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What Do You Consider To Be "Exploiting" In This Game?
barnabus replied to cheeseburger8's topic in New Player Discussion
Damn right, so glad to see the private hives and loving it. Ghosting is definitely a shit move. -
What Do You Consider To Be "Exploiting" In This Game?
Zing Freelancer replied to cheeseburger8's topic in New Player Discussion
So long as Hive exists, it will allow players to server hope and exploit this mechanic. Server hoping would not be such a problem if looting worked properly. However server hoping for the sake of "ghosting" past your opponent will occur regardless as long as hive exists. -
What Do You Consider To Be "Exploiting" In This Game?
gannon46 replied to cheeseburger8's topic in New Player Discussion
you remember when the game was first released ghosting was BAD they could log in seconds and log out instantly folks would engage you then log out then reappear behind you it was awful. -
What Do You Consider To Be "Exploiting" In This Game?
CJFlint replied to cheeseburger8's topic in New Player Discussion
DayZ has a some bad dynamics or issues, that I have not seen in to many games. Issues like hopping and ghosting ect. Its a game with 40 person server and hunderds, were thousands of players on them. Its really not an MMO, its just multiplayer. Its not the only game in the world thats like this, but with a limited amount of loot and hives, it creates issues not seen before. Same with the fact players can just spawn in anywhere creates they "ghosting issue". So its almost by design inviting some of the "server hopping" and "ghosting" explioting. All they can do now is combat it now. Some who beleive its a huge issue will go private hives, I may consider it my self down the road. Its a thin balance between trying to correct it, or making it suck even worse....for those of us that want to make it a huge issue anyways. Currently I view these issues as an exceptable level of "shit". I have learned to adapt to it. Ghosting for expample. I simply never stay in one place long enough to make it in issue. I see dayz as a moving battlefield always. Once the shooting starts and I recieve fire I move. Ever since I started doing that I have not had players just spawn in at my location in quite a while. Hopers, well Its there but, its not as bad as people make it out to be, and if know about loot count and presist servers sometimes have nothing, you will know its not that bad. -
Not spawn inside - this was brought up elsewhere as well - you should only be able to spawn inside barricaded areas if you logged out inside after the barricading already took place. This would prevent "catching fish" by barricading rooms and also intentionally ghosting inside barricaded areas. You could still ghost outside though but this should come with the usual penalty for server switching. Also the stuff should break. Even when using your fists. It should just take long enough to be worth the effort of locking in the first place. If the damage required matches the damage done by 9 shotgun pellets hitting at point blank range it shouldn't be too hard to break an average door if you really want it.
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Is it considered bad form to server hop at military areas?
Zing Freelancer replied to zombieland78's topic in New Player Discussion
I've played EPOCH on private hive for a long time, it was open to public so anyone could join the server and everyone new to it would be a fresh spawn. There was no server hoping and no ghosting, everything that happened on that server, stayed on that server. This was the best DayZ experience I had, as I could role play as a hero and eventually get a good reputation, and have an awesome base to boot. This whole concept of moving your character from one server to another is very new, I can't recall any game that allows you for this type of freedom. Think about it, when playing Counter-Strike you can switch servers, do you retain your money and gear? The only game that permit a limited version of server hoping that I know of is Guild Wars 2 where you can visit other servers for a day. That was actually pretty useful when they rolled out Tequatl the sunless update. It was a very strong boss that required large amount of people to work together, people on low population servers joined other servers in order to kill him. Now I have some radical ideas in regards to DayZ. Multiple characters When my preferred private hive EPOCH server introduced multiple characters, it was like heaven. DayZ need something similar, as you currently have only one public character avaliable. Let's say you have this fully geared character you like to take out with your clan mates, but you also love running around on your own, so you make an alternative character and play on the same or different server. Then if your main character is dead while you are with your clan mates, you can jump on your alt and continue playing without having to start from scratch. One thing to note, when you join a server where you just been killed with a different character you can't spawn anywhere near your dead body. Server slots Each character can have up to X amount of servers attached to him/her per day, lets say 3 servers. That means the first 3 servers you join will be the servers you are restricted to play on for the next 24 hours. Server slot becomes free after 24 hours has expired and you can join a different server. This way you will limit server hoping and loot farming while still retaining some freedom to play on whatever server you like. Now this is only an idea, no need to bash me over the head if you think it's a stupid ass idea, thank you very much. -
| FOG's Crazy Community | 1PP | Persistence Disabled | All Playstyles Encouraged |
Vex_Vehix 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 Community, Enjoy!) *IMPORTANT NEWS* 1. Due to the numerous crashes on our previous server, we've decided to switch providers. We hope the community migrates to our new home and continues to enjoy the experience. Any and all feedback is greatly appreciated. Enjoy! 2. 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.dayzgame.com/index.php?/topic/217717-meet-greet-hosted-by-fog-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 FOG Server Experiences.) Killer FOG On The Western Front (Adds To The Intensity Of It All. We Can't ALL Be Heros.) 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.)- 590 replies
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Is it considered bad form to server hop at military areas?
