User Details
- User Since
- Jan 14 2014, 4:42 AM (566 w, 5 d)
Jul 20 2016
May 10 2016
down-voted because I think you need to put more thought in the implementation
" You don't agree with me so you must be guilty"
Personally I feel that kind of logic is flawed.
I actually do want solutions to Combat Logging, Ghosting and Loot-Hopping.
If you see here : http://feedback.dayzgame.com/view.php?id=7949, I have suggested a solution that deals with all cases.
However I don't feel the current implementation adequately addresses those problems without penalising innocent players.
Banning someone for logging out after 15 minutes seems( correct me if I have that wrong) would actually cover a large amount of cases where someone isn't Loot-Hopping or Ghosting.
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.
By the way if it wasn't obvious, I down-voted OPs idea of how it should work.
I understand you're mad, but don't let that anger cloud your thought process on how to solve this problem.
If the current combat logging implementation does not change, I can expect to see stalking to become popular.
It is already possible to follow someone without them being able to see you. This is what I refer to as there being no safe place in DayZ.
To remove player control from a character who is logging out, leaving them vulnerable is taking the stance that all players are guilty of combat logging... even you. It doesn't even solve ghosting or loot hopping.
Saying there there are no better solutions is just taking the easy way out.
This isn't a hack. It's crappy code in the game.
You could actually run full pelt and cover more than 1000 meters in 120secs.
It's been exposed that code in the game checks for this on a loop.
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.
downvoted because there are far simpler ways to solve this problem without punishing innocent players.
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.
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?)
- 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.
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.
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.
This is actually a symptom of other deeper problems in the game design.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.