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Showing results for 'ghosting'.
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While camping might be considered as wimpy tactics for losers, ghosting is borderline cheating and 100% douchebaggery. Remember lads, as long as you are within boundaries of the game, you are free to do whatever you want. Once you start abusing glitches and game mechanics to your advantage, then you become one gigantic douchebag. So please don't advocate ghosting by saying that camping sucks. Those are two different problems. tl;dr Ghosters are plague.
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This was a nonsensical post about a bandit upset about ghosting with a title about server hopping. I need a drink.
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Four things happened to me in a 1,5 hour gaming session all of which are game wrecking bugs. We were playing with three people. One of my mates got locked into the police building in Berezino where he shot one other player and was then trapped by his/her friend. 15 minutes of stalemate happen when he got ghosted from behind. Ghosting is still an issue. Some while later we came across another lone player and we ordered him to stop. He attacked us with an axe so we opened fire. What happened next is too rediculous for words. He was shot by an M4, an SKS and a P1, cross fire at 2 meters and he survived. He ran around a building, I circled around and got my mosin out. I saw him on the other side standing still and at some two meters I shot him twice with a mosin in the chest. He didn't move so I thought he was dead with the delayed death anim as is usual. After a few seconds he said something and ran off like nothing happened. No bleeding either. He survived point blank SKS fire, spraying from an M4 and two point blank mosin shots..., I've been playing this game for long enough to know when stuff has hit or not, these were hits. Then we decided to head inland for my friend to gear up again. After some ten minutes of walking DayZ crashed to desktop. I ask if I logged out and my friends said I just "dropped dead" in front of them. No shots, no zombies, no falls, nothing. I was running over an open area of grassland, they heard my character moaning and falling over...dead. My friends divided my stuff among them and noticed my pants and boots were ruined (previously worn and pristine cq) and everything in the pants was ruined too. I apperently died from damage to my legs? Lastly, we've all been experiencing numerous ctd's. Like, going into your inventory might cause a CTD. The count down for spawning might cause a CTD. Even just looking around, if the screen freezes for a moment, a CTD may follow. These happen a lot. Finally, I've been regathering some loot again until today I got a character reset again. :) Just reporting what I experience, hope these will be fixed. P.S. is weapon sway increased? Sniping from 400+ meters is next-to-impossible now with this violent shaking. And NO, I'm not running 4km and taking the shot in two seconds. I usually wait for 15 minutes plus before commencing fire, from a rested, prone position with setup bipod. The shaking is irrealistically violent even for a novice shooter.
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[AU/NZ] [DayZ SA] EVENTS !
CyberBandit (DayZ) replied to CyberBandit (DayZ)'s topic in General Discussion
Date: 11/07/14 Time: 8:00 PM AEST (GMT + 10) Server: TBA Official Website: pipsi.net Prizes: 1 x Pipsi Premium Membership 8 x Pipsi Stickers 1 x Tt eSports KNUCKER Gaming Keyboard USB 1 x Tt eSports SHOCK Foldable Gaming Headset (BLUE) 1 x Razer Abyssus High Precision 3.5g Gaming Infrared Sensor Wired Mouse 1 x Razer Goliathus 2013 Speed Mouse Mat (Medium) Info: A military helicopter carrying vital information regarding the outbreak and possible cure for the zombie infection has crash landed in the vast wasteland forests of Chernarus. An emergency broadcast was made seconds before crashing, containing the grid reference of its location. The helicopter was headed to the Rocket Corporation HQ, the origin of the Zombie infection. It is suspected they had on board a possible cure for the outbreak, however their intent was to strengthen the virus. The elite task force that was on board the helicopter will be carrying the information from its downed location to Rocket Corporation HQ. It is your job to intercept and kill them, and deliver the possible cure the medical quarantine zone, fending off any other groups that may try to get in your way. Rules: General game and server rules apply: · No Hacking / Cheating / Exploiting / Ghosting / Combat logging · Do not attempt to kill the Admin who is to receive the package Participating squad member limit: There is a limit of 6 members in a squad. This is to prevent an unfair advantage due to numbers, giving everyone a fair go. Number of members in the 'Task force': TBA - between 5 and 10 Anyone caught attempting to ruin the fun of or gain an unfair advantage over other participants will be dealt with accordingly. (Public spanking) Remember that in order to participate in the event you must be on the Pipsi teamspeak server. Your Teamspeak name must be the same as your DayZ name, otherwise you will be kicked to make room for more players. Teamspeak IP: ts.pipsi.net:7891 How it works: · On the event start, the grid reference (coordinates) that correspond to the location of the downed heli, and its cargo, will be broadcast across the server. These 6 digits will be calibrated to match the map at DayZDB. · It is your job to intercept and kill the task force, collecting the possible cure (A piece of paper with secret code) that they are carrying. · The group that collects the cure, must then deliver it to the quarantine zone. You must fend off any groups of survivors who may attempt to take the cure from you. · Upon reaching the quarantine zone, there will be an easily identifiable player who you must give it to. At this point, you have won the event. The admin player will ask for your name or clan, and will contact you via teamspeak. All other groups will have to try and intercept and kill the survivors who have the package, and deliver it themselves, winning the event. DO NOT APPLY ON THIS FORUM. APPLY ON THE OFFICIAL SITE. In order to participate in this event you must register and reply to this topic (on official site) with the following information: (If a squad of more than 1 person is participating, only 1 person needs to post a reply, however all participating members need to register) DayZ and Teamspeak name: Expected number of people in your squad: Names of members: - - - - - - Squad / clan name: (This is a 'first in, best dressed' style sign up. Priority will be given to those who apply first. The server currently has 40 slots, however it is still encouraged to post even if more than 40 people have signed up, because you will be in a 'reserve' slot.) Inside intel has provided this map of the expected flight path of the Rocket Corp helicopter. Also labelled is the area in which the heli may have crashed, Rocket HQ and the quarantine zone to which the survivors who intercept the task force must deliver the cure. -
Authentication timeout after in game?