CJFlint replied to zombieland78's topic in New Player Discussion
Server hoping on military bases can come at a cost. Even on light server you can run into contacts at military bases. In fact light servers are were people loot the most. So if you start server hoping it increases your odds of running into another player. Wether you want to or not. Players get shot all the time just spawning next to a barack, the guy inside hears foot steps and gets into a good shoting pos. Then the door opens and BANG!! "your dead". Also it is time consuming to server hope. Load in times, and timers. Is it really worth it is the question. As far as server hoping goes, Im not 100% against it. In fact I do not even consider it an expliot. The only effort the devs did to combat this is adding a timer. The really just put a road block timer in place, which doesn't stop it, it just cuts down on it. I think its really funny how people complain about it so much, and ghosting too. But just about everyone does it, or has done it at some point. Also ghosting is really common too. Lets be real honest. I played with quite a few people on TS and will tell you just about everyone is not above doing it. They just will not admit it. I don't server hope all the time infact once I find a good server I stay on it. I have done it before though, and will tell you there is an advantage to it, your likely to at some point find what your looking for, if your in a good area. But its time consuming and your at some point going to run into contact. Some times I find I'm better off not doing it. So I dont always do it becuase I think its bad, I don't do it becuase its not always ideal. For me and looting though, I find the best way to do it is in a small group. You can trade items back and forth and get geared up much quicker. That in my exp is the best way to get geared up....not so much server hopping. -
Militarized Epoch by WidowMakerGaming - Top Server back online!
Slaughterhouse replied to tatortodd22's topic in Mod Servers & Private Hives
We're glad to be back and cant wait to make some insane stories with you all. Things new players should know: -There is no auto refuel at every gas station. They have no power, so if you want to make them work get a generator. There is one solitary auto refuel/repair station on the whole map, and that is north east of Stary. There is no god mode there. -Nights can be extremely dangerous on the server, at times pitch black. Time to remember how to use flares and chemlights. Though you do spawn with a flashlight. -The AI are not like on most servers. They are intelligent and use advanced tactics. There are 3 different skill levels and the top tier ones will use tactics such as suppressing as the others flank to clench the kill. -Cities are incredibly dangerous. If you don't have a silenced weapon beware of firing shots. You will draw attention from zombies, AI, and even players. -Nothing is handed to you, if you lose a key to a vehicle that vehicle will become and unlocked vehicle next restart. Make copies of your keys. -Being a heavy armor server the pvp is on a new level. Don't whine and complain about dying to a tank if you encounter one. You have the option to fight or flee from most fights, most just don't know how to make the correct choice. -If you die don't ask an admin to teleport you to your body unless it was a glitch. We will attempt to verify that you in fact died by a fault in the code. Don't attempt to ask admins for ghosting favors in teamspeak. We aim to make the server completely fair and void of any unfair advantages. Our admins are under a scrutinizing eye, a use of anything unfair even using esp would have their admin revoked. We've all seen the servers with admins abusing their powers, we aim to give more to our players. -when you spawn for first time you'll be free falling, pull your chute (see so many drop directly to the ground) -The admins play the game. They dont get anything given to them, so if you die to one you die legit. They are farming missions, gathering gear, and running back from the coast. 72.133.38.199 join the teamspeak get to know the guys that play, and have a great time. We all wanted more options, yet missed servers having that survival fear. Hope there's still like minded people out there that are sick of the easy mode epoch. -
