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Found 2794 results

  1. gibonez

    Private Shards

    the community does. There is a reason why people flooded to private hives in the mod. Private hives simply do not suffer from the horrible issues that public hives bring forth due to character sharing. - Less combat logging - Zero ghosting
  2. TheFarm

    Private Shards

    This. it eliminates so many problems too, the worst being server hopping and ghosting. Thank you for that quote boneboys, hopefully we get some news on private shards for next weeks post. This is all that im looking forward to, vehicles and new guns arent very exciting when there is no communities to enjoy them with.
  3. boneboys

    Re-Loggers

    The term is ghosting, the countdown timer is enough already I believe at this stage of development.
  4. Welcome To Blades DayZ Epoch Chernarus (Roleplay Server) Server: 71.203.232.52:2302 OR Blades DayZ (Search in filter) ~We would love to hear feedback and recommendations //Features Our main focus was to make this feel like a real zombie apocalypse. We have added many scripts and map addons to our server such as, Self Bloodbag, Auto Refuel, Mission System, Roaming AI , custom Epoch traders, snap building, indestructible bases, more vehicles, tow and heli lifting script, taming dogs, gender selection, service station, more locations(camps/cities) and a lot of cool other server functions. (Custom loadout system,anti backpack theft,safezoneTrader, ETC (TOO MANY TO LIST)) Mostly, every day we do an event, ran by admins. (we sometimes take players to 'quarintine zone' or a camp, and we will try not to let people die) WE DO NOT USE BATTLE EYE, We use a better anti hack for Epoch. (battle eye is too glitchy with the scripts we added) //Admin Events Admin Events happen mostly every day, the events will be put in global chat (by admin) and there will be a meetup point. If you are there to kill us- you will be kicked, then banned. The events end with player getting loot, you most likely will not die in the events, and the events are all roleplay based. //Rules No cheating with scripts or mods No KOS (kill on sight). you can kill once you made contact, you may not kill the victim if they are complying to a robbery. New Life Rule(NLR). Once you die, you may not remember where your body was and you cannot tell your friends on teamspeak or anything like that about your killers location and their intentions. Roleplay. Don't change your back story after you already told someone. But always try to stay in character. No combat logging or ghosting If you have any trouble connecting to the server use the ArmA 2 in game server list, or if you need the IP to connect, I will add on to the post. The Server is still in development Hope to see everyone on! Bye-Bye! // If this is in the wrong section, please tell me I will move it :) :beans:
  5. Cptn_Miller

    Elektro Experience.

    Wow, nice footage of that ghosting muthaf'er... right thru the wall and robbed you... some people are so pathetic they have to resort to hacks. And, that is one chaotic teamspeak you have going on there lol, people running all over shooting eachother, good stuff lol.
  6. slippery gypsy

    Well, I combat logged.

    combat logging and ghosting makes baby jesus cry
  7. Ramblin Hans

    Beware of the Cherno snipers

    And if you are a sniper up there, beware of people ghosting up to get you. They always log if you miss and magically appear up in the hallway one floor below the roof. I mean, so I've heard. From a friend.
  8. RagedDrew

    Well, I combat logged.

    How is this an opinion? Did they or did they not implement spawn timers when leaving and joining a server due to combat logging and ghosting?
  9. RagedDrew

    Well, I combat logged.

    That my friend, is your opinion and like ass holes, everyone has one. With that said, just because you think there's no right or wrong way to play DayZ doesn't make it fact. What is fact though is there was a log in and a log out timer implemented due to combat logging and ghosting, therefore ghosting or in this particular case, combat logging is wrong.
  10. Whyherro123

    Well, I combat logged.

