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Found 2842 results

  1. BCBasher

    Don't allow players to host public servers

    Or just get rid of public servers all together, the only fear I have in hot zones is some asshole ghosting in and out of the same barracks building or whatever from server to server looking for one thing without walking like people who only play on 1 "home" server. For example I loot long barracks from back to front shutting the door when I enter how does it make any sense that if the door is still closed someone could get behind me in a building I've cleared room by room. I know hoppers can/will make all kinds of excuses why not so I'll go back to privates when a good build gets on stable.
  2. Count_Grishnackh

    2nd Character Slot

    Edited fist post with a solution to revenge kills/ ghosting ...
  3. Count_Grishnackh

    2nd Character Slot

    1pp/private servers are not an option because they don't exist where I am... I get the "mule" character thing, but who ever does this are still playing a single character at a time... they aren't magically getting good loot or anything... The only "positive" thing playing like this would be having one character near NWAF/military area or searching for Heli crashes... while you have one character on the cost/elekrto... so really you are only saving valuable traveling time...or? It doesn't allow you to have duplicate weapons/gear... they are 2 completely different entities As far as ghosting...yeah, probably would happen... but even then, you'd have to have both characters in the same area etc and are still risking getting killed, it doesn't make situations less dangerous To combat this... perhaps something could be implemented where if your "Character A" joins a server then you cant join that same server with "Character B" until the next server restart (or a certain amount of time 12 hours)? and vice versa obviously. This will also stop people from server hopping the same server but at 2 different locations (for each character) I'm bringing this up to make DayZ more accessible, using my own situation as an example... Currently... I want to play DayZ, but I choose not to because I am mainly playing with a friend (and/or other people) Right now if I decide to play.... I will not be where we both logged out, have the chance of being killed etc... then Id have to restart and regear/meet up again. Id like a casual character I can mess around with.
  4. mercules

    2nd Character Slot

    Solution, Host a Private Server. In my opinion all servers should be unhooked from the hive since it adds very little value but creates some bad situations like Ghosting, Server hopping for loot, and a generic sea of players who you never really get to know. Private servers are the way to go. Yes, but at least they had to get a second Steam Account and purchase the game again to have their "Mule Character" to hold their stuff. Why give it to them free?
  5. SaveMeJebus

    2nd Character Slot

    Best option is to just play on a different private hive for a different character ... all I can see out of a second character slot is more ghosting or people leaving character #2 logged out in same area so they can hop straight on them for a revenge kill.
  6. Count_Grishnackh

    2nd Character Slot

    What is the communities view on having a second character slot? (Probably has been suggested before...) Reason: I mainly play with other people... and when they aren't available, I'd like to solo with a totally different character. Now you're probably going to say I should go play on a private server... that doesn't really help me when I live in South Africa, where DayZ community is already tiny... we only have a handful of servers and all are public. What are pros and cons? EDIT!!!!!!!!! To combat revenge kills/ ghosting, and and and: perhaps something could be implemented where if your "Character A" joins a server then you cant join that same server with "Character B" until the next server restart (or a certain amount of time 12 hours)? and vice versa obviously. This will also stop people from server hopping the same server but at 2 different locations (for each character)
  7. commanderbash

