SERVER JUMPER STORY:
Not too long ago me and two of my friends were looting a prison. Me and one of us were downstairs and the third one was upstairs. There were a lot of valuable loot and no doors were opened when we got there. After a little while a player spawned upstairs behind my friend who were peacefully taking his time looting the top floor. That player killed my friend instantly (which sucks because we've been taking it very slow and we've been very careful gearing up to this point.) This leads to me running up and killing this server jumper while he is looting my dead friend.
THOUGHTS:
This little event got me thinking... Is it really fair that a player spends a ton of time on the game to gear up, finding new cool things while at the same time being very careful gets killed by a guy warping in to the game right behind him? Should there really be world teleporting wizards in the game?
Maybe we were a bit unlucky... At least the server jumper was. but he will most likely spend a few minutes server jumping again to reach the same level of gear. This is however not the first time this has happened to me. Since server jumping around high value buildings is so common in this game I've seen it many times. The one minute timer you have between changing servers is nothing compared to the time it would take them to run around to different locations on a single server. How could this be fixed then?
SUGGESTIONS/IDEAS:
I see two problems with this. First off we have the surprise attack on unsuspecting players who actually play the game. Both players risk dying in this situation of course but the server jumper have a lot less to lose. since he/she will just get right back on server jumping. One way to solve this is by:
1: When a player disconnects inside a certain building OR any building he/she he will be relocated to spawn in a forest nearby. This way unfair fights won't necessarily occur. It could also be solved by:
2: A warning to ALL nearby players shows up that says a player is logging in close by. Either by text or by some kind of sound. At the same time the player joining will be visible and shootable before he/she can see anything. That way server jumpers will be less likely to kill people in unfair fights. Instead they get killed by risking logging in close to players.
The second problem to this is them gearing up in mere minutes. When the regular player can spend hours upon hours to reach the same level of gear. This could be solved by:
If a player picks something up, logs out, and joins a server right away again (within 10 minutes or so perhaps) that item will be gone. This might be unfair to some players though. So I'm sure there is a similar but better way this can be done.