to elaborate on either in more detail, do not hesitate to ask. These are merely suggestions based on experience and I think they can be beneficial to DayZ, if implemented properly. :thumbsup:

 

J.Dre

Edited by J.Dre

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#1 - I would like to see implemented

 

#2 - Spawn camping actually rarely happens in this game, if they don't like it they should go play WarZ, or log onto a low population server then switch 

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Hi,

 

I'd like to propose a new protection system for players on DayZ. This system will lower the need for the "Please wait" period that takes up to 2 minutes (in rare cases) to join a server. Basically, I want to propose a system that identifies what "offensive" action a player has taken toward a creature or player.

 

Part 1: Immediately logging out during or after a fight.

If a player attacks a zombie or animal, or shoots a weapon, the system automatically puts him in a "battle mode" that may disappear after, let's just say, 60 seconds. During this 60 seconds, he cannot logout. It will simply say, "You cannot logout during or immediately after a fight." This can work for both PVP and PVM. However, PVP should have a different "battle mode" that they enter into, which may have some further restrictions, like immediately joining another server. If a player attempts to exit the game to avoid this 60 second period, his character will simply remain online until the 60 seconds has passed, and he better hope a zombie or player doesn't find him because further interaction will reset the counter!

 

Part 2: Protection period for new players (respawns).

A lot of people I've played with have said they dislike DayZ because people camp the coast and kill random people. While this may be part of the game, the existence of this "issue" prevents a certain group of people from even trying DayZ more than that one time because of that first bad experience. This part of my proposal creates weapon classification. For example, new players or respawns will NOT be able to be attacked by other players UNTIL they either pick up a "weapon" or "engage" in PVP combat with another individual. Once either of these has been done, they are fair game for ANYONE to attack. Obviously, zombies do not apply to this. This will not affect regular gameplay, as it is your goal to survive, and you will want a weapon. It only prevents players from being killed or power abused by campers in the treeline, etc.

 

Something like this, but not exactly this, may help with both cheating (server-hopping) and power abuse. If you'd like me to elaborate on either in more detail, do not hesitate to ask. These are merely suggestions based on experience and I think they can be beneficial to DayZ, if implemented properly. :thumbsup:

 

J.Dre

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Umm.. no thanks. Part 1 would mess up the game entirely for curtain groups and communitys. There is a so many different things that could occur in this game that this "restriction" would make DayZ unplayable for everyone. And for part to... trolls... trolls everywhere....

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Edited by therandomredstone

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Hi,

 

I'd like to propose a new protection system for players on DayZ. This system will lower the need for the "Please wait" period that takes up to 2 minutes (in rare cases) to join a server. Basically, I want to propose a system that identifies what "offensive" action a player has taken toward a creature or player.

 

Part 1: Immediately logging out during or after a fight.

If a player attacks a zombie or animal, or shoots a weapon, the system automatically puts him in a "battle mode" that may disappear after, let's just say, 60 seconds. During this 60 seconds, he cannot logout. It will simply say, "You cannot logout during or immediately after a fight." This can work for both PVP and PVM. However, PVP should have a different "battle mode" that they enter into, which may have some further restrictions, like immediately joining another server. If a player attempts to exit the game to avoid this 60 second period, his character will simply remain online until the 60 seconds has passed, and he better hope a zombie or player doesn't find him because further interaction will reset the counter!

 

Part 2: Protection period for new players (respawns).

A lot of people I've played with have said they dislike DayZ because people camp the coast and kill random people. While this may be part of the game, the existence of this "issue" prevents a certain group of people from even trying DayZ more than that one time because of that first bad experience. This part of my proposal creates weapon classification. For example, new players or respawns will NOT be able to be attacked by other players UNTIL they either pick up a "weapon" or "engage" in PVP combat with another individual. Once either of these has been done, they are fair game for ANYONE to attack. Obviously, zombies do not apply to this. This will not affect regular gameplay, as it is your goal to survive, and you will want a weapon. It only prevents players from being killed or power abused by campers in the treeline, etc.

 

Something like this, but not exactly this, may help with both cheating (server-hopping) and power abuse. If you'd like me to elaborate on either in more detail, do not hesitate to ask. These are merely suggestions based on experience and I think they can be beneficial to DayZ, if implemented properly. :thumbsup:

 

J.Dre

 

1. Has been used in the mod aswell as other mods prior, whilst it sounds like a good idea it can be abused quite well.  For instance, your friend could stand next to you firing a weapon which keeps you from logging out etc.

 

2. I say absolutely no, I understand the frustrations in dying whilst not properly equipped, however that is whats so good about this game.  It caters to no set elements its entirely up to your skill to survive.  Any user once spawned has actions they can take to fight as you are already equipped with fisticuffs. 