    Status Report - 30 Jun 2015

    I know the system you should use for stamina, I've used it, and I know you won't find a more ideal fit for the type of game you're making. I do want to stop for a second and say that I'm highly opposed to stamina for the sole reason that it will make server hopping for loot, an already nearly unchecked problem even worse, and will offer a solution after misery mod, a free mod for the game "S.T.A.L.K.E.R.: Call of Pripyat" did a lot to make the game more of a survival event, and a LOT of it could be used to improve DayZ, including the stamina system the stamina system worked with two variables: ideal weight, and energy; both of these had roughly linear relationships, and one unseen static variable, stamina capacity at max food energy, you could run at your ideal weight indefinitely; that is to say the stamina reduction for running and the stamina replenishment for your energy level were equal. if you were at zero food energy (starving) your stamina replenishment was roughly* zero if you were at zero weight, you could run (roughly*) indefinite regardless of hunger * there was minimum values to negate issues with either extreme As these were roughly linear relationships, running at your ideal weight while starving will deplete your stamina just as fast as running at twice your ideal weight being well fed (at max food energy) Additionally there were consumables such as energy drinks and drugs that offered a temporary boost to stamina recovery separate and beyond the food energy recovery rate. stalker was a smaller game and used weight as the sole barrier to capacity, so their ideal weight was higher and stamina capacity lower then what would be best for dayz, I would suggest starting with the values of 25kg for ideal weight and around a minute for running stamina to deplete while starving at that weight, and work your way from there. other then the misery stamina system: misery mod also listed the kcal(energy) of food items. which would at least be on any canned good, something that should be in dayz, I know cans have had their values changed, and not sharing this in game somehow is only making people more reliant on playing through a wiki, not cool. the misery mod terminal ballistic system is based around the US NIJ Standard, non penetrating hits doing roughly 10% player damage, something to consider now that plate carriers have been added,,, and in case other vest are to offer any sort of protection. and on the note of server hopping, infestation survivor stories has done it the best of any game I've seen thus far, you cannot log out in a main city/military base and jump to another server, it will boot you to the outskirts of what ever place you were in, this will simultaneously resolve ghosting in pvp, and make it more likely that looters run into opposition getting back to a high loot area as well as delay them. this system could be improved upon by using a custom no hop zones for different areas, for example instead of just including the main building areas in the enclosure, you could include sniper hill in the electro no hope zone, and 1km around NWAF to increase travel time, which both increases hostile encounter chances and decreases looting viability. PLEASE look into this any questions to this please ask
  8. I just re-read my post and it occurred to me that I kind of sound like I'm endorsing those activities... the ghosting, the server hopping... I'm definitely not. But definitely things you need to be aware of that do happen out there and also reasons why a private shard is preferable... levels out the playing field for people. With that said, since the last character wipe I only have a single public character in action... so public isn't ALL that bad!
  9. Advantage with the private is you can have a different character (perhaps with different motives) in each private server. Pub servers will all be the same character... Pubs are more prone to ghosting and loot spawning- things you may have read about already but basically take advantage of the multiple parallel universes that exist between each public server. Imagine for one minute- you buy a server for your own character so you can run around at leisure in your own world... kick everyone else out when they come in and then go jump onto a busy public server to go pick on fresh spawns like a certified badass. Oh wait- even better... get all your clan buddies in so that now you have MANY certified badasses to run around and do badassery... Yeah... It happens. In private domains, you are in a single map with a single character... so you can't bounce from server to server either running away from a fight or to gather up loot from the same place 10 times... An additional benefit to that is you tend to see fewer trolls... not as many people are geared up to the nuts... Private shards can also be more controlled by the moderators- they can require whitelisting (application) or just be invitational if desired. They can actually lock the door- As you get more into it you'll be amazed at how the various game systems can be manipulated to your advantage... but I get the impression you'll get much more out of the game if you just keep doing things the good, ol' fashioned way!
  10. UK | FP Gaming | Vanilla DayZ | 4H Restarts | 1.8.6.1 A totally vanilla server for those of you who want a more classic experience! 2 hours day / 2 hours night; in-game time is set to 4pm on server restart, restarts every 4 hours with plenty of warnings in advance. Enabled: Side chat Anti-ghosting system Full moon nights Temperature system Disabled: Spawn selection Clutter cutter on dynamic loot events Weapon quick switching We have plenty of experience running DayZ servers, and previously had one of the most popular PVE DayZ Epoch servers. With the recent mass migration of people away from Epoch to Arma 3, we decided to instead look for an under-represented segment of the DayZ community, and so here we are with a brand new Vanilla server!
  11. Nimura

    Multiple issues

    The servers you have been logged in may appear under the 'History' tab. Just check the 'History" tab to find out which servers you have been on and see if you find one of your former characters. As someone already mentioned there's also a bug, that might reset your characters if you are logging in too quickly after a serverdown/restart. Prevent this by being patient and wait a couple of minutes before you rejoin after a restart or check the servertime. Sometimes there are intended character wipes too, but this would be announced usually and does not happen often. in some cases you also might have been killed during the logout process, since your characters needs 30 seconds to disappear after hitting the logout button. (this is needed to prevent combatlogging and ghosting). So make sure to always find a save place to log out. Be aware that you might also die (and so be a freshsapwn again), when you are uncouncious, restrained or sitting in a car when the server goes down. I don't know the default key to let it show up (it fades out if not used recently), but try dragging an item to the bottom of the screen should make it appaer. Here's a screenhot showing the action bar: He might be covered well (ghilly suit, lying in a bush etc.) or has already been changing position. There are a couple of soundbugs in the game, but all I experienced and heard of so far are shots people were supposed to hear but didn't and eating/drinking/split ammo/open soda-noises global sounds sometimes, find a morphin and use it or combine a stick with a rag to craft a splint and use it
  12. phoboss

