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Name: LinusLAN.net Hardcore DayZ <<PER:ON|3PP:OFF|PRIVATE|WHITELIST>> IP-addr: 109.169.60.72:2502 Forums: LinusLAN.net If you are reading this, you are hereby cordially invited to the LinusLAN.net DayZ Community. After registering at LinusLAN.net, your objective is to apply for whitelisting using our custom whitelist system. Apart from some reading skills, you will need a Steam account that is both in good standing and at least level 3. After whitelisting, you are free to play on our UK (London) based 50 slot hardcore private hive server, which is pre-paid for the next 180 days. We're serious enough about DayZ to actually have a DayZ mission statement. You can read it in full here, but suffice it to say we want to provide a hardcore, oldschool, purist DayZ experience. Clean, plain, and simple. No bullshit. The zombie apocalypse was never about any easy street. There are lots of DayZ communities out there that already provide casual, softcore, and laid-back DayZ experiences. That is not, and never shall be, our forte. Our pledge to you as a member of the LinusLAN DayZ community is that whenever a choice of path presents itself, of either going a more difficult route, or take the easy way out, we will choose the difficult. We will chose the authentic, the realistic, the immersive, and the gritty, before the gamey, the colorful, the immature, and the shitty. Below are some of the core aspects that the LinusLAN.net DayZ Community provide to you as a member. Whitelisting and cheater deterrents Our custom whitelist system integrates with Steam, so no need to mess around with GUIDs anymore.We use the Steam integration to check for previous bans IN ANY GAME to keep bad apples away. This has proven to be a very good deterrent indeed, and if other communities can claim to be "hacker-free" (there's no such thing by the way), we can always claim to be more "hacker-free" for this very reason.We manage a community blacklist to keep previously known cheaters off of our servers.We will never show any leniency towards cheaters or disruptive asshats. There's no "ban appeals" section in our forums. You serve your time. Even if it is permanent. Loot safety and balance Our new 50 slot private hive shard is pre-paid for the next 180 days, and persistency will always be enabled, so you can "safely" set up camp here.Multiple servers will never share hives, i.e. transfering loot and ghosting is a thing of the past.We will never, EVER, stoop so low as to offer any pay-to-win / pay-to-play incentives to disrupt the ingame loot-economy. (Seriously. Fame, fortune, and entitlement seems to be favored over honor and loyalty these days. It's truly a shame).Metagaming with regards to the location of player bases and tents is strictly prohibited in the forum, i.e. if anyone ever reveals the location of bases/tents in the forums, harsh bans will be issued. Transparent and open DayZ community We will never enforce any style of playing DayZ. We don't frown upon KoS, banditry, hoarding, shenanigans, PvP, etc.We have rules for both players AND admins. It's a two-way street.We are always open for suggestions and discussions. We will always hear you out and thoroughly wheigh your suggestions against our DayZ mission statement, server ruleset, etc. Upcoming stuff [confirmed] Community TS3 server is in the works.[pending Multiplay] Day/night timecycle.[pending Bohemia] Reduced loot spawns.[pending Bohemia] Increased player respawn timer.[pending Bohemia] More randomized player spawn locations.[surveying] Host a very hardcore DayZ mod server.[surveying] Host other game servers. If you have any questions, don't hesitate to ask.
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I've played DayZmod and DayZ SA when it came out. I always loved the game but some of the bugs in SA made the game quite ridiculous, mainly super hero zombies from all corners of the Marvel universe. So basically I'm wondering what I might need to know after 7 months away. I'm hoping zombies function like.. zombies now. Did they come up with a good system for logging in and out of the game? To fixed ghosting/hopping/"oh shit I'm being shot at" logging. I don't really feel like reading through all the patch notes and trying to figure out whats fixed and what still may be broken. Not looking for crazy details just general points is fine. Is the game still fun to play? From my quick scan of general forums looks like it.
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[Question] Public Shard vs Private Shard
gibonez replied to Weyland Yutani (DayZ)'s topic in General Discussion
I have my fingers crossed that the private shards are just testing experiments that eventually turns every server into a private shards. Getting rid of the public hive would solve so many problems. Less combat logging, no ghosting, no server hopping, greater potential for survival mechanics. -
vadf.net Private Shard 119.252.189.161:2502 Australia based Single server - no more putting up with ghosting or server hoppers Full day/night cycle 3rd person Persistence Scheduled restart warnings All welcome No gimmicks, just DayZ as it was meant to be played Teamspeak available
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| FOG's Crazy Community | 1PP | Persistence Disabled | All Playstyles Encouraged |
blunce replied to Vex_Vehix's topic in Servers
Me as well. The private shard aspect is great because it eliminates ghosting, server hopping, & combat logging to an extent. & it also offers a place of like-minded people to consistently play together & form a community. Punisher pretty much listed all of the reasons that persistence is off for the time being. Persistence itself (loot remaining in it's place after a server restart) works like a charm. It's the weekly Wednesday maintenance that really eliminates the purpose of it. That, & the server getting so bogged up with loot respawns to the point where performance suffers. Those are the biggies. But, as Punisher also mentioned, once those bugs have been ironed out, persistence will be on once again. We're just waiting for it to become more stable. -
Third Person View should be Over-the-Shoulder, NOT a bird's eye view.