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1. Has been used in the mod aswell as other mods prior, whilst it sounds like a good idea it can be abused quite well.  For instance, your friend could stand next to you firing a weapon which keeps you from logging out etc.

 

2. I say absolutely no, I understand the frustrations in dying whilst not properly equipped, however that is whats so good about this game.  It caters to no set elements its entirely up to your skill to survive.  Any user once spawned has actions they can take to fight as you are already equipped with fisticuffs. 

 

Your friend firing a weapon next to you would not affect your time. It would his own time.

 

I don't expect #2 to be implemented. It's just something I think would help new players. The idea is to give them a few minutes to get into the game before dying by a player and giving up, which costs DayZ money. Even if this group is small, it's still there. Why not target them? A system like what I've suggested may help - not exactly like it.

Edited by J.Dre

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Part 2: Protection period for new players (respawns).

A lot of people I've played with have said they dislike DayZ because people camp the coast and kill random people. While this may be part of the game, the existence of this "issue" prevents a certain group of people from even trying DayZ more than that one time because of that first bad experience. This part of my proposal creates weapon classification. For example, players will NOT be able to attack new/respawned players UNTIL these new players either pick up a "weapon" or "engage" in PVP combat with another individual. Once either of these has been done, they are fair game for ANYONE to attack. Obviously, zombies do not apply to this part. Zombies attack or engage players first, so the system should identify whether or not you're engaging a player or zombie. This should not affect regular gameplay, as it is your goal to survive, and you will want a weapon. It only prevents players from being killed or power abused by campers in the treeline, etc. This just basically allows newbies the chance to defend themselves against other players. The idea is to give newbies the chance to get off the coast and into the game before being attacked by some other players. You can also have a "proximity" range for players to prevent long-range power abuse, so that if players meet, they can fight no matter what, even if they are new. Feel free to suggest changes or whatever.

 

 

This would be exploited. I could see myself having insanely fun as I run around, not picking up weapons or engaging in combat, just annoying people all day since they can't hurt me.

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This would be exploited. I could see myself having insanely fun as I run around, not picking up weapons or engaging in combat, just annoying people all day since they can't hurt me.

 

There are options to avoid this, such as proximity and time limits. I did not go into full detail, just merely provided a general idea. It's definitely a feasible solution, but not necessary. Felt I should just suggest it. Part 1 is more along the lines of "useful in practice."

Edited by J.Dre

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Guess I might as well quote the new dev blog.

 

 

DayZ isn't supposed to be easy and straightforward, it's meant to be hard and unforgiving.

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I think #1 should be implemented.

 

As for #2 I don't see a reason for this. Either you've just spawned in, in which case dying is simply going to mean waiting to spawn again. Nothing gets lost Or you have relogged and should have done it carefully, if not you shouldn't be surprised if you get killed or robbed etc.

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Guess I might as well quote the new dev blog.

Yeah, regular zombies are too easy so they added demonic ghost zombies XD

OP, I really never understood how you can camp newspawns in DayZ. The closest I've ever come was when I locked down electro in the mod to secure an LZ and I literally placed a tent and fire beside me as I shot :p

Good idea, but no proper way to implement it. Plus if it was properly added, the "muh realism broken, I can't kill newspawns 24/7 l33t sn1p3r stile" argument would pop up (It happened when people realized they had to venture for food, I lost the link but these guys were literally bitchin about how it's unfair to force them to eat and drink when they want to PvP. Need arma 3 much lol?)

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@1:

I do not really like the bias towards fighting. Why are you able to log out freely when being stalked but not when being shot at? Why aren't you able to log out after you killed the last zombie in the area? Why would you bother with that message instead of just cutting the connection? Would people abuse the message if possible (e.g. to determine if players are near)?

 

I think it's better to make the whole protection proximity-based. When loggig out it is always possible to do it but you will leavea body behind (just like it is now). If there are active players (not recently spawned and not logging out themselves) in a certain area around you the timer until you disappear will tick down at half speed. If there are active players very close to you (~inside the same building) the timer will stop completely. You cannot log into another server while your character is still on another but you can instantly log back into the old one (taking over the character who is still around).

 

@2:

No need. Freshspawns don't have much to lose in the first place and surviving other players is part of the game as well. Not to mention that spawn protection is one of the most unauthentic and frustrating features for everyone but the protected. To avoid spawnkills there should simply be loads of spawn points and players should tend to spawn away from:

  • other players
  • tents/bases/stashes/barricaded areas
  • their own place of death

The last point mght be inverted for players who died a short time after respawning. Here the bias should be towards the place they died (but still away form other players).

Edited by Evil Minion

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