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tced

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Everything posted by tced

  1. Has anyone else experienced this, it only seems to happen on Namalsk, I work a long time surviving players/Z's/cold/hunger... ect, twice now I've pick up some decent weapons & put them in my backpack, only to have them replaced by bandages after I leave the server & rejoin the next day. These are a secondary weapon, such as a sniper rifle, I use the US weapons & PDW against Z's & CQC, yet keep the long range weapons in my backpack for when they are needed. Is this a bug, a server setting or is it built into Namalsk? If it's doing this by design, I will probably no longer be playing this map, sucks to do all the time consuming & hard work only to have a backpack full of bandages the next day.
  2. ok... finally read the entire thread to this point, man you guys can go on & on. Question about this feature- Seems the term "Combat" includes any & all weapons fire, such as killing an animal, which is not combat, but survival. I see DayZ as a "survival" game mainly, not a combat (pvp) game. I love the fact that to "survive" you must at times kill other players ingame, it's one of the best parts of the game. My question is, why is "combat" thrown as a blanket over all weapons fire, killing animals for food, letting a mate know your location, throwing flares/cans, ect...? This feature has merit & would be awesome, if it actually dealt with & only with, actual combat engagement, not throwing a can. It seems that due to the dislike from the community of a player being denied the trophy of a kill by someone logging off during actual combat, which I agree with, now has to suffer a broad stroke over every type of weapons fire/throwing an object, which is kinda like using a nuke to kill a flee. Again, I like the idea of the feature & believe it to be valid, but the Arma2 engine/game does not allow at this time the detailed distinction between what is actual combat vs using your weapon for food or maybe it does & that has not yet been implemented in the development of the feature, ether way... it would have been better to wait until it does or leave it out & use in the standalone version which would possibly be able to support the type of distinction needed for this feature.
  3. tced

    Build 1.7.3 Rolling Update

    Does this to mean that the game does not distinguish between actual combat (PvP firefight) & survival (killing Z's/animals) weapons fire... also, if I'm playing with my mates & they fire for any reasons, I will be locked into this combat mode? This is how it was worded on another site, so I'm still confused... Maybe someone can clarify what this means, thanks.
  4. I see no changlog notes about this one, he only mentioned it as a wip (work in progress) item, so probably not in this patch...
  5. Sorry for your troubles mate, had that happen myself. Few things to note... to my knowledge the DayZ mod config (which is set by DayZ) only allows 11 vehicles at one time on any given server. More than that & they are usually hacked in. Also, atm the DayZ database does not save tents & vehicle content... no matter what you ether from a player or admin position... tents & vehicles will always revert back on server restart, which most servers need to restart more than they do (6/8 hours). Vehicles do maintain there location on restart, hence the problem on many servers as players simply fly or drive vehicles into the ocean... server restarts & the vehicle respawns underwater. Unfortunately until DayZ fixes the issues on the backend saving items in tents & vehicles are pointless, having more than 11 or better stated.. 11 vehicles that you can actually use on land won't change & getting vehicles back at all via a server whip is again, not allowed even when requested my the Admins for the purpose of cleaning up old tents, vehicles, ect....
  6. "No your Honor... I didn't make the head exploding machine.... I just use it on ppl, so I should be cleared of all charges" Using hacked items is still an unfair advantage & ban-able offense, think about what your saying.
  7. tced

    I can see you...

    hackers.... just pathetic, stupid little turds with nothing else to do, but hack the game to stroke their own ego's.
  8. there was a server... Canada 2 I believe, that ppl would use to get out of the debug area, I remember spawning in the open plans & asked for help & someone posted that server, said it would spawn in the debug forest... which is much closer to the actual map, than the debug plans or wilderness. Not sure if the server is up or if it still works it's magic, but I do know from 2 times it worked for me & remember others had posted it worked for them, hope this helps.
  9. sounds like your buddy's firewall is blocking all incoming connections, have him try opening all ports or turning off the firewall, that usually is the first place to look when you get connection failed issues, beyond that he may not have the server config properly, hope that helps.
  10. ok... I'll play along.. "so... how do you get a "new" instance ID?" it's like talking to my wife sometimes... "where the keys... in my purse.... where's your purse... in the house... where in the house... in the living room..." note to self, ask question this way... where in the house is your purse which may contain the keys
  11. tced

    Gameplay Recording Program?