You have four character slots in total. Stable branch: One for first person, one for third person servers. Experimental branch: One for first person, one for third person servers. Those four characters will be persistant. You can play on a stable third person server, go to another and you will still have the same character. Same for every other character i've mentioned above. Still, there are some things you need to know: If you log out, your character will remain visible and vulnerable to anything on the server for 30 seconds. That's the logout timer. When you log in and you get a spawn timer, you also will be visible to other players, zombies and so on. So its possible you get killed during login or logout. It's to prevent ghosting. If none of this is the case and you spawn in as a fresh character, the server you joined might just have restarted and failed to get your character data from the central hive. Quickly log out, wait a few minutes and log back in, your character should be back now.
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hum, the no spawn area is interesting especially for ghosting and hopping, but it's not perfect and i don't think there is a good solution. here is my point of view about it. first thing i have to say : there is no owner in this game he respawn on the coast, like everybody. why do you want him to respawn in the base where his previous character died ? if the user of the base died, well, he's dead so he doesn't have a single word to say about it. yes, with a good sleghammer. it won't vanish as the game aim to be persistant. if someone success to enter the base, he can do whatever he wants inside, loot it and leave or stay there and protect it
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Those artificially enforced gameplay elements (2, 3, 4 and 5 in spades) would be extremely unhealthy for the game by virtue of enforcing an arbitrary ruleset that does not originate from the players and thus restricts gameplay in a completely unauthentic and static way. Nothing we want to have in this fashion. Player-created similar elements on the other side are what should be emphasized and any artificial system would completely screw over those attempts. Sure - bring on more zombies. Not sure if ten times would be the right thing or less would be more appropiate but once the main issues (hitbox/navigation glitches, hyper awareness etc.) are fixed there should be more zombies to worry about. Instead of a biased morality system that would definitely fail at morality and cause people to go full "rules lawyer" instead there should be an unbiased identification system that allows players to recognise certain players or characters. A wide array of faces, more body shapes, tatoos and a fixed name for each character would allow for forming communities with their very own morality enforced by natural means. If you want an area save you should secure it. One possibility is to assign sentries and security staff to keep the area free of troublemakers. Another is barricading - here it shouldn't matter who build things but rather whether your are inside or outside (to avoid breaking in via ghosting). The key here: True cooperation is required and the zones are not static but rather dynamic areas that are created and destroyed within the game. You won't get any authentic human AI and even if you could it would only reduce the options ingame as NPCs would enforce a certain playstyle and probably operate differently from real players. So instead of having 20 NPCs all running a costly AI it is indeed better to increase server capacity by 20 and have more "real humans" that can participate in creating (or destroying) a community. Linked to the things above - trading should be player-driven. items should have a certain value because other players would like to have them or because a certain community ingame agreed on using them as trading goods. There should not be an enforced value on items other than their practical use. The exact mechanics may be up to debate but simply putting things on the ground would work as well - given items don't randomly disappear or pop up far from your location when you drop them. I would also like to see a "giving" feature. Thats an AI thing - but I would really like to see such a thing for animals. Deer forming herds, groups of wild boar and packs of wolves that are more than just single animals put together. Zombies might get something like this as well but I could also live with dumb hordes charging you while basically ignoring each other.In short: The game should provide a framework and provide the right tools while leaving all of the purely cultural aspects to the player.
