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Cooper42

Login locations to be limited to nearest location a fire / tent could be made

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Issues:

1. Accidentally crashing / disconnecting whilst inside a village to login and be next to a group fo zeds.

2. People logging out inside buildings (esp. airfield hangars) and logging in later to have the jump on someone who's already cleared / scouted the area.

3. Snipers on rooftops who are so cowardly they disconnect the moment someone even points a makarov at them and then login on the same rooftop in another server.

4. Moving to the location of a group you wish to ambush on another server then joining the server of the group you want to ambush.

I'm fine with the odd metagaming / OOG dirty trick, but there's no easy way to deal with these issues as a player.

Solution:

Login locations (or save state locations) should be limited to spaces where a tent / fire could be placed.

I imagine the calculations required to work out "nearest location to last save that a tent could be placed" would put a fair bit of strain on the database; so maybe, before saving the state of a player, the game could do the same check it does for tents.

This would mean players would have to find somewhere safe for a bit before they move into a town / village. And to pay a bit of attention to where they disconnect at the end of a session. And keep an eye on the debug info in the top right and the time from the last save

There are enough open, but quiet, areas that this isn't much of a threat to those logging in. I always go prone somewhere safe and wait for a save to happen before I disconnect anyway.

It means any attempt to ambush a group is made difficult by not being able to appear inside woods.

It also screws up disconnecting snipers who would now have to run the risk of moving through town and up ladders to take their locations again. It screws anyone loot-jumping from within airfields / churches / towns etc.

It also means that if you crash / accidentally disconnect whilst inside a village you don't reappear next to a group of Zeds...

It will mean less frequent saves as you move about (given anyone should be moving in as much tree cover as possible)

If that's too much of an issue, a simple calculation of distance form nearest building would work just as well, and still solve 1 to 3 if not 4.

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This might lead to terrible spawn camping?, the coast is already a warzone as it is D:

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How? There are vast areas that tents could be placed in. I'm not suggesting restricted spawn areas (which has been suggested before), but -anywhere- in the open.

There is no way any open area could be 'spawn camped': You'd have to be covering about two thirds of the map...

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