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t0pz

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Everything posted by t0pz

  1. What i don't understand is that rocket is relying a lot on battleye, sometimes even praising its great development, when in fact its incredibly easy to circumvent battleye detection using self-created scripts. I know for a fact that it would not be hard to create a custom cheat detection for the mod itself. It would send warnings at certain event, such as a player receiving items that are not acquirable within dayz, instant changes in the player's position (teleport) and regular health hack checks to see if the player is able to take damage (invincibility). And i'm sure there are solutions to other type of events as well, mod-wise. Arma itself is absolutely not ready for proper cheat-detection, and battle-eye is not reliable.
  2. Nothing except "Kick" "Ban" and "Restart" and the ability to check the server logs out of game, which are useless
  3. Well, i would ban freely as well, if i could even make out WHO it was... I don't mind people appealing their ban, and then me unbanning them for lack of evidence. But either way, banning them instantly to at least get rid of the culprit for the time being would help a lot already.
  4. Trust me, we are given no tools whatsoever to be able to catch them in the act or even find their suspicious behavior in the logs.. We are having problems with hackers on our server and we have no idea how to catch them or make out who they even are...
  5. How did you detect the teleport script if i may ask? We are having issues with a hacker teleporting to our members and players on US 266 to kill them.
  6. I see millions of discussions, which are even joined by the developer(s) to talk about the problems of disconnecting to avoid death (as well as server-hopping). As rocket has already stated, logging the amount of disconnects is easily done, however punishment for it can be controversial as well as wrong. Why think punishment? Here is an easy approach: When you disconnect: A) It will simply tell you to wait 30 seconds to one minute before it actually is able to log you out! Just like the "Do you really want to disconnect window, it could just freeze the player and make him wait 30 seconds to one minute" or B ) To avoid the problem of people using ALT-F4 or even plugging out the internet-cable, i am sure its possible to freeze the character in its position for half a minute even after disconnect, and register damage done to it. If the damage is enough to kill the player, he will be dead on the next login. Isn't this much easier and fair at the same time?
  7. t0pz

    Base Defenses ( Document included )

    I like the idea, but it will not work, at least not with the current dynamics of the game, simply because: a ) Server hoppers WILL be able to warp to the location, into your fort. Restricting people from logging into a server due to a fort being there is NOT a solution the mods OR server hosts will agree to. Not to mention the people who happen to log in to someone's fort without knowing so, simply because that is where they last logged off on another server. Also, how will the server determine who are the "owners" of a fort? It's not like it recognizes who is allowed to be in it. Access should be entirely free and the responsibility of the people who built it. b ) I can see the forts becoming quite popular in the long run, causing large amounts of them across all servers, making quite a few areas inaccessible for new players, giving them little chance to get around / scavenge (Yes, i know "That's reality, life is unfair, etc." however the game should be playable for everyone). c ) If you want the fort to still be there after you disconnected, it would have to be somehow "indestructible / inaccessible" to others during that time, which does not seem realistic. If people want, they can certainly storm the place while it is unattended. Now the fort belongs to someone else. So, if the original owners logs back in, are they considered server hoppers? Certainly not. So what's to stop others from doing so? All in all, the idea itself has great potential, however the whole concept has many flaws in logic, fairness, and stability. It needs to be somewhat balanced and stable.
  8. Obviously those, who "plan" to exploit from the start, will always find some crooked way to do just about anything in this game. It is Arma after all. Exploit/Hacker heaven. This is not the point here, at all. The fact is, avoiding death is VERY easy, and appears like part of the game/mod. Almost all players throughout this game have done it, from newbies (~20%) to regular players (~70%) and long-time hardcore gamers (~10%). And yes, most of the DayZ players are NOT AT ALL hardcore gamers or even familiar with Arma. Removing the option to quit instantly to avoid death, and warning players that it is against the mod rules WILL drastically change this type of behavior. I am not arguing that it won't be possible anymore, however most of the playerbase will cease to do so. I would go as far as sending regular warning messages "Disconnecting to avoid Zombies/Players may delete your account/kill your character" even if thats not the case. I mean, it says "Illegal copies may degrade" all the time, which is entirely useless and untrue. Might as well do the same for exploiting. I will stand by my words on this one, and you have to understand that its not always the "perfect feature" that fixes a problem, but a measure that will cause people to have second thoughts.
  9. Pulling the plug is POSSIBLE but it will drastically decrease the amount of people logging to avoid death (I expect the frequency of it to go from 70% to at least 30%) Also: A ) Some people may be on a wireless network, so i imagine they'd have to alt-tab for removing themselves from it B ) As easy as it sounds, "pulling the plug" actually requires the user to go to wherever their plug is, causing them to not pay attention to their character. It will be a last resort, but at least not become the freaking norm, as it currently stands. I've disconnected several times when i started playing, to avoid getting raped by zombie hordes, but i don't think i would have gone through the trouble of pulling the plug. Of course, people will still do it, but as i said, it will become a lot less frequent, which will enhance the game experience for everyone. Until there is some type of perfect solution (doubtful) this is definitely a huge positive step.
  10. You're all very wrong on one part: "Disconnect" and "Loosing Connection" are identified as two very DIFFERENT client events. So if you loose connection, it would not do any of that. It would just log you out regularly (or roll you back like it currently does... :/ ) If you would have read my previous posts, i already adressed this issue: ""Loosing connection" and "Disconnecting" can be detected easily by a script function. So if a player hits abort or alt-F4 he could get frozen. If a player loses connection, it already shows a message saying "Player is loosing connection" in which case the character can just despawn. Also, loosing connection currently rolls you back anyways due to saving issues."
  11. indeed you do. you may not realize it, but the more a topic is mentioned, the more attention it gets. Even though that was not my intention, since i just didnt find the right thread and didnt want my suggestion to go under in one of the many millions of replies, i decided to make a new one. Like it or not, it's a forum to express opinions/ideas. Don't read/post if you don't appreciate the thread.
  12. The point is: Don't use alt-F4 to log out. If you have no reason to INSTANTLY quit game then you can simply use "Abort" which will merely ask you to wait 30 seconds. If you see a zombie or player come near you, you can still cancel the logout process. Those people using the alt-f4 option are 90% doing so on purpose to quickly avoid confrontation. This needs to be stopped. I'm also starting to believe there are people on this forum in favor of being able to log out to avoid death and they are afraid of a fix.. not saying you're one of them. I've just seen numerous lame excuses on here
  13. thanks for clearing that up, i wasn't aware of the correct message
  14. t0pz