    Server Hopping Fix

    I made a pretty long post a while back http://forums.dayzgame.com/index.php?/topic/159568-combatlogging-what-it-is-and-how-to-prevent-it/ My fix for serverhopping is this: The normal logout: The player wants to quit, goes into the menu, gets a 15 second timer and then hits "Exit". This has been proven functional in many DayZ mods and is, in my opinion absolutely reasonable. After that, your character just normally disappears. And you can switch the server if you like. But after the switch you get a 1 minute delay, which gets multiplied by the factor 2, before you can switch again. Which would mean you can switch once without a delay but after that every server switch the timer would get multiplied by 2. Adding up to a total of 15 minutes. (Also gets reset every 30 minutes. Meaning if you play on a server for 30 minutes your timer gets reset)You can rejoin the last server as often as you like, as long as you didn't change the server in between. After that, you're banned from your last server for 15 minutes. (This is to prevent ghosting while still allowing you to take a break for what ever reason)
  13. You stated combat logging isn't an exploit and used as evidence that the devs haven't done anything to prevent it. I then pointed out that no one has come up with a good system to prevent combat logging that isn't extremely punitive against those that are NOT combat logging as well, which is why the devs haven't put in a system to prevent it. You then stated there were multiple systems to do it. Thus attempting to refute my claim but continue to refuse to give ONE example as to a system that prevents combat logging but is not also unduly punitive to those not combat logging. See you can't use, "They haven't done anything to stop it." as a green light to say it is okay to do without first establishing there actually IS something they could do to stop it other than shake their finger. See, they put the growing log in timer to help stop Ghosting and Server Hopping and that doesn't punish normal logging out for an hour or the day, but they can't go too much longer on the "in world after logging out" because if they do then it becomes too easy for someone who had no idea there was a zombie or player nearby and wasn't combat logging to get killed for "no reason" in their eyes.
  14. klesh

    DayZ Standalone Singleplayer

    To clarify my previous statement, I am an oldskool fan of the idea of one giant hive, like the mod. Ghosting and whatnot aside, I wanted DayZ to have all players together as much as possible. KoS'ers and PvE'ers and lunatics and hermits, everyone all playing together. Now, if you don't want to be bothered, you play offline instead of adding to the nonviolent population online. Private hives already slit the online community enough as it is. I also don't think modding is a good idea for this game.
  15. tux (DayZ)

    Pay To Win

    I'd suggest playing on private hives. People can do some sleezy stuff on public servers, including server hopping, ghosting, and gearing up on their own server then heading to another to wreck everyone else with their god tier military loot. You'll meet cool people, have a better chance of maintaining your own camp, and generally have a better time. I can't remember the last time I seriously tried to loot up on a public hive. And honestly, anyone willing to shell out $50+ a month for their character to be fully looted deserves to do whatever they want.
  16. Actually, they have. Your character will sit down once you log out of a server, and stay there for about 30 seconds before you are safely logged out. This was directly addressing the problem of combat logging / ghosting. Clearly, it hasn't completely fixed the problem, but until we force everyone on the planet to play dayz 24/7, it'll have to do. OP wanted a discussion, which is why he posted on the forum in the first place (presumably).
  17. mercules

    No Combatlog and no behind spawn idear

    If English is not your first language please use Google Translate. Despite it's horrible translations it would at least use real words. If English is your first language... well... most browsers now have spell checkers, please use one. On topic. The solution is private servers. People don't tend to log out in a bad location in a private server. There is no Ghosting to get behind someone and people can't server hop to loot things and end up behind you. If you don't like that aspect, play on Private servers, that is what I do.
  18. mercules

    Can't Direct-Chat While Sprinting

    Not really Razer has developed a system for what they call "anti-ghosting" that allows 10kro.
  19. odin_lowe

    Exp Update: 0.57128035*

    "Ghosting" for now only happens on the public shard servers, same with the server hopping to get gear. And no, you can't build a base right now, only makeshift camps with tents, campfires and backpacks. :)
  20. Evil Minion

