Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Search the Community

Showing results for 'ghosting'.


Didn't find what you were looking for? Try searching for:


More search options

  • Search By Author

Content Type


Forums

  • Official
    • News & Announcements
    • DayZ Badlands Expansion
    • DayZ Frostline Expansion
    • PC Updates
    • Console Updates
  • General
    • General Discussion
    • Gallery
    • Suggestions
    • Servers
  • DAYZ - GAME
    • PC
    • PS4
    • Xbox
  • DayZ Modding
    • General Discussion
    • Scripting
    • Terrain
    • Modelling
    • Misc
    • Official Tools
    • Community Made Tools
  • The Original DayZ Mod (Arma 2)
    • Mod Announcements & Info
    • New Player Discussion
    • DayZ Mod General Discussion
    • DayZ Mod Gallery
    • Mod Servers & Private Hives
    • DayZ Mod Suggestions
    • DayZ Mod Troubleshooting
  • MiniDayZ
    • MiniDayZ
  • DayZ Mod

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Steam


Twitter


Twitch


YouTube


Discord


Location


Interests


Bio

Found 2794 results

  1. 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
  2. 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)
  3. 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.
  4. 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.
  5. 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.
  6. 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).
  7. 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.
  8. mercules

    Can't Direct-Chat While Sprinting

    Not really Razer has developed a system for what they call "anti-ghosting" that allows 10kro.
  9. 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".
  10. 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...
  11. mercules

    Server Hopping - Simple proposal

    If you stick something into a tent and expect it to be there when you go back... well... you are a fool. Experience from the mod tells me that tents are most often best for temporary storage with no expectation for it to be there very long since someone will find it. Oh, but wait... with public servers and vigilant moderators kicking anyone off their "public" server I suppose people could actually keep their tent stashes safe and then hop over to grab guns/gear any time they die so they can get right back into the action.... The Hive system truly messes up a lot of things in DayZ. - Someone dies so they head to a low pop server, gear up, then head back to the high pop server to get into trouble. - Someone loots one high loot area over and over, such as the prison island, simply by switching to a server that recently restarted and running through it. Persistance will help a bit with that, but it will still encourage hopping so that you might hit a server where the loot hasn't been picked over recently. - It allows Ghosting... even if it takes 30 minutes to log into a different server once barricading is in place you will still be able to bypass them by switching servers. 30 minutes to gain access to someone's "base" which could be full of tents of loot is not a large time investment compared to potential payoff. - It prevents a community from forming. When I played on private servers in the Mod I would get to know the "locals". I knew who I could trust some, who I should never trust, and such. I had rivalries with specific players. There were neutral parties that I knew I could trade with but also knew I shouldn't mess with when in certain areas. Things would happen like a player killing me in a high loot area and then offering to grab what they could of my gear and fly it down to the coast because they had a helicopter hidden nearby.
  12. newguyzombie

    Server Hopping - Simple proposal

    ever heared about persistence? an idea would be to increase the counter every time you switch server within an amount of time. you switch server for the first time within 30 mins. 1 minute timer, again within 30 minutes, 5 minutes, again 10 minutes and so on this would also help against ghosting, and you are still able to switch server, when you friends come online to play with them
  13. Quat

    so much for the struggle

    Private servers really are the solution for all the server hopper complaints. Is there a reason why all you folks don't play in them? All play styles are legitimate. Server hopping might be cheap but it's still legitimate and private servers are readily available to offer a server hopping/ghosting safe haven. Complaining because someone shot you is a tad redundant. This is the apocalypse. Nice people are very few and far between and it's futile to try to impose some form of moral code on other players. If you want to avoid the nastier element of this game, stay in the boonies and don't covet military gear. It's pretty much that simple.
  14. slippery gypsy

    so much for the struggle

    Well put And yet here you are still playing the same game aware of its history of hackers kos and sever hopping/ghosting since long before SA I bet you are the type of person that changes servers once it gets dark or trawls the NW and hops if its empty if people were so against server hopping why did the reload bug on entry get removed and why did the sometimes up to 5 minute timer get lowered ? It was no justification it was a fact this might come as a shock but not every one server hops some people just accept it as something that happens just like we accept all the other things that piss us off in this game but yet here we are still playing it instead of bitching about something offer up a solution as stated before the reload bug on login was perfect
  15. BCBasher

    so much for the struggle

    I can't wait for .56 either. My son and I started playing on public and the mil bases are a joke. We found 3 servers without ping kick and looted nwaf one end to another 2 servers had nothing but boots clothes and if we were lucky a makarov mag, the third was packed but already worked over for anything good. I watched the player list all day and one or a few clan members hop in for fifteen minutes and hop off, wonder why they do that on relatively low pop servers? Lok, jk they're ghosting in grabbing any thing good and fucking off back to where they play. I can't see how hotspots ate going to work for us playing dayz and those playing loot up for group peeveepee.
  16. kichilron

    Return of the Hive

    You mean like the Ghosting Timer that we had in the game for about 4-5 patches now?
  17. BC_Hawke

    Return of the Hive

    I would LOVE to see the public hive come back! However, it would be really neat if there could be some sort of anti-ghosting implemented. I don't know how you would do this with multiple servers owned by different people, but BMRF had 3 vanilla private servers hived together and had a 10 minute timer that disallowed you from jumping from one server to another. Again, not sure if this would be possible but it sure would be great!
  18. geryon

