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bauertschi
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Everything posted by bauertschi
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^^this, once had a unlimited soda (I think it was even beer - YEAH beer!) and once I had an unlimited red berrie. I found the can in a Svetlo I think and picked the berrie from a bush - the first berrie I ever picked, just to test it. Both items became one use only after relogging.
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Somehow I cannot shake the feeling that taking LSD and then playing DayZ gives you the desired result, but I do NOT advertise drugs! Now I think it is a really bad idea, because they have to finish a game. They should put as much of their energy in putting in the featues they want, working on performance, hardening security issues, ... and if they have nothing more to do, then they can always look at what they created, what is good, bad, and then adjust with new features or removing some. Basically they are supposed to make the game as good as they can, my opinion. You want them to make two games, or maybe better, let's call it a quite complex DLC additionally to the one game I want to be great.
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What's the current hacking status like in DayZ:SA?
bauertschi replied to RadikulRAM's topic in General Discussion
No, he says that he can still kill ppl that have unlimited ammo and speedhacks. -
What's the current hacking status like in DayZ:SA?
bauertschi replied to RadikulRAM's topic in General Discussion
Has someone else seen the spawning of 100s of zeds? That seems to be new, never heard of it. And no, I do not doubt your word or call you a liar, I just want to know if that happens frequently. -
Filling magazines with rounds should take time (animations)
bauertschi replied to 0.64 Freerider's topic in Suggestions
I read about that some time ago, after the basic mainfacturing the Mosings exceeding a certain quality got a bent bolt and a PU mount and then issued to snipers or designated marksmen or whatever we call them these days. I don't have such a thing, but a PU might prohibit the use of a clip, the bolt should not prevent using stripper clips ether way. I just don't see how the bolt shape could matter in any way. -
What's the current hacking status like in DayZ:SA?
bauertschi replied to RadikulRAM's topic in General Discussion
<snip> Was there not a hack that killed everyone on the map in Battlefield 3 WAY after its final release? Did that result in anyone getting replaced? I read such an assumption from hicks on twitter, can you please propvide the source, I'd like to read what he has to say. Let's not get hung up in semantics here, if players can trigger it, they destroy ppl on the whole server with one act. <snap> EDIT: Removal of not fitting content after the thread got merged. -
Filling magazines with rounds should take time (animations)
bauertschi replied to 0.64 Freerider's topic in Suggestions
Lol, a lot of ppl highly disagree with my opinions, I can assure you of that. And now you threw an idea in that I like. Everyone wants a different end product. I HATE everything that restricts me more in the game than I would be irl, in this discussion that would mean putting my rifle on my back instead of having it somewhat ready when doing a mag fill animation. There are others that see it differently and they also have arguments. Don't inflate my ego too much, I'll be unbearable. -
Here is a table - not from me, found it somewhere in this forum. If those values are correct, the RIS reduces dispersion by itself and is the second best handguard, if no bipod is used. And when thinking about the bipod, do not discount the dexterity malus. https://docs.google.com/spreadsheets/d/17Vy-Z05L0kZxNiV-ebcRlAORoRvDoURLLzHFgaKSKTA/pubhtml
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Filling magazines with rounds should take time (animations)
bauertschi replied to 0.64 Freerider's topic in Suggestions
Concerning eating with both hands, the character could crouch when a gun is equipped and place it on the floor for fast access. Then cancel action would allow to get the gun back faster. There is no need to put it on the back where it takes forever to access it. If I have to choose between two imperfect solutions, I choose the one that does not kill me...drop that can of beans ;) Such things and how they are now are a main part of why players complain about clunkiness. Edit: One could also let the player choose: Put the rifle on the back when standing, placing it in the floor for ready access when crouching or proning. That way smart player controls have an impact, no reason to make it excessively easy for the users. Who makes mistakes can die. ... Actually equipping it fast when proning, even when it is on the floor next to you is hard, reduce weapon ready for fast access to crouching, make it slower when proning, but still faster than with the thing on your back. Also another thing of risk vs reward when you are easier to spot or hit, but can equip the weapon faster and start running faster. -
Filling magazines with rounds should take time (animations)
bauertschi replied to 0.64 Freerider's topic in Suggestions
Yep on both :). I think the chambering (also feeding from mags does not work as well as with other ammo in my experience, but that may vary per rifle) is so problematic because of the projectile's shape. It's head gets wide very quickly and the lead is soft. When other calibres are not alligned exactly, the bullet will slide in, the .22s will block - even when the projectile should not simply be lead. They need to be alligned more accurately. Currently I need to go into the inventory, go to the ammo, drag it to the gun, leave the inventory when I want to chamber. That also takes seconds to accomplish, with the disadvantage that I'm also stuck in the inventory when someone comes around the corner. In the thread I linked, I suggested reloading with R for convenience - after all, why do it for mags but nor for chambering? But long reload times. A dude with a tore up stomach would go down, in DayZ he keeps running and kills you. That is why I think it is not good to block character movement and put the rifle on our backs, just because we are refilling a mag. The chambering animation without putting the rifle away can take several seconds, all for it. Forcing us to put rifles on our back just makes everything more clunky again. Btw no one mentioned, that we should have a chambered rifle, when we remove a not empty mag. The rilfe remains chambered and the mag looses one bullet. That should definitely be put in. You could reload a mag and still have a bullet in without having to do so manually - all in the argument of realism ;). -
What's the current hacking status like in DayZ:SA?