    Server Connection Failed

    We just updated it to 1.7.2.3 as well as the beta patch 94876 and the same issue still exists. When anyone joins the server through Arma, it gives a "Connecting Failed" error, however through Six Launcher everyone can connect fine. This also doesnt seem to be the only server with this issue. I see some (not many) servers with the same problem. I cant connect to their server unless i use six launcher. I do not know where to begin to find out why this could be... It does not make any sense, since six launcher connects the same way to the server, as Arma does. What is the actual difference between the six launcher and the arma launcher, really?
  15. Due to Webb probably not planning to play on your server anymore he probably didnt read this but i forwarded your posts to him. Maybe he will return. I can vouch a 100% that he is not using any hacks, whatsoever. Your lack of evidence does not warrant a ban either so i am glad you decided to revert it. Also, the fact that you used "BattleEye" in your ban message is a bit strange, as it was not at all a BattleEye ban, but merely a fast-tracked decision by an admin. I can not explain the behavior described by your "eye witnesses" but it appears to be wrong. Webb, did in fact spawn back in elektro by respawning twice and made his way back up to the tents rather quickly. This did take several minutes, so it was not at all an "instant respawn". Also, he did not have a full loadout. He may have taken quite a few items out of the tents which were loaded with stuff. Our enemies were using these tents as bait after all. I believe the observations of these eye-witnesses were biased at best. @Malloy, sorry i checked the names on the server too late, and you and the other AG member seemed to be the only ones on that were affiliated with AG at the time. It could have been someone else. Thanks for resolving this issue and I hope everyone involved learned from this experience.
  16. "Loosing connection" and "Disconnecting" can be detected easily by a script function. So if a player hits abort or alt-F4 he could get frozen. If a player loses connection, it already shows a message saying "Player is loosing connection" in which case the character can just despawn. Also, loosing connection currently rolls you back anyways due to saving issues. Lastly, its really an opinion whether or not a player should have the decision to insta-disconnect or not. The player is master over his connection, but certainly not master over his character. So, you may disconnect, but you certainly will not be able to escape immediate harm in that way. But if rocket has already tried it and it didn't work, i got my answer and this suggestion can be closed.
  17. Trust me, if i had the time to read through all possible threads i would not be able to play the game, or do anything else for that matter. I am just trying to bring this to popularity since rocket stated recently that he is undecided on how to punish people for logging. He obviously seems unaware of this simple solution.. or is not considering it for other reasons.
  18. t0pz

    Gillie suits still glitched?

    if i survive that long... xD thanks for the advice
  19. t0pz

    Gillie suits still glitched?

    So if i were to play on only 1.7.1.5 servers this shouldn't be a problem...right?
  20. t0pz

    Gillie suits still glitched?

    How about this: I find a ghillie suit, put it in my inventory, go onto a server running an older version (1.7.1.5) and put it on there, then log back into a 1.7.2 server. Has anyone tried this?
  21. Me and MetallicLime were covering Webb from north of the tents when Webb decided to use Direct Communication voice to taunt them and lure them out of their hiding spots. I then heard a few winchester shots from my right, towards Webb. About 20 seconds after that, he got banned off the server, unsure why. Assuming that someone is hacking just because he didnt die from your failed aim is not an acceptable proof of hacks. Either way, i would really like an explanation from the responsible admin as to why he believes Webb used hacks, as he certainly does not. After this, i opened fire with an MP5 (that i took out of their tents) on the person who attempted to shoot Webb. He hid behind a tree and shot MetallicLime. So it was just me and the shooter left. I hid behind a tree, as did he. As soon as he ran out of cover i started unloading on him. I emptied two third of my magazine into him and he simply turned and shot me twice with his winchester and i died. By the logic of the banning admin, this person would have ended up being banned as well, except that this guy was probably the very admin that banned Webb in the first place. Either he is a gigantic hypocrite or a hacker, or the server is having some serious desync issues. One of the Adrenaline Gaming members was [AG] Malloy and possibly [AG] Hudson. I killed one of them prior to the incident, near the tent (registered as bandit kill). To me, this looked a lot like a ban for personal gain/reasons, in which case Dallas 1 would loose any kind of credit. Let's hope someone will provide a better explanation soon. Greetings [NGG] Toby
  22. i believe it is "_crate" and "addWeaponCargo" but im not sure if the server logs these properly because we've been looking through logs/scripts of our server ourselves and didnt find anything. And we know someone has hacked because we found weapons that aren't included in dayz.
  23. t0pz

    server outdated issue

    Same issue with our server... http://dayzmod.com/forum/showthread.php?tid=29598 no luck yet
  24. t0pz

    Server Connection Failed

    bump just an add to Webb's post: this has only been happening since the latest build 94444. The server was running fine before that. Downgrading didn't seem to fix it, strangely enough. Or the downgrading failed/messed sth else up. btw, we don't seem to be the only ones: http://dayzmod.com/forum/showthread.php?tid=28185
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