FlimFlamm 509 Posted April 18, 2015 (edited) How will the barricading system work when put up against server hopping? this will less of a problem for private servers (and hence they will become more popular), but I am wondering how we are going to prevent people from getting into our inner cloisters by just server hopping past out defenses. One method is to have something be placable, like a bedroll, that will prevent anyone from spawning in nearby except other people with bedrolls in the viscinity. If a player tried to server hop into the area then they would be moved a certain distance away in a random direction (where the process would repeat again to make sure they aren't in someone else's base) until a suitable spawn location is found. Another method is to remove server hopping entirely! Thoughts? Edited April 18, 2015 by FlimFlamm 2 Share this post Link to post Share on other sites
benji_milo 15 Posted April 18, 2015 Hi again! :p I believe that your final suggestion would be it. I also assume on final release that there will be much better stable servers and loot systems that it will become a single server game. Share this post Link to post Share on other sites
benji_milo 15 Posted April 18, 2015 Sorry. What I mean is, that server hoping wont be allowed, nor would it serve any purpose as they should be built in a way that a large amount of people can survive on one server. Then if you want to change, be it like other games out there and have a new character on each server you join. Share this post Link to post Share on other sites
MadWookie 573 Posted April 18, 2015 (edited) How will the barricading system work when put up against server hopping? this will less of a problem for private servers (and hence they will become more popular), but I am wondering how we are going to prevent people from getting into our inner cloisters by just server hopping past out defenses. One method is to have something be placable, like a bedroll, that will prevent anyone from spawning in nearby except other people with bedrolls in the viscinity. If a player tried to server hop into the area then they would be moved a certain distance away in a random direction (where the process would repeat again to make sure they aren't in someone else's base) until a suitable spawn location is found. Another method is to remove server hopping entirely! Thoughts?Good method.. just one major loophole, what if they place a bedroll outside of the building they want to get into on the server they are trying to raid the base on and then server hop into it? :P At the end of the day, you will see that %95 of servers will become private hives once modding comes out if not sooner just for the simple fact that you cant server hop. Just like what happened with DayZ Mod. Edited April 18, 2015 by MadWookie Share this post Link to post Share on other sites
FlimFlamm 509 Posted April 18, 2015 Hi again! :P I believe that your final suggestion would be it. I also assume on final release that there will be much better stable servers and loot systems that it will become a single server game. The whole switching servers thing certainly mixes it up a lot. You rarely see someone again after they die if you switch servers frequently. There is just no sense of community. I've not thought heavily about the KoS situation in DayZ, but I can certainly see that server hopping is conducive to killing on site, as there is more danger to look out for and no way to know where someone comes from, or what group they may or may not belong to which can say something about behavior based on reputation. When everyone plays on the same server people get to know one another and bigger groups form. Wars get waged! Share this post Link to post Share on other sites
benji_milo 15 Posted April 18, 2015 The whole switching servers thing certainly mixes it up a lot. You rarely see someone again after they die if you switch servers frequently. There is just no sense of community. I've not thought heavily about the KoS situation in DayZ, but I can certainly see that server hopping is conducive to killing on site, as there is more danger to look out for and no way to know where someone comes from, or what group they may or may not belong to which can say something about behavior based on reputation. When everyone plays on the same server people get to know one another and bigger groups form. Wars get waged! Well yes, unfortunately, those who have a "sense of community" are in private hive servers and have large groups of friends already. Those that arent in private servers are groups that love to KoS. I personally would enjoy a fun community in public hive, ie. BY FINDING NEW PEOPLE!!! My experience has been "hey you!" *bangbangbang*. Or my favourite is I fresh spawned in cherno, grabbed a broom, and just ran around like an idiot, I found someone who immedately crouched, I then stopped and waved at around 5m away, walked away, then got shot in the back... Really, no threat, have a damn broom and get shot? LOL Share this post Link to post Share on other sites
Katana67 2907 Posted April 18, 2015 (edited) Back in the Rocket days, he said that player construction and barricaded buildings will have some sort of zone in which other players cannot spawn/enter the game. I'd rather they just acknowledge the problematic prospect of server hopping, and address that, but this is a good middle ground solution. Edited April 18, 2015 by Katana67 Share this post Link to post Share on other sites
8bit_Survivor 93 Posted April 18, 2015 Interested to see how server hopping will be dealt with in terms of barricading.Seems to me the currently used player based server structure is problematic for a sustained character open world game such as DayZ. This setup is fine for FPS with minimal character progression, but not sure why they made this choice. Private hives are going to be very common in the future, that's the only answer I think.Whitelisting is a problem for me sometimes though since some require a FB/Twitter account t which I don't have or want. 1 Share this post Link to post Share on other sites