r4z0r49 replied to thznutz's topic in DayZ Mod Troubleshooting
in your mmission open the init.sqf look for dayz_enableGhosting = true; //Enable disable the ghosting system. and change to dayz_enableGhosting = false; //Enable disable the ghosting system. -
Authentication timeout after in game?
thznutz replied to thznutz's topic in DayZ Mod Troubleshooting
...quick question regarding the "ghosting" thing...i saw in the patch notes that this can be disabled by server admin--that would be me--how do i disabled it and will that allow me to log in to my server and play? -
Death Cooldown (this is going to be really unpopular...)
TinUKCS replied to 11tw's topic in Suggestions
Ok, thanks for clearing that up for me. I don't want to get into a discussion without knowing the fundaments of one's suggestion/opinion. Ghosting is a problem, I concur that much. I want it gone as much as the next person, save for the ones who frequent it's use. An increased login timer could help, but I think there are better solutions out there for that particular problem. A login sound is an idea, but I can understand, to a degree, the beef people might have against it. One character per server would be more ideal in my eyes. I know I will stay on my server when we get basebuilding and other permanent items/objects get implemented. On the deathmatching and the large amount of kos'ers: The game, in it's current state, doesn't offer much else. Thus, we now find ourselves amidst players who won't hesitate to blow your brains out. The solution you propose, in my eyes, is but a short-term one as it doesn't account for the long-term. After all, the state of the game will change when more content in the form of activities are implemented. Some will be here soonTM, others (much) later. On banditry: why is this a problem? I find it thrilling that at any moment I can hear someone yell 'FREEZE'. What do I do? Do I run, fight or surrender myself? Robbing people of their possesions is a valid tactic. It's a high risk/high reward tactic and within that same tactic lies the possible punishment for the bandit. After all, his victim might just have a few friends right behind him who procceed to kill the bandit. Continuing on that line of thought: I don't think we should punish people in various degrees depending on their playstyles through game mechanics outside the actual game (and by that, I mean things like respawntimers changing in relation to the behavior of a player, not the things like diseases/hunger/hypothermia/etc.). All playstyles, excluding exploiters and hackers, are valid in my eyes. I rather have game mechanics and dynamics inside the game being the ultimate factors in one's punishment or reward. I think your suggestions are too much based on the short-term i.e. the current state of the game. I think you, no, we all need to ask ourselves the following questions: What are the short-term effects and the long-term effects of my suggestion? Does my suggestion only take the current state of the game into account or does it also account for future changes (meaning that the problem will persist even though (lots of) new content has been added)? To sum it all up: I don't think these suggestions will work in the long run. We might use some of them, in an altered fashion, as a stopgap solution until more content or better solutions get implemented. However, as I've explained, I'm not a fan of them. -
Death Cooldown (this is going to be really unpopular...)
General Zod replied to 11tw's topic in Suggestions
Not going to happen, devs already said they will not implement such thing as reward for heroes and punishment for killers. This is meant to be a sand box allowing people to choose their play style without game punishing them for it. Stop trying to force people to play nicely, grow some balls and if you can't handle people killing you for the sake of it, this is not a game for you. Go play Sims. Ghosting can be easily resolved with spawning player as far away as possible, so that he can't reach his body in 10 minutes after which it will disappear. -
Death Cooldown (this is going to be really unpopular...)
