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Showing results for 'ghosting'.
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EDITED - PETITION: Should a sound be made when we log on and off?
Murlough replied to Grimey Rick's topic in General Discussion
I agree it helps with ghosting but i dont think we should add the noise back. Mainly because when i spawn it always scares the shit out of me because it feels like someone is about to shoot me xD. -
EDITED - PETITION: Should a sound be made when we log on and off?
gibonez replied to Grimey Rick's topic in General Discussion
Makes me wonder, were there any other bugs in dayz that turned out to be helpful and fixed a problem ? Such as the reload sound fixing or attempting to fix ghosting and server hopping ? -
EDITED - PETITION: Should a sound be made when we log on and off?
Katana67 replied to Grimey Rick's topic in General Discussion
I say nay, sirrah! Better anti-ghosting solutions out there. -
Combat logging is not much of a problem, in my opinion. I haven't been in many firefights that lasted long enough for the other guys to combat log anyway. The real problem is ghosting. Want to prevent ghosting? Save player locations per server instead of per hive.
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Something interesting I already wanted to discuss in here came up on another thread and I would like to see what people thinks about it. This is an issue I would like to adress. Isn't realistic (nor fun) at all to camp a building you literally saw someone getting in and you are sure he never came out but when after 30 wasted minuts you decide to go in... building is empty! He logged out (may be combat log, may be he didn't even knew you where there) and you have been wasting 30 minuts of your life. Or the other way around, you are inside an empty building camping the entrance while your friend loots it and suddenly someone kills you from behind, inside the building!! He logged in and you had no idea, thought you were safe inside that empty building HA! Well, not realistic nor fun again... so this is why I think If someone logs in/out near of you in a range of lets say 50m a message should appear on screen "Someone logged in in the vicinity" "Someone logged out in the vicinity" This would help prevent combat loging, ghosting and unfortunate coincidences.
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We need more community involvment! Official "Private" Servers?
gibonez replied to Wayze's topic in General Discussion
Do not worry Private hives are coming and along with private hives a fix to most of dayzs biggest problems. Combat logging diminished Ghosting eliminated Server Hopping gone Most people will leave the public hive once privates come up. Public hive is just fundamentally flawed one character per serer should have been in from the very beginning. -
Then we must reconsider closing the server until the right tools are released cause right now hackers and glitchers are ruining the game and we can't offer a good game experience to our users. As a suggestion to solve the wall glitchers inside airports the hive can check if someone is detected inside the wall coordinates and wipe the character as punishment. Also to prevent ghosting it could be helpful disallow players to log off inside buildings.
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Fire -> Camp -> Shack -> Log Cabbin ?
scriptfactory replied to Taiphoz's topic in General Discussion
If player location was saved per server instead of per hive this would not be an issue. Log into a new server and get a random spawn location. Player locations should be reset upon death. This would also fix ghosting and server hopping for loot. -
i wanna start hoarding ! whats up with persistent storage?
Bororm replied to brumey's topic in General Discussion
I know you're not asking for it, but one of your main points is that it's not realistic because upon respawning you shouldn't know where it was. Which short of wiping a person's memory, or making the map completely random every time anybody dies, is impossible. Comparisons to the mod are applicable because it provides a good basis to start from. I think it's less that people want to be able to run back to their loot, and more that it's just the way the game has always been so many (myself included) really don't see the issue. This game is billed as having perma-death but honestly it's a bit mislabeled, and never really has. You respawn, there's nothing permanent about it. Full looting enabled would be a better description. There will be less incentive to hop once loot actually respawns. I do not really like the interconnected server set up either though, but Rocket has said it's here to stay so oh well =/Hopefully they find a way around ghosting bases. -
i wanna start hoarding ! whats up with persistent storage?
scriptfactory replied to brumey's topic in General Discussion
Then I will find their tents and burn them. It should be relatively easy to find tents. Also, this is why I want player locations to be saved on a "per-server", instead of "per-hive", basis. Fixes server hopping and ghosting. Once base building and vehicles are added this would make even more sense. -
USE THIS ARMA 2 OA BETA: 112555 The ideal place to post bugs is: https://github.com/DayZMod/DayZ/issues Please make sure they are listed to the DayZ project. Feature requests can also be made through this system. Full Download: Client Files: http://cdn.dayz.nu/latest/1.8.1-4cf6dbd/@Client-1.8.1-4cf6dbd-Full.rar Server Files: http://se1.dayz.nu/latest/1.8.1-4cf6dbd/@Server-1.8.1-4cf6dbd-Full.rar Mission File: http://se1.dayz.nu/latest/1.8.1-4cf6dbd/dayz_1337.chernarus.pbo Prerequisites: * [Prerequisites] - Microsoft Visual C++ 2010 SP1 x86 Redistributable (http://www.microsoft...ls.aspx?id=8328) * [Prerequisites] - Battleye Filters must be updated manually by server admins. (https://github.com/D...attleye-Filters) * [Prerequisites] - Updated to the newest beta 112555 Notes: CDN links above take a little time to propagate. Characters used in version 1.8.1 will not be backwards compatibly with older versions of dayz. (due to the hive changes). Mission