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Pr0d1gy_Hunt3r

Combat Quitting Bandits?

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Just went through Berezino, and was being shot at by 3 snipers. I managed to shoot one, and they immediately disconnected to avoid their death. We could really use a fix to all of these damned server hoppers that refuse to accept their failures.

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Incoming in Update 1.7.1

[NEW] Player body exists for five seconds after disconnect (UNCONFIRMED IF WORKING)

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People disconnect all the time while in combat. I can't see it being fixed anytime soon. Deal with it.

Read next update.

Deal with it.

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Incoming in Update 1.7.1

[NEW] Player body exists for five seconds after disconnect (UNCONFIRMED IF WORKING)

That doesn't really help, at all. Not in this situation.

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It will be enough to make then think about "disconnecting" in "this" place or "that" place. Meaning, they could run, where you could catch them.

In haven where Perma-death was, well, permanent and you could lose months of progress on a character, they introduced a system where it takes 10 seconds to hearth and/or log out.

In this case, where if you die and such, I believe 5 seconds is inefficient and 10 seconds is their best bet. Or, simply introduce a system where you cant log-out in combat.

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I don't bother quitting in combat. I don't care if someone else does, to be honest.

What I do care about is that person reconnecting and sneaking up behind me and killing me.

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Incoming in Update 1.7.1

[NEW] Player body exists for five seconds after disconnect (UNCONFIRMED IF WORKING)

Five seconds? At least 20...

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Five seconds is definitely more than enough for someone to finish the job.

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I'd say closer to 10 is more reasonable. And if you take damage within that 10 second period it resets the counter.

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I'd say closer to 10 is more reasonable. And if you take damage within that 10 second period it resets the counter.

that wont help alt+f4 or process killing

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Rocket mentioned 5sec is just "quick fix" for now. This issue will be seriously addressed in upcoming patches.

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I still like my idea: The only way to leave the server and have your character dissapear is to type /quit and have a 20 second hourglass appear. If you did not move or shoot during those 20 seconds, the server kicks you out. Alt-F4 will have 30 seconds (or however long it takes to confirm no packets transferring, +20 seconds)

Also, type /QQ to have the game close to desktop.

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I believe it is server side code that has to be changed, hence the 5 seconds. Currently as it stands when you disconnect, your client tells the server. With this new code, the server has to keep track of every player and determine when a disconnect occurs, then keep that player "alive" for 5 extra seconds. This adds overhead to the server itself.

Depending on how this is implemented, I can see this possibly not working properly when people have internet issues and get kicked/disconnected for no reason. That's a possible side effect of the change.

Anyways, its a start and better than nothing. Eventually I would like this to be at least 30 seconds tbh.

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Some thoughts on how the new disconnect penalty might affect the 3 main player types and their style of play:

From the perspective of CAREBEARS:

- I'm inclined to interact with other players up-close and personal.

- I'm inclined to help other players.

- I will protect my gear and equipment - I won't let my fate be decided by some fkng 5 second disconnect penalty.

- So: If another player shows aggression towards my party by shooting OR does not reply to our attempts at establishing communication we will probably try and avoid them - whether at a distance or up close. Previously if we wanted to avoid such a player we could have just gone to a safe area and disconnected and moved to another server in order to avoid them. Now... the 5 second disconnect penalty greatly increases the risk unknown players pose to me and my party. At distance this risk is obviously lower (unless of course if they already have us in their sights - see "BANDITS" below) compared to up-close, where it's much much higher now. So with this new change am I still going to be as willing to come close to unknown/unverified players? Am I still going to be as willing to help unknown/unverified players? Am I still going to be willing to team up with random people? What about the possible future change of not spawning with a weapon at start: will I team up with someone if I fear they might shoot me when they find a weapon and I still don’t have one?

- "Safest" style of gameplay: I might want to think about being more inclined to avoid contact or at least minimise it rather than help or team up, conduct a more lengthy verification routine (what weapon is he carrying? does he have company? etc) i.e. become more paranoid, as well as being more inclined to shoot first i.e. become more trigger happy for safety's sake (careful with raising your weapons now boys, and god help you if you accidentally discharge your weapon or just in general surprise someone by coming around a corner suddenly)

From the perspective of LONERS/CLAN GAMERS:

- I'm not inclined to interact with other players up close and personal.