11tw replied to 11tw's topic in Suggestions
the suggestion is based on the problems of ghosting, deathmatching, kill on sight and banditry. Basically a lot of the stuff that is wrong with the game would (in my opinion) be fixed by implementing one of the ideas discussed here. My favorite is the idea of bandits taking longer to respawn and heroes respawning quicker, rewarding niceness. -
My suggestion, in short, is to make it so that when you die, there is a VERY long cooldown timer. This timer would have to be over and hour for full effect (my personal suggestion is 12 hours, but this is up for debate). The pros go as follows: -makes ghosting completely impossible -makes death meaningful, so people will act more realistically when threatened -will make kill on sight less common and 'your gear or your life' more common (because people will believe that the people who they have robbed won't attack them out of fear of a long wait before respawning. Therefore this means that some bandits won't bother wasting a bullet on you.) -will eliminate deathmatching in all vanilla or 'traditional' servers (my suggestion is only implement this on ordinary servers, not ones with titles like: 'deathmatch!!! last man standing!!!' and finally: -makes every choice count That last one is just the whole point of survival games. Now you might be thinking: 'but that is so unfair!', and that is why I like it. This game is a lesson in suffering, and when you see that 1 hour (or twelve...) wait when you die, you will truly experience suffering. To be honest, a 12 hour wait wouldn't be as bad as you think, as believe it or not, I have other things I could be getting on with (play something else, read a book, sleep, go to the store, watch tv...) As a sidenote, this could be reduced to a minute in servers which are already bloodbaths. I don't mind if people ghost or respawn to fight the same people, as I avoid those servers.
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Removing spawns is making this game bad
gibonez replied to leefriendfield's topic in General Discussion
Well that is one way to prevent spawn ghosting behind players. If they miss the giant parachute and player falling from the sky they probably deserve to die. -
What's the current hacking status like in DayZ:SA?
goldbond replied to RadikulRAM's topic in General Discussion
You are completely wrong.. After thinking it was bad programming or something else stupid I did to lose a gun, I only confirmed I wasn't losing it by having some dirt bag that was taunting me and who was also ghosting in and out (was completely invisible when he wanted to be) that had taken my Mosen to determine hacks galore. Most of the time, the gun just disappeared. -
It's a feature the community wanted and the devs answered. It's there for a reason. In what world do we live that people can not wait 99 seconds? It only happens if you rejoin within these 99 seconds. That's 1.5 minutes. How long did it take you to post a thread about this? More than likely more than 1.5 minutes - and you have wasted more time on that than you have waiting to log in. Or - you would waste more time regearing if someone shot you because there is no anti-ghosting measures. It's as simple as that. This feature will not leave.
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Yes, another thread about it. Why? Because its very annoying. I know its there to stop people from ghosting but it should only happen if you rejoin the same server in the time interval of lets say 30 minutes. Hate waiting 99 seconds every time a server restarts and I join another one. Besides, most of the time I can't even log in after those 99 seconds because the screen stays black.
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99 second wait infinity thing, Live performance offered for Solution
frosti replied to mooky32's topic in General Discussion
Timer is there to prevent people ghosting. With server bound character ghosting will be not possible and timer could be removed. -
I agree on this one, I can plan as carefully as a person can to get some completely clear time to play DayZ, but if my girlfriend needs me for something I can't exactly ignore her, life has a way of being complicated. I like that you can log in with no noise now because it means I can log out from a safe place and go do what I need to do, come back and log back in without fear of someone hearing me and popping a cap in my ass. On the other hand, I think it makes ghosting a real problem again, even with logout timers and log in penalties, fire fights and stand off's tend to last quite a while. As for pushers, I think maybe they are just using DayZ to fill a hole that real life can't fill, I know I do. Maybe all some people want to do is run screaming towards a building to kill the person inside.
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We just rented a server today and set it up. In the (BattleEyE) BEC configuration editor, there are options to filter for bad names and bad words... not sure how these function because I have not researched it. Additionally, there does not seem to be any things specific in the rules about impersonating but this would probably fall under harassment if they are being fools. The "Do Not Do's" apply to abusive admins, so just be sure to have screenshots or some video and you will be fine. Oh and I thought you could click P and get a player list. Sorry I am just starting to play again and not familiar with everything. However, we have run into a good amount of players using glitches, exploits, ghosting, etc. and that is why we got our own server :-). Now we can deal with it ourselves.
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EDITED - PETITION: Should a sound be made when we log on and off?
