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Everything posted by sinnaman
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Hey folks, just looking for an educated response to a thought that has puzzled me for the last few weeks. Our community is currently hosting a DayZ SA private master shard 3PP/1PP server. The private shard is a welcome change from the public hive as we can totally eliminate server-hoppers and ghosting. My question is as follows; If our community were to purchase an additional server - a private SLAVE, and set this to 3PP:OFF - would it still be able to use the same hive/shard as the original 3PP:ON server? Any insight on this matter would be greatly appreciated! :) Sinnaman
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Whoa, good luck mate, that's no easy task at all. Getting donations from strangers playing on your server is about as easy to acquire as a smersh vest... If you against all odds happen to give up on this idea I'm sure we can make room for you and your friends in our community server (based in Denmark but gets good pings for most UK users). Check out this post for more information. We'd be more than happy to have you. :) Sinnaman
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I can agree to this to a certain degree. If you buy a public hive server your number of customizable options are a bit limited. We could for one not put in our own scheduler for about two months, causing our restart schedule to go completely haywire. Responses to tickets are indeed quick, but some times we've asked ourselves what we're really getting as a response when we're told to paste logs from what happened when they should have full access to this info themselves. Not being a prick about it tho, all in all very satisfied with Fragnet, uptime's great and never had any suspicion of them being an overseller. Had quite a few different game servers with them and the latency/uptime/price of them have all been satisfactory. They also don't throw in any extra charges to "de-brand" the server or gain access to certain functions. Check out my signature if you'd like to try it out for yourself. :)
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Well, first off, this is not the right thread for this, but I personally highly appreciate the warning. I am currently renting with Fragnet myself, they seem to be fairly well protected, but their competence regarding bugfixing for the DayZ SA servers could definitely be better. I reckon IP addresses are displayed so people will be able to connect to the server. Your IP is also visible to all servers you visit, so why shouldnt any visitors to your server not be able to see its IP? IP secrecy is completely unnecessary as long as the GSP has proper protective systems in place. I happen to be a customer of Gameservers (only for TS3, mind you) and am definitely going to reconsider my subscription with them after reading this. Thank you.
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.... Where have you been for the past 11 months?
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Any word on the loot respawn rate on persistent servers? Is it still screwed up?
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I'm just sitting here refreshing my server controls and quitting/opening Steam continuously...
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Ahh, didn't check more than his front page, well thank god :D
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Bloody hope so. Been a month with this shit. I've close to given up on DayZ for the past couple of weeks due to the sudden surge of hacking morons, so definitely hoping for a patch now... Not sure if it was Hicks, but I saw somewhere on twitter that they were hoping to have it out during scheduled maintenance today.
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- Loot hard to find or no loot whatsoever? You're probably on a persistent server. Loot respawning on these is completely screwed up. - Think the server's being restarted often by admins on a persistence off server? Unlikely, the server software is just crashing as soon as the server fills up and starts rejecting connections (my theory). I've often experienced that the server may crash again shortly after one of these full server crashes, even with few players on. Either that or it will freeze, declining all connection requests and leaving the server appearing full (or whatever number of players in at the time of freeze) and server time doesn't change. Even BEC scheduled restarts don't fix this, and requires a manual restart.
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Peristence only works for backpacks and tents. Leave those out for a restart or two and if they're also disappearing then persistence is not working. Regular items don't stay over restart, persistence or no.
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Our server had a couple of tries at enabling persistence since .49 came out. Before the hotfix items could disappear (mostly clothes and items with inventory), but after the hotfix I had no such issues whatsoever. Even put a backpack on the floor of my tent and filled it up, it was still there with all items several restarts later. Sadly we had to turn persistence off to fix loot respawning. If a server you've placed a tent on disables persistence you're still likely to see your tent again as it will be stored on a separate save file which can be reloaded when persistence is re-enabled.
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Had an hour or two of play on this last night, managed to get a raincoat, proper bag, etc, even found a mosin, ammo for it and a magnum/longhorn also with ammo. - Movement is controlled by the server now? It certainly seems like it. I guess that would eliminate speed hacks, but I hope to god they don't release that to stable before it flows better. :/ - Love the fact that you can run with a pistol ONE-HANDED! :D However, forward run + strafing with a one-handed weapon makes you go at a different angle than without. - Hunger and thirst is REALLY a factor now, died of thirst running past Severograd after spawning in Novo. Filling up on food first is not a good idea, you'll be stuffed so long you won't be able to drink enough to stay alive? Didn't get a chance to see much more, the movement keypresses not being registered properly by the server makes the game a bit too perilous for my taste. Nearly ran off a couple rooftops and figured I'd best stay on ground level.