    So...you essentially admit to Ghosting? That is, log out when shot at, move to a better position, then attack and kill the now-essentially-clueless enemy? And you think this is a good and admirable way to play?! Shit, kids these days. Not an ounce of "honor" among them. At least live up to your death, make it worthy of song. Make them fight and bleed for your loot, not cheat at the game and talk trash on the Internet.
  11. gibonez

    Suggestion: Sleeping When Logged Out

    This single suggestion would be fantastic but unfortunately several things must happen before it could become feasible. 1. Base building needs to be added . 2. Barricading needs to be added. 3. No hive spawn system one character per server. With these two things being added then it would not only make sense it would improve the gameplay ten fold. While you may not see the benefits to gameplay immediately a sleep system in the game would have the same positive effects that it did in Rust. 1. People will not kill on sight nearly as much as they do in dayz due to having a static location where they must rest. 2. Alliances will form due to the increased versatility and safety in numbers, groups will watch each others backs when they are sleeping and not in game. 3. Combat logging immediately disappears. 4. No ghosting or server hopping is possible. 5. No silly popping into existence. If the game truly wishes to be a good survival game it needs sleeping when you log off and your character needs to stay sleeping in game when you are not logged in. Yea but ask yourself what is more realistic ? Not sleeping in game and having your character magically materialize out of thin air allowing for far greater exploits or your character sleeping in game trying to hide from not only the environment but other players ?
  12. sachad

    Information of nearby players logging in/out

    I've been ghosted by people well away from any sort of high-profile locations. One time I was running along the eastern railway tracks and some dude spawned in 50 feet in front of me. Besides, you make it sound like these guys are ninjas who only give their presence away by giving you the dread black screen of death. You hear footsteps, doors opening, etc. Even if the dude literally spawns in 3 feet behind you, he still has to notice you, get his weapon out, aim and shoot. If you didn't notice him in that time, you deserved to die. Be aware of your surroundings, all the time, ESPECIALLY in the places you describe. You know people are always ghosting and server hopping in those places, so take precautions. Close doors behind you, watch the corners, and listen carefully. At firsts, ghosts busted me, now I bust ghosts without mercy. You spawn in right next to me, you're eating a bullet sandwich. It's the only situation in which I KOS.
  13. Evil Minion

    Spawn near your Friends (realistic)

    Nah, it would just reduce the meaning of death even further if applied to respawns and cause reinforcements to appear way too soon when applied to spawns. For respawns I think going exactly the opposite way (bad spawns for everyone) is a better solution as it makes death having some impact without keeping you away from the game for too long. Though there was an interesting idea about a "cure zombie" feature that might allow for a friend to respawn next to you. For spawns I really think you should just keep spawning where you logged out with some special interactions when players are nearby (to avoid ghosting/combat logging and the likes). Everything else might disrupt the gameplay by too much (people suddenly popping up near other people should be kept at the absolute minimum).
  14. Chaingunfighter

    Most game breaking bug... Please fix asap

    It's not really combat logging if your character is rendered completely incapable of doing anything and you log out to fix it. Plus, you're still logging back into the same location, not ghosting, so the other people have nothing to stand by (And really, who gives a shit anyway?)
  15. SAirish

    Awesome dayz video!

    So, near the end there is talk of ghosting/server hopping for weapons...well done! :thumbsup:
  16. 434 seems to be where it's at. Pop numbers are beginning to rival any overpoch server. Only 5-8 available slots on server yesterday during prime time. Won't be long until it will be overcrowded. But why bother going to another server if they aren't connected? I think because the mod has matured finally it isn't really different from other popular mods in the sense that there might be no permanent solution for hacking, ghosting, etc. but the player base is reduced to mostly only those who wish to truly play the game. 434 and 435 are connected and I haven't heard any issues with people using 435 to ghost.
  17. I run a pure vanilla private hive. I don't think i would want to be connected to the public hive. So many issues, ghosting server hoping etc.
  18. 4funz

    bridge spawn thingie

    What you said this time makes much more sense. If they have resources to get a team or even 1 person who will be dedicated to fixing cheating holes that would be cool, i just do not want development slowed down by that, as that is something they can fix down the road. Also did some reading on the cheating and everyone said there are much less cheaters on HC servers. As for my play style: when i play alone i play very safe. When i play with a friend we gear up and we go out looking for trouble in large cities. While i never saw a cheater i was killed few times by people ghosting (or how ever you call it when they switch the server to get behind your back).. Imagine how it feels when you have 1h fight.. 2 vs about 10.. you kill like 3 of them and you die in that way.. i lost will to play the game for like 5 days....
  19. chompster

    Respawning on every server

    You weren't respawning, the timer is a Anti-Ghosting countermeasure.
  20. I stopped by mainly for the negative comments. :) Also: I want ZERO wall glitching, ZERO looking through walls, and ZERO server ghosting. I basically want the SA to be DayZero.. highly optimized, almost no bugs, and damn near zero cheating.
  21. Steak and Potatoes

    Penalised for jumping server?

