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Server hopping? Is there a solution? If not, what else....
Dagwood replied to rickyriot's topic in General Discussion
What if you could only join severs for a limited amount of time after restart before they became locked? This would hopefully give public servers a private hive feel. I think the biggest change with this implementation would be the death of ghosting and rampant server hopping (except for unlocked servers, which would be a death trap around military bases after restart). If this was coupled with centrally controlled day/night cycles it would help provide the dynamic experience that so many of us desire. So let's say the server restarts and it is 4:00PM in game time. If the server restarts every 8 hours (I wish) the server would restart at midnight. Players would only be able to join the server between 4:00PM and 5:00PM in game time. After that one hour period, the server would become locked and you would only be able to join the server if you left it within the last hour and joined no other server. Copy and paste from other thread -
Server hopping? Is there a solution? If not, what else....
gearjammer replied to rickyriot's topic in General Discussion
I only see one advantage to the public hive in that if your favorite server is down you can play on another. I don't feel it's worth the trade off though. Aside from eliminating server hopping and ghosting, the private hives turn into a community of players, and it becomes more fun to play with or against the same players. -
Server hopping? Is there a solution? If not, what else....
B4GEL replied to rickyriot's topic in General Discussion
I don't understand the point of the public hive. What does it add to the game except server hopping and ghosting? In my opinion the whole idea should be scrapped, characters should not be transferable across servers. -
I quite like your ideas. About the ghosting idea... What about : if you disconnect and you haven't been carrying any weapons in your hands since 5 minutes then you won't make any sound. By the way, the sound doesn't need to be very loud. If you disconnect in the middle of a forest you won't care about it...
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What if you could only join severs for a limited amount of time after restart before they became locked? This would hopefully give public servers a private hive feel. I think the biggest change with this implementation would be the death of ghosting and rampant server hopping (except for unlocked servers, which would be a death trap around military bases after restart). If this was coupled with centrally controlled day/night cycles it would help provide the dynamic experience that so many of us desire. So let's say the server restarts and it is 4:00PM in game time. If the server restarts every 8 hours (I wish) the server would restart at midnight. Players would only be able to join the server between 4:00PM and 5:00PM in game time. After that one hour period, the server would become locked and you would only be able to join the server if you left it within the last hour and joined no other server. There are plenty of drawbacks and flaws to this roughly outlined change in how servers would work in dayz. With that being said, I'd like to hear your thoughts and/or objections.
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For Older Gamers - The FOG Awaits | Private Shard | NO Persistence | 2hr Restart
Irish. posted a topic in Servers
"The FOG Awaits!" In FOG We Trust, The Rest We Dust." Be sure to check out our Public TS: ts58.teamspeak3.com:8037 (We've Added More Slots To Accommodate Our Public Community, Enjoy!) Server Discussion Page - Musty Gaming (Go Tohttp://mustygaming.com/Forum/index.php?/topic/3106-for-older-gamers-the-fog-awaits-private-shard-discussion-page/ to View/Share FOG Server Experiences.) FOG will be celebrating it's 6 month Anniversary and will be hosting a Community Meet & Greet. We hope to see you all there! Sign up to be added the list of Attendees. (http://forums.dayzga...g-jan-18th-sun/) .:FUN FACTS:. Private Hive (Eliminates Server Hopping/Ghosting.) Persistence Disabled (Due To Inconsistency. Stay tuned.) 2 Hour Restarts (Find That V3S Asap, Before We Do.) Zero Admin Abuse (Besides Obvious Exploiters, With Video Proof.) Community TeamSpeak3 (3 Separate Lobbies For Chatting With Fellow Survivors.) Community Media Gallery (Go Here To View/Share Photos and Video of FOG Server Experiences.) Community Server Discussion for Public Users (Go To http://mustygaming.com/Forum/index.php?/topic/3106-for-older-gamers-the-fog-awaits-private-shard-discussion-page/ to View/Share FOG Server Experiences.) Killer FOG On The Western Front (Adds To The Intensity Of It All. We Can't ALL Be Nice Guys.) Cannibals At Novodmitrovsk (The "Absolution Clan" Have Marked Their Territory. Claim And Defend Yours?) Tomatoes Galore (Ol' Man Cooter's Farm. Eat At Own Risk.) V3S's For All (Ok, Not True, This Ain't OprahZ.) -
New Player, 20 hours in, I'm decently geared, now what?
