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Showing results for 'ghosting'.
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All your points are completely void. If killing other players is the only thing truly enjoyable in Dayz to you, you are not playing Dayz. Surviving encounters is the enjoyable thing to me. If you just shoot everything you are missing the point of the game completely. Not every encounter has to be an exchange of bullets. Somehow people can't cope with a game that doesn't assign them to team terrorist/counter-terrorist and always need to feel the safety of a group. (yet, these are the people, who will always lecture others about how Dayz isn't COD) I can relate to KOS when it's really a high-risk area, but people shooting everything in Dayz are just complete dumbasses. And people who serverjump or ghost at military areas are just sad. You want to exclude me from public servers? How is that "fair" in your big book of knowing what is right and fair for others? I have a right to play public servers and I switch servers when e.g. one server is running at nighttime and I want to play day. I change servers, if I dislike the players or see a lot of clans. But I don't ghost on people or change servers just to get better loot. Ghosting is a bannable offense, so should be server hopping at military bases, because not only does it slow down the servers because of all the requests sent, it's also a form of cheating on people who play on that server. Your last paragraph basically translates to: "I'm one of the server hoppers. Don't take away my privileges!" Why would you even care about the topic, if you only play on private hives? I don't always play alone either, but I'm not going to school any more and my friends don't always have the time or energy to play a long game of Dayz after work. I am not attempting to give anyone an advantage, as you claim. On the contrary, I described how taking advantages can be nullified. If they were anywhere within the game's intentions I wouldn't even complain, but these are exploits used to gain an advantage over tactically sound players. The game is supposed to be realistic. If people keep spawning in on me from all sides, while I'm in a military area that is neither fair nor realistic.
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"Login Protection Period" of 10 seconds or until you move.
pilgrim* replied to J.Dre's topic in Suggestions
OK - I believe you LucidHills, I have never made that test on teamspeak with a friend watching.. it has only happened in the past when I've been attacked by zombies on logging back in because the server stopped and logged me out in the middle of a main street. Or it has happened I log in and get shot real quick, but I never had the "you are Dead" message while the screen was still completely black, before I started to get back into the game to the point where I could just begin to see and move, etc.. . So I take your word for it, that's how it works. You body appear 15-20 seconds before you see anything on your screen and before you can take control. * But - this is only IMO - I still think the best solution is to find somewhere safe to log out (because your next log in will put you exactly back at that same place) - You are in much more danger in the whole 1 minute of logout, than in the 15-second login.. UNLESS you TAKE real good CARE where you log out. Also for ghosting there is a big problem. Firstly - To suggest that if you change servers your body has to log in to the game and stand there visible for 30 seconds before you yourself can join it.. hmmm I don't think many players will go for this. For instance - It is exactly what the OP is complaining about, he wants to eliminate the "danger zone" but you are suggesting to make it about twice long.. The J.Dre OP suggestion is to cut out the waiting time "until you move" so you can't be attacked (that means you can't be seen right?)- Any situation where you CAN log in and then suddenlyappear all set to move - however fair you try to make it - it IS going to be used for ghosting. And it will work really well. If a guy knows enemies are in a location, he will go through another server and choose a good position. Then the people in that place will SUDDENLY see him appear ready to roll. He already knows they are there - but all they see is him instantly pop of thin air and start shooting (lit will look like a teleport). That has GOT to be to the ghoster's advantage, however you arrange the login. Either the people already in the house see him logging in and they can shoot first, OR he arrives instantly anywhere he chooses,goes straight into full action, and takes them 100% by surprise. It has to be one or the other. Either he fades in and other people CAN see him before he's ready, or they CANT see him and he's ready as soon as he appears.The way login is now = a lot less ghosting. Really - the Best Solution is just go find a great place to hide before you log out. If you suddenly get kicked when you're at at a helicrash on the main runway of NWA, or you loose your connection in the middle of the best loot tent in tent city.... too bad.. It's just too bad, EVERYBODY has been dropped from a game = local power cut, or lost connection, or the server goes down when you are in a bad place.. just occasionally it has happened to everyone. That's why everyone tries their BEST to choose a good place to log out. It helps you stay alive. That's what the game's about. xx -
Very nasty tenants, who has the patience to camp in one place for three days?