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Well, the Devs actually want you to visit different servers to find your loot, I'm just saying "central loot economy" I like this idea... ... and I'm aware of this problem. So here's my idea: So spawning inside a base is a complete no-go! Since you will be able to build a base anywhere on the map (especially in houses), it can't be prevented that players will spawn inside bases when they'll spawn in the exact same location. This technique could even be used to get inside a locked base. So only way around this is a different spawn point nearby when you should spawn inside a base, but then we have to problem that the player will know that there is a base nearby. To solve this problem each respawn could make you spawn at a different point nearby, so you can't tell anymore that you would have spawned in a base. This has some onther benefit too, each respawn brings more risk, so a server hoppers life will be harder ;) :P Maybe the new respawn system could make you always spawn outside, so the ghosting problem would be solved too. :thumbsup:
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I am not sure that 20-30m spawn radius will work for all building (or if large bases will be possible). Sounds like the mechanic that Rust use. So what if what if you are alerted to the presence of the base, it would be the same if you spawn in the middle of it, at least this way you'd have to come through the front door and deal with any locked doors etc. Giving the player a chance\warning. Because the ability to intentionally ghost into a corner of his base and promptly kill him is FAR worse problem, and without fixing it, there will be no real future for base building, IMO. Sound like a poor design, if the only way to maintain bases is by hiding them. You'll get many "smart" people using exploits to hide their bases behind private paywall or on low pop servers, ghosting to them so that other wont see them coming ... Which is why I'd hardly call the current mechanic as base building. Its more a tactical tool, that I doubt that wil be expanded much further without big changes.
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I was just thinking of this idea today.. how to beat players ghosting from another server into your base.. hopefully they can add something like you speak of
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Not sure how to call this thread, English is not my first language and I hope you won't get here by mistake. Anyway, I was thinking lately about base building and how to not get players and zombies spawning inside your base. Then I found this answer for myself and I'm posting it here to see if it seems relevant to the community and the devs. Remember that those ideas would need private shards before beeing possible. So, around a base object (a tent, a crafted palisade, a bed...) we could have a invisible circle or spheric radius (maybe 20-30 meters) that disable any spawning. It prevents spawning of players and disable server spawning of zombies and loot inside the zone. It should not allowing players to spawn for obvious no server ghosting base raping reason. But it should not allowing zombies or loot spawning because it seems than when you build your base and clear it of zombies and loot, they can't just keep spawning back inside your base after every server restart. Then the way for the base owner to be allowed to spawn inside the radius is by crafting a bed. The bed could give you an option (tent should have the same option) to quit the server and then when you coming back on this particular server it allows you to spawn near the bed and inside the anti-spawn zone. Is this understandable (hehe). Please give your ideas and comments.
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Hi Rolle, Played on your RP-Server back then - great to see it is still a thing! From what i understand you gain access to certain error logs they afraid of you could possibly abuse when using RCON. What we rlly would need is: Kill logs (to enforce rules like PvE) Connection logs (to whitelist easily and enforce rules like "no combat log" or ghosting) Regards
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Yeah I can see private shards being worth while for large communitys ect but for smaller ones its not much use really. Unless ofc you are using it to build a community or play as a group in a certain way. Must be more of that around than I thought. I like the way it is at present, thats life you dont always like everyone or get along ect and theres different types of players/people to encounter. Thats been the big attraction of the game for me personally. This way of doing it seems to me like it will just split the community up completely. Half the community will play on private shards doing role play or just farming for loot that they can only use in that server ? The way it worked in WarZ was how I said, you could rent a private server with a password, get looted up in your own group then go PVP together ect. Whats the point in say a clan renting a private shard, with no password no one would join cos the loot will be all gone and theres a clan in there waiting to kill you, other clans cant even join to fight you as they cant bring their own stuff they need to gear up on your server 1st which is going to be impossible cos the clan who own the server have looted it already ? I see the ghosting thing then being an issue but thats easily worked around surley, in WarZ if you log out in the middle of a city/town for example then switch server it spanws you back in on the outskirts of the said city/town. And also maybe an exit timer so you cant just combat log or your character will be stood there for 30 seconds, you have to log out safely... Just seems that option has not even been thought of and would of been nice, people who play for PVP mainly will just play the way we have been on this game all along now as private shards are useless to them...