    The End Game

    "End game" as a phase doesn't really imply an end as in "you won". It simply implies there is no phase after it which mean no matter how well you do and many resources you amass you will still stay in this phase. Keeping this in the current "now what?"/"yolo lets fight to the death" state does not make for a good and diverse survival sandbox. There should always be a reason to not die. And at some point "satisfying your basic needs" and "improve your gear" does not cut it anymore. Then you should have the tools to get creative. It's about providing reasons to cooperate and things to do/goals beyond basic survival. It's not about causing a global power creep. That's why the "loss", "effort" and "maintenance" parts are so important. Playing with a bunch of buddies should by no means give you a ticket and basically free power. Average groups/clans (and especially those mainly focussing on PvP) should still be "stuck" in what I would call "mid game". Now the public hive/server switch part is twofold. There are positive effects in having a greater loot economy and in being able to "change your island" and even groups popping up togther can be a good thing as it prevents one group from dominating one server without having to fear competition. There is always the risk the resident clan might be victim of some kind of "viking raid" if they are doing too well. And the "vikings" won't have the same impact if they aren't allowed to bring their base/vehicles/farms etc. (as those things are server-bound). Now the issue with server switching is how fast and easy it is right now (and meeting up on a low pop/empty server and then jumping to your "target server" is actually quite close to ghosting). This can be solved by simply adding a significant cost to "changing your island" - something like "wait for X hours or start anew". This would significantly nerf hopping for loot and add some more required effort to starting a raid as it's no longer "meet up and go" but more "meet today, raid tomorrow, return the day after".
  21. 533dk

    Exp Update: 0.57128035*

    It does not feel right to play in 3pp. I feel like theres always some one ghosting around a corner ready to ambush me :(
  22. Parazight

    Exp Update: 0.57128035*

    Game has been working great for me, overall. Sometimes, when i open inventory, my rifle is gone, but I hit my hotbar and it appears again. There seems to be many instances of item ghosting all over, from AKs on the ground to weapons in the inventory. Wool coat inception is back. Mini loot bombs with chest clothing. You can go into a building with coat bombs and pick up the whole room because of loot inception. :P Apples are pretty OP, when you find them.
  23. LoveAffair

    Shooting the Mosin...

    Just the real players without aimbot magical sniper 900+... Is the City and around it even 900+ :) HAHAHAHA And we laughed Now i know who is Ghosting me through a wall with bullets from planet Neptune...
  24. Hello there, Been playing DayZ/Zero for the past 3 or 4 years with over 5k hours in total, among other mods. I have a few suggestions that could improve gameplay, and I'd like to share some of them and see the feedback. 1) Fog Fog is not the first in the list because I think it's the most serious or annoying, but simply the first one that came to mind. I don't mind a fog + rain that is so intense you can see only 10m in front of you. In fact I think it rather adds a lot of immersion and tension, adds to the gameplay. However, the feeling lately is that 9 times out of 10 you log in, the fog is restricting your view to 300m or less. Me and my team had the habit of always carrying a sniper as a secondary weapon, however this fog issue is so frequent that we've been leaving the snipers at the stash. Suggestion: Make the fog as intense as you want, but set the frequency similar to real life. I'd say around 15-20% of the time is a good start, and we tune more from there. 2) M14/DMR The M14 variants are semi-automatic weapons, and the rate of fire (in real life) is between 700 and 750 rounds a minute. In game, the rate of fire is very similar, with the weapon being able to empty the 20-round magazine in a little under 2 seconds. However... in game, the recoil is almost non-existent. I've just recorded this to illustrate: This renders the M14: More common than the MK48 More precise than the MK48 A LOT less recoil than the MK48 Much easier to find ammo If you consider the fact the M14 uses a 7.62×51mm NATO, currently the most powerful cartridge in the game, this makes the weapon overpowered in terms of gameplay ballance. There's really no reason to ever use another weapon: you can spray it for close, medium and long range targets with the same effectiveness. No wonder 8 out of every 10 players we come across is carrying an M14/DMR. Suggestion: increase the recoil of the M14/DMR so it's no longer possible to precisely spray 20 rounds in 2 seconds over any distance. Currently, I hardly ever see players going for precise shots, nobody practicing to increase their accuracy, since they can spray-to-win. Cheap strategy being used by most. 3) Ammo relog Sort of linked to the issue above. If players have an infinite amount of ammo, they spray-to-win instead of trying to be accurate. I assume that in a post-apocalyptic scenario, ammo is hard to come by, the game should reflect that. I really like what VJ has done by adding 5 min ghosting to prevent (or at least annoy) players practicing this shameful behavior. I'd, however, make ghosting longer, maybe 15 mins. I'd love to hear from a developer if this can be fixed, as it's the most abused and game-ruining bug/glitch at the moment. 4) Bases It's fairly new, I haven't used it myself, nor am I interested in, but I do like and approve new content. However, making bases indestructible (or close to) can affect the mod negatively. I hope I'm wrong, but I do worry about it quite a bit. I hope not to see most people building their bases and hoarding all vehicles inside, using them only every now and then to go collect supplies. This is not epoch. Nothing more exciting to hear a car coming on the road, or a helicopter dropping some troops to get action in around your area. But lately it seems like people are more interested in protecting their "property", not allowing others to use the vehicles instead of using it themselves. For the mod not to die, we need action. We need people running around, vehicles driving, helicopters flying, things exploding. I've noticed a great decrease of action up north after the latest patches added the option to build bases. Again, I hope I'm wrong, I hope I see some change soon, respect to those who wish to spend their time building, just please don't camp in there all day. (Example from a conversation with a server admin: I thought maybe the hitpoints were too high, when me and a friend used a satchel charge on Vybor base, only 2 walls were destroyed from that huge explosion, and when we got in, we tossed a grenade at a ladder, nothing happened. Then we proceeded to empty several magazines of ammo on it, nothing. And to finish it off, we hacked at it with hatchets for good 5 minutes, both of us simultaneously, and nothing happened. We thought either it's indestructible or just waaaay too high hitpoints, in which case nobody would bother trying to destroy, which is what I tried to say.) Suggestion: Make walls/gates easier to be destroyed, and damage to be carried post-restart. If there's no reason to upkeep your fortress, then what's the point? 5) Temperature system At the moment, it's sketchy. When it was first introduced, everybody was shivering their bones and stuck around fireplaces or inside houses. If the players are not able to worry about anything else other than their temperature and afraid of getting infected, then there's no action. Everybody inside, away, empty fields. Nobody running around NWAF afraid of catching a cold :mrgreen: Seems like the temperature system is a bit better after the latest patches, but it's still inconsistent and weird at times. You can run like a madman for 30 mins straight and still have your temperature dropping like crazy, only to lay prone in the grass 10 minutes later and have your temp rise again. What? Would be nice to have some explanation about the temperature system and how it really works, so we have a clue about how to manage it. Does it increase with the weight you're carrying? I'm assuming if you're running for 20 mins with 20kg of equipment in your back, you'd be overheating regardless of how cold it is. That's it for now, but I can add more if you guys have any other issue/suggestion. Please discuss like gentlemen, let's not start throwing wrenches, everybody is entitled to an opinion. Thank you!
  25. Worsley87