    Most likely killed whilst waiting to log out completely, anti ghosting in any shape or form is good. Blaming your death on misconception of how the game works is bad.
  22. bulldog six

    Sleeping pad & Dreamland

    Ok here's the idea: the character has to sleep and be rested. But how to implement this? With a sleeping pad and a parallel world called dreamland. When you need to rest you put your sleeping pad down wherever you feel safe and go to sleep. When you sleep you enter dreamland. Dreamland is basically the same world, but slightly different. Food items aren't present in dreamland because you don't need to eat in dreamland. So all food items are made invisible and non-interactive locally for the dreamer (of course not global). When you enter dreamland you create a random character of yourself (same look, different stuff - sometimes you may have full military gear, other times just civilian stuff). It's basically you dreaming about yourself but in your dreams weird things happen, right? So instead of being a poor dude you're a high grade military officer for instance. Anyways: you can't see or interact with nor hear other players who are not sleeping/in dreamland, but you can interact with those who are in dreamland. So dreamland basically turns certain things locally invisible and inaudible while it enables other things like fast travel and other gimmicks like maybe ghosting for some time - but only in dreamland. If you die in dreamland you wake up before your sleep cycle is over - as if you would wake up from a nightmare. But you don't lose any of the real gear you got because it was just a dream with dreamland-gear, right? As soon as a shot is fired in the real world nearby where you went to sleep you will abruptly wake up as well where you went to sleep. Either well rested or also like woken in shock - depending on how long you were able to rest. In dreamland you can meet other people who are also in dreamland without having to fear they might "really" kill you on sight and take your stuff - because there is no stuff other than what you already have in dreamland - which is not lootable. But you can arrange a meeting with them in the "real world" if you feel you trust them through your encounter in dreamland - except for their skintone and face/gender they will be differently clothed and equipped. What you saw in dreamland of them was just their own projection of themselves at another time (or entirely fictitious altogether). To make killings of the sleeping less likely: If someone in the real world comes close to your sleeping self (1st "outer" perimeter, i.e. 200 meter radius from your sleeping body) it snaps you back to your real world body's location -weather you like it or not- but you remain still in dreamland! it is as if one of your senses is trying to keep you from harm and slightly waking you, but not quite. so while still in dreamland but on your body you are forced to look in the direction where the threat is (while they are still invisible because you are still sleeping after all). And you can't wake up unless they somehow wake you up either through being within the second, closer-proximity-radius (2nd "inner" perimeter, i.e. <100 meters) or they make noises (eating, shooting, talking, sprinting, reloading, ..) within this 2nd perimeters' radius/shooting within the 1st perimeter. You still can't see them from dreamland but you can see where the potential danger is coming from (through being forced to look in their direction from your sleeping spot while still in dreamland, after a quick snap-back to your body's location) though still asleep. So if the 2nd perimeter is breached you wake up, either well rested or abruptly and sweating as if awoken from a nightmare or shock (i.e. gunfire) after very little sleep, you then have the choice: pack your stuff and run away from the direction you were warned about or head towards that direction that you were forced to look towards in dreamland and confront the intruder. The choice is yours. But since you couldn't see the intruder(s) you might be up for a surprise - either good or bad. Sleeping should give you the perk that you have better aim and maybe greater endurance in the real world. The other perks of being in dreamland, except from being able to meet new people without having to lose gear, are to be discovered and discussed. I think all in all it might be better and more interesting than having tents. I would remove tents to be honest and include digging up crates for storage instead. Oh and whether you sleep at day or at night is up to you - unless you haven't slept in a long time in which case you might not have an option. (Maybe daytime cycle should be cut shorter in order for this implementation to work - it's not like anyone is playing 24h without interruption, not to mention server restarts which resets the time back to the starting time - UNLESS the time will be persistent after a server restart, which could solve the time cycle issue). Some random thoughts/ideas/possibilities on how to implement it visually: For the visuals: increased bloom, fog to max, different colors, caustics light emitters, colored fog, .. maybe make it appear like underwater somewhat like so: http://static-3.nexusmods.com/15/images/110/2762305-1384670704.jpg [^] or so http://3.bp.blogspot.com/-gqMMmRXLG9U/URaFxv8RI1I/AAAAAAAACnw/uV8mYQMiXws/s1600/Nereocystis+luetkeana-+bullwhip+kelp03.jpg [^] or so https://www.youtube.com/watch?v=3D9OTNhubbA [^] maybe different movement, different sounds, occasionally you having nightmares due to the zombie apocalypse or illness, maybe with additional zombie noices, twiggs cracking and heavy breathing (think of the Max Payne dream scenes), different perspectives, sometimes doom and gloom, other times sweet dreams and increased white bloom. the potential is huge! just different everything. it is a dreamland after all ^^ or you go to sleep and if log out like that and when you log back in later you are well rested. so you don't have to go through a dream/astral-travel mode if you don't want to.
  23. pilgrim*

