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Logout Timer is designed for greifers.
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Description

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.

Details

Legacy ID
150553448
Severity
None
Resolution
Open
Reproducibility
Always
Category
Ingame UI

Event Timeline

airtonix set Category to Ingame UI.Feb 2 2014, 3:59 AM
airtonix set Reproducibility to Always.
airtonix set Severity to None.
airtonix set Resolution to Open.
airtonix set Legacy ID to 150553448.May 8 2016, 4:50 PM
Bohemia added a subscriber: R834.Feb 2 2014, 3:59 AM
Zagdul added a subscriber: Zagdul.May 8 2016, 4:50 PM
Zagdul added a comment.Feb 2 2014, 5:57 AM

http://forums.dayzgame.com/index.php?/topic/170449-the-current-implementation-of-the-logout-timer-is-trollish/page-2#entry1733792

@Artonix
The suggestion to display the timer and allow for players to cancel it seems to be a reasonable request. I get that DayZ isn't supposed to be fair, however this 'feature' seems it's more problematic for legitimate players. An example I can give are mis-named 24/7 Daylight servers. Or, being removed from a server due to high pings. The mod had a combat timer, put one in the stand alone and as long as a character is in combat, it remains in the realm of the game.

Why not just prevent the character from being removed from the game while in combat?

Add laser pointers and they have the ability to 'tag' someone to put them in combat.

@Dean... my immersion! :)

What about, If you the player wants to log out of the game, you have to find a place to sleep and the process of falling asleep requires you to lay down and close your eyes, takes #N of seconds and as you go deeper into sleep, you lose the ability to keep an eye open or hear things...? huh!?!? maybe!?

edit: Oh, and depending on how well of a sleep you have, the next time you log in will determine if you enter the game well rested or not which can effect your energy level for the entire day.