bauertschi replied to RadikulRAM's topic in General Discussion
AND I cannot see your links in the forum, even not through marking your texts. They only appear when I quote you. Saying that it is impossible might not be good, but he knows more about the game than we do, not saying he might not be wrong. BUT you are twisting the message here by (for me) making it sound like there is a hack allowing it in your follow up question. He responded: "not possible. I'd say a failure on the game servet comms with central hive or the hive itself. Investigating". If he is right or not, there is the answer to your question. SmashT's post contained the answer for your question already, even if you could not see the link. It's the same on his twitter page, ppl responding with "Bullshit it isn't possible. I have seen it happening a ton lately." (HardenedMidget) even though Hicks never said the problem does not exist. I hate social media. Whatever it is, I first saw posts about this here yesterday, the same day hicks wrote that they are investigating the problem. So at least the response time is not bad. Stay calm and drink tea, we will see a lot more of such "funny" things during development, that we can be sure of. -
Filling magazines with rounds should take time (animations)
bauertschi replied to 0.64 Freerider's topic in Suggestions
I think this ties in with this suggestion: http://forums.dayzgame.com/index.php?/topic/208453-dynamic-reloading-of-rifles-shotgun-pistols-etc/ Maybe not a complete fit, but I think it goes hand in hand. I am for animations and slower reloading with single bullets, but animations must be easily interruptable, you should be able to move while reloading for example, ... . No idea, where we will really go and how far. From a priority point I would prefer we get reloading itself done before time for reloading mags to be honest. The argument here is "takes time in real life, let's do it here". After emptying a mag irl you could chamber a bullet, remove the mag, fill it (not neccessarily completely if you think you might need it any moment), put the mag back in. All the while you would have one bullet to shoot that puts someone down, when you hit him/her. And not just talking headshots here. In DayZ you can chamber a bullet, load the mag, someone comes around, you shoot him/her, he continues running and puts you down. Very different thing, very unrealistic, but I can only guess that no one here wants ppl to drop from a single .22 shot to the stomach. And let's not forget the rifle would be easily accessable next to you. So from a gameplay perspective I say bad idea. In the game you put it on your back and do the animation. When someone comes around the corner, you have to stop the animation, get the rifle from the inventory ... you are long dead at this point, even ignoring the fact that one bullet would most probably have not been enough to put your enemy down anyways. Brainstorming ... what would I like ... hm, maybe: Do the reload of mags like it is now, but with a timer. As long as you don't move (besides turning with the mouse) add a bullet a second or something. Add a very silent click every time a bullet is added that can only be heard for maybe 2 meters so you would know when the mag is full or you need to continue with the next stack. If you start moving or shooting or something, the reloading stops BUT the amount of bullets you put in stays, no total reset as with cancelling eating. That would result in still being able to react quickly with the rifle and put in some "authenticity". The drum mags shown above are obviously a bigger deal to refill, but normal mags are not that big of a deal. Maybe a real animation would be ok for drums to nerf them, but animations are a big problem, too. There you are sitting at a well drinking and a madman with running to you with an axe, yeah, lets finish the drink. Same with eating. Yes the cancel action should work more fluently, but even if it does, they introduce all kinds of problems. There should be no problem keeping a gun or melee weapon ready when we drink or eat. But no, we got the animations for "realism" and totally "realistically" put our rifle on the back in high danger zones... . Introducing more of the wonderful realistic animations and forcing them on players in firefight situations will not introduce more realism, it will introduce more awkwardness (clunkyness) with a lot of unrealistic dying involved - imo. The main problem with all the animations is that the rifle (or whatever) is completely unequipped, the time it takes to get it back out is simply not realistic at all. We might have rifles on our backs in situations where we feel save, like when sitting around in the woods. But the game does not