    How to stop server hopping.

    OK I said this before but just to make it clear - let's forget the "problem" and look at the gameplay. Suppose there was a little change in the gameplay: Suppose that I picked some buildings at NWA .. let's say ALL the buildings to keep it simple. Just the buildings. AND a new rule is you cant log out inside a building. That's the only change in the software. OK. So what would happen ? I mean what would happen to the gameplay (forget wetbacks hoppers!). Let's think how gameplay would change. OK - first no one would log in inside the airport tower etc.. because they can't log out there, so they cant log in there. So no one is going to be surprised after they have cleared a building when someone logs in behind them. And no one will be logging inside the walls either. And no snipers will be logging in on roofs - and as we know, that's a form of ghosting that the existing timer hasn't touched . If players want to log close to the buildings, because they want to change servers, or to be ready for action quicky, they have to go outside and find some sheltered place to hide. But that will be more risky for them, because they will not be in an enclosed space.. so logging in will have more risk (we know what NWAF is like, we've all been there) .. they can hide but not as completely as in a room. If you log in to a room you only have the risk that the one room is occupied - outside at NWAF you can never be confident of who is around anywhere, so you are likely to seek a 'good' place to log. You're not going to log outside the door of the ACT building, for sure.. This is why - at the moment - players DO log inside the airport buildings. They have assessed the risks and the effort, and decided this is the best bet. So my little change stops all that, they have to rethink. Everyone knows (from play experience) that moving across the airfield between buildings is a lot more risky than being inside a building.. and everyone is relieved when thy get that door shut behind them. So there is a change in the risk and in player habits right there.. but: Even more interesting: if you can't log out in a building what do you do in a firefight? You are in the building and suddenly there are unfriendlies outside. A standard solo thing is to shoot and then log and hope they won't rush you, or "pretend" to log and hope they do rush you. A standard squad thing is for the squad to log and leave one volunteer rearguard to take the shots, then you meet him where he respawns and re-equip him. If you are the squad outside you either wait, and the player inside will probably NOT come out or even surrender, or you can rush in and accept the casualties. So - with no logout in the building, the situation has changed. Firstly it is more realistic, you are pinned down in a building, and the squad do not want to come in, they KNOW you are still there and they know they WILL take casualties. And you KNOW you can't escape unless you do a Butch Cassidy, OR you really surrender.. see ? Suddenly there is an additional REALITY that was absent previously. You could even have a siege that goes on for hours, why not ?? with real negotiations for surrender.. with real desperate last stands.. And when you turn up at the airfield in the first place and get inside a building.. you now know you are NOT safer than outside.. you are maybe totally trapped.. "life and death" trapped.. so you have different stress levels and different expectations of the possible outcomes So simply having one rule change, will change the whole game played around those buildings. If a sniper wants to get up on a roof he has to start on the ground and walk up there, he can't log on somewhere else and ghost around to a couple of populated servers for the evening.. if you want to log out at the NWAF you have to find some place to shelter before you log, you can't zap between rooms and servers without moving your feet or having to hide ..if you enter a building you have to keep a good lookout, because if someone turns up to cover the door, you are really in the shit.. just like Real Life.. one guy behind a bush with a shotgun, and suddeny you leaving the building is no fun at all, and you are STRESSED.. and you can't quietly log in a corner and hope to get away to a quiet server. OK, so the gameplay changes, players have to adjust to the new situation, there is different stress for different reasons.. NOW - the other thing we need to do is see how that could be used for meta-gaming, or could adversely affect gameplay: Suppose someone fast logs, pulls the plug, while they are surrounded in the building.. what happens?? Well - Can't have the guy respawning somewhere on the perimiter, because he would be behind the dudes who trapped him, that would be too good to miss and a lot of players would take advantage of it. Cant have him logged back in inside the building after a loss of connection, because then he could circumvent the whole rule, and log in or out where he liked just by pulling the plug So if there is a loss of connection, or if there is a server restart, where is the player located when he logs in? He has to be somewhere that does not give him any advantage.. What do you suggest - directly outside the door of the building ? Even "somewhere fairly close" to the building would be an advantage if there was a squad covering you and you cheat-logged to escape, because the rule does not let you log in the normal way.. So - there's no problem for a server restart, everyone can be 'put back' exactly where they were (inside or out) no unfair advantage. BUT wherever the player is logged back in after a cheat logout (disconnection) - he can always use the cheat logout to save himself - so the player can get around the rule every time, unless a deliberate disconnection kills him in the building. But this is only the same as a fast logout when you're on a ladder ? Anyway, I talked about this already.. And I hope I've showed that small changes in the game rules can produce very different gameplay and different expectations, especially in a locality famous for PvP. This idea might generate some interest n PvP players, and in anyone looking for excitement, or for a measure of realism.. just because it prevents the obvious stupid abnormalities that exist in the game at the moment, which are abused to the max by just about every pvp player and looter (everyone). This would make for more interesting fight scenarios, obviously.. the risks would be more realistic.. and all this from just ONE change that everyone can easily understand and live with. But I have stuff to do in my real life (play DayZ bro)..my only point is - as long as you look down on and despise players who play differently than you, your solutions to "deal with them" will not be good solutions. And even without considering "hopping" - isn't my little rule change an interesting idea for the gameplay in many situations that are easy to imagine? = it's just an idea.. I'm not trying to sell it to anyone, and no one's listening anyway, far as I can tell .. except the pristine contributors who search for phrases they can get stroppy about .. the player haters.. but that's a different game, it's not DayZ pilgrim this is LONG and Boring - but ya did ask, sorry.
  24. pilgrim*