CornProducts replied to Spectator (DayZ)'s topic in New Player Discussion
Server jumping is frowned upon, only if you use it to exploit something. For example if you just cleared out a military building, then switch servers just to reloot the same building on a different server, that is a no-no. If you are in combat, then log out, relocate yourself, and log back in to attack from a different position, that is called ghosting and you will bring dishonor to your family name and tribe. If your server is just a piece of junk, get outta there. No one likes playing on a janky server. As for stuff to do, I like to head to the coast and try to shepard new spawns off the coast safely. You will probably fail, and die, but you might make some friends and get some excellent stories from it. That is just one thing to do. You could also go out guns blazing on a high pop server, although that usually ends abruptly and not all that fun. If you find a truck you can take it to the coast and give taxi rides for funsies. Last time I did that I got shot in the face by the first person I met without him saying a word... <_< You could also go plant a garden. -
How's The Game Lookin'?
zak.preston@gmail.com replied to Sterling (DayZ)'s topic in General Discussion
I guess you missed my point: DayZ SA has been in development for 2 years. Still, some glitches in SA version persist from ARMA2 Mod: ghosting zombies, texture artifacts, some buildings exploits, dupe and so on. Yes, the new map is beautiful, new weapons look cool, inventory is far better, new gearing system, new healthcare system. But afrer 2 years of development the game still fails to deliver survival elements! This is what bad! And mods, while having rudimentary (compared to SA) gearing and health system, can offer you a zombie apocalypse survival. So, from a point of a common consumer, why should I pick SA over mods (esp. ARMA3)? -
How to avoid character resets and death while logging off
Mookie (original) posted a topic in General Discussion
Threads on this seem to descend quite quickly into flamewars a lot, so perhaps helpful if we pool our practical knowledge about avoiding these phenomena. I'm lumping them together because sometimes people are killed in the 30secs after logging, and therefore confuse the two. I've somehow managed to avoid being reset or experiencing a logout death since the 0.49 wipe. This is probably quite a lot of luck, combined with some practical lessons. For what it's worth, this advice is aimed at all players, so if you're experienced and know it all already, please accept my apologies. Similarly, if I'm wrong about anything, or if you disagree, please feel free to correct me. First: avoiding death while logging: 1. As a rule, try not to log out in or near a building, unless you are an uber-exploiting, ghosting PvPer. If you are logging back into a high pop server you will simply increase the chances of happening across another player who, startled at what s/he will see as your ghosting, will kill you. Similarly, Zs tend to be around buildings. Some players trust that closing doors behind them will rule out being bounced by a Z, but my faith in that isn't as strong as it could be just yet. Similarly, if you log out on an upper floor, you could find yourself stuck in the basement of the building when you log back in... 2. The best places to log out are in fir trees in the woods or behind bushes. Stay in game for at least a minute or two before you actually log out, in case you have been seen by a Z from a distance. Second avoiding resets: 1. Let's get the obvious out of the way - you may have logged in to an experimental/first person server, which is a different hive and on which you will therefore start as a freshie. No problem. Just log back into to a third person server. 2. Some servers experience temporary, or longer-term disconnects with the main database/hive. If you're logging into a regular, third person server and experience this, hit escape as quickly as possible, in case the server manages to re-establish its connection with the public hive, and (unhelpfully) overwrites your character. Don't feel tempted to have a little splash about in the breaking surf, unless you actually want your heavily geared char to be dumped... 3. Some servers do not manage to make this connection with the main hive for several minutes after they restart. If you see a server at 9:01, or 12.02 or similar, think twice about connecting to it. Five or ten minutes past its restart clock time is usually ok. 4. Again, in this case it's possible that if you get back out quickly enough, your character will not be overwritten, and that if you go back into a different server, all will be well. But there is a lot of luck involved in this. 5. You can have a server in your favourites list and have used it many times in the past. That does not mean that it won't experience a problem, so don't assume that it's going to work for all time, or that if you log into it as a freshie, your character is gone for ever. If you're unlucky, you can log in repeatedly to servers which show you as a fresh spawn. That doesn't necessarily mean that your character is gone. I think my record (in 0.50) was eight different servers, all showing me as a bambi. I kept the faith (because they were showing me at different spawn points), and on the ninth, there was my guy in his Gorka-clad glory. 5. Reset problems seem more common after new patches, perhaps as servers are updated, etc. You may want to bear this in mind. Anyway, hope this saves some lives and sorry about the wall of text. -
Or you could just reduce the current "damage hitbox" while also increasing the damage required to break the door by several means: minimum damage requiredresistance to particular damage typesabsolute damage to break increasedSo if you do not have enough raw power (while also hitting the right place) to open a lock you are down to using a lockpick. Sniping doors open from afar is stupid. Now tracking of broken doors is indeed a lot of work and may or may not be worth it. However, I think there is also another mechanic that might take up a lot of work but definitely is worth it. I am speaking of login "deadzones": A completely locked area (room, house, hall etc.) creates a "deadzone" inside. If you want to login inside a deadzone you will be spawned outside instead. If you log out inside a deadzone it will store your player ID and allow you to login inside.This should prevent players from ghosting inside locked areas (maybe without even knowing) and also solves the "surprise prison" problem where a player either gets trapped inside a room with no means of getting out without technically getting locked in - which in return allows for locks that actually need more than fists and time to be opened.