The_Real_MyDingaling replied to Toperek1990 (DayZ)'s topic in Gallery
Good job. At least everyone knows where everyone camps. It's all good fun. I wouldn't say they were ghosting as the server had reset. If one of them ghosted in your game and move behind you that would not be good. -
Very nasty tenants, who has the patience to camp in one place for three days?
bfisher replied to Toperek1990 (DayZ)'s topic in Gallery
Philosophical question... Who is ghosting who here? The camping team using the other server to reposition outside of the building and then retake it on their normal server or the host using the server restart to take a better position to ambush the camping team when they rejoin? -
"Login Protection Period" of 10 seconds or until you move.
atempleton replied to J.Dre's topic in Suggestions
I voted no. The purpose of that delay is to prevent ghosting or combat loggers relogging and it does a good job at helping people out deal with that far more than it makes it easier to spawn camp. Don't log out or in at potential hot spots and you won't have this problem. -
"Login Protection Period" of 10 seconds or until you move.
Whyherro123 replied to J.Dre's topic in Suggestions
Guys...... the whole point of the "logout dance" (when you stand up and sit down repeatedly for 30 seconds after logging out), is to prevent ghosting and server hopping. Back in the early days, your character would disappear from the server instantly when you clicked "exit". EVERYONE ghosted and combat-logged back then as a result Want a "safe" way to log in and out? Run to the woods, find a tree or bush. If you get caught by a server reset, and jump right back into a high-pop, well....... that is your fault. " Survival of the fittest". No "protection" is needed. No "protection" is warranted. As for OnionofShame's suggestion: that seems like it would be abused, real fast. " Hey, we got guys holed up in X Building!" - Alright, let me peek in there real quick from a different server....... yeah, three guys, one under the stairs, one in the back room, one in the hallway- No thanks. -
"Login Protection Period" of 10 seconds or until you move.
jayfkay (DayZ) replied to J.Dre's topic in Suggestions
hasnt ever affected me (actually ONCE) and would make ghosting even nastier -
It seems like there has been a vast improvement to player position and desynch across almost every aspect of the game. Magazines and hotbar now cooperate. Dropped and swapped items are not ghosting. I want to say that this is the best version of .59 yet.... We shot some infected in Severograd and everything went smoothly there. I did not test melee interaction with infected. Possible new art asset in environment.... light blue barrel? Seen here as rain water catch under a gutter and as part of a junk pile. ^^^Hmmm, wouldn't the pallets in the 2nd pic be just perfect for barricading...?
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I found it to be laggy of sorts. Low pop server experimental. _its looking very good over all de sync possible. High end system should not feel this way. Once that is fixed, voila back to some good old fun. Here is how i would try... try to get infected to spawn. 1. Once a player enters a "sector" area of the map have infected spawn in 100m, to 1000m away, % of infected up to 1-10 infected. 2. Once the player or players kill the infected, they stay dead for 30minutes or until a new player enters the area. 3. Hordes have the chance to spawn in from 1 to 5 in an single area. 4. Wilderness have a chance to have hordes about 500m away walk in packs of 1-10 If the player runs into a building have the infected, stop dead 5m out, circle the area for about 3 seconds, enter the building if door is open, if closed hit the door as an object. once a new player enters the area spawn the infected starts to move towards the new player. This might stop some of the ghosting of infected through buildings. *One thing it may cause is more freezing from loading. while in town.* While not in town, the 100m to 1000m out will have a slight loading freeze.* Very possible. I am only going on experience in this nature, from a lower end server parked lan based.
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Fair enough, makes private servers seem almost completely pointless if they can't enforce rules or promote different playstyles then. If what you say is true then they are effectively the same as public just without as much server hopping/ghosting (some privates share hives so it's still possible on a few).