    How to stop server hopping.

    1) "loot hoppers" are evil foreign immigrants who come into your country to steal your work and get their hands on your women.. I mean your loot ... we all hate those outsider, right ? Dont we ? I don't have a country myself so perhaps I hate them less than other players do. You shouldn't mix up "hopping" and "ghosting" they are very different, and there is already a timer to deal with ghosting. Also, we know that all the players who complain about hopping do it themselves. When they do it, it's justifiable - when someone else perhaps does it, those same people start the angry slurs and shouting, and imagine that some poor kid has stolen all the loot out of their server (and that's the only reason the pristine players hop themselves, because there's no loot in 'their own' airfield, of course) 2) A no logout zone is a penalty timer, exactly the same as a log-in timer, but you serve the penalty inside the game. If you can't log out in an area, it will take you time to go to an area where you can. But a time penalty in the game is more dangerous and more interesting for players than a time penalty spent outside the game looking at an empty screen with a count on it. If you can't log out in an area, you have to be there WHEN you don't want to be there.. that's a time function, OK ? The time 'delay' takes place in the game space, instead of a time delay outside the game space. I hope no one has trouble understanding this ( to move in space takes time, got it ? ).. [ make a note of that, dudes, it's a useful concept ] I don't know where you get "suicide" from. Why does a no-logout area mean "suicide" ??? I don't follow that at all. You have to be aware that any game mechanic is open to abuse. If someone pulls the plug out of their PC, what happens to their character ? well - already, ( a ) avoiding death, and ( b ) duping, are two things that can happen if you mess with fast exit. So what happens if someone pulls the plug in a no logout area ? You can't have them respawn at the perimiter because that would be perfect for ghosting AND for escaping from being surrounded. right ? But where is "suicide" in this ? Your "logout=suicide" thing is baffling. If you pvp in a no logout area it will be slightly more dangerous than pvp in any normal area, with the already-existing anti combat-log timer. 3) you say: "timers are not lack of design, they are an evil in absence of better solutions" but dude - an absence of better solutions IS a lack of design. It's not anything else. The solution comes from the design. Unless you have design you have no solution, right ? design = solution So at the moment everyone goes for the easiest crappiest solution - and why ? Because those vocal "honest-joe" player-folk like to delude themselves that someone else is causing the problem, so its ok to stick a dumb no-brain solution on them, because they are bad and we don't need to think about it. We aren't game designers, we just want to dump on the players we dont like. We want them to go away back where they came from.The "honest-joe" players want to get rid of the "wandering immigrants" by any means, they don't really care how.. in fact as they say openly, they "don't give a shit". As I said at the start of the thread, I don't have a problem with players who move between servers ( what do you call them again?) but there are ways to get better gameplay for everyone from this common habit. I only have a problem with hacks and dupers. I put up some ideas to show you people how to think around the situation. But it seems like you all don't want to do any thinking, very much.. ?? - and maybe the zone idea could add an interesting gameplay element, the pvp-ers and the squads would love it for sure ...if they noticed.. So - I'm cool. And I'm sure not the dumbest person on this forum, for once.
  25. bauertschi