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I'll try On the Public hive all characters are connected to one database (well, two actually, 1st person only and 3rd person enabled servers). Though things like tents, vehicles and bases will only save on one server and not cross over. The greater choice of servers means that if your server goes down or is just having a bad day you can easily swap to another server and not have to start as a fresh spawn, It also makes it easy for friends from different parts of the world to find a low ping server that they can all play on. On a Private shard your character will only save on that one server, this is good in that it prevents issues like server hopping and ghosting. There will eventually be a global loot system that will monitor loot across all the servers and limit which kind of loot spawns accordingly, allowing them to make certain items extremely rare, such as high powered weapons, nvg's, helicopter parts, and medicine. I think this will be a really interesting mechanic on the Public hive, promoting high value trading between strangers and large scale rivalries between groups on different servers. Not even sure if Private hives will have the same system and even if they do it will be severely smaller in scale just due to it being limited to one server. Server admins have very little power when running a Public server, this is to prevent abuse such as locking a server and farming for gear then going over to another server on the hive. Basically they can only kick players and only with good reason, and because they have no access to logs it is very difficult for them to prove when someone is cheating, eventually the Devs will be releasing anticheat software that will help, but could be a while off. Private server admins can kick, ban and lock as much as their heart desires as it only affects the players on that server, also they can set rules for their server such as no pvp, roleplay only, etc. initially they wont have access to logs or the ability to add mods either but that will change when the overall security of the game has improved. My personal opinion is that Private shards are great for people who want to be part of a close community and do provide better protection from cheaters, But in my experience from the mod they tend to get stale after a short while, due to seeing the same names everytime you log on. The Public hive has a much greater sense of scale making it more unpredictable and for me, far more immersive, and if you play on official servers run by Bohemia you can completely avoid the chance of admin abuse. I'll be more interested in Private shards when modding is allowed, though history tells me that the majority of modded servers will just break the whole concept of the game, there should be a few that shine through.
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After playing dayz for serveral hunderd hours, I seeing more and more that dayz is not 100% realistic about anything. Everything from weather mechanics, to weapons to surviving. It really just isn't. It's losly based off reality...Id say much more realistic the then some games but still its losely based....But is that a bad thing? Do we really want to get hung up on realism? The truth is based off my exp backpacking, outdoor sports and serving in the military, I can tell dayz and the world it simulates is more dangerous then reality and sometimes its not all. Its really warped, infact real world knowlege will only go so far. Also tacticly its off too, I can tell you real world tactics don't always apply. Theres missing elements and added elements, like for ex ghosting. But is it something that is negative? Or is what makes dayz.....well dayz? Infact after a a while playing I think dayz is 50% tactics/common since and 50% knowing the mechanics of the game. Thats right 50 50. I apply "DayZ skills" to the game not real world. You can really drive your self crazy playing dayz and holding it to a 100% realism standard. Does it really need to be 100% realistic or can we get be ok with the way its the development is going now?...I think I'm ok with it. What does everyone else think?
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No need for disappearing houses. They just need to add a substantial skill gate to get through locks. My wishlist: Walls should be invulnerable.Door locks should take between a minute and a an hour to open, depending on shard settings and items used.Breaking/picking locks should also make a variable amount of noise. Lockpicks being quieter and taking more time to use. Crowbars being louder and faster.Optional: Flag houses with locks on them so they stop spawning loot and to prevent ghosting.Optional: Increase zombie respawn in areas where locks are being broken. By increasing the zombie spawn rate around a lock being opened social interaction might be needed to break through locks.