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Clarification on "Base Building"
[Outcasts]Massacre replied to Caboose187 (DayZ)'s topic in General Discussion
Ghosting was looked into you cant spawn in a base if it isnt yours. -
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If memory serves, Hicks talked about this in one of the Twitch streams. He said that players would not be laying foundations or building any multi-storey houses. Bases would consist of fencing off your campsite and maybe erecting some basic shelters made from scavenged materials. Which is what most people in this thread seem to want. The issues to resolve will be around how to prevent ghosting inside a locked/barricaded area on the public hive, and how to balance construction/destruction time/effort/equipment. The former would appear to be the trickiest to deal with, but I'd be pretty surprised if the dev team haven't already been considering the options. When the stamina system is implemented, there's no reason not to apply it to things such as chopping trees, building barricades and crafting in general - all physically demanding activity, and not just running.
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I think base building should be with in reason. Blocking doors, maybe more tent types, or crafted tents, maybe fences, and metal objects, sand bags and the like. Epoc has down right not realistic base building. So I say with in reason. Also ghosting, is another issue that should be looked into. I mean what the hell is the point of having a base if another clan could just have someone spawn inside of it. So currently I see it more for storing on a private shard with the current engine then anything. Plus the server wipes once a week kind of defeats the reason for having one. I am sure in the future that will happen less often if at all.
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Hey folks, just looking for an educated response to a thought that has puzzled me for the last few weeks. Our community is currently hosting a DayZ SA private master shard 3PP/1PP server. The private shard is a welcome change from the public hive as we can totally eliminate server-hoppers and ghosting. My question is as follows; If our community were to purchase an additional server - a private SLAVE, and set this to 3PP:OFF - would it still be able to use the same hive/shard as the original 3PP:ON server? Any insight on this matter would be greatly appreciated! :) Sinnaman
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Oh, so that's what that laugh is. Freaking spooky, I thought some script kiddie was ghosting me.
