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Showing results for 'ghosting'.
Found 2794 results
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Server hopping, the 60 second countdown, crashes, and game loading
nexventor replied to LORDPrometheus's topic in General Discussion
The 60 second timer was never intended to discourage server hoppers, it was to stop ghosting. I have no problem with servers hoppers as long as they don't combat log. I want to kill fully kitted guys so the quicker they get kitted, the quicker I get to kill them. It used to 6 minutes so stop whinging lol The 60 second timer is irrelevant as they will be soon releasing server tools so that admins can choose their own timer if any at all. -
Server hopping, the 60 second countdown, crashes, and game loading
jukaga replied to LORDPrometheus's topic in General Discussion
Server loot hopping is not the problem it was meant to solve, it was to prevent or mitigate combat ghosting which was and is a far bigger problem than AKM mag hoarders. After all, those hoppers go to die on the beach promptly and re-distribute their gear in short order. Combat ghosters ruin the dynamics of the best part of the game: a sphincter-clenching, cold sweat legit gun fight. -
Server hopping, the 60 second countdown, crashes, and game loading
gannon46 replied to LORDPrometheus's topic in General Discussion
ther timer is also to stop ghosting back when it was first released if you got into a gun fight etc some folks would log they didn't sit down for 30- seconds they would vanish then they would go to a server to move in a better position re log on the other server and kill you which was BS. so to combat that they implemented a log out timer and a log in timer. the log in timer is also for server hoppers though not as effective. i think its amazing the patience some folks have to wait for a log in timer to go try and find some piece of gear they might lose mere seconds after obtaining it. i see your point how if your game crashes etc you have to wait but such is the price to try and keep d-baggery to a minimum. just think we wouldn't have to wait if there weren't exploiters and ass hats but such is the internet and gaming there's always some shit bag amongst regular folks. all i can say is get used to it or try and fix your internet situation by the way why do folks play online game with WIFI hardline that shit you get your true speed instead of like a 1/3 of it and you get no interference. -
Has a lack of UI actually decreased immersion in DayZ?
scriptfactory replied to scriptfactory's topic in General Discussion
I suspect that a lot of players are like you, Nex, in that they simply want to be able to play in their desired playstyle. Renting a server is quite expensive. The availability of more optional UI elements means that there is a chance the majority of server admins will turn on all available server options in a bid to increase their server populations (e.g. 3PP mode). Since the DayZ devs have already started to make a separation between private hives and the public hive with the addition of Hardcore mode. I wonder if they would be willing to add more options for specifically for private shards. This would have the added benefit of pushing more people to private servers effectively fixing server hopping and ghosting but reducing the amount of available servers per character. When I participate in PvP I generally play as a lone wolf and shoot anyone that I see. Target acquisition is of little importance to me. The problems I have with lack of group and player identification are specific to "no KoS"-based private communities. The prosopagnosia issue I mentioned in a previous post is a good example of why I would like to see some form of player/friendly identification. If I meet a player I would like to be able to recognize him apart from his clothing. In addition, faction identification would allow factions wars to exist on RP servers apart from their standard (boring) no KoS rules. Player/friendly identification: The other day I met two really nice guys @ NWA on a private shard. I was going to murder them, as they seemed a bit shady, but didn't. They were actually really cool. We chilled for about 15-20 minutes and I left to go loot the jail up the hill, north of the tents. Upon return I saw two individuals running through the tents. They looked almost exactly like the two guys I met earlier, which is normal since almost everyone runs around in forest ninja gear. I tracked them for a minute or two before realizing that one of them had a different mountain backpack with a different color. In a realistic scenario I would have noticed things like their height/weight/hair color/mannerisms/gait/etc. Player identification: There is a clan of cannibals on the same private shard. I have killed one of them several times. He is a super douche and always attempts to rob people. I would KoS his ass every chance I could get (or avoid him altogether) if I could recognize him. There is no way to recognize him in between play sessions as he simply changes his clothes to find innocent victims. Player/faction identification: There are traders on a different private shard. It is always the same guys. They are faction-neutral, lone wolves. If I actually meet and trade with someone I should be able to recognize them again in the future. Since traders are often murdered this isn't that great of an example since there is usually a "new life rule" on many RP servers. Still, for those RP servers that allow a continuous narrative (through deaths) a way to identify yourself as a trader or have people recognize you as a legitimate trader and not a bandit would be amazing. Faction identification: There are multiple factions on each RP private shard I play on. They each orient themselves towards some common theme; banditry, cannibalism, heroes, medical, trade, generic survival, etc. If there was some way of displaying what faction you were a part of it would allow circumvention of the "no KoS" rule to a certain extent. Heroes would always be allowed to kill bandits and cannibal factions (after target acquisition). Bandits and cannibals could attack known heroes. People would start leaving traders alone or risk being banned. Again, I don't really care what form player and faction identification comes in, I would just like something beyond clothing and voice recognition. I would also like to add that I kinda' got sidetracked and these two topics are the least of my worries in regards to the DayZ user interface. Improved health/status indicators would improve my DayZ experience the most, I guess. I just want to see some general UI love. :) -
Server hopping? Is there a solution? If not, what else....