    Ghosting Error

    Hi all, I'm seeking some help from the DayZ mod community. I ran a server using our own custom mod, the mod closed down around 6 months ago now, we have been approached by another community and they have asked if they can use the mod. We have allowed them and are now setting it all up for them on there machine. So we have set it all up now and have gone to join the server, I am now seeing and error on the splash screen saying checking for ghosted player, I have checked the RPT and found nothing, I have also disabled this in the init.sqf as you can see below //Gamesettingsdayz_antihack = 0; // DayZ Antihack / 1 = enabled // 0 = disableddayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disableddayz_enableGhosting = false; //Enable disable the ghosting system.dayz_ghostTimer = 0; //Sets how long in seconds a player must be dissconnected before being able to login again.dayz_spawnselection = 0; //Turn on spawn selection 0 = random only spawns, 1 = Spawn choice based on limitsdayz_DisplayGenderSelect = 0;dayz_spawncarepkgs_clutterCutter = 2; //0 = loot hidden in grass, 1 = loot lifted and 2 = no grassdayz_spawnCrashSite_clutterCutter = 2; // heli crash options 0 = loot hidden in grass, 1 = loot lifted and 2 = no grassdayz_spawnInfectedSite_clutterCutter = 2; // infected base spawn... 0: loot hidden in grass, 1: loot lifted, 2: no grass dayz_enableRules = false; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animationsdayz_POIs = true;setViewDistance 1200;0 setFog 0;dayz_ForcefullmoonNights = 0; // Forces night time to be full moon. Now the mod is running an older version of DayZ (1.8.2) I want to know if there is any way round this on this build or if I have to merge the mod with 1.8.5 to get it to work, I have google the crap out of this error and found a few different fixes both client side and server side. Any help any one can give me would be massively helpful. Thanks all. -edit So I have been doing some more digging and i'm finding all sorts of things that may be coursing this issue, firstly in the RPT file I have this22:38:48 "ERROR: Cannot Sync Character Tom Harris as no characterID"So I have looked around and that's all telling me that the steam beta patch needs ports opening, which they are! I have checked the firewall and all incoming and outgoing ports for steam are open, I have also made sure that everything in the server.cfg is correct, (I think so anyway). //ArmA2 OA : 1.63 SETTINGS steamport = 8766; steamqueryport = 27016; I know that this is getting old etc but its really frustrating knowing that its all set up but these few little things are stopping the MOD. Please can some one cast a light on this and help me out!
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