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Name: LinusLAN.net Hardcore DayZ <<PER:ON|3PP:OFF|PRIVATE|WHITELIST>> IP-addr: 109.169.60.72:2502 Forums: LinusLAN.net If you are reading this, you are hereby cordially invited to the LinusLAN.net DayZ Community. After registering at LinusLAN.net, your objective is to apply for whitelisting using our custom whitelist system. Apart from some reading skills, you will need a Steam account that is both in good standing and at least level 3. After whitelisting, you are free to play on our UK (London) based 50 slot hardcore private hive server, which is pre-paid for the next 180 days. We're serious enough about DayZ to actually have a DayZ mission statement. You can read it in full here, but suffice it to say we want to provide a hardcore, oldschool, purist DayZ experience. Clean, plain, and simple. No bullshit. The zombie apocalypse was never about any easy street. There are lots of DayZ communities out there that already provide casual, softcore, and laid-back DayZ experiences. That is not, and never shall be, our forte. Our pledge to you as a member of the LinusLAN DayZ community is that whenever a choice of path presents itself, of either going a more difficult route, or take the easy way out, we will choose the difficult. We will chose the authentic, the realistic, the immersive, and the gritty, before the gamey, the colorful, the immature, and the shitty. Below are some of the core aspects that the LinusLAN.net DayZ Community provide to you as a member. Whitelisting and cheater deterrents Our custom whitelist system integrates with Steam, so no need to mess around with GUIDs anymore.We use the Steam integration to check for previous bans IN ANY GAME to keep bad apples away. This has proven to be a very good deterrent indeed, and if other communities can claim to be "hacker-free" (there's no such thing by the way), we can always claim to be more "hacker-free" for this very reason.We manage a community blacklist to keep previously known cheaters off of our servers.We will never show any leniency towards cheaters or disruptive asshats. There's no "ban appeals" section in our forums. You serve your time. Even if it is permanent. Loot safety and balance Our new 50 slot private hive shard is pre-paid for the next 180 days, and persistency will always be enabled, so you can "safely" set up camp here.Multiple servers will never share hives, i.e. transfering loot and ghosting is a thing of the past.We will never, EVER, stoop so low as to offer any pay-to-win / pay-to-play incentives to disrupt the ingame loot-economy. (Seriously. Fame, fortune, and entitlement seems to be favored over honor and loyalty these days. It's truly a shame).Metagaming with regards to the location of player bases and tents is strictly prohibited in the forum, i.e. if anyone ever reveals the location of bases/tents in the forums, harsh bans will be issued. Transparent and open DayZ community We will never enforce any style of playing DayZ. We don't frown upon KoS, banditry, hoarding, shenanigans, PvP, etc.We have rules for both players AND admins. It's a two-way street.We are always open for suggestions and discussions. We will always hear you out and thoroughly wheigh your suggestions against our DayZ mission statement, server ruleset, etc. Upcoming stuff [confirmed] Community TS3 server is in the works.[pending Multiplay] Day/night timecycle.[pending Bohemia] Reduced loot spawns.[pending Bohemia] Increased player respawn timer.[pending Bohemia] More randomized player spawn locations.[surveying] Host a very hardcore DayZ mod server.[surveying] Host other game servers. If you have any questions, don't hesitate to ask.
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I've played DayZmod and DayZ SA when it came out. I always loved the game but some of the bugs in SA made the game quite ridiculous, mainly super hero zombies from all corners of the Marvel universe. So basically I'm wondering what I might need to know after 7 months away. I'm hoping zombies function like.. zombies now. Did they come up with a good system for logging in and out of the game? To fixed ghosting/hopping/"oh shit I'm being shot at" logging. I don't really feel like reading through all the patch notes and trying to figure out whats fixed and what still may be broken. Not looking for crazy details just general points is fine. Is the game still fun to play? From my quick scan of general forums looks like it.
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[Question] Public Shard vs Private Shard
gibonez replied to Weyland Yutani (DayZ)'s topic in General Discussion
I have my fingers crossed that the private shards are just testing experiments that eventually turns every server into a private shards. Getting rid of the public hive would solve so many problems. Less combat logging, no ghosting, no server hopping, greater potential for survival mechanics. -
vadf.net Private Shard 119.252.189.161:2502 Australia based Single server - no more putting up with ghosting or server hoppers Full day/night cycle 3rd person Persistence Scheduled restart warnings All welcome No gimmicks, just DayZ as it was meant to be played Teamspeak available
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| FOG's Crazy Community | 1PP | Persistence Disabled | All Playstyles Encouraged |
blunce replied to Vex_Vehix's topic in Servers
Me as well. The private shard aspect is great because it eliminates ghosting, server hopping, & combat logging to an extent. & it also offers a place of like-minded people to consistently play together & form a community. Punisher pretty much listed all of the reasons that persistence is off for the time being. Persistence itself (loot remaining in it's place after a server restart) works like a charm. It's the weekly Wednesday maintenance that really eliminates the purpose of it. That, & the server getting so bogged up with loot respawns to the point where performance suffers. Those are the biggies. But, as Punisher also mentioned, once those bugs have been ironed out, persistence will be on once again. We're just waiting for it to become more stable. -
Third Person View should be Over-the-Shoulder, NOT a bird's eye view.