scriptfactory replied to rickyriot's topic in General Discussion
Private shards definitely fix server hopping and (if shard admins are active) ghosting. How to fix server hopping on the public hive: Increase server loyalty. Get rid of 1PP vs 3PP characters. Add public hive sharding. Allow public server admins to choose from a set of fixed public shards. Set a maximum amount of servers per public shard (e.g. 10). --- Alternate fix: Add defensible safehouse building. Breaking into a safehouse should either require rare resources (e.g. explosives), a lot of time (amateur lockpicker) or a lot of skill (experienced lockpicker) so players actually have a chance of maintaining a safehouse. Players will naturally stay closer to their homes and be less willing to hop since it will leave their safehouses undefended. -
Server hopping? Is there a solution? If not, what else....
Evil Minion replied to rickyriot's topic in General Discussion
30 seconds are way too short to prevent anyone from suiciding. And freshspawn suiciders are hoppers as well - just like server hoppers they abuse the game mechanics to teleport around. Thus both most be targeted and eliminated even though I agree that the cost for death shouldn't be nearly as harsh as the cost for server switches. For our purpose here I think "ghosting" should mean switching to another server taking an action (like changing position) and then joining the old one. I would call the one that could also result from crashing - leaving a server and joining a couple of minutes after in the same place - "phasing". Any reasonable fix to server hopping would also affect ghosting basically turning it into mere comabt logging. All three could be targeted by not allowing the body of a logged player to disappear if too close to an active player. And in reverse "safe-zones" should prevent spawing into barricaded areas (unless you logged out inside). As for "phasing" it's probably reasonable to take over the body of your character if it's still ingame without any delay. If the body got removed (exact time might be a server variable instead of fixed 30 seconds) you would have to wait for a few minutes before being able to join. Now back to hopping: Server hopping is easier to deal with as the number of non-abusers affected is fairly small and can be further reduced by not counting "got kicked" and "server restart" as switches (when joining another server on the same hive/shard). Allowing only a few switches until the cost gets too high might drastically reduce the issue while always applying high cost would completely remove it but also hurt others. Spawn hopping is more tricky but could be done in a similar but less harsh way - a cost that is not too high but still noticable in combination with weighted spawns (to avoid quick regearing and spawnkilling) might do the job here. -
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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Server hopping? Is there a solution? If not, what else....
CJFlint replied to rickyriot's topic in General Discussion
Well at the end it is private shards. That to me is the only way currently not to have deal with ghosting and hopping. Timers help cut down on it but it never really goes away. The way it is currently it something that goes on allot in 3pp public. I lump it in with "KOS" and the other bull shit that goes on in Dayz including the bugs. I don't like it, but have learned to adapt and deal with it. Players love to complain about all the bad stuff that goes on, but sure as fuck don't mind doing it to every one else lol I really don't know what the solution is for public. What do you do other then make wait times longer. -
Server hopping? Is there a solution? If not, what else....
rickyriot replied to rickyriot's topic in General Discussion
In many ways I think that death should have no punishment. If you die then you should be able to respawn within seconds. I can deal with the 30 seconds, as I suppose that deters people from committing suicide purely because they dislike their spawn. It's the hoppers we should target. I know there was some chat about incremental timers for those who swap between servers repeatedly I am not sure if that is still in place. Ghosting is a similar problem, although clearly not the same. Should you stop people from returning to a server they have just left within a given period of time (say 5 minutes). If so, how do we get round the problem of people who are disconnected through no fault of their own, or for servers that are rebooted (crashed)? -
Server hopping? Is there a solution? If not, what else....