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DayZMod Dev-47fb212 - PreRelease of V-1.8.7
r4z0r49 replied to r4z0r49's topic in Mod Announcements & Info
Here to give you some idea of the server settings. With the preset system alot of these will be taken care of by just setting the preset but setting custom should open everything up. This is new in 1.8.7 //Gamesettingsdayz_antihack = 0; // DayZ Antihack / 1 = enabled // 0 = disableddayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disableddayz_enableRules = true; //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;dayz_infectiousWaterholes = true;dayz_enableGhosting = true; //Enable disable the ghosting system.dayz_ghostTimer = 30; //Sets how long in seconds a player must be dissconnected before being able to login again.dayz_spawnselection = 1; //Turn on spawn selection 0 = random only spawns, 1 = Spawn choice based on limitsdayz_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_bleedingeffect = 3; //1= blood on the ground, 2= partical effect, 3 = both.dayz_ForcefullmoonNights = false; // Forces night time to be full moon.dayz_OpenTarget_TimerTicks = 60 * 10; //how long can a player be freely attacked for after attacking someone unprovoked.dayz_nutritionValuesSystem = false; //Enables nutrition systemdayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.dayz_temperature_override = false; // Set to true to disable all temperature changes. //not implmented yet.dayz_classicBloodBagSystem = false; // removes all blood type bloodbags We have added a new preset system on this version //DayazMod Presets "Custom","Classic","Vanilla","Elite" Classic = puts everything into the classic gameplay.Vanilla = puts everything into the newer versions Custom = Allows the admin to make everything curtomElite = Vanilla but harder to be used with the merc arma preset. -
As long as there is ghosting, serverhopping and loot farming on official servers, this discussion is pretty obsolete. I play both styles, but only on private servers.
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Your mind goes directly to how to cause more problems. where as mine just looks for ways to fix them...... Using SP to scout isn't very effective, if as soon as you made any movements to change cameras or look around it would kick you out of it . ( no more so , than logging out in a bush . Same for ghosting, as the moment you tried to raise your weapon, or move position , you would be kicked out of SP and able to get shot.
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Barricading was planned. Last year Rocket said the tech was already there for it. Don't know what happened. They are probably waiting on the tech to control where players are allowed to spawn to prevent safehouse/base ghosting.
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"Fall back to another server" issue
Avant-Garde replied to Avant-Garde's topic in General Discussion
True tbh. That's the conclusion me and my friend had. But think about it, doesn't this mechanism makes the game biased towards who is defending a base in relation to those who are infiltrating? I mean, in public shards there is a good chance the gameplay gets really unfair. Isn't that a problem? Public shards are full of bullshit gameplay elements, like ghosting and full massive base retreat operations. They had a truck, the fair thing would be they getting the most valuable shit on the truck, while we would still have some garbage left to loot when we got back from death. It would be fair since we lost the firefight imo. It would give a really important use to trucks. I don't even understand why we have public shards. What benefits does this system brings at all? I feel like public shards rewards a pansie stile of gameplay. -
What you describe might be a product of desynch + ghosting. It's hard to say more without a video to watch.
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I find this suggestion a little too specific as you specifically target loot hoppers in military areas. The penalty is little too much magic for my taste but might prove effective. Still I would like it more if server hopping was discouraged overall (my favorite is "long switich timer or start a new character"*) maybe with some side-effects towards ghosting as well. *There are more applications of this concept that can have impact on taking prisoners, combat logging etc. - for example if other players are near your survivor or he/she is restrained the body does not despawn and you cannot log into a different server. However, you can always join another server instantly if you decide to start a new survivor, killing/wiping the old one in the process. Otherwise server switching timers should be significant (but tick down after leaving the old one).
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Interesting ideas. Although I do the same as Gannon, this could be a solution to the problem, as it is a problem in itself. In my opinion, the same should be apply to "ghosting" as well, as it's all part of the server hopping issue.
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I actually thought this might make an interesting premise for a game to be built around, while experiencing all the ghosting in the mod =P Where ghosting was actually a core mechanic and balanced. As for the topic, I think it really does more harm than good having their server setup. There's always private hives like has been mentioned though. At this point I can't really fault people for server hopping for loot, it's pretty much part of the game.