know that. If you were Chernarus, would you put the rifle on your back to drink in Berezino? Concerning the original post, waiting is not the problem for me. I just think that introducing animations that will put the gun away (unlike reloading) in firefights will mess up the game pretty much. The drinking example from above is bad enough, even if it is not during a firefight. EDIT: As this is relevant here, what would you think about the suggestion to keep weapons equipped while eating, drinking(, mabe loading mags)? That might solve the issue somewhat. Also cancelling actions should simply drop whatever item we were using to allow for faster reaction. It would be anoying when dropping food because we cancelled to not overeat or something, but in a fight situation, the animation would be reduced to get the rifle up - plus some lag that might even be considered realistic. -
Lol, you did not waste your time. But I think your proposal will influence combat logging more than hopping. I do not know how zeds will be in the future, but from anywhere on the nwaf you can move 100 or 200 meters and be relatively secure to log currently, from zeds and from players. A hell lot of zeds (that are also better) might actually make that more problematic than now, but it would still be easy to do one tent town after the other with just a little running around. Take also into account how some ppl (like me) now actively use buildings to close zeds in. I prefer logging outside, even in Cherno or Electro. There are always little corners where you can hide in, wait and watch and then vanish. Logging in a house with 3 zeds inside does not look so funny as logging in outside in a hidden little corner as long as one can move immediatelly after appearing in the game. That is something that BI must solve and personally I think it is not a very big problem from a programmers point of view. And it is also not only the nwaf. I have not played on low pop servers in quite a while, but I remember one time where I hopped to figure out how bad hopping really is for the loot distribution. I came into Gorka and all doors were closed with the exception of the police station. I got mad after going through Gorka a few times the last days and having seen that before. Then I looked how that was on other low pop servers. I jumped three or four times. On all servers the police station was looted, doors open. Only one server had other houses with open doors. Gorka is a special case, a lot of ppl pass it, almost all not very geared coming from the east and going to the west. Such players have reason to check cafes, pharmacies, ... . Only the police station being looted paints a pretty clear picture. I see that as a real problem - my opinion. That was a while ago, I only play on really full servers these days, even if I just died and the server is already close to a new restart with little loot left. That is why I do not see your idea as a solution for loot farming through hopping. Will it reduce hopping? Yes. But not really all that much, I think. What I like about your idea is the fact that everything results in what I consider positive effects. I would not allow logging out in any buildings at all though, already wrote that. Yes, some might argue that logging in towns will be more problematic because of zeds, but I see only good points compared to how it is now. I don't think logging in houses is ever a good idea, maybe that's a reason. I hate the thought of appearing behind someone who just cleared the building. Makes me feel like a cheat. And getting shot while logging in is also not desireable. No houses for me.
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But not very well. For axes it may seem enough to get "up to" damaged, but when I think about cutting fish / game... . But maybe that will change later in balancing. Either way I see this suggestion like advanced sewing kit thingies I read about somewhere, compared to real life the system is crazy. Yes, this is a game, but seriously, I expect to be able to cut down 30 trees and then MAYBE an axe degrades a little. And thinking of hunting knifes, modern ones are way better than traditional ones, nevertheless ppl are proud of using the same ones as the father or grandfather and they work just fine - certainly not resulting in less meat... . Sometimes such things are really frustrating when they are so ridiculously nerfed in game. I always get frustraged, when on one hand we can run around like we do and on the other hand there are things, be it movement or this, when I think, I could do way better irl. At such points the game mechanics become simply anoying. Either way, rare items that allow stuff got get back to really good condition would not hurt.