    Return of the Hive

    Will we have a certificate or IP based whitelist to the hive? I'd like to avoid the mom and pop 24 hour servers to the hive that are used as private farms and ghosting transit points.
  19. Dear Ladies and Gentlemen, I would here by like to introduce you our new server and my team and I would love to see survivors populating it in the near future. Facts: -Located in Amsterdam -40 Slots -High Performance Host -No Unwarned Restarts (all restarts are warned at least 5 minutes prior) -Multiple Admins (who put alot of work in scanning for hackers and do as best as we can) -Admin Contact in this Forum (contact this Account "ApocalypseNow" via PM) -No Admin Abuse (no restarts in case we get attacked or our base gets burned to ashes) -Ping Limit of 80ms to prevent laggers Server Settings: -Veteran -3DP On -CH On -UTC -4 -10 Extra Vehicles Only Two Rules: -Do not Hack / Script -Do not Use or pick up Hacked weapons / vehicles Private Hive Advantages of Private Hive: - Tents and Vehicles save correct - No De-Synch Issues (due to state of the art hardware running the hive) - Ghosting is impossible - VERY fast login Connection Info: 94.242.227.6:2352 DayZChernarus - (1.7.2.5/96061) (Veteran | 3D:ON | CH:ON) - Apocalypse Now [uTC-4 PingLimit=80ms] So all of you are welcome to join the hunt in cherno! And dont forget, NOTHING SMELLS BETTER THEN FRESH NAPALM IN THE MORNING
  20. they could still server hop to the other servers tho and loot up if no one is on. atleast if they make it so each server you get a new character then you cant loot up on a low pop server. i just think that makes the most sense i mean you make a char and that all you get for that server you cant just take him when he dies to loot up and come back. it would also eliminate ghosting. i think having to loot up your character on the one server he was created on would be more fun and challenging IMO.
  21. Evil Minion

    Barricading Vs Server Hopping

    The barricading issue also affects private servers but to a lesser degree: Imagine Player Adam logging out inside a random building and not playing for a certain time. A few days after Player Bob decides to barricade the building and keep his stuff there. Some time later Adam logs in - and finds himself inside the barricaded area. This is basically the same as ghosting even though it only affects the time axis. Now Adam could get Bobs stuff for free - or he could be trapped inside the building with no means to get out. Here we can see the two major issues: players should not be able to get into barricaded areas by abusing the logging procedure (more important on public servers)players should not be randomly trapped inside barricaded areas that appear after they logged out (more important on private servers) I think a good idea to solve this is the "safe zone" concept: a zone is created by completely barricading an areapeople logging out inside a zone get "saved" and are able to log back in as usualpeople who did not log out inside a zone but want to log in there are placed outside the zonezones are only active on this specific serverzones persist some time after "broken" (e.g. a door gets cracked open)zones are not overwritten but expanded/modified instead (you cannot kick out sb. by breaking his door and locking it again)
  22. mercules

    Remove server skip timer after being kicked

    1. Server Hopping multiple servers for loot. 2. Gearing up on an empty server then jumping on a busy server. 3. Ghosting. 4. Inability to "secure" an area as it is very simple for someone to log in behind you, you can never be sure. It is less likely someone logged out on a private server in a busy area than hopped over from another server. 5. Pick up a vehicle on one server that your group has locked down and use it as transport to get to certain locations on another server quickly so that when you die you can be picked up, taken to gear stashes, and then dropped near where you died on another server. All these were issues in the Mod and nothing has really changed for the SA. Once we can start to barricade buildings and secure them they will have to do something about the Hive otherwise you log out on one server, open the door and walk in on another server, then log back into the first and you are through their barricade making it pointless.
  23. crazykage

    Tents have now become more important than ever

    Stryker, I agree with you, but also disagree. I understand the philosophy from a hardcore roleplay standpoint. And that's something I would usually do as well. But what you need to understand is that some people, including me from time to time, enjoy the endgame (geared and hunting/surviving, be it against players or the environment)far more than the rush of being a fresh spawn in constant danger. For me its the rush of being on the hunt that I enjoy most. But, as said, from time to time I also don't mind starting fresh once in a while. Its a strange dichotomy. Nobody is more of an advocate of realism and sim elements than me, yet, in the end, we ARE still playing a game, and want to have fun in our own way. In the end, everyone, including you, will play in the manner that is most fun for them to do so, whatever gives them the most enjoyment. And in terms of exploits (like server hoping or ghosting, etc.), I would rank this pretty low on that list in terms of offensiveness.
  24. mercules

    Remove server skip timer after being kicked

    No. It's too hard to determine what was your own free will or not. You might think it wouldn't be but it would be blindingly simple to Alt-F4 out of the game or pull a network plug or Taskmanager-Kill Process to get out of the game for the purposes of Ghosting and Server Hopping which is why the timer exists in the first place.
  25. I'm not sure if server-hoppers was the only issue this idea was meant to help soften. Just the chance of logging in to an already occupied space is a tear in the reality of the game. Dying by choosing to join a server at the random moment that someone is also in the same building or room sounds like a design oversight. Having a mechanic in place to prevent such mishaps would reduce the amount of deaths by uncontrollable circumstances, and hopefully help keep the game enjoyable while keeping our survival related to skill rather than luck. I acknowledge that this could also bring problems in the way of people camping known spawn locations outside of any given town. Or as you mentioned, people combat logging will have a chance to be given an advantage by their random relocation; but it would also hinder server-hoppers repeatedly looting the same building. It would also encourage exploration and add challenge by forcing players to re-orient themselves upon each login. Now that I think of it, maybe any logout should just spawn players randomly in the vicinity of the logout, rather than in the exact place. 500 meters sounds about right. As far as the design and development of the game goes, making all public servers playable should be a priority. Maybe now it is acceptable to refer people seeking a solid play experince to the private servers, but the public servers need to be stable and as secure as possible by full launch. Hopefully we will see reasonable fixes for duping, ghosting and other forms of logging abuse. Then we can get back to arguing about weapon availabilities and the other finer balancing issues.
×