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Server Hopping for Massive Loot
Closed, ResolvedPublic

Description

I have noticed that people can log out at a high value loot location (I personally verified this at the military base south of Zelenogorsk) after looting it, and then log in another server and loot it again. People can hop from server to server, amassing whatever gear is desired and gaining an unfair advantage.

Details

Legacy ID
2921396476
Severity
None
Resolution
Fixed
Reproducibility
Always
Category
Balancing
Steps To Reproduce

Loot location, log off, select new server, repeat.

Event Timeline

ninjaADude set Category to Balancing.
ninjaADude set Reproducibility to Always.
ninjaADude set Severity to None.
ninjaADude set Resolution to Fixed.
ninjaADude set Legacy ID to 2921396476.May 8 2016, 3:46 PM

There has been extensive discussions regarding this. Currently we're unaware of what the developers plan to do. But there is much speculation regarding some sort of loot despawn mechanic for people who log inside buildings.

Silla added a subscriber: Silla.May 8 2016, 3:46 PM
Silla added a comment.Jan 9 2014, 1:23 PM

Rocket posted on the dayz forums about KNOWN ISSUES WITHIN ALPHA:
URL-> http://forums.dayzgame.com/index.php?/topic/153994-early-access-important-information-known-issues/
Game Exploits

  • Combat logging protection not working

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.

ra91111 added a subscriber: ra91111.May 8 2016, 3:46 PM

we need a log-out countdown + no server change inside towns villages buildings etc only logout with timer and when you log back in or change the server you will be teleported somewhere in the closest woods or the shore. This will make the players prefer to stay loonger on a server and increase the pressure inside towns and hotspots - no more ghosting behind doors no more escaping death by log-out - the timer will make you wait ; D maybe a 60 sec inside towns and 20 sec in outdoors in wild

Grumpy added a subscriber: Grumpy.May 8 2016, 3:46 PM

I think all server hopping should make the player get offset by say 1km or something like that.

However, with the frequent server restarts presently, that would be seriously annoying, but with a game in beta, I think that would be acceptable.

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?)

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.

ithink just adding more loot will fix this problem i admit i did it only because the loot every where i checked had ben completly ate thourgh like candy

Hello,

Thank you for sending us your feedback regarding this issue.

Unfortunately, the problem regarding server hopping is already discussed in issue #1778.

Please upvote the original issue to increase visibility and feel free to add extra comments in the notes section.

Regards,

JStewart