Clayman Posted May 5, 2015 Share Posted May 5, 2015 Hello.Are there currently any plans to do anything about these two things? I don't remember reading anything about it, but i might have missed something. Thanks Dr_Cox1911, Jack Bower and RichCoconut 3 Link to comment Share on other sites More sharing options...
Clayman Posted May 16, 2015 Author Share Posted May 16, 2015 An answer from some devs could be cool. Link to comment Share on other sites More sharing options...
deprav Posted May 16, 2015 Share Posted May 16, 2015 I think you might want to clarify your question(s) if you ever want any answer.Multiple characters will be easy to deal with if steamwork is fully integrated, I think. One alive character per account sounds like something doable.And to prevent wild disconnection I think a cooldown would do the trick, like people could still interact with your character for 30s to 1min after you disconnect. Forcing players to DC in safe places. Link to comment Share on other sites More sharing options...
EnigmaGrey Posted May 16, 2015 Share Posted May 16, 2015 Combat is already logged and I don't see any reason to allow multiple characters per server. That isn't allowed in any of the single-player modes. Link to comment Share on other sites More sharing options...
Brybry Posted May 16, 2015 Share Posted May 16, 2015 Multiple characters will be easy to deal with if steamwork is fully integrated, I think. One alive character per account sounds like something doable. It could be 4 characters (or one network connection) per account because of split-screen mode (though I suppose they could let servers have an option to decide.) And to prevent wild disconnection I think a cooldown would do the trick, like people could still interact with your character for 30s to 1min after you disconnect. Forcing players to DC in safe places.Character saves are client side so that probably wouldn't work at the moment. @EnigmaGrey, what he means by combat logging is when a player disconnects or alt+f4s when they're in 'combat' to avoid death.That's usually defeated in games via a logout timer and characters persisting in the world for some time after a crash/disconnect (some arma mods also announce to the whole server when a player 'combat' logs.) deprav, EnigmaGrey and Jasonface900 3 Link to comment Share on other sites More sharing options...
Etsamaru Posted May 29, 2015 Share Posted May 29, 2015 I think you might want to clarify your question(s) if you ever want any answer.Multiple characters will be easy to deal with if steamwork is fully integrated, I think. One alive character per account sounds like something doable.And to prevent wild disconnection I think a cooldown would do the trick, like people could still interact with your character for 30s to 1min after you disconnect. Forcing players to DC in safe places.Like Runescape. You can't just close the browser to avoid death, if you don't log out properly your character stands there vulnerable. Link to comment Share on other sites More sharing options...
Zeek Posted May 29, 2015 Share Posted May 29, 2015 This would be easier to enforce if player data was server sided of course. RichCoconut 1 Link to comment Share on other sites More sharing options...
RichCoconut Posted May 29, 2015 Share Posted May 29, 2015 This would be easier to enforce if player data was server sided of course. Yeeeeeeeeep. Would fix a lot of issues/make it harder to replicate some exploits if done correctly. Link to comment Share on other sites More sharing options...
Aniketos Posted June 24, 2015 Share Posted June 24, 2015 I believe both of these things could already be addressed with mods... well - at least a log-out timer to fight combat logging - I'm not sure if a character can so easily be made to persist server-side without a player client at present, as the server would need to record changes to the combat-logging character and apply them to the client's save-files at login.But that in mind, I'm pretty confident you will see options for limiting the number of characters on one IP and anti-combat logging measures down the road - either in core or future mods. As soon as we have some sort of mechanism to synchronize mods from server to clients, I suspect we'll be seeing a whole slew of multiplayer mods popping up - and combat logging is something we all run into, eventually - I reckon such a mod should show up right quick. Link to comment Share on other sites More sharing options...
Clayman Posted June 24, 2015 Author Share Posted June 24, 2015 The way i understand it, when PZ gets better integrated in Steam, it will be way easier to limit characters to the steam account. Link to comment Share on other sites More sharing options...
Konrad Knox Posted August 17, 2015 Share Posted August 17, 2015 Is it possible to run PZ without steam on my machine? PZ is placed into Steamapps folder. If I uninstall Steam, will that folder remain? Link to comment Share on other sites More sharing options...
Jack Bower Posted August 17, 2015 Share Posted August 17, 2015 You can take my combat logging from my cold dead hands! (which never happens because I am so expert at combat logging by now.) Link to comment Share on other sites More sharing options...
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