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GodOfGrain

"Going to sleep" - addressing Serverhopping and other problems

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My concept evolves around the idea of interpreting the action of "logging" out from the game as "going to rest / sleep" within the DayZ world.

This could address some top priority issues like serverhopping.

Think about it, if you would lay down for rest, would you do this on the open field? It is dangerous and you would probably catch a cold. To sleep in an unsafe place should have a negative effect. Every accessable building should be suitable. In most cases it should take a maximum of 10 minutes to find a suitable place. If you are lost somewhere in the mountains, this is part of your problem. You will have to find back to ruins of civilisation first.

Of course, reallife is calling, and sometimes you have to just loggout quickly. So logging out in the open should not kill your character. But instead you have a high probability that you get ill, using the current illness system.

In addition there are zones which are unsafe to loggout, e.g. the airfields or stary sobor. If a player wants to logout here, a message appears:

"I dont know if this is a good idea. It feels unsafe. Perhaps I should look for a better place to rest." [Logout / Look for a safer place]

If you devide to logout here anyway, you have a ~15% chance to be dead when you loggin again - reflecting the danger of taking a nap in a hanger of a highly frequented military base.

Effects:

- Server hopping to get good loot would be prevented

- The unrealistic danger at e.g. airports that someone spawns behind you would be eliminated.

Limited effects on:

- PvP disconnects. It would not be prevented, as catching a cold is better than being shot, but at least this behavior is punished.

[A 30 second delay for disconnect or similar concepts would be more adequate for this problem]

-Serverhopping to get in a favourable position to attack a group of other players. / Would be punished outside of cities

- This system works within the logic of the game world, so it is no artifical way of rewarding / punishing something.

- From the viewpoint of game immersion it would provide a psychological start and end point of each session. I think this would feel realistic and challenging.

- Still you can loggout quickly if you want to / have to.

What are your thoughts on this?

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All sounds good apart from the 15% penalty. I would lower that to ~ 3%. At some point if you server hop you will die because of it.

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It's a nice start. However, I have two issues with it:

1. What to do with server crashes when you are at the airport? Also you get 15% death?

2. My general point with assigning area's as "forbidden area's" (in this case, an area where you can't log off without risk) is that people just going to walk out of that area and log off there. However, it does limit server hopping to some extent and people would not have enemies popping up in their backs.

All in all a very nice mechanic, I don't see any major issues with it, except maybe the 15% death penalty. Point is that setting it too high can be very frustrating for non-exploiters, while setting it too low makes it too easy for groups. Let's say I am with three friends, the chance of getting killed all three would be 0,3375% (with four it would be 0,050625), rendering the system less effective (not ineffective tho'), as if someone dies (all players in the party would be highly unlikely) he can just respawn and return.

But still, it makes the whole thing a lot more complex and burdersome, so aside balancing issues this seems to be a system which could work.

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No - a terrible idea and concept as long as servers are under the control of 3rd party admins and not sharded or single server. You already risk being shot as you log on to an unknown server. That people are using server hopping to loot empty servers is just a biproduct of all the servers.

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All sounds good apart from the 15% penalty. I would lower that to ~ 3%. At some point if you server hop you will die because of it.

Why do you think it is too high?

This risk would only exist in certain areas and you will get a warning massage not to log out there. It is dangerous for everyone to take a nap in a hangar. :)

But you are right, even 3% would prevent server hopping.

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So make % of death penalty stackable.

That would be terrible, as the game does not have a mechanic to seperate friends from foes (as it should). Let's say there are several people hidden, I get their death penalty chance stacked on my own but never know it happens?

Please, think before you post some suggestion like this.

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Here's a better idea instead of arguing about what's a fair probability and introduce more random bullshit.

Have a value based system; if you log out in conditions that is determined to be illegitimate, you get a warning. On the third warning; deterrents start to take affect. None of which should cause any damage. Depending upon algorithmic based thresholds such as: taking damage, knockout, gun fire, proximity and time. The player could be time out, knocked out, placed in combat or loose condition, food/drink or sleep. (whatever makes it into the game)

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