BeefBacon replied to Rags!'s topic in General Discussion
You mean like when I want to play 1pp, can't find a server and end up having to play 3pp? You don't seem to understand the issue. The issue isn't that there is a third-person perspective. The issue isn't that it's unrealistic. The issue is that it can be exploited to the detriment of gameplay. This exploit, however, is a fundamental part of 3pp. It's the same with server hopping and ghosting - a fundamental issue of multiplayer games of this kind. Lots of people server hop. I'd even go so far as to say most people server hop. If the devs, at long last, announced a watertight solution to server hopping how many people do you think would defend it? How many would go "but server hopping is the only way to get loot with this loot system!" or "what if the server I'm on is buggy and I have to hop?" or "what if I want to see how my character blends into the surroundings?" People don't play 3pp for greater tactical awareness or for FoV reasons or any of that nonsense. They play it so they can exploit it. Players prefer 3pp because they have that exploit. No, but I am entitled to an opinion. As a 'single videogamer' I don't think that AC-130 killstreaks have a place in DayZ either. I'm not 'dictating' anything I'm just voicing my opinion. One could consider scalable LoD an exploit. I think that settings like shadows and grass should have a lowest setting but shouldn't be disabled, but only when the game has reached a suitably optimised state. Well then I suppose using Counter-Strike: Source as a baseline when talking about CS:GO is pointless too. Isn't like they have many of the same gamemodes, same maps, same models, same gameplay, similar engines or anything like that. They're games in their own rights and shouldn't be compared. Even better, it's not worth comparing the original Counter-Strike mod to the full game released by Valve later the same year, because the latter is a game in its own right. Isn't about getting rid of 3pp. It's about making 3pp no longer exploitable. People are indirectly defending the exploit by making other claims about 3pp. The advantages posed by 3pp are outweighed by its disadvantages. Get rid of those disadvantages and we're golden. This is a mod for Arma 3 that occludes objects that cannot be seen in first person. Seeing that it's pretty much just a few lines of code it's a little janky, but I'd love to see a polished version of this feature in-game: -
Not true. Its enough to attach a sufficient cost to (rapid) switching - because the hopping ceases to be a problem once its no longer advantageous to do so. Limiting characters to a single server comes with its own drawbacks. Turning every server into a private shard is just as much as a solution as first person servers are a solution to peeking - it works for those who can cope with the disadvantages indroduced by the radical solution but its neither the only way nor the best one. The OP also does introduce a certain cost (moving out of the area and back in) but it does hit normal players about as much as server hoppers. In the end blocking logout would probably not work as people could just force a disconnect instead. So in case safe zones were intruduced they should allow logout but not login (moving the player outside the area to spawn) and warn the player about it. Also there should be dynamic safe zones around players and induced by barricaded areas (which prevents both ghosting inside locked areas and getting caught inside one by logging in).
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What Do You Consider To Be "Exploiting" In This Game?
Zing Freelancer replied to cheeseburger8's topic in New Player Discussion
Arguably it was intended to allow players to play on any server of their choosing. To prevent loss of player characters in case if your preferred server shuts down. Also allowed for server migration for the sake of game play, ala clan wars, ala kill spree on populated servers. What it was not intended for is loot farming on multiple servers. (Even though loot farming is my all time favourite activity in DayZ). Ghosting, logging on a different server and flanking a camper before you login behind him. -
What Do You Consider To Be "Exploiting" In This Game?
DocWolf replied to cheeseburger8's topic in New Player Discussion
It's easily explained...let me use what happened to me yesterday evening. I logged in an unknown public server, and the greeting message was "Join our TS chat or be kicked"...there was no link to a teamspeak server. After a minute, my baffled character was kicked. First server. I tried another unknow public one, logged in and then after a couple of seconds I was kicked because apparently my character's name contained a long list of dots, round and square brackets...even if I couln't see any of those. Second server. Then I defaulted to a known public server and played for a while before the dreaded "no message received for..." popped up. I logged off and logged back in, but after a few seconds the same message appeared again. Third server. I logged in another known public server, and managed to play for a while before being booted: server restarted, apparently. I say apparently because it didn't appear anymore on my list. Fourth server. Pretty annoyed, I decided to try an unknown server: I logged in, and even if it was a public one I was kicked because it employed whitelisting (even if nothing in the title implied it). Fifth server. I tried another server, played for a while and then it restarted...sixth server. According to your proposal, yesterday I was four server short of bein locked down in the last server I visited. Even if I wasn't ghosting or server hopping. DayZ is not exactly optimized or stable at the moment...longer timers are welcomed, any kind of limit to the number of server you can visit definitely no. -
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. -
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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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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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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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