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Ham sandwich I'm sorry but this game cannot cater to people who only play an hour a week .. If you don't want your base to be raided choose a low pop server , eventually I'm sure the ghosting problem will be solved by having it so people can't spawn into barricaded or player built structures they would instead spawn directly outside of it ... Not too bad of an answer sure it breaks realism a little bit but it's much better than people losing all of their hard earned work to someone that has more interest in playing !
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Sadly all those ideas are deadly for the gameplay experience and should absolutely not be in game. Especially the first and last ones propagate extremely unauthentic and static gameplay and screw over any kind of dynamics and the perma-death feature. Owenership should only be measured the same way it is in real life: by cultural aspects. Now cultural aspects should not be hardcoded - otherwise they cease to be cultural and start being a magical function that screws over the players and emphasizes rules-lawyer gameplay. Now an AI might work in some ways: Having a companion animal watching your stuff for example. Human AI would not work properly and most likely contradict the game aspect of (non-zombie) humans always having the same capacities as other (non-zombie) humans. Also note that "your animal companion" is not an ownership relation but rather a consequence from the animal AI. If you neglect your dog I would totally like it if someone could "steal" its affection. So how to make barricading useful? First by cooperation - more people sharing one base means a higher probability of someone guarding it. Then by making barricades sufficiently advanced they would end up as an "end game feature" requiring another "end game feature" to get past. So they still work against anyone not in possession of the right tools. And in the end making those tools harder to get and to use than in reality might compensate for offline hours. It should always be possible to raid barricades - but the effort and risk involved should roughly match the effort and risk of building them. Also ghosting should be prevented by adding a "safe zone" on a zone sufficiently barricaded (like a house with all entrances locked) - to log in inside a safe zone you would need to log out there first leaving some signature (not ownership either as everyone inside should be able to do it). Everyone else gets moved outside when attempting to spawn there.
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Indeed it is. Having no spawn in noise only seems to benefit players trying to exploit it for ghosting or camping purposes. Maybe the weapon reloading sound is not the right sound, but surely some kind of distinct noise within say a 100ft radius would be appropriate? It doesn't have be loud, not asking for a klaxon or anything, (WARNING WARNING, PLAYER SPAWNING) maybe a subtle noise that could be missed if you're not concentrating enough, but something would be good. I don't think a map wide noise is needed, but the loss of any noise has already changed the game in the wrong direction for me. I'm aware of the delay from spawning in to actually being in control of your character, so any noise should occur when you actually get control to avoid any 'ringing the diner bell' criticism. Far from encouraging player interaction, the lack of spawning noise seems to be encouraging campers and ghosting. Fine if all you want to do is kos, less fine if you want a little more from the game. Been killed twice now after clearing a building only to have someone magically and silently appear inside. As if there's not enough to be paranoid about, now we have to worry about murderous geared wizards with ak's too. Hardly a positive feature of a zombie apocalypse survival game...
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I fell victom to it. Its is a more common practice in the game, then many would like. It makes it vary hard to hold ground for more for more then a few minutes on a packed server. I think if there is going to be baricades added....base building and the like. This ghosting issue needs to be addressed first. With it in game now it changes the dynamics of what most military minded people would consider tactical. I have learned to adapt for the time being, and just know people will do that and simply not stay in one area for too long...until it is fixed or if it gets fixed. Just last night I was running with a group....then logged out left my TS on and still was talking to people. They saw several glitching hackers and were forced to log off there servers. Thats another thing I learned to adapt too...If I hear an unreasonable amount of gun fire...like more then someone can carry. Or a map glitcher....I log off ASAP. But I think they are rare...but not rare enough. These issues are in the game, and have been there since I been playing the SA. I learned to adapt to it, and strangly it has become just something I have to deal with while playing. In regards to a guide, I think it needs to be something people should be really aware of. You can't counter it, but with knowlege you can avoid it and cut down on your chances falling victim of it. Regardless DayZ is still a really interesting fun game, and its alpha. I love it sometimes. Sometimes So I have to keep reminding my self...this isn't finished and it will be really cool when it is.