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Server Hopping (Possible fix, third server option "semi-private")
Evil Minion replied to Baker.'s topic in Suggestions
I actually like the idea of having semi-private servers that keep your character but not your position. Could come with different options (coast only, randomly all over the map, not at the coast etc.) but it should be indicated in the server list and movement on this server should not change your characters position on truely public servers as otherwise it could be exploited to get out of dangerous areas (especially with the options mentioned above). Basically a "no hopping on our server!" option. I believe this concept is the officially most accepted way to combat server hopping, ghosting etc. (at least here on the forums). Personally I would like to add to additional things to minimize abuse and frustration: The timer gradually increases for players who switch servers shortly after the countdown has finished (up to a maximum and not logging into a new server for a few hours resets the countdown). This allows for shorter timers on average as frequent hoppers get also a cost for the frequent part. A player can always decide to wipe his own character to respawn at the beach without having to wait for the timer (and of course any frequency cost would also be reset). -
Ya poor choose of words on my part... But ya i tried those places you mentioned this weekend too, still nothing. Just hoping they fix this for next patch cuz i hate play on public servers with server hopers and ghosting. By any chance you know any EU/high pop, private server where CLE is working properly? Thks
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[KG] IS A PLAY FAIR COMMUNITY Come join us at WWW.konvictgaming.com https://www.facebook...12476259027525/ Team speak = TS.konvictgaming.com join public DayZ Channel all are welcome PRIVATE Server details = 109.70.149.35.2300 KONVICTGAMING,UK/EU/3rd PERSON/DAY+NIGHT CYCLES,6hr RESTARTS Plz note that [KG] is a PRIVATE server , PRIVATE was chosen so we have more control over Cheaters and hackers and eliminate ghosting,we have active admins and logs. THIS IS A PLAY FAIR COMMUNITY Hope to see you there guys,, thank you
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[KG] IS A PLAY FAIR COMMUNITY Come join us at WWW.konvictgaming.com https://www.facebook.com/groups/1612476259027525/ Team speak = TS.konvictgaming.com join public DayZ Channel all are welcome PRIVATE Server details = 109.70.149.35.2300 KONVICTGAMING,UK/EU/3rd PERSON/27/DAY+NIGHT CYCLES,6hr RESTARTS Plz note that [KG] is a PRIVATE server , chosen so we have more control over Cheaters and hackers and eliminate ghosting,we have active admins and logs. THIS IS A PLAY FAIR COMMUNITY Hope to see you there guys,, thank you
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The Psychology of Understanding Alpha
BlinkingRiki182 replied to Weyland Yutani (DayZ)'s topic in General Discussion
I'd have to respectfully disagree. The major mistake with this project was that Rocket didn't wait for the Arma3 engine to come along. I agree that DayZ SA is a great game and all but people are expecting much more than what the engine can deliver, imho. Let's talk about red flags - the major aspect in which this iteration of the RV engine is lacking is the net code. The result is a clunky experience when interacting with the world - sometimes players might be lying on the ground but they are actually crouching when seen by others, a player might be hitting a wall when running but he's glitching through the wall in someone else's perspective, dead bodies might shoot you down, trying to jump over a fence is a key-bashing fiesta, trying to pull out your gun is also a key-bashing fiesta, zombies hit you through walls, interacting with items is impossible sometimes, ghosting issues etc. Sure, the game is in alpha but that doesn't mean that they wouldn't have fixed those glaring problems if they could and I do not believe even for a second that they have shifted all their attention to adding content. Those issues are there for ages and the fact that they've improved some of these means one thing - they are working on it but they can't nail it. That's why I believe that what we see now in terms of responsiveness and interaction is pretty close to what we'll get in the end product. The pace with which they're fixing those engine problems is the red flag. I'm not bashing the devs or the game, I think they are doing great considering the fact that they work with an inherently "broken" engine. I just want to warn people that expect a new melee system or a major change in how the engine handles movement, shooting etc. that it's not gonna happen (imo at least). Those that expect a high number of Zs will probably be disappointed too. We could've had a better game if the devs were working with the Arma3 engine, no doubt about that. The development process would've been way faster. That are just my 2cents on that. I might be wrong, time will tell. -
Server Hopping (Possible fix, third server option "semi-private")
sausagekingofchicago replied to Baker.'s topic in Suggestions
I like being able to logout in a safe place and then log back in while in a safe place. I don't want to log into the middle of a field somewhere or out in the open only to get jacked by zombies or players before I can even see the world.. Private hives solve ghosting and hopping.