    How to stop server hopping.

    First of all, let's assume that loot hopping / ghosting are not desireable. At least with loot hopping there are ppl out there saying it's absolutely fine. Lol, hilarious, I am like Jexter in that way, so he is not alone. Now if I did some funny hopping thing or switched servers and for some reason want back to the one I just left 5 minutes ago, I would accept a timer to prevent ghosting. And other ppl wait, too. One of the most popular mods (I think) for Arma III is currently Battle Royale. First they wait for the server to fill up and then they have like another minute in the plane. I don't play a lot of different games, but I guess that's the same with a lot of matchmaking games. Also when I think about the loading times of all kinds of games, not naming titles, but we all know them, 3 minutes of loading screen AFTER starting the game to load up your char wherever you left off, maybe even when you change areas...we all suffered through that and did not throw all the games out. Yes timers suck, but at least with timers there could be sensible reason explained. Post 69 by Minion is a possible starting point, penalties and other factors still debable, but a start. I do not think I would have had a bigger timer penalty in months with that. The only ones I would have had is with logging out and back in on the same server. But if I'm away for a short moment, that time would already count into the timer, don't forget that. All in all I would have waited way less than with the current 30 second or 60 second timers. Now to the second part with the ingame sanctions. You proposed logout = suicide zones. I have no kids, no aggro wife and still I would have had several suicides (3 come to mind right now). I would gladly suffer timers instead. Spawning outside of those zones was also shot down and with good arguments. And what exactly are those zones? nwaf, balota, pavlovo base, zeleno, .... mysta? Where do you start, where do you end, and what about pvp outside of those zones? At least ghosting would still be a problem at other areas. Timers are not lack of design, they are an evil in absence of better solutions. Ingame sanctions sound great, but you cannot just say "we need ingame sanctions". Unless you are still convinced of no log out zones with suicide and don't think that other areas are no problem, then fine. But I think timers are a less destructive solution. This threat now has 8 pages and I can not see better proposals than timers. You cannot keep saying ingame solution over and over again as a solutions when no one can think of any. At least I can't. Suicide in hot zones? Teleportation outside of hot zones? Random spawning all over the map? Not being able to interact with the environment around your location for some time? For me all these things are less desireable than some few rule timer penalty system that (as mentioned above) would only impact normal players (no excessive hopping) in a minimal way. Still assuming that loot hopping and ghosting are bad here, and I can think of no other reasons to hop excessively. And don't start with server problems, that's hopefully only relevant now and not in 2 years. Ppl want loot and farm different servers by switching at interesting locations. Or they ghost and cheat in pvp that way. Now exactly what are fun gameplay methods to prevent ghosting or loot hopping? What new expectations and possibilites are you going to have while...using in-game sanction X and what is X? Eight pages of ppl discussing this and no solution in sight.
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