- I'm not inclined to help/kill/loot other players.

- I will protect my gear and equipment - I won't let my fate be decided by some fkng 5 second disconnect penalty.

- So: Previously if I spotted another player - regardless of whether friendly or bandit - I could just disconnect and move to another server in order to avoid them, not so simple now, especially if they are not alone, in which case I might have both a close and at-distance threat. If I simply run away from another player(s) and try to avoid them - unknown whether friendly or bandit - if I was spotted and the player is close then he might run after me and shoot my character if I disconnect, COD style. At distance this risk is lower, but still present and higher than previous. Now am I going to assume this won't happen and just carelessly disconnect and hope he won't run after me or spot me at distance and shoot within that 5 second window?

- "Safest" style of gameplay: I might want to think about being more aggressive, shooting on sight/shooting first, shooting to kill – if any bandits/carebears in my area see me taking out their own without hesitation do you think they will be willing to come close or even step up to the plate and square off with me? Might be a good tactic to clear an area, just start killing left-right-and-centre, people are likely to leave, and then you simply walk around looting without being disturbed.

From the perspective of BANDITS:

- I'm inclined to interact with other players up close and personal - once they're dead.

- I'm inclined to kill/loot other players.

- I will protect my gear and equipment - I won't let my fate be decided by some fkng 5 second disconnect penalty.

- So: Previously I might have come within relative close proximity to my target(s) in order to hold-up or kill/loot them. My targets might have even seen me due to this relative close proximity. Previously my targets wouldn’t have been so paranoid and trigger happy and maybe (especially since the DEVs removed bandit skins) even come to “help” me as I didn’t necessarily represent an immediate visual threat. Now, any relative close proximity has a significantly increased risk of me dying, as I don't have full control over my character AND a significantly increased risk of everyone shooting at me because they’re so fkng paranoid.

- "Safest" style of gameplay: I might want to think about shooting on sight/shooting first, but most importantly shooting from a distance without being seen, and of course shooting to kill.

And this is all because of a 5 second disconnect penalty. What about if a 30 second or even 1 minute or 15 minute penalty is implemented as some retards on this forum suggested? Oh and don’t forget about the abysmal ARMA netcode which still allows for someone to get shot and technically have zero health, yet in game they’re still shooting back killing the guy who shot first and in the end both people drop dead.

Considering everything, you think the above 3 types of players are going to go easy on the trigger?

Nice work. You just traded in a runny nose- cold for the Ebola virus.

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I still like my idea: The only way to leave the server and have your character dissapear is to type /quit and have a 20 second hourglass appear. If you did not move or shoot during those 20 seconds' date=' the server kicks you out. Alt-F4 will have 30 seconds (or however long it takes to confirm no packets transferring, +20 seconds)

[/quote']

THIS is the best i´ve read about this so far, because my idea is to do it the same way a World of Warcraft server does.

You have to klick on "leave server" and have to wait 20 secs without action to be disconnected.

Why? This is not "the Matrix"!

This thread is going to the direction of this:

http://dayzmod.com/forum/showthread.php?tid=8029

isnt it?

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I still like my idea: The only way to leave the server and have your character dissapear is to type /quit and have a 20 second hourglass appear. If you did not move or shoot during those 20 seconds' date=' the server kicks you out. Alt-F4 will have 30 seconds (or however long it takes to confirm no packets transferring, +20 seconds)

[/quote']

THIS is the best i´ve read about this so far, because my idea is to do it the same way a World of Warcraft server does.

You have to klick on "leave server" and have to wait 20 secs without action to be disconnected.

Why? This is not "the Matrix"!

This thread is going to the direction of this:

http://dayzmod.com/forum/showthread.php?tid=8029

isnt it?

If you like it, help me spread the word!

I'm generally ignored by the populace because I believe DayZ is played with the understanding that you have to FEEL while playing, or you're just playing any other FPS. This controversial idea (you know, having an experience vs. having a chat room) makes me a pretty hated person on the forums. I'm going to need support because I WILL get whaled on by the ragers, insisting I'm a carebear and moaning about "it's just a game"

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