roguetrooper 201 Posted April 18, 2015 (edited) Concerning server hopping in general: * Player leaves server A* Player joins server B and moves more than 1m on server B (the same for C,D..)* Player can not join server A for three hours (or whatever) when he joins A with a different position than where he left A* But he can immediately join A again if he appears at the same position (or within a radius of one meter) where he left A Edited April 18, 2015 by RogueTrooper Share this post Link to post Share on other sites
xalienax 621 Posted April 18, 2015 Concerning server hopping in general: * Player leaves server A* Player joins server B and moves more than 1m on server B (the same for C,D..)* Player can not join server A for three hours (or whatever) when he joins A with a different position than where he left A* But he can immediately join A again if he appears at the same position (or within a radius of one meter) where he left AI like this simple 'background check' method. it punishes server hoppers without preventing you swapping thru a few to find one you can get into with all your friends. If you ever tried to get on a high-pop with 5+ friends generally SOMEONE is going to have problems, meaning trying multiple before you can all get decent connection and frames. you can join multiple servers, but not exploit by swapping back n forth with this system. +1 Share this post Link to post Share on other sites
E.J. 16 Posted April 18, 2015 How about a time limit a little less daunting. Say 30 minutes. Additionally to help reduce (not competely stop) server hopping in general, please make it so that if the CLIENT end of the game is terminated before you've been in the game at least 30 minutes, you do not keep any items looted. ie - You have to stay on the server a minmum of 30 minutes before you can quit. The only exception would be the SERVER side ending the connection. Share this post Link to post Share on other sites
trev186 389 Posted April 18, 2015 There would be ways even on private servers.. The same way you free yourself from being stuck under a house would work to get u into someones base. You start running and then force quit the game while running either by shutting off your router or by an alt f4 equivalent Share this post Link to post Share on other sites
emuthreat 2837 Posted April 18, 2015 There would be ways even on private servers.. The same way you free yourself from being stuck under a house would work to get u into someones base.You start running and then force quit the game while running either by shutting off your router or by an alt f4 equivalentDude, Exploit. No please. Share this post Link to post Share on other sites
gibonez 3633 Posted April 18, 2015 Back in the Rocket days, he said that player construction and barricaded buildings will have some sort of zone in which other players cannot spawn/enter the game. I'd rather they just acknowledge the problematic prospect of server hopping, and address that, but this is a good middle ground solution. They can't do that without acknowledging how flawed the global hive system is. Having a character be shared accross all public servers opens the doors to these problems. Share this post Link to post Share on other sites
trev186 389 Posted April 18, 2015 Dude, Exploit. No please. i am just saying they have serious issues no barricade is safe. if someone wants in they will get in there. Share this post Link to post Share on other sites
Katana67 2907 Posted April 19, 2015 They can't do that without acknowledging how flawed the global hive system is. Having a character be shared accross all public servers opens the doors to these problems. I agree. Share this post Link to post Share on other sites
Evil Minion 943 Posted April 19, 2015 (edited) The barricading issue also affects private servers but to a lesser degree: Imagine Player Adam logging out inside a random building and not playing for a certain time. A few days after Player Bob decides to barricade the building and keep his stuff there. Some time later Adam logs in - and finds himself inside the barricaded area. This is basically the same as ghosting even though it only affects the time axis. Now Adam could get Bobs stuff for free - or he could be trapped inside the building with no means to get out. Here we can see the two major issues:players should not be able to get into barricaded areas by abusing the logging procedure (more important on public servers)players should not be randomly trapped inside barricaded areas that appear after they logged out (more important on private servers) I think a good idea to solve this is the "safe zone" concept:a zone is created by completely barricading an areapeople logging out inside a zone get "saved" and are able to log back in as usualpeople who did not log out inside a zone but want to log in there are placed outside the zonezones are only active on this specific serverzones persist some time after "broken" (e.g. a door gets cracked open)zones are not overwritten but expanded/modified instead (you cannot kick out sb. by breaking his door and locking it again) Edited April 19, 2015 by Evil Minion Share this post Link to post Share on other sites
emuthreat 2837 Posted April 19, 2015 i am just saying they have serious issues no barricade is safe. if someone wants in they will get in there. Yeah, but with detailed instructions for all to see. Share this post Link to post Share on other sites
trev186 389 Posted April 19, 2015 Yeah, but with detailed instructions for all to see.Seeing how barracading isn't in... Not an exploit... Also common knowledge if u ever read one of the help I am stuck in a house threads. Share this post Link to post Share on other sites
warbird 1 Posted April 19, 2015 People server hop all the time ;/ Share this post Link to post Share on other sites