    you can also try http://www.xsplit.com not only does it allow you to broadcast while ingame for others to watch, it records the broadcast for viewing later & posting to sites like youtube.
  12. sad to say that Arma2's optimizations was bad from the get go as for as FPS was concerned, always has been an issue even with high end systems, so it's not just yours, it's a global issue with the game itself. you can optimize some of your ingame gfx settings to help bring up the fps, there are also some other tweaks & tricks to get a few more fps, but for the most part it will never run as fast as say BF3 or other games as the code itself is not optimized properly. Hope they finally fix this in Arma 3. also check your HD... an SSD is best for Arma2 as it draws from the game files while playing.
  13. Great post & question. I support password protection as it the best & strongest protection against hackers, plus it makes finding hackers a lot easier via the group of players that would be on the server. As for how you would join, our server is maintained by our gaming community & we would ask that players simply join our community & join our DayZ group (we have multiple games such as BF3/Arma2/BC2) & you would receive access to our server. We would post some simply rules to follow, such as how to respond if/when a hack is used on the server. This would give those on our server a simply protocol to follow, meaning only the hacker would not know what our procedure was in case of a hack, hence the hackers actions on the server would help to identify the hacker & quickly be removed from our community/server. Of course, there is no perfect system, but this would be better than the current free for all we now have. We don't ban ppl for killing Admins or anything stupid like that, we would allow players to play just as they always have, only have them informed on what they are to do in case of a hacker, we also provide a TeamSpeak server for them to quickly report a hacker to our Admins, again given them a more secure sense while their on the server & providing a much more safer environment to game.
  14. tced

    US 362 Admin and AGW Clan Abuse

    To all players on US 362, we will be wiping our server this weekend & changing it to Veteran mode to help reset the vehicles, tents, ect.. Everything will be back to default positions. Sorry to anyone who's got items in certain location, but we want to clean the server & restart to ensure all players start out the same. We do hope you continue to make our server your home & your welcome to join our community & become a member of AGW (ArmedGlobalWarfare.com). We are currently building up our player base for Arma 3, we could use players who want to be part of a community that continues to grow. We will be hosting PvP campaigns once A3 releases.
  15. tced

    US 362 Admin and AGW Clan Abuse

    AGW is not a clan, never has been, we are a Tournament Gaming Community, we've hosted several different tournaments for the last 7 years. The ppl you saw on the server while is was locked were members of our community. They are the ones who actually donate toward our server cost on a monthly basis. Their support is way more important to us, than weather our server gets blacklisted for an alpha mod or some player get his panties in a wad because we are taking action against hackers to the best of our ability. If anyone thinks they can do better, simply rent a server yourself & see how you like being bashed for trying to Admin that server.
  16. tced

