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Combat Logging and Server Hopping FIX? My idea.
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Description

COMBAT LOGGING FIX:

  • Player would be unable to log from game/server (for 15 to 30 seconds) if gun shots were shot in his/her general direction, landing within a certain radius of the player, or if the player had taken shots.
  • Player would be unable to log from game/server (for 15 to 30 seconds) if melee combat against other players or against the player had been involved.
  • Player would be unable to log from server if bleeding or fatally wounded from any sort of combat.
  • If player force exits the game whilst in combat or 'combat cool down'; the 30 seconds after combat, the player would remain on the server until such time that they would be naturally allowed to exit the game, able to take damage, become unconscious and or die within the remaining time.
  • If player force exits the game whilst bleeding from combat, the player would stay in server, continually bleeding, until they become unconscious and or eventually die, or until they re enter the game, which ever comes first.
  • A players 'combat cool down' only begins once any sort of combat involving the player has begun.
  • An initial 'combat cool down' of 30 seconds (for arguments sake) would begin from the time combat involving the player begins.
  • If the player waits 30 seconds for a 'combat cool down' but continues playing, and is further involved in either continual or new combat; being within (for arguments sake) 2 minutes, disregarding bleeding, the player would be able to log out or exit the game without waiting for a new 'combat cool down'. Else if the player continues playing and 2 minutes after the following 'combat cool down' is involved in either continual or new combat, the player would have to serve a new 'combat cool down' before exiting or logging.

SERVER HOPPING FIX:

  • A player would only be able to join one server every 15 minutes.
  • If a player is making a habit of joining different servers regularly (every 15 30 minutes)within the same area, or town, their time would automatically increase from 15 minutes to 30 or more before being able to join a new server for a set amount of days (for arguments sake)being 3.
  • If a player continues to regularly join different servers even after the initial increase of 30 minutes or more for 3 days, the player would be completely banned from joining any server for a set amount of days (for arguments sake) 3 days, second punishment 5 days, third punishment 14 days, fourth punishment permanent ban.

Anyway this is just some of the ideas I have to help improve the game, I do have several several more and I will be adding these each day! {F29487}

Details

Legacy ID
2504074862
Severity
None
Resolution
Open
Reproducibility
N/A
Category
Server

Event Timeline

guest set Category to Server.Jan 5 2014, 8:59 AM
guest set Reproducibility to N/A.
guest set Severity to None.
guest set Resolution to Open.
guest set Legacy ID to 2504074862.May 8 2016, 4:02 PM

Nicely thought out, except i think technically my idea to combat server hopping is easier:

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.