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BurritoBandit

How am I supposed to report a DCer?

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I have a trial version of PlayClaw, and I record all of my adventures. Not to put them on youtube, but in case someone decides to cheat. I have been across tons of people DC right when they die. How can I report them? The lack of name tags makes this hard... Is there a way to report them? Or am I forced to just move on? I'm sorry if this has already been asked...

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Pretty much just forced to move on, its known and the dev team is working to implement something that will stop people for being able to do this.

With out a name tag it is pretty hard to find the person and just based on the large number of people who do it, it would take up a large part of an admins time finding out and banning people who did it.

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my advice: stop doing that...

why?

its pointless, you just waste your system resources and HD space, there is so much DCers out there its just pointless...

about cheaters, if you spot a cheater, you need to find out what is his nick first and then you can report, or change server

maybe Rocket will fix it somehow, sooner or later...

one question: if I kill someone and he DCed will he die or it may not save his death if he DC quick?

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My personal pref for this is this::

-You can DC from the game. But not when in combat. This counts against, any hostile, be it another player, or a zombie. I don't mean not being able to with weapons drawn. I mean not being able to when you are in a situation that counts as combat. This would be a big addon. It would require that you would have a radius around you that would have to be clear of any hostile entities to be able to DC. And that you would not be able to do it if you were in a registered combat situation. So the radius would have to be pretty big, and the game would have to keep track of who is hostile to you and who isn't. This might be a script heavy addon, but it would fix this problem.

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So, I had a thought, once a zombie aggros on you, they switch to client side control right? so, how about add some script that wont let you log or maybe just lose all your shit, if the client detects that it is running Infected AI Pathing.... ?? that make sense?

Edit:

I know that wont do anything for combat DCs against players. but it would help with people that log every time a zombie aggros on them.

Edited by SpartanxApathy

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Rocket said in the gamebreaker interview that he has to prioritize other things at this stage, while I'd like to see these cheats punished, I understand his limited rescourced might be needed for other issues first.

You might have to come to terms with poorer players sit ready to disconnect, whenever they loses the upperhand. Whenever they disconnect to deny me the right to defend myself and my gear, they probably feel great about cheating me. All we can do is to take the passive-aggressive high road, knowling we're not ourselves playing as pussies and cheats.

Edited by Dallas

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Yeah it's not just a few. Lately it seems like everybody I encounter disconnects after either being shot at or after failing at killing me then tries to ghost.

I just started recording this stuff because I think it is hillarious. And I will be uploading it on YT. I don't really care about using up system resources. I've got plenty. And it might help catch one or the other full time-cheater here and there.

I am a bit sad to read that appearently it is not on the priority list of bug-fixes. In my opinion it is the #1 game-breaker right now. I can deal with pretty much everything else that is not yet fully functional in the game. But people doing this constantly makes me want to go on empty servers and play against zombies only.

I just recorded another pretty funny 40min. video of where in the end a guy repeatedly engages me and then DC's as soon as he loses the upper hand. I hack him down multiple times with my hatchet inside a building but in the end I think he saves his life again.

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My personal pref for this is this::

-You can DC from the game. But not when in combat. This counts against, any hostile, be it another player, or a zombie. I don't mean not being able to with weapons drawn. I mean not being able to when you are in a situation that counts as combat. This would be a big addon. It would require that you would have a radius around you that would have to be clear of any hostile entities to be able to DC. And that you would not be able to do it if you were in a registered combat situation. So the radius would have to be pretty big, and the game would have to keep track of who is hostile to you and who isn't. This might be a script heavy addon, but it would fix this problem.

I don't like this idea. I don't think it would work all that well. If you were in an area that had a lot of mobs but you had to leave (work, toilet, bed etc) you'd have to keep moving around until your radius was clear.

I'd much rather see a World of Warcraft style fix where you have to wait about 10 seconds before the logout process completed. This would definitely stop players who were recently shot from logging out and saving their survivor. Also, if they pulled the plug or something, the server should keep their character in a game state for the 10 seconds upon disconnection detection to mock the log out process. Again stopping them from logging before their character bleed out or died or whatever.