BeefBacon replied to Rags!'s topic in General Discussion
You mean like when I want to play 1pp, can't find a server and end up having to play 3pp? You don't seem to understand the issue. The issue isn't that there is a third-person perspective. The issue isn't that it's unrealistic. The issue is that it can be exploited to the detriment of gameplay. This exploit, however, is a fundamental part of 3pp. It's the same with server hopping and ghosting - a fundamental issue of multiplayer games of this kind. Lots of people server hop. I'd even go so far as to say most people server hop. If the devs, at long last, announced a watertight solution to server hopping how many people do you think would defend it? How many would go "but server hopping is the only way to get loot with this loot system!" or "what if the server I'm on is buggy and I have to hop?" or "what if I want to see how my character blends into the surroundings?" People don't play 3pp for greater tactical awareness or for FoV reasons or any of that nonsense. They play it so they can exploit it. Players prefer 3pp because they have that exploit. No, but I am entitled to an opinion. As a 'single videogamer' I don't think that AC-130 killstreaks have a place in DayZ either. I'm not 'dictating' anything I'm just voicing my opinion. One could consider scalable LoD an exploit. I think that settings like shadows and grass should have a lowest setting but shouldn't be disabled, but only when the game has reached a suitably optimised state. Well then I suppose using Counter-Strike: Source as a baseline when talking about CS:GO is pointless too. Isn't like they have many of the same gamemodes, same maps, same models, same gameplay, similar engines or anything like that. They're games in their own rights and shouldn't be compared. Even better, it's not worth comparing the original Counter-Strike mod to the full game released by Valve later the same year, because the latter is a game in its own right. Isn't about getting rid of 3pp. It's about making 3pp no longer exploitable. People are indirectly defending the exploit by making other claims about 3pp. The advantages posed by 3pp are outweighed by its disadvantages. Get rid of those disadvantages and we're golden. This is a mod for Arma 3 that occludes objects that cannot be seen in first person. Seeing that it's pretty much just a few lines of code it's a little janky, but I'd love to see a polished version of this feature in-game: -
Not true. Its enough to attach a sufficient cost to (rapid) switching - because the hopping ceases to be a problem once its no longer advantageous to do so. Limiting characters to a single server comes with its own drawbacks. Turning every server into a private shard is just as much as a solution as first person servers are a solution to peeking - it works for those who can cope with the disadvantages indroduced by the radical solution but its neither the only way nor the best one. The OP also does introduce a certain cost (moving out of the area and back in) but it does hit normal players about as much as server hoppers. In the end blocking logout would probably not work as people could just force a disconnect instead. So in case safe zones were intruduced they should allow logout but not login (moving the player outside the area to spawn) and warn the player about it. Also there should be dynamic safe zones around players and induced by barricaded areas (which prevents both ghosting inside locked areas and getting caught inside one by logging in).
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What Do You Consider To Be "Exploiting" In This Game?
Zing Freelancer replied to cheeseburger8's topic in New Player Discussion
Arguably it was intended to allow players to play on any server of their choosing. To prevent loss of player characters in case if your preferred server shuts down. Also allowed for server migration for the sake of game play, ala clan wars, ala kill spree on populated servers. What it was not intended for is loot farming on multiple servers. (Even though loot farming is my all time favourite activity in DayZ). Ghosting, logging on a different server and flanking a camper before you login behind him. -
What Do You Consider To Be "Exploiting" In This Game?
DocWolf replied to cheeseburger8's topic in New Player Discussion
It's easily explained...let me use what happened to me yesterday evening. I logged in an unknown public server, and the greeting message was "Join our TS chat or be kicked"...there was no link to a teamspeak server. After a minute, my baffled character was kicked. First server. I tried another unknow public one, logged in and then after a couple of seconds I was kicked because apparently my character's name contained a long list of dots, round and square brackets...even if I couln't see any of those. Second server. Then I defaulted to a known public server and played for a while before the dreaded "no message received for..." popped up. I logged off and logged back in, but after a few seconds the same message appeared again. Third server. I logged in another known public server, and managed to play for a while before being booted: server restarted, apparently. I say apparently because it didn't appear anymore on my list. Fourth server. Pretty annoyed, I decided to try an unknown server: I logged in, and even if it was a public one I was kicked because it employed whitelisting (even if nothing in the title implied it). Fifth server. I tried another server, played for a while and then it restarted...sixth server. According to your proposal, yesterday I was four server short of bein locked down in the last server I visited. Even if I wasn't ghosting or server hopping. DayZ is not exactly optimized or stable at the moment...longer timers are welcomed, any kind of limit to the number of server you can visit definitely no.