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No update as you may have noticed, but I'm kinda hoping they've improved the server stability..
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If you're in Europe you can use our server. Persistence is enabled, however it does freeze up every now and then. We actively try to keep an eye on the server and restart it as necessary, so there's not a lot of downtime. Check my sig for details.
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Another issue that is severely under-reported here is the servers tendency to freeze and "hang" for long periods of time. Had that happen to ours a couple times the last day, where the server would appear full, or nearly so, however any player trying to join would get a "Please wait" or similar message, and little else. Any player IN the server at this point would see other players running in place, be unable to open doors or switch weapons. Note that this happened a LOT when persistence was on, so we turned it off - of course it's still happening, only now not as often. :( This is really ruining the game atm, another "hotfix" is desperately needed SOON!
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The last time that happened was likely due to a corrupted storage file on the server. Each individual server has their own which may need to be deleted if corruption occurs. So far this hasn't been an issue since the hotfix.
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We are running a fairly popular server and tried enabling persistence when the last patch went live yesterday. Server ran smoothly for about an hour and a half before it froze up (no actions registered, people running in place, doors not opening, etc.), and later after restarts crashed or froze up several times. Never had any file corruption but the possibility for the server to stay frozen without a manual restart prompted us to disable persistence in order to keep the server running without constant supervision. Other than that things appear to be working quite well, the only other problem being item duping with persistence on. If items are left on the ground (in backpacks, for example) they may easily duplicate themselves when removed from containers or moved. All of a sudden 1 mp5 with a single mag turned into 2 mp5s with 4 mags. And really - you ought to be able to fix a balaclava with a sewing kit. There's no logical reason I can think of why you shouldn't. Also getting constant "slowly cooling off"-messages. Temperature is bugged again, was working fine in previous .49 patch.
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What's the current hacking status like in DayZ:SA?
sinnaman replied to RadikulRAM's topic in General Discussion
This happened to me and my mates as well, on a HC server - just around 11:45 PM (CET) -
Hey guys, as a server admin I've run into a few challenges, most of which have been possible to find solutions to online. However lately, an issue that has been in the back of my head for a while has proved difficult to find the answer to. The implementation of timeouts for server hopping is great and all, but in prolonged firefights (ones lasting from 10-15 minutes to an hour) ghosting is still a possibility and a nuisance. I know how to kick/ban people, but how to tell what player is guilty? On highly populated servers people join and leave all the time, and keeping an eye on the player list alone won't give anyone an overview of who joined when and where. The server logs are difficult to read as well, and promising to ban any player caught ghosting seems moot when there is no way to know who the ghosting players are - there are no notifiers to tell a person who killed you, and "check pulse" will in most cases only give you "Unknown identity has no pulse.." instead of an actual nickname. Is there a way to read the server logs to see who just killed who, for example? Or are there any improvements in the works to tell; Who killed me? Who did I just kill?I feel this is a very important issue for anyone running a server (which, for the record, is an expensive affair), trying to prevent and ban ghosting/cheating. Any feedback would be highly appreciated.
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How to discover/punish ghosting? (For server admins)
sinnaman replied to sinnaman's topic in General Discussion
Of course I can kick anyone any tme I want, I can restart it any time I want. But I won't because I want people to join the server, find that it is somewhat 'stable' and 'legit', then return to the same server at a later time. Check my signature for the server details - you are very welcome. :) -
How to discover/punish ghosting? (For server admins)
sinnaman replied to sinnaman's topic in General Discussion
I feel you're degrading server admins to the position of all being prone to exploit such a system. In case you haven't noticed, 60 euros is one of the cheapest rates to run a DayZ server, and BI has put very strict rules in place for these admins. To take away their right to protect their server inhabitants against cheating on the basis that it "will be exploited" is a stupid proposition imo. Any server where visiting players notice that the system is abused will inevitably not be frequented. I've been to several servers where admins exploit their positions, and I make the decision myself not to visit this server again. I'm sure the goal of most honest server admins is to have a popular server - am I right? Therefore exploits of these kinds will inevitably lead to the server becoming unpopular. And anyone who doesn't want other players on their server will accomplish that one way or another. -
Rolling Update Rev - 0.43.116251
sinnaman replied to Hicks_206 (DayZ)'s topic in News & Announcements
Damn.