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Junos

Disconnect, change server, flank, reconnect. Simple solution.

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Ran out of quote blocks, so had to create a new post :)

The second idea I posted was meant to be in conjunction with the logout delay. I apologize for not clearly stating this in my original post. If you were able to stay safe for 30 or more seconds in your "hotbed" scenario for that long, then good on you. You can essentially do the same thing right now anyway, so your argument is invalid.

It would still be great for farming/reequipping.

to stop this all we need is a Dc timer like 20-30sec go bye then you dc. even if ur alt f4 it ur toon will stay there for the allotted time frame for dc from serever.

If you are not in some kind of "aggression timer" -this should be implemented in DayZ like the example I always like to say "EVE Online"-, you should disconnect without any penalization, but if you were shooting, your body should dissapear after for example 1-2 minutes, but without any stasis period time to log back, unless you disconnect the server A and change to server B and then you decide to come back to server A, That is the situation when you must get a 15-20 minutes of stasis penalty for prevent exploiting..

edit: of course eve online solves this issue having one unique server for everyone.

/logout command is probably the best way to go. Server doesn't drop you for 30 seconds/1 minute. You either wait it out, able to interrupt it should the need arise, or you alt-f4 and pray. Solves a plethora of problems, but may not be possible with Arma's current design.

It seems like a logout timer could be a long way ahead, while the OP suggestion is way easier to implement;

* [REVERT] 5 second delay for disconnecting (will need to wait till new method developed)

A way around that is to have more randomized location spawning for people with character data already in the hive (meaning you aren't starting a new character). The spawning for a player with no location data but character data in the hive could spawn you anywhere essentially (barring the middle of cities and towns and such, and probably avoiding the beach). This would prevent people from being able to camp for people with geared characters. However, the more complicated this idea gets, the less it sounds like a good idea.

So if you change server for whatever reason, you teleport to a random location. Meeting up with friends or not paying attention to what server you're playing on never was cumbersome enough, though it seems you've come to the same conclusion.

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I remember a time about a month ago i was all kitted up. I logged on to a low pop (3/50) nighttime server in some town in the middle of nowhere. I was standing in the middle of the town and opened up my map for a long 30 seconds. As I close it I make a slow 180 turn and see another player about 15m from me. Freaked out I didnt know what to think and before i could point my gun, POP! Headshot from a revolver. I was so pissed telling myself what kind of bullshit hacking is this.

Another time I was cruising along on my motorbike about 2KM west of Zelenogosk. Who the hell goes out here? When I fly right by 2 survivors working there way north. As they take shots at me I speed away safely only to have the server crash not 30-40 seconds later. When I logged back in I was about 100m from the last location of the group with no bike. As I hit the decks I see one of them logging in. POP! Dead. 20 seconds later the second one appears. Pop! Last one down. Im sure the two of them were cursing at some hacker that managed to restart the server and take there lives.

Im not saying they didnt do everything you accuse them of. They might have or it could have been multiple groups. Im just saying you are never safe. It's Dayz. Weird shit happens.

Oh and if you come across thermals again, tell whoever gets them that they dont see through leaves. Your spotter wasnt seeing much more then 10m in front of him most of the time.

Edited by nusteh

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This issue has been discussed to death, steps have been taken to prevent it, and were revoked because they just led to more problems.

Ultimately, due to a limitation of the engine itself, we are likely stuck with this issue for some time to come. There is bound to be a clever way to handle it, but no one has thought of it yet, and we all keep hearing the same handful of uninspired ideas to solve it, each person fervently backing the one they most believe in based on their experiences. At the end of the day, nothing comes of it and everyone feels like someone shat in their cheerios. If it really were "not that hard" or "so simple" to implement, it would be done already. Everyone here has access to the Arma2 editing tools. Feel free to try your luck at solving the issue. I'm certain if someone in this community were able to solve this problem, Rocket would be more than appreciative, as would pretty much everyone who has been teleflanked or denied a legitimate kill because some pussy can't bear to part with his pixelcrack.

The second idea I posted was meant to be in conjunction with the logout delay. I apologize for not clearly stating this in my original post. If you were able to stay safe for 30 or more seconds in your "hotbed" scenario for that long, then good on you. You can essentially do the same thing right now anyway, so your argument is invalid.

Considering I pointed out that a /logout would seem to be the cleanest method to handle this, but is unlikely even possible, there is nothing to invalidate. Perhaps I wasn't clear enough.

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10 seconds? So all I have to do is run behind something before I log out? What good does that do?

What good does that do ? It first of all negates the cowardice of insta-logging-out when being shot at. IF you can still run behind cover (most of the time you don´t get that chance) then you´d still need to be in a "safe zone" or call it "logging zone" in order to log out. So yeah there might still be that 1/100 chance where you are actually just in a forrest AND manage to get behind a rock before eating a bullet... But yeah, what HulkingUnicorn is saying is a much better argument than yours and if it´s really technically not doable at this point, then i´m with him on the reconnect timer.

That is fundamentally flawed. There is no such thing as a "safe zone" in DayZ. Any part of the map can become a combat zone. What you're proposing is like playing tag: "Nyah, nyah, can't touch me, I'm touching the base."

It´s not flawed at all. If you want to harvest wood with your hatchet, where do you need to be ? Right, in the forrest. You could probably easily forbid logging-out in urban areas (anywhere close to buildings = anywhere close to loot) by using the same "zone-check". And no, i never said that there´d be no fighting / combat in that zone. "Safe zone" was just a name for what i described as an area you can actually log out in. Before you now say that this wont help because people could still log out mid-combat while in the forrest, then you´re just not seeing that being in the forrest AND in cover for 10 seconds AFTER somebody started engaging you is a very rare occasion... Because they dont start shooting when they havent got a line of sight on you. And that´s exactly the situation that pisses people off right now. Nobody really cares if an enemy (for example in WOW) manages to log out before the fight started, it´s those moments when you´ve basically already won the fight and the pally uses bubble + hearthstone. I hope you better understood what i´m saying this time. Also these kind of forbidden logging-zones would reduce server hopping for loot, because you´d have to get away from the loot before hopping and back there after hopping.

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I often disconnect when I have to go AFK for a short period. Normally I just go to the group screen, but all too often I exit the server accidentally. Leaving and not being able to rejoin would be an annoyance for myself and anyone in my group.

OK, so if you havent changed position between logout and login, no penalty. If you have a new position, 10 minute cooldown on login?

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imo the alt+f4 guys aren't so much of a problem... you bossed them off the server, you won. obviously they exploited the game to cheat death, but the ghosting on another server and then reconnecting to ambush is a whole different level of cheating.

both problems need fixing, but the reconnecting issue has to take priority imo.

if you force a logout, can't the exploiting party just alt+f4 then immediately join a new server - bypassing the logout-timer entirely? (okay they'll probably be bugged out in game for the duration, but still able to hop into a new server and setting themselves up for an ambush)

Edited by tarquinbb

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