Boxer23 replied to Grimey Rick's topic in General Discussion
As you say there are a lot of sound issues in the game a slight cough - reload or footsteps can be in the building or outside it you have no way of knowing. the sound needs to be related to the log in point in a house it can be the sound of creaking floorboards or tables being bumped in industrial buildings it can be the sound of cans falling or being kicked over or glass being stepped on and out side it can be the sound of cracking sticks and rustling bushes so you do not need to go looking for every slight cough or reload sound. if the player is not paying attention you will still have the chance to sneak up behind him if he is paying attention then you get what you deserve when he kills you it cannot get fairer than that. if you do not like those odds then stop logging out in buildings - ghosting into buildings - or camping in them. and instead of needing to reload your gun when you log in you can cock it to chamber a round that will give you the option to sneak and all of them together might stop some players from logging out in buildings - server hopping in buildings and ghosting -
haow long more i have to please wait...?
Shrub Rocketeer ™ replied to Shrub Rocketeer ™'s topic in New Player Discussion
yas I agree I hate cheaters and I respect whaen they try to stop this but please leave me alone I am just want to play my game with my friend now we are dead because the time system FAILED!!! if I log out and then I try to come back to the same server I am not combat logging or ghosting or cheating I am coming back from the toilet!!!! -
A story from my experiences yesterday. I ran from Ballota to Berezino on a 35+ populated server, and came across nobody - absolutely no one, whilst stopping in each town along the way for at least 5 minutes. The first person who I meet was a hostile fresh spawn just south of Berezino - who was managing to land punches on me whilst sprinting, and seemingly glitching along the way, he was literally disappearing. I spoke to him on chat whilst running, and said 'that's some serious hacking going on' to which he replied 'Yes, I know!, give me your gun and I'll show you how to do it', which I refused. All of a sudden he disappeared, and reappeared with an axe, and landed a couple of blows on me. I managed to shoot him in the leg with my magnum, at which point he began crawling along the floor at sprint pace, and aiming blows at me. I killed him eventually, and during the time it took to bandage myself, he had found me again, super-ghosting his way to me. He boasted that he could be at NWAF in less than 2 minutes. I killed him again, and within 3 minutes he was back at me, where I shot him again, this time he told me to hang tight, because he needed to run to NEAF to get a magazine so that he would kill me. I ran for my life, frightened by this high-pitched shrill voiced hacker, I ran for the hills and begged for a server restart, and today the gods were listening and finally granted me salvation from my tormentor.
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Won't change. The community demanded measures against serverhopping and Ghosting and here it is. Atleast for the time being it will stay like this, until a better solution is found.
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EDITED - PETITION: Should a sound be made when we log on and off?
bauertschi replied to Grimey Rick's topic in General Discussion
Logging is conscious act. Ppl can decide where/when they log out and when they join on a server with a specific player count. Someone that just cleared out an ATC can not choose if someone is logging in behind him. I really don't understand why I would even want to log out in a dangerous area with the logout penalty for your char to vanish. It should be in a player's best interest to move out of such an area before logging out. There was one time where a guy I played with convinced me to log in the little side pocket/garage thingy of the west prison at the neaf. Logging back in resulted in getting shot before I could get my weapon out. Logging is dangerous, always, even in the woods. But how many of you actually died after logging out at a secure location? Is it really such a burden to go to a secure spot that you would choose not to use logging in warning as a help agains ghosting? For me it was always a simple thing and: I don't want my body to hang around for a party, I am obviously one of the few who actually want to survive and don't want to be shot before being able to react on a new server and I would feel like a prick if I got the drop on someone through logging. It also helps immersion in a way, if you want to bring that argument, because this is not Star Trek. As for the second part, if the devs can't check if a player was inside a barricaded building and make an exception in that case, they should go back into dev bootcamp. Freedom of choice, but not intruding on the savety of other chars, like the argument. -
You won't need to server hop for loot when loot actually respawns, unless they really fuck up on the implementation. As for ghosting: http://forums.dayzgame.com/index.php?/topic/198544-rocket-on-ghosting-vs-barricadingbases/
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Seems interesting. Clans barricading a particular building would then focus on the entrance rather than being distracted by suspicious ghosting - a good deal of realism. My question is what level of firepower are we going to need to break that barricade? Fireaxe? Shotgun? RPG? C4? Grenade? To be honest, I only like the first two options. Not all survivors would have the military knowledge to use others.
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I remember mentioning this months ago. The easiest way I could see of enabling player owned structures would be to allow the player to barricade certain structures only. The effects are removed on server restart and once barricaded, that house cannot be spawned into by other players by ghosting. Barricading would simply consist of boarding up windows and doors so it wouldn't be possible to barricade around the perimeter. There would always however be a way for other players to gain entry by destroying the boarding (but not for zombies to do so) but it would take time and require a strong melee weapon (not fists). I'm looking forward to it's eventual implementation.