deathTouch (DayZ)
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Everything posted by deathTouch (DayZ)
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First hacker encounter I've had.
deathTouch (DayZ) replied to Oshibas's topic in DayZ Mod General Discussion
Watched Deagan's stream where he was hacked 6 times on 5 different servers. Teleporting, invincibility, mass server kills, etc. Seems about par for the course. Play on a server that has more than 5 people on it and you'll start encountering them on at least an hourly basis. I've switched to playing Lingor Island and private hives. It eliminates both the ghosting and (for the most part) hacking issue at the same time. -
I just drank Mountain Dew while standing on the radio antenna of Green Mountain. Deal with it.
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Teleporting/invincible/soldier skin hacker on US 139. Teleported to friend, friend put an entire clip into him, did not die. When: 3:00 AM CST
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Was flying in a chopper with 3 other buds when the hive went down. We have no frigging clue where the thing is now. Checked the spot where we desynced at, the spot where the pilot landed it during the desync, the path we thought we took between those points, and the last 2 locations we saved the chopper at. No dice. Think the thing despawned?
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Have: M136 + rocket, NVGs, antibiotics, rangefinder Want: SVD Camo and/or M240 Let's make a deal
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Required: * Server this happened on: US 834 Chicago * Time that it happened including your timezone: Roughly 9:40 PM CST * What happened during the incident: Three friends in three different locations saw the same man run down a hill outside of cherno within 100 meters of each of us. Man stopped. All three of us engaged said man, I emptied 1 M14 DMR magazine into him, including multiple headshots, my other friend hit him with three full mags point blank with an AK and another friend emptied an entire magazine of M16 ammo point blank into his head. During this event he managed to walk up to me and kill me with a mak. It was a veteren server so I have no idea of the player's name. Unfortunately this is the third time I've witnessed this same hack within the last two days. It seems that the percentage of players hacking in this game is accelerating out of control and, although hopefully this report will help the server admin, ad hoc reports such as this will not be able to keep up with the increasing amount of hackers. Public alphas are fun and all for a lot of people, but they do have an ugly side. Best of luck US 834.
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Any way to exit the game without turning off computer?
deathTouch (DayZ) replied to austendude's topic in New Player Discussion
I beat the shit out of my computer until it goes black. -
Number of hacks or scripts currently active in your server.
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Buy another copy of the game. You are dead.
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No Respawn button now? /sigh
deathTouch (DayZ) replied to A Bush killed me's topic in DayZ Mod General Discussion
Endless bitching about immersion when still no one has addressed what you do when you encounter some bug that prevents or significantly impedes your character from progressing. If load is really that big of an issue: Server notes when you press the "respawn" button, prevents you from using it again until X minutes have passed. Things this requires: A flag and timestamp Things this prevents: Server load issues while maintaining players' ability to continue their game if they encounter a progress impeding bug. -
No Respawn button now? /sigh
deathTouch (DayZ) replied to A Bush killed me's topic in DayZ Mod General Discussion
Would not apply to deaths caused by anything other than pressing the respawn button. -
No Respawn button now? /sigh
deathTouch (DayZ) replied to A Bush killed me's topic in DayZ Mod General Discussion
I didn't know the objective was to reduce server load to 0. We can do that easily by just shutting the hive down. This is why people with computer science degrees exist. They figure out ways to make a program, like tracking someone's time in game, very efficient. If the hive can easily store data on the characters items, location etc., it can add a simple flag and timetamp to when they last pressed the respawn button. The amount of data required to timestamp last respawn is <<<<<<<<<<<<<< than the data required to make an entirely new character. -
No Respawn button now? /sigh
deathTouch (DayZ) replied to A Bush killed me's topic in DayZ Mod General Discussion
Wait X number of minutes before you can respawn again. Solves the problem of server load, and keeps the respawn button when you need it due to bugs. GG problem solved. -
No Respawn button now? /sigh
deathTouch (DayZ) replied to A Bush killed me's topic in DayZ Mod General Discussion
Things having a suicide button is useful for: 1) Chernarus wilderness, either unintended bug or hacker teleport script; 2) Unintended bugs where your legs break in the middle of nowhere (either due to bugs or hacks) and you do not have morphine on you; 3) Getting stuck in the map due to a bug. Guarantee the bitching starts when these people arguing for "immersion" encounter any of the above three scenarios. A suicide button is in pretty much every known game to man because it's impossible to predict when a player will need the option to reset themselves due to an unforseeable bug in the future, even in the most polished of games...let alone Dayz. If they want to limit server load for respawning, put a timer on it like 5 minutes between respawns allowed. To remove it completely is asinine, especially in an ALPHA. -
No Respawn button now? /sigh
deathTouch (DayZ) replied to A Bush killed me's topic in DayZ Mod General Discussion
Breaking everyone's legs in the server repeatedly just became the hacker's new favorite toy. -
DayZ so F***ing Hacked I can't play.