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Ok, this has nothing to do with server hopping, unless you count logging in buildings, but that is not your issue here anyway. Apart from that I love the idea. The idea of no logins in buildings was already thrown in the ring in the newly resurrected thread about login sounds. Of course ppl shot it down (if memory serves right) but I liked it nevertheless. As far as I am concerned, the login could be changed to the closest entrance of a building (outside) as a start, when the plug is pulled - the server getting no more messages from the client. The interesting part for doing this in a combat log scenario is logging out though. If the server is not restarting or something and the client is not sending messages any more, the current situation would mean that (guesswork) the player keeps moving in the way he was when the last message was sent or simply standing around. So the player is just sitting there and then vanishes some time later. Why not change that? If the client does not send messages any more, build in an additional step after the waiting time, transport him outside the closest door and give him the regular 30sec logout timer there, still on the same server. No more ripping out lan cables I'd guess. Now if zombie situations make 30 seconds really hard, I guess a little less is also acceptable, the squad outside will not need so much time ;). May seem harsh, but how often does that happen accidentially without the user triggering it? And no, Battleeye kicks should not count here. At least I hope users can't trigger a Battleeye kick... . The biggest argument against disallowing logouts in buildings (besides just because) was getting killed by zeds in towns when you log back in, but I just got killed by zeds inside a house when logging in on experimental, so I don't see it as an argument. They killed me while I still had a black screen. On my stable char I never log in houses, not even when I get funky and decide to log in towns. The real requirement here is spawning the character AFTER syncing client and server, no standing around blind for 30 seconds while you log in. Then you could immediatelly start running, if the situation requires it. Put it in suggestions INCLUDING your reasoning and I'll give beans, support it, ... . Now maybe we can return to preventing loot hopping in this thread. If that is good or evil should really be covered in a sepparate thread.
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What's the current hacking status like in DayZ:SA?
bauertschi replied to RadikulRAM's topic in General Discussion
I doubt very much that the are shown globally. When BE bans like 800 ppl in a week (example, that was named on reddit some time ago as total of a week, should be in one of the posts in this thread) then we would see bans all the time. That's a ban every 12 minutes after all. I never saw one I think, but I also don't read the battleeye messages all the time. I guess it was all on your server. -
German army in 2000. What you have to count in there is that every male back then had to go to the army or do civil service for 10 months. There was no way for us to get deployed to what was back then "ex-yugoslavia" or somewhere else, you had to sign up for at least two years for that, I think. I was mountain troops (infantry). We also still had the G3 as standard weapon, the official weapon was already the G36, so those getting deployed got additional training for the weapons, more modern gear in general, ... there were still some companies running around with old backpacks that had no camo patterns, we all had camo mountain backpacks. We got training, did our stuff and that was it. I think it's a way to get many ppl aquainted with military service, you get large amounts of ppl that are (somewhat) ready in your population should your country get attacked. When you were done with the service you remained in a "reserve pool" and could be drafted if the situation demanded it for several more years. For many this concept seems strange, but there are plenty of countries still doing it, currently one might mention Israel. Looking at the situation there it's probably not a disadvantage for Israel to have a big group of the general population trained that way. Long monologue here, but the main thing to understand is that I do not know if the gear German soldiers got when sent somewhere had canteens out if aluminum or plastic. We had aluminum. I can not remember anyone trying to "cook" EPA package stuff (http://de.wikipedia.org/wiki/Einmannpackung) in canteens, our "MRE-ish" stuff. I think they were guaranteed edible for 30 years. YEAH! To be honest, I think plastic canteens might be worse when it comes to keeping flavours from whatever you poured in there. I think it could be better for water though. Especially these days plastic should be cheaper in production and a bit lighter - way more interesting for armies. BTW best use of canteens ever? I say peeing in one, if neccessary multiple ppl, they are not sooo small after all. Then use it as a warm water bottle for someone suffering from hypothermia. Learned that in the army, and I don't think I'll ever forget it. Fitting for the current experimental, isn't it? EDIT: Just found that on youtube, the canteens are still the same, you can see it starting at 1m25: https://www.youtube.com/watch?v=ZQFTR1FBfPs
