css_god@yahoo.com 543 Posted May 17, 2012 Ok as we are all aware currently you spawn back at the exact spot in which you left the game assuming the mod is functioning properly. Because of this if you as a player or group have an encampment or base taken over, players scouting all directions, wire fences up, sandbags and so on, these things are rendered 100% useless because of this spawning system.All people have to do is disconnect from your server, relocate inside your camps positioning in another server then reconnect and they are in and free to kill everyone; this is rather stupid and game breaking. The game needs some kind of dynamic spawning system, such as you spawn at a random location within a half a mile radius of where you disconnected. Share this post Link to post Share on other sites
RaaR (DayZ) 0 Posted May 17, 2012 Agreed, I've been killed many times by people logging on a rooftop by me. especially at the airfields.Don't know if its possible but if you login and you are near someone it should move you outside of the town or area. Share this post Link to post Share on other sites
css_god@yahoo.com 543 Posted May 24, 2012 Bump, not sure why this has not gotten more attention. Share this post Link to post Share on other sites
LondonHyena 7 Posted May 24, 2012 I see why you suggested it, but I dont know... for example I've not logged out in a base or anything no way near anyone so why should it move me? Besides, what if you log out in the middle of a forest, and end up spawning either out of the forest in the open, or in a completely different part of it and become disorientated? Share this post Link to post Share on other sites
css_god@yahoo.com 543 Posted May 24, 2012 I see why you suggested it' date=' but I dont know... for example I've not logged out in a base or anything no way near anyone so why should it move me? Besides, what if you log out in the middle of a forest, and end up spawning either out of the forest in the open, or in a completely different part of it and become disorientated?[/quote']The reward outweighs the risk and I didn't say it was a perfect idea but it's a starting point, with the way it is now having any kind of encampment or taking over an area is pointless. One person could intentionally spawn inside your base with a silenced gun and flush out everyone by simply taking advantage of a broken mechanic. Share this post Link to post Share on other sites
LondonHyena 7 Posted May 24, 2012 Problem is, if you force people to move to outside buildings on spawn if its pissing down with rain you could end up with a cold or worse. Plus theres the off chance you'll spawn into a pack of Zack.I dont think the solution is moving the player, but it would also be unfair to announce to the world that someone was spawning nearby. I get a feeling this is just something thats going to happen. Share this post Link to post Share on other sites
Blaaaaaaag 75 Posted May 24, 2012 I think that if this issue is to be addressed, it should be done by getting rid of the persistence across all servers aspect. Maybe make it so when you hop servers, you spawn somewhere completely different. Keep the same gear or don't, doesn't even matter to me. I'd be perfectly happy to have a completely different character on each server I joined. Share this post Link to post Share on other sites
LondonHyena 7 Posted May 24, 2012 Hold on a minute though, there is usually a few seconds when you first log in where you are visible to the world but are still loading up, if you had a good guard set up you wouldn't have an issue dealing with someone popping up in your building. Share this post Link to post Share on other sites
css_god@yahoo.com 543 Posted May 24, 2012 Problem is' date=' if you force people to move to outside buildings on spawn if its pissing down with rain you could end up with a cold or worse. Plus theres the off chance you'll spawn into a pack of Zack.I dont think the solution is moving the player, but it would also be unfair to announce to the world that someone was spawning nearby. I get a feeling this is just something thats going to happen.[/quote']I think you are being a little over dramatic about this, it's not like you are spawning 20 miles away on the other side of the map in a blizzard with hordes of zombies around you. It's only 804 meters in any direction from where you disconnected, find a safe zone to leave the game.Hold on a minute though' date=' there is usually a few seconds when you first log in where you are visible to the world but are still loading up, if you had a good guard set up you wouldn't have an issue dealing with someone popping up in your building.[/quote']On paper this makes sense but as an in game application absolutely not, there are tons of places they could spawn out of view of anyone. Face it man, the way it works right now is stupid and it's bullshit, we all know it and more people need to be vocal about it. Share this post Link to post Share on other sites
Freek314 32 Posted May 24, 2012 Problem is' date=' if you force people to move to outside buildings on spawn if its pissing down with rain you could end up with a cold or worse. Plus theres the off chance you'll spawn into a pack of Zack.I dont think the solution is moving the player, but it would also be unfair to announce to the world that someone was spawning nearby. I get a feeling this is just something thats going to happen.[/quote']I think you are being a little over dramatic about this, it's not like you are spawning 20 miles away on the other side of the map in a blizzard with hordes of zombies around you. It's only 804 meters in any direction from where you disconnected, find a safe zone to leave the game.804m or less in a random direction will cause MASSIVE disorientation and rage.Rocket has already stated he has a well tested mechanic for dealing with server hoppers. He simply hasn't implemented it yet. Share this post Link to post Share on other sites
css_god@yahoo.com 543 Posted May 24, 2012 804m or less in a random direction will cause MASSIVE disorientation and rage.Rocket has already stated he has a well tested mechanic for dealing with server hoppers. He simply hasn't implemented it yet.Any indication as to what that is? For all you know it could be this very thing. Share this post Link to post Share on other sites
LondonHyena 7 Posted May 24, 2012 Wouldn't say over dramatic, just pointing out a big flaw. What you might consider to be a safe zone, could actually be a nest of bandits or push you just close enough to a little farmhouse in the middle of nowhere to log in to your face being chewed off.A compromise would be that it would only move you on detection of players in proximity. For instance if you log in and the game figures out you have people around you it sends you a couple of hundred metres in another direction, but not as far as 800. Thats enough distance for someone to not be completely lost, but not be up in your grill either. Share this post Link to post Share on other sites