    US 362 Admin and AGW Clan Abuse

    I am one of the Admins for AGW & I can speak directly about our recent server issues. Our server has been the focus of several hacker attacks with the mass teleport & mass kill scripts... as well as a few others that have been rampant & on a daily basis for the last few weeks. Unfortunately there is little we can do at this point to stop the hacking & the only option we have, other than simply allowing hackers free rain on the server, is to lock it immediately after each mass attack. We haven't locked it on the smaller hacks, just the ones that effect ever player on the server the time of the attack. We do not keep it locked at all times, nor do we use the locked time to loot/move other players vehicles/gear & we also do not have a chopper flying around looking for other players vehicles/gear... the average DayZ players has enough to deal with from hackers, players & Z's, we are not adding to their problems by stealing from them, your stuff is exactly where you last saved it & we are trying to preserve your status as well as others on the server. When a mass teleport occurs we try to shut down the server as fast as possible to hopefully keep as many players alive as possible, it's doesn't always work, but at least some of the players can rejoin on a low pop server, move back to where they were without losing all their gear to the hacker who would have shot them, were it not for the Admin intervention. Unlike many servers out there, we are trying to actually Admin our as much as we can, not take advantage of yet another DayZ player. Also, I have not received any request for info from you ether here or at our web site, your attempts to contact me or any of the other Admins is welcome, we would be happy to answer any question you have.
  17. As a server Admin & part of 4 man group renting a server for $50 a month, I have a few request to present to hopefully help other Admins alike to combat hacker issues. Let me say that I do not place blame for hackers on DayZ, in fact, I believe that this mod will be the best help in the long term for combating hackers in the future as it puts presser on BIS/BatEye to pick up the pace & get better on their end. Yet, there are some things that I believe DayZ can do, that will help in the mean time. Server Rule change... Allow servers to password. Have ppl who want to play on a locked server join the group who's hosting/renting via their web site. This will give a greatly increased way of screening out hackers & form a better community on that server. Would also max out the server on a continual basis if players feel they are safer from constant/random hacks. I mean, imagine if ppl saw an add/promo for a site that was locked for a more secure game play environment, those who are looking for that would flock to those sites/servers. Of course hackers may/will also join, but in a more controlled environment, they would be detected & banned more quickly. Think about it like this, ppl join your site to play on your server, you post in the forums that if there is a teleport hack that everyone holds fire, anyone who kills another immediately after they were teleported will be banned from the server. So even if a hacker got on your server & does this, it would be much easier to find out who or detour them from using as it wouldn't give them the kills they would normally get. Ether way, the probability of the hack is greatly reduced & the probability of finding the hacker greatly increased. Mod tweak... Put the who killed who text back up. This is one of the single most needed fixes in the mod currently for combating hackers. Not knowing who it was that killed all those ppl that just got teleported is very much in favor of the hacker. There is no way to know who that is, especially with name plates turned off, the hacker has complete protection from detection that is built into the mod itself. To be honest I'm not even sure why this was disabled in recent patches. Turning this off... always benefits the hacker & is would be a very good help to server Admins. These two suggestion are key to helping us Admins manage the servers we are over & while there is abuse by Admins just like hackers, the legit server admins/sites are the ones paying the price as it were, while the hackers & cheaters go free. Making changes along these lines would help to ensure that we continue renting the server we have, atm... growing support among our members grows thinner & thinner with each attack we encounter, hence my post & request. I do hope that DayZ takes a look at this post & will make changes in the future that support the Admins of servers that host their mod.
  18. Rgr that mate, I agree it's a huge problem, as for my original request... pswd servers (have ppl join through host website) & who killed who text... those can work, if the rules allow the first one & Rocket puts the text back up for the second. I also understand that some ppl may be banned for the wrong reasons, such as something you mentioned, which we plan to manage through our forums, but at the least we could begin working on removing those that are blatant...
  19. Follow the bouncing ball boys & girls as it goes around in a circle.. if scripters can do anything they want, can they detect hackers? or is that the only thing they can't do which would mean they can't do everything, seems that if you can hack a server & kill ppl without them knowing, couldn't you also detect hackers without them knowing?? You seem to stop short of giving anything positive what so ever, instead you only state just how invincible hackers are. If it is true what you say, then can't a hacker hack the hackers, if he can do anything he wants?
  20. not sure, but I do know that if you set a server to say "regular" game mode, which gives you features like 3rd person, floating crosshairs & you can see yourself on the map, then switch it to veteran, it will whip away everything that was done in the previous game mode, as this info/data is stored locally on each server, hence your tent/car is on your fav server, but not on another, that data is stored locally & gets whiped if the server settings are changed. Again, not sure if this is what happend, but it's possible. See if you can find who's hosting the server & if they have a web site, the info usually appears in the title & ingame as a server message that comes up when you first join. Ask them if they made recent changes.
  21. the main goal thus far may be, from the development perspective, to get to beta, but the best thing it's done thus far is reveal just how sick & pathetic BIS/BatEye is at detecting hackers in their game. I hope that they take note before Arma3 comes out or it will be another hack fest all over again.
  22. unfortunately, server logs for DayZ do not record who killed who or anything of the sort, so your out of luck until they give the Admins the necessary tools to actually Admin the server, sorry.
  23. So your saying we should just sit on our hands & do nothing? You also say that hackers can run their scripts under other players name... I thought you couldn't detect scripts under ppl's name, so how would it be a problem for someone who was innocent? You seem to be running in a circle. I do like melted349 idea, set it up so the logs record the kills, that way we can check them for actual data that pertains to abuse & hacking.
  24. Who said anything about scripts registering under names? Also, I know it's hard to track scripters/hackers, but you don't need that info to deal with the issue, yes it would be awesome for the hackers script to show up under his name, heck we could ban ppl in the lobby if that were the case. We only have what we currently have to use & giving us back the "who killed who" text, ether after you die or on screen for all to see, would greatly help in detecting hackers.
  25. good post, agreed. Give the Admins the needed tweaks in the mod... such as "who killed who" text, ether after you die or on the screen for all to see & we can better manage the servers by following similar guidelines that were mentioned in the OP. This is not about Admin domination, it's about help to combat hacking & abuse that is destroying the mod we've come to enjoy & are paying hard earned money for servers to run.
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