Evil Minion replied to rickyriot's topic in General Discussion
The perfect solution to server hopping is to add a reasonable cost to server switches. This would make single servers like islands you can travel between. "Reasonable" means that the cost should be high enough to make travel on a server more attractive for ingame reasons (looting, finding action etc.) while still allowing to play on other servers for offgame reasons (meeting friends, server too full/empty etc.). Private servers are nothing else but an extreme form with infinite cost for switching that has the downside t of impossible character transfers and a smaller economy. There is no need to be this radical - if the cost for switching is high enough server hopping for loot will cease to be viable in which case all the negative consequences cease to exist. Why have the public hive instead of private servers again? Having only one character allows for better progress and adds more value to the characters life making the game both more immersive and character death more impactful..You have the option to switch servers for offgame reasons like playing with friends, the server being full/down or too empty.It allows for a greater loot economy with increased item rarity that does not exclude this items existence (it's out there somewhere).A bigger world with more actors may allow for more diverse interactions especially with base building and players having their "home servers".In fact a harsh switching system like "only one server per day" would still retain all of the advantages above while also making server hopping and ghosting pretty unbearable. -
Server hopping? Is there a solution? If not, what else....
byrgesen replied to rickyriot's topic in General Discussion
What about being able to play with anyone in the world, on any given server, at any given time?? Not to mention meeting new people, in every single game session, making encounters even more random and unpredictable?? Thats a pretty big plus, right there. Dont get me wrong, i love a good private server, it was the only place i spend my time in the mod, but that was because of the cheaters, not ghosting/server hopping. But taking away the option, to play with anyone, on any server, at any given time, because you dont want to be ghosted or dont want to see people server hop, is not fair for the rest of the player base. I can promise you theres at least as many people loving public servers, as there are hating on them. This discussion is exactly the same as 1pp vs. 3pp, its a matter of preference and play style. Im having trouble coming up with good suggestions to limit ghosting/server hopping, because it would punish the player base to much imho. -
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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| 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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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. -
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)?
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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. -
Latest cheaters since last post: 25fbecbcbb12d94c9694abe697e7f1c1 -1 SGT Jame Simons Plants texture hack for type piceae92edf5f47c3139621805dbff795ae55 -1 St0nedas Plants texture hack for type piceafb4fe7f3489a3c35b5d570a0e24b14c7 -1 victor Plants texture hack for type picea6e0150247657fba2c71159c07b736cd7 -1 Mafic Plants texture hack for type picea25fbecbcbb12d94c9694abe697e7f1c1 -1 SGT Jame Simons Plants texture hack for type picea491d7827cb79d755a2e3adaccc6849fb -1 PolleyEditz "SVD_des_EP1" 0:041aa9e8432b1f5a1ff014b7f0c1fe4b4 -1 Steven teleporting and scripted heli crashes on buildingsf486e58436caa059419c1d986176d2a9 -1 FoodStamps Plants texture hack for type picea29789e646900a7ef2b2e0038d513d121 -1 Marcos Plants texture hack for type prunusff41c2140900d51360830094a5ec873b -1 Zero Plants texture hack for type picea91c2400d8201299d351feb77672f88e0 -1 Jazz Plants texture hack for type picea50585bb2af2339b41fe434159f434fde -1 sparkling peter _x setVehicleAmmo 1;6a581366b10e7a9b7962a33252cdf1c8 -1 steven Plants texture hack for type piceabda221b1d24971f2a0da1cb18d0aa508 -1 Patrick Plants texture hack for type piceaf695fb12384ea55f132b762f2bec1a19 -1 Giovanni Plants texture hack for type picea6d157f96e51a76abb955bf8d509809a1 -1 jzero0 Plants texture hack for type piceabda221b1d24971f2a0da1cb18d0aa508 -1 Patrick Plants texture hack for type piceaa69d307dd589cde7abed6747919c3d0d -1 Ramboow Plants texture hack for type picea19e529e137c450767f4d7142ca2135fc -1 Tyler Plants texture hack for type piceae96bb5e3f80220d0e48b66af33de7197 -1 Lomaz666 Plants texture hack for type picea09a6788d6382142ebff420b0e07e2196 -1 Joe Plants texture hack for type piceaa69d307dd589cde7abed6747919c3d0d -1 Ramboow Plants texture hack for type picea19e529e137c450767f4d7142ca2135fc -1 Tyler Plants texture hack for type piceae96bb5e3f80220d0e48b66af33de7197 -1 Lomaz666 Plants texture hack for type picea 09a6788d6382142ebff420b0e07e2196 -1 Joe Plants texture hack for type piceadbe63d6945850707c23895950a16fb75 -1 xProman2000x Plants texture hack for type picea d92abe5484620605806eef3d290b10a0 -1 Daughter Pablo Plants texture hack for type picea6ddab05611c537522209d969e9188ac7 -1 noahb400 Plants texture hack for type piceaad83727cac9eab9ec5f6e391616baa67 -1 [FVL]zz.DANILO.zz Plants texture hack for type picea8b94dca4feac2309e9722d24dd9d67fb -1 camo1212 Plants texture hack for type piceabf96d8c8850ddeee4ce7992358b20377 -1 Admin Ban - ghosting and hacking8dd52c4fb8fdd84fce01a8c6a672cc82 -1 Shoes Plants texture hack for type picea2726a1f60402c8fa1069ad7ece7a97e1 -1 Balamut Plants texture hack for type picea4616c6a96246cb5bf7c16f0c36957814 -1 Markus "wrong side" hack (code injection on server side and on a26ce0825f05a7f7e134077cc5055695b -1 Corpulio "wrong side" hack (code injection on server side and on5080a02a3c5dcac448028ca411307f84 -1 Admin Ban - Hacking - [CSA]Simplistic94b8b16869d280e85826c72a14fc4070 -1 GDCthader "FlareRed_GP25" 0:025df4d542f104b8b49481c897095cab4 -1 Sokol (Sokol) REMOTE,"SmokeShellGreen"]]3c610264486997c470cb725d4fca3867 -1 Saharef createvehicle PATTERN:#0 "Land_A_GeneralStore_01_dam" 3011158664907017bbc17e2f8524d6ca02 -1 bonis IRStrobea2c17079dede872bd2c0c15a0ad36c53 -1 aZur XyL IR_Strobe_Marker7da3976b0b6e5e6c2390cbff46202962 -1 asini IR_Strobe_Marker77a09dd72ccc7b6fb55722b58998851a -1 Stuwee ["Log building damage",[13d1e400# 968949: a_pub_01.p3d,"d1e2bef55a492c6ef61c5d754d8c9205b -1 Wyatt Plants texture hack for type picea0675788f16f5b2a0db260a88fa706ea8 -1 Euphoria Plants texture hack for type picea84c04327be40fb9eece0e701f13f2961 -1 P4TriCK injecting cheat3ccb39284e1f3077dbf738bd8046e1dc -1 Branden Dreher Plants texture hack for type picea fef90b2ef6fb4274a7558da2b08d4f30 -1 Josh's account Plants texture hack for type picea87bc0e402dee29e31633ccc89548fb17 -1 LittleBillies_laptop Plants and/or Clutter pbo(s) removed..!8ff5ad79b36a74f49e3f9da39d1e51ed -1 King Mark BadFile: wuat\[email protected] -1 JaCks Plants texture hack for type piceaa6c6f0ea07cc94e0c9652c2374645685 -1 NiceGuy1771 Plants texture hack for type picea3ccb39284e1f3077dbf738bd8046e1dc -1 Branden Dreher Plants texture hack for type picea fef90b2ef6fb4274a7558da2b08d4f30 -1 Josh's account Plants texture hack for type prunusaf0ffff113c253a2655e012389d87afa -1 Norris Plants texture hack for type piceaca11388b255c8986adf1c5a1302bf730 -1 luckydog Plants texture hack for type picea8cd9484d74f64f366258a980fe2ac9cf -1 lucas Plants texture hack for type picea044e8a8f5cb57032ba3364146223c708 -1 PLAYER 1 "marker.sqf"b60570856bac069fa53801919ae3f981 -1 PLAYER 1 marker setMarkerPosLocal (pos);b4c1e33b79fc9fc61a07b4547972291e -1 PLAYER 1 marker setMarkerPosLocal (pos);6319f5a2bd691f9d8d67954db6c7dd9f -1 Troll Troll BP-addweaponcargo 3f544c6599f0143b5b629f2783635121 -1 [The D] Jables BP-addmagazinecargo6ddab05611c537522209d969e9188ac7 -1 noahb400 Plants texture hack for type piceaad83727cac9eab9ec5f6e391616baa67 -1 [FVL]zz.DANILO.zz Plants texture hack for type piceaa92414d93f48f50256ee31ee873eff9d -1 Dan H. Plants texture hack for type picea8b94dca4feac2309e9722d24dd9d67fb -1 camo1212 Plants texture hack for type picead92abe5484620605806eef3d290b10a0 -1 Daughter Pablo Plants texture hack for type picea82bcfe3a2fc0252f41ec035948980612 -1 Eemu Plants texture hack for type picea7c6a0650d12294320771a86b8ed2e85c -1 Rychard Plants texture hack for type picea7060148573f816af50dcff3b76145e36 -1 Ben Plants texture hack for type picead700d186aa75bca869f563d9165c80e9 -1 Snaйper Plants texture hack for type picea7949c4c7764c9f2d093075d01c659b4e -1 Tommy Wisaeu Racist and hate speech976bc4f135c28ab46d5b95d82800f492 -1 Tast meh Tommy Wisaeu's cabin boye79c1309306e261cda6e78b8b9847df3 -1 PLAYER 1 marker setMarkerPosLocal (pos);a4e558a018f119ab5360f35de6dcbd2e -1 Player 1 marker setMarkerPosLocal (pos);
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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