css_god@yahoo.com 543 Posted May 24, 2012 Wouldn't say over dramatic' date=' just pointing out a big flaw. What you might consider to be a safe zone, could actually be a nest of bandits or push you just close enough to a little farmhouse in the middle of nowhere to log in to your face being chewed off.A compromise would be that it would only move you on detection of players in proximity. For instance if you log in and the game figures out you have people around you it sends you a couple of hundred metres in another direction, but not as far as 800. Thats enough distance for someone to not be completely lost, but not be up in your grill either.[/quote']This too, like I said it's just a rough idea, it's a base, a starting point. I mean look at the reality, you could have 10 people building fencing and sand bags for hours in an impenetrable fortress yet this is all worthless with the current spawn mechanic.It's more serious of a problem than people lead on. Share this post Link to post Share on other sites
LondonHyena 7 Posted May 24, 2012 Sorry, don't mean to sound like im ripping your idea to shreds. I like it, just figuring out the worst points before working on the better. Share this post Link to post Share on other sites
css_god@yahoo.com 543 Posted May 24, 2012 Sorry' date=' don't mean to sound like im ripping your idea to shreds. I like it, just figuring out the worst points before working on the better.[/quote']Yeah that is totally fair, I would expect no less, ideas like this need refinement. Share this post Link to post Share on other sites
Freek314 32 Posted May 24, 2012 804m or less in a random direction will cause MASSIVE disorientation and rage.Rocket has already stated he has a well tested mechanic for dealing with server hoppers. He simply hasn't implemented it yet.Any indication as to what that is? For all you know it could be this very thing.It may very well be, but that doesn't invalidate the first sentence of my post. Share this post Link to post Share on other sites
css_god@yahoo.com 543 Posted May 24, 2012 It may very well be' date=' but that doesn't invalidate the first sentence of my post.[/quote']You are missing the point, 300 meters then, who cares. The idea is they will not be able to spawn exactly where they left and take advantage of a broken mechanic. I thought that was very clearly conveyed but I guess not.Stop focusing on the semantics and minor details, focus on the concept and idea itself. Share this post Link to post Share on other sites
eegore 23 Posted May 24, 2012 What if when log-in you were invisible to Zeds for 120 seconds and unable to move/see anything? You would be visible to other players, and untouchable until login was complete and then after 120 seconds you have full control with full damage options. Share this post Link to post Share on other sites
Freek314 32 Posted May 24, 2012 Nya, just admit it would need far more work than other possible fixes and leave it be. Share this post Link to post Share on other sites
LondonHyena 7 Posted May 24, 2012 What if when log-in you were invisible to Zeds for 120 seconds and unable to move/see anything? You would be visible to other players' date=' and untouchable until login was complete and then after 120 seconds you have full control with full damage options.[/quote']Two minutes of being a sitting target for other players? Seriously? Even worse you want to make people blind and crippled at the same time?Terrible idea. Share this post Link to post Share on other sites
css_god@yahoo.com 543 Posted May 24, 2012 What if when log-in you were invisible to Zeds for 120 seconds and unable to move/see anything? You would be visible to other players' date=' and untouchable until login was complete and then after 120 seconds you have full control with full damage options.[/quote']You don't EVER want to take control away from the player and spawn them with no means of defense, this causes far too many problems. With your idea all people would have to do is just shoot you when the timer ran out, this could never work.Nya' date=' just admit it would need far more work than other possible fixes and leave it be.[/quote']Are you crazy? This is one of the biggest and most game breaking aspects in the mod, what are you thinking? Share this post Link to post Share on other sites
Freek314 32 Posted May 24, 2012 What if when log-in you were invisible to Zeds for 120 seconds and unable to move/see anything? You would be visible to other players' date=' and untouchable until login was complete and then after 120 seconds you have full control with full damage options.[/quote']You don't EVER want to take control away from the player and spawn them with no means of defense, this causes far too many problems. With your idea all people would have to do is just shoot you when the timer ran out, this could never work.And what if, using your suggested mechanic, a player is spawned into a group of hostile players without the benefit of even knowing where they are?EDIT: I don't know what you're responding to. I stated that there are other more effective and less labor intensive methods of solving the issue. Share this post Link to post Share on other sites
css_god@yahoo.com 543 Posted May 24, 2012 And what if' date=' using your suggested mechanic, a player is spawned into a group of hostile players without the benefit of even knowing where they are?[/quote']I'm done talking to you, you obviously don't read or comprehend anything people say and just argue out of spite.LondonHyena already clearly covered player detection in relation to where you spawn and I agreed with him, unbelievable. Share this post Link to post Share on other sites
Freek314 32 Posted May 24, 2012 And what if' date=' using your suggested mechanic, a player is spawned into a group of hostile players without the benefit of even knowing where they are?[/quote']I'm done talking to you, you obviously don't read or comprehend anything people say and just argue out of spite.LondonHyena already clearly covered player detection in relation to where you spawn and I agreed with him, unbelievable.It's not hard to take someone out from over 200m.I figured you'd resort to insulting me, but that doesn't negate the valid concerns I've raised with your suggestion. Share this post Link to post Share on other sites
LondonHyena 7 Posted May 24, 2012 I wonder if it would be possible to give people a grace period of a few seconds when they first log in where they are essentially invulnerable. Not long, just 5 seconds at most, just long enough to start running if you end up near people, and long enough for them to get an eye on you. Share this post Link to post Share on other sites