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Maybe I'm ignorant, but I somehow can't believe that. When I was in school aluminum bottles were extremely popular and kiddies came into school day after day with bottles that had been used for years by them. And they were not containing water, but juices or tea - and yes, also with sugar. In the army the (seemingly decades old) canteens - also aluminum - had sooo many scratches, it was not a nice picture. And ppl poured all kinds of stuff in there again, tea, apple juice, orange juice, ... . Yes, the liquids in canteens don't have a great lifetime. But that's the same for water in canteens. But one or two days, even if it's hot? The only problems I ever saw was when ppl forgot to clean the canteens afterwards, now that's nasty. But as long as nothing started to grow in there and they were carefully cleaned (not even a brush neccessary), there was never a problem. Now soda is not juice, I could even imagine that when you got pressure in those disgusting things, you might have trouble opening them. But I see no reason to assume another source of food poisioning here. The reason I would like pouring sodas in canteens ingame is simply that instead of leaving mountains of sodas behind because of inventory space, you could have it in canteens. Soda offers energy and water and is digested way faster than the energy or water is used up. It's perfect. No problem to survive on soda. Irl I HATE those stupid canteens, I don't have one. Yes, there are those who use them a few times a year for mountain trips or something, and that's fine. But those old things in the army having had probably more than 10 generations of soldiers before you just ruined them for me permanently. Everyone of them had the same smell. They worked, no one got sick, but for me they were simply disgusting. EDIT: After searching the web for the post back down, I guess I'm wrong, the bottles of the school kidies were most certainly stainless steel - never the less a disaster to clean as far as I'm concerned.
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& It supposedly was a long time ago (before I even had the game, searching I found a thread here, post three seems to confirm it, BUT only for experimental, no wonder I've never seen that combo... http://forums.dayzgame.com/index.php?/topic/171594-sks-lrs-glitch/#entry1748328 seems to confirm the above link. And also destroy my dreams of ever finding one - well the wipe would have done that also.
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Don't discount how many ppl will keep such a legacy gun, if they shoot the owner. There's still a few around. It's almost a duty to keep such weapons or other items ingame that no longer exist. Now that I have never seen is an SKS with LRS, though, according to rumors, those also existed once...
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Has anyone else been killed by an invisible player?
bauertschi replied to JT111's topic in General Discussion
Concerning the original post, I got attacked by either a - a flying drum magazine spaying me like hell through walls, also flying through walls or b - a player who was completely invisible and went through walls and had a visible drum magazine in his invible AKM post in the hacking thread: http://forums.dayzgame.com/index.php?/topic/168635-whats-the-current-hacking-status-like-in-dayzsa/page-97#entry2084836 -
True, but I actually do believe that the possibilities for the game development largely increased by the huge sales, PS4, ... . I can only guess that some things can now get attention that were not possible before. And then there is the thing that the only software projects I have seen finish in the planned time and man hours are...hm...there are none... Beans for the pic! But you know very well that pooping removed was from the planned features after the devs got the idea that all the fresh spawns would paint the roads between Svetlo and Electro brown for lulz. No piles of shit, stop your plans of glorious gas production!
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First of all, let's assume that loot hopping / ghosting are not desireable. At least with loot hopping there are ppl out there saying it's absolutely fine. Lol, hilarious, I am like Jexter in that way, so he is not alone. Now if I did some funny hopping thing or switched servers and for some reason want back to the one I just left 5 minutes ago, I would accept a timer to prevent ghosting. And other ppl wait, too. One of the most popular mods (I think) for Arma III is currently Battle Royale. First they wait for the server to fill up and then they have like another minute in the plane. I don't play a lot of different games, but I guess that's the same with a lot of matchmaking games. Also when I think about the loading times of all kinds of games, not naming titles, but we all know them, 3 minutes of loading screen AFTER starting the game to load up your char wherever you left off, maybe even when you change areas...we all suffered through that and did not throw all the games out. Yes timers suck, but at least with timers there could be sensible reason explained. Post 69 by Minion is a possible starting point, penalties and other factors still debable, but a start. I do not think I would have had a bigger timer penalty in months with that. The only ones I would have had is with logging out and back in on the same server. But if I'm away for a short moment, that time would already count into the timer, don't forget that. All in all I would have waited way less than with the current 30 second or 60 second timers. Now to the second part with the ingame sanctions. You proposed logout = suicide zones. I have no kids, no aggro wife and still I would have had several suicides (3 come to mind right now). I would gladly suffer timers instead. Spawning outside of