Hoshiqua wrote:That could be exploited, you could just make a server for yourself, spawn best armor / weapons, go on a public server and PK everyone. Also, people would just log out when they get caught will farming and stuff, and change server, and, since the game can be terraformed, it would lead to wierd issues like you log off on a server on a flat terrain, you log on a server which has a castle wall there you're stuck in the wall.
Having characters saved on a central server (like DayZ does) would cost money, which is the reason we are getting LiF:YO first to begin with.
Jezbelle wrote:Deantwo wrote:Having characters saved on a central server (like DayZ does) would cost money, which is the reason we are getting LiF:YO first to begin with.
Wrong... just wrong.
DayZ is popular in the first place BECAUSE of features like THIS. This is an attractive feature, and a crucial one to DayZ's success. We must emulate it.
One MUST "spend money to make money."
Ruckus wrote:not sure there is even an issue here, servers are stsandalone, no?
Reese wrote:Personally I would like to see a linking system between the servers. Let two server owners to agree to allow transfers. Have a waypoint you travel to and it passes you on to the other server kinda like what wurm does. Would be fun to have a large cluster of friendly server to trade/war with.
Deantwo wrote:How is it "wrong"?
Personally I would like to see a linking system between the servers. Let two server owners to agree to allow transfers.
trashman wrote:Interesting conversation and all, but I know for a fact that there are no "linked" servers or server hopping. Think of them as minecraft servers in the aspect that they are all standalone and can have different settings applied.
Bobik wrote:So no servers hopping will be possible, at least not with you stuff and skills
Jezbelle wrote:Bobik wrote:Or am I missing something?
Jezbelle wrote:Bobik wrote:So no servers hopping will be possible, at least not with you stuff and skills
It would be silly to disregard the idea completely, wouldn't it? I can imagine the popular 64 player servers becoming overcrowded, and players not being able to enter their server to play. Likewise, I can imagine private servers quickly becoming abandoned. In both these scenarios, players are losing access to their character that they've put a lot of time into. DayZ has these problems, and therefore allows players to hop, which eradicates the issue. DayZ is even a much faster game, and therefore needs this feature much less than LIF needs it!
In LIF:YO, wouldn't being able to hop to similar servers with only your character's skills intact be an amazing compromise? Not ideal for the player, but a lifesaver nonetheless? Repeatedly starting over in LIF could become monotonous, and turn off players.
Or am I missing something?
And I've heard multiple other opinions that server hopping is very bad because of 1000000 ways it can be exploited. Battle logging with your stuff
jumping sweetspots on different servers just to collect loot. Spawning on sniper positions instantly on different servers and so on.
We are trying to bring a full scale customization to server rules and to LiF gameplay, and idea with transferable characters will only limit that customization freedom.
Deantwo wrote:Another problem with this could be that the MMO would be less interesting. I mean if we had a huge inter connected cluster of servers, why play an MMO?
Deantwo wrote:Bobik we will be able to make mod (at somepoint) right?
If so then server admins and do all this on their own if they want to.