Players continue to disconnect in combat when near death to survive. Very unbalanced and unfair to the player that they attacked...don't allow disconnect during combat, this will solve the problem. Consider the target in combat for 30 seconds or so after either attacking, or being attacked for example.
Description
Details
- Legacy ID
- 1691132249
- Severity
- None
- Resolution
- Open
- Reproducibility
- Always
- Category
- Balancing
Get shot then hit exit game, woo you live...needs fixed.
Event Timeline
This has already been noted in the forums
"Currently many of our features such as queued loading, combat logging timeout, etc... have been disabled as there is the possibility that they will cause additional strain on the central server. Once we know that we can handle the load we will begin implementing these. We do expect this will be a long process, and we'll be working with the community to identify effective ways to deal with this."
Currently this is how it works:
- You find a safe place (a fallacy, there are no safe places in dayz)
- You assess the surroundings and determine you would most likely stay alive for the next 30secs
- you press escape and choose exit
- you are now looking at the main menu.
- your character is still in game sitting down for the next 30secs.
Sure it might stop combat logging, but essentially it's a mechanic designed to provide free loot and kills for griefers. Dean Hall vaguely suggested that it was designed to prevent server hopping and ghosting. But I can't see how it does.
The way it should happen
Prevent Server Hopping & Prevent Ghosting
- Switching server(or server group) within X hours of joining current server(or server group) results in you being moved to a random location that is neither near other players or high value loot locations.
The benefits of this are:
- Loot Hoppers will be facing a far amount of time running to new high value loot locations each time they change
- Ghosters will find that they are now facing a long trek to attempt their "flanking" manuvure.
The downsides are :
- Players performing a legitimate server change will find themselves in new locations.
- However if these server changes are happening after an hour or so then we should probably leave them in the same location.
Prevent Combat Logging
- You find a safe place (a fallacy, there are no safe places in dayz)
- ensure you are not in a status of combat.
- You assess the surroundings and determine you would most likely stay alive for the next 30secs
- You press escape and choose exit
- Your character is sitting down for the next 30secs watching a timer.
- At this point you are only able to stand back up or move your head.
- Head movement will not cancel the logout timer process.
- Standing or clicking the cancel button will cancel the logout process.
- Someone finds you before the timer ends? move and defend yourself. simple. logout prevented.
- You will then be in combat for the next 60secs.
People claim my idea allows for abuse, but I can't see how.
The common counter argument is:
- Sit in a building, with only a door way view to your sitting location
- Initiate the logout timer
- Wait for someone to come:
- If no one arrives:
- let logout timer get to 29secs, cancel the timer.
- If someone comes, (now here is their crazy logic):
- Stand-up and defend yourself. (wow, aborted, much combat log, wut?)
- If no one arrives:
There is a group of people that hate the idea that someone logging out can cancel the logout and defend themselves.
The only reason I can think of that someone wouldn't like that is because it means can't catch people in the process of logging out undefended.