those zones was also shot down and with good arguments. And what exactly are those zones? nwaf, balota, pavlovo base, zeleno, .... mysta? Where do you start, where do you end, and what about pvp outside of those zones? At least ghosting would still be a problem at other areas. Timers are not lack of design, they are an evil in absence of better solutions. Ingame sanctions sound great, but you cannot just say "we need ingame sanctions". Unless you are still convinced of no log out zones with suicide and don't think that other areas are no problem, then fine. But I think timers are a less destructive solution. This threat now has 8 pages and I can not see better proposals than timers. You cannot keep saying ingame solution over and over again as a solutions when no one can think of any. At least I can't. Suicide in hot zones? Teleportation outside of hot zones? Random spawning all over the map? Not being able to interact with the environment around your location for some time? For me all these things are less desireable than some few rule timer penalty system that (as mentioned above) would only impact normal players (no excessive hopping) in a minimal way. Still assuming that loot hopping and ghosting are bad here, and I can think of no other reasons to hop excessively. And don't start with server problems, that's hopefully only relevant now and not in 2 years. Ppl want loot and farm different servers by switching at interesting locations. Or they ghost and cheat in pvp that way. Now exactly what are fun gameplay methods to prevent ghosting or loot hopping? What new expectations and possibilites are you going to have while...using in-game sanction X and what is X? Eight pages of ppl discussing this and no solution in sight.
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What's the current hacking status like in DayZ:SA?
bauertschi replied to RadikulRAM's topic in General Discussion
Remember that the mentioned exploits will not result in bans anyway. BlackLabel said why it's not good to announce anti hack updates. An interesting question that just came to my mind reading the posts, battleeye updates are not only in the big version updates, are they? I always assumed that they were simply small updates that steam loads without me even noticing... -
First of all I'm not sure if you understood my post, I was arguing that 5min were high, asked why such a high penalty should be there and said ppl who are unlucky with their isp would suffer less, if the penalty got lowered. Quote from EvilMinion's answer: "The problem is a form of ghosting/combat logging here. Your character will stay ingame for 30 seconds after logging out to avoid a cheap escape when facing danger. Now if you could log back instantly within those 30 seconds you could just take over your character who is still on the map and play on. However, logging in after those 30 seconds would make your character disappear for a few seconds. Now those seconds could create bad ingame situations. Consider a player running into a house combat logging. His character manages to disappear right before the enemy enters the room. The player logs back in while the enemy leaves the room checking elsewhere - and our combat logger can take him by surprise by coming out of a "secured" room. Thats just one way to deal with it - other options are a log in sound and the OPs suggestion that come with their own issues. Or you could change the 30 seconds for both "character stays ingame" and "free rejoining" - but that would also increase risk for everyone logging out for good." I accept that argument, even though less than 5 min should be enough as far as I'm concerned. But I see myself in Stary, my friend lying in some bush with his Mosin, two dudes come into town, my friend tells me to log out, my friend tells me to log in as soon as they got past my location, I get the drop on them with my friend helping. Now while I would not do that, ppl in general cheat in every imaginable way. This tactic is probably great for squads. Imo login sounds would be a better solution, but those seem unpopular. Now if you take a bathroom break and are afk for 1m30 or whatever and the penalty would be 3 minutes for example, I think that would be ok. Of course I'm assuming you are not sprinting to the bathroom, doing a high pressure draining and sprint back without washing your hands. A cigarette break should take longer than 5 mins, unless you power smoke, ... . What exactly are other reasons to exit the server and jump back immediatelly? And I'm assuming the timer penalty starts directly after logging out, so no logging out, coming back after 3 minutes and then getting the complete penalty additionally. Either way, those are small points that can be ballanced, we don't have to do it for the devs and they are not bound to the duration we come up with here. I just really think that a few simple rules with penalty timers could help reduce loot hopping immensely and in reality not implact normal players much, if at all. The "traditional" ghosting is easy to fix, no coming back in 30 minutes to a server after going to another one. Again 30min is an example. But there should be no reason to do something like that. And yes, if server restarts happen in that time, and you want to go back to your main server, that is an exception that can easily be handled. Such exceptions can always be handled. There should be a system that get's refined by looking at the results after some time. Well, and then we cannot forget those that say server hopping is an integral part of the game and must not get punished, it's the way this game should be played.