Something like that would bring better balance to the DC'ers and normal players.

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-A player that just fired a bullet in the last 10 seconds has to wait 30s before he can disconnect from the game. If he exits prematurely his character will remain in that spot for 30s and will be exposed to whatever threats are around him.

-Player that just lost blood any amount of blood or was wounded in any manner cannot exit for 30s. Again, the character will remain in the world if the game is forcefully closed or if the connection is lost.

-Should you decide to disconnect in a safe spot you will have to wait for a 10second timer to run down where you are not allowed to move (just like the bandages) before the game logs you out. Shooting, and any directional movement, also usage of equipment aborts the timer and lets you instantly resume combat.

So if your game randomly crashes at any point where you have not been wounded or otherwise incapacitated your character will remain in the world for 10 seconds before exiting.

-If you lose connection to the server the 10 second timer will initiate server-sided the moment you lose connection - unless of course if you are in a combat situation like mentioned above you will have a 30 second timer.

-To stop ghosting the server must be able to recognize when a player changed position after logging back in. if that positional change was less then x seconds ago, and not on the same server then put player back to coordinates where he disconnected previously on the original server. This will prevent people abusing this mechanic to gain positional advantage and circumvent combat situations) Also revert health and gear and status to where player previously logged off if it has changed.

Notice that all those settings would still let people who try to avoid combat (aka pussies) to log off unless they have just been hit/injured.

Doesn't that make any sense, or is there a flaw in my logic? Obviously I do not have a programming background so I have absolutely no clue how big a project it would be to implement such a mechanic. But I hope that something along those lines makes it into the game at some point in the near future.

Edited by Alpo

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-A player that just fired a bullet in the last 10 seconds has to wait 30s before he can disconnect from the game. If he exits prematurely his character will remain in that spot for 30s and will be exposed to whatever threats are around him.

-Player that just lost blood any amount of blood or was wounded in any manner cannot exit for 30s. Again, the character will remain in the world if the game is forcefully closed or if the connection is lost.

-Should you decide to disconnect in a safe spot you will have to wait for a 10second timer to run down where you are not allowed to move (just like the bandages) before the game logs you out. Shooting, and any directional movement, also usage of equipment aborts the timer and lets you instantly resume combat.

So if your game randomly crashes at any point where you have not been wounded or otherwise incapacitated your character will remain in the world for 10 seconds before exiting.

-If you lose connection to the server the 10 second timer will initiate server-sided the moment you lose connection - unless of course if you are in a combat situation like mentioned above you will have a 30 second timer.

-To stop ghosting the server must be able to recognize when a player changed position after logging back in. if that positional change was less then x seconds ago, and not on the same server then put player back to coordinates where he disconnected previously on the original server. This will prevent people abusing this mechanic to gain positional advantage and circumvent combat situations) Also revert health and gear and status to where player previously logged off if it has changed.

Notice that all those settings would still let people who try to avoid combat (aka pussies) to log off unless they have just been hit/injured.

Doesn't that make any sense, or is there a flaw in my logic? Obviously I do not have a programming background so I have absolutely no clue how big a project it would be to implement such a mechanic. But I hope that something along those lines makes it into the game at some point in the near future.

Your suggestion is good, but there's a hefty bit of server side logging and checks going on. you could relieve that by make it client side but then that opens it up to easy hacks.

I really think a generic "it takes 10 seconds to log out" while not moving (in any situation or environment) would work best. If you're being shot at, you can run hide, and log out - providing the attack doesn't rush you in the log phase. if you're shot, you can't simply quit as there's the 10 second log out in any situation. if you pull the plug, the current counter measure logs you in as "unconscious" for 4-5 mins and you'd buggered either way.

If a user initiates a log off, and then loses connection or pulls the plug, the server will run the 10 second logout regardless and save whatever state the users character was in before the disconnect, alive, dead, bleeding etc. This way if someone kills them during the 10 seconds log out but they disconnected first so didn't see, the kill counts.

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Yes a simple 10 second forced timer on any disconnect event should already solve the brunt of problems.

It should be interesting to study how much the average survivor lifetime drops if such a fix is ever be released.

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