deathTouch (DayZ) replied to She'llberight's topic in DayZ Mod General Discussion
Too many people barracks-hopping in this thread to notice hackers. -
My first kill I feel a bit bad about.
deathTouch (DayZ) replied to Jonko's topic in DayZ Mod General Discussion
Make sure to shoot them a few more times in the face when they're on the ground. Want to make sure they're dead so they don't wake up while you're looting their beans. -
All Players got KILLED at once on SESUK1 server!!!
deathTouch (DayZ) replied to mrvice's topic in DayZ Mod General Discussion
rofl.... -
What kills you the most?
deathTouch (DayZ) replied to garglemouth64@yahoo.com's topic in DayZ Mod General Discussion
Zombies when I was first learning. Players when hackers hadn't infested the servers yet. Now mostly hackers. -
At this stage, DayZ is not playable.
deathTouch (DayZ) replied to ninami's topic in DayZ Mod General Discussion
A good read on why anecdotal evidence, although initially persuasive to many people, is unreliable. http://www.scientifi...entific-results I suppose those were farmed legitimately though, with that .11% barracks-only drop rate. Just because something is in the game does not make every instance of it either a legitimate or illegitimate find. When 200 of them are found or go off in a city, then I think it's safe to say they weren't farmed. -
At this stage, DayZ is not playable.
deathTouch (DayZ) replied to ninami's topic in DayZ Mod General Discussion
Read the post. The suggestion is not to allow private servers, it is to allow people to police their servers via server bans on hackers without the current red tape. Locked and private servers would still be blacklisted. Admins abusing their kicking and banning powers would still be blacklisted. -
At this stage, DayZ is not playable.
deathTouch (DayZ) replied to ninami's topic in DayZ Mod General Discussion
The suggestion to allow admin-level policing of servers is equivalent to using chemo (read chemo, not cherno) to stop a malignant cancer from infecting vital organs in the body to the point it starts to destroy functionality of the body as a whole. Sure, it may cause some harm, but it's a more manageable, smaller-scale problem that can be controlled. For some reason you seem to think every single admin wants to lock their server and prevent anyone and everyone else from using it, with no way to police such behavior (ever hear of blacklisting?), when in fact my experience with most admins has been a plea to empower them to at least attempt to regulate their servers such that they can maintain a fair environment for themselves and their player base. That would be a great point if: 1) The standalone product was weeks or even a few months away. This isn't going to be standalone for a very very long time given the size of the dev team. 2) If you didn't pull the "on/off" switch thing completely out of your ass. First you say the vulnerabilities are with the game engine itself (something of which is outside of Rocket's control to modify), then you say that the solution to this problem is a client-level modification. As per Rocket's previous post: The vulnerabilities lie in the engine themselves as you first state, but consistent with logic and the most basic understanding of programming, there is no "on/off" switch to these engine level vulnerabilties with a mod client. If there was a magical clientside plug for stopping unitended scripts of the game, Rocket himself wouldn't say the issue of preventing the executing of unintended scripts to be largely or completely outside of his control. Even if we didn't have this information, or even if the vulnerabilties were limited to the mod client rather than the game engine, it would be absolutely asinine at this point to think that a game developer would allow individuals to kill entire 50 man servers with the click of a button at an ever-increasing frequency and not simply switch the modability of his builds to "off" before every update. We're not talking about "some". Count how many 50 man servers were entirely killed just yesterday in the cheat report section. Count up the total number of people who lost all of their progress during those attacks. Now make a reasonable assumption of the average amount of time those individuals spent on their characters, which would probably be around 4-5 hours. Figure out how many hours of those people feel they lost in the attack as a whole. Now figure out how many seconds it took the hacker to drop down a menu and press a single button to initiate that attack. I'm sure hackers are still a small minority of the overall playing population. Unfortunately in Dayz, a single hacker can ruin 50+ people's enjoyment of the game in an instant, which is why Dayz should have some of the most stringent cheat prevention and response policies, not some of the most lackadaisical I've seen in a game. Based on what evidence provided by a developer even remotely connected to either ARMA II or this mod? Which would be relevant if I said every server, all time. What I said was, at an ever-increasing rate. No one cares about testimonials. A simple paging-through of the hacker report threads over the past few months quickly reveals that the number of unique and relatively unmistakable hacking events (spawning in of obvious objects not in the game, nuking cities repeatedly and killing of entire servers) has been on the rise continuously. I swear to God I've seen less denial from drug addicts about their problems than some members of this forum exhibit concerning the increasing problem of cheating in this game and the impact it's having on the community. -
Not sure if weapon is hacked in
deathTouch (DayZ) replied to LukeTTN's topic in DayZ Mod General Discussion
hacked -
Ready for Dogs in Day - Z?
deathTouch (DayZ) replied to Sketchz's topic in DayZ Mod General Discussion
PFC Chang's favorite treat. -
what exactly is end game in dayz?
deathTouch (DayZ) replied to Justin619's topic in DayZ Mod General Discussion
Endgame is waiting to find a hacker who wants to kill you or the entire server.