file will need to be edited and updated to your correct instance ID. (init.sqf, dayZ_instance) New rule system can be edited from rules.sqf found in the mission file. Private hive runners will have to updated the sql manually Download Changes: * [NEW] - Mechanic - Nutrition system for all food types. * [NEW] - Mechanic - Hunger and Thirst is now based on the new nutrition system. * [NEW] - Mechanic - Salvage Parts from Vehicles (Players with a toolbox can now remove undamaged parts from vehicles in world) * [NEW] - Infectious Water Holes - Random water holes on the map are infected drinking from them will give you an instant infection. Identified by dead body's around water holes. (can be disabled by admins) * [NEW] - Base System - Generator has been added (Does not spawn, Not yet active). * [NEW] - Storage - Dome Tent has now been added. * [NEW] - Private SQL - Cleanup updated to move dead bodies(character_dead) to a new table before removal from main table(character_data). * [NEW] - 15 new models (feather,crafting). * [NEW] - Feathers added to Hens as you gut. * [NEW] - Destroy Tents with fire (matches & fuel tank needed). * [NEW] - Blood types/blood system -- You may now fill blood bags (filled blood bags only take 4k blood and give back 4k) -- incompatible blood transfusions will result in extended unconsciousness of the recipient. -- Ability to take/give blood from/to yourself. -- Blood types + Rh types are based off real world statistics * [NEW] - Blood testing kit (to determine blood type) and disposable transfusion kit. * [NEW] - Wild zeds re-added. * [NEW] - Blood trail system. Will allow players to track ppl bleeding. * [NEW] - Added 6 NEW POI's Thanks Musty Crew(AKA Bane). (enabled/disabled by admin) * [NEW] - New system for matches running out, 30% chance each time you use to drop your number of matches to 5 (foreach use after it will remove 1 match). * [NEW] - Hunting Knives new wear n tear system works in 5 stages. (IE start with knife random 30% chance to change to Knife5, This now gives 5 more uses before going blunt) Once blunt you yeld 50% of the meat you gather. * [NEW] - Making fires will now auto light. * [NEW] - Journal updated to provide a debug system. (Journal displays - spawn selection - forces full-moon nights.) * [NEW] - on death weapons on players back now drop to the ground * [NEW] - Blood will now regen over time based on player overall conditions. (>75% = 1.2, >50% = 0.6, >25% = 0.3). --- * [NEW] - Weapon attachments have been added (generic spawn - chance to spawn any place) -- M4A1 > M4A1_AIM -- M4A1_Aim > M4A1_Aim_CAMO -- M4A1_Aim_camo > M4A1_AIM_SD_camo -- m16a4 > m16a4_acg -- bizon > bizon_silenced -- Makarov > MakarovSD -- M9 > M9SD -- Crossbow > Crossbow_CCO + FL -- Crossbow > Crossbow_FL -- Crossbow > Crossbow_Scoped + FL * [NEW] - You can now drink from Water pumps using just your hands (150 thirst restored each use.) (action menu) (no infection chance) * [NEW] - You can now drink from ponds using empty tin's (300 thirst restored each use.) (Right Click Empty Tins) -- UNboiled Water drank from a canteen has a 30% chance of infection and restores full thirst. -- UNboiled Water Drank from a tincan has a 6% chance of infection and restores 300 thirst. (pond/Lake Only) -- UNboiled Water From you hand has a 3% chance of infection and restores 150 thirst. (pond/Lake Only) * [NEW] - Vehicle - Unbanned Pickup_PK_INS. * [NEW] - Vehicle - Unbanned Offroad_DSHKM_INS. * [NEW] - Added audio cue when you stumble across gathering plants. (15 meters) (cricket sounds will play) (Thanks facoptere). * [NEW] - Added the option to rip up clothes to make rags (these can be then made to bandages). * [NEW] - Added Humanitarian supply drops (no weapons). * [NEW] - You can now craft assault bags. * [NEW] - New Crafting recipes. * [NEW] - Function - random Location finder. * [NEW] - Tents & Stash sites can now be upgrade to increase storage. -- Small Stash site upgrades - +2 magazine slots per upgrade + 5 armor. Required parts is just etool and wood. -- Small stash sites upgrade to medium once upgraded to level 5. -- Medium stash sites can now be upgrade. Tools - Etool, Parts needed - Crate, Wood. --- 25 mags per level. --- Double weapon count per level. --- 25 armor. -- Dome tents now upgrade. Tools - Etool, Parts needed - Crate, Wood. --- 25 magz per level --- 5 weapons per level --- 1 backpack per level --- 10 armor each level * [NEW] - Achievement system - Thanks DeadActionMan(AKA Musty Crew) -- Current achievement list --- Time Waster --- High Flyer --- Grave Robber --- Shopaholic --- Top Shopper --- Sick Puppy --- White Collar Worker --- Fire Warden --- Slice Of Fried Gold --- Plane Spotter --- Trinkets of Deceit --- Litter Bug --- Cannibal --- Hunter Gatherer --- Firestarter --- Steady Aim --- Marksman --- Sniper --- Bunny Basher --- Clean Bill of Health --- Medic of the Apocalypse * [NEW] - Ghosting mechanic - Once logged out you can not log back in again for a number of seconds selected by the admin of the server- Enabled or disabled by the admin of the server. * [FIXED] - Infected Camps no longer repeatedly spawn infected. * [FIXED] - Infected Camps Loot updated to be more in line with crash sites. * [FIXED] - LOOT - Building locks have been moved to after the building has spawned loot. (hopefully this should allow the bias to sometimes fail but allow other pass's if no loot has spawned. * [FIXED] - You can no longer refuel a destroyed vehicle using a 5l fuel can. * [FIXED] - Humanity gain from blood transfusion moved to end of transfusion process. (Due to issues with skin change breaking the transfusion) * [FIXED] - Zeds will no longer target vehicles. If the player is targeted before entering a vehicle Zeds will continue to engage the player * [FIXED] - Carry slot, addToToolbelt/drop fixes. * [FIXED] - Ability to fly a helicopter with no main rotor on restart * [FIXED] - Antihack (again). * [FIXED] - Issues with zeds not spawning in some places due to spawn timer being too long * [FIXED] - Fixed issue with salvaging items from vehicles that don't have parts (ie middle wheels) Thanks Sven(Seven) * [FIXED] - Added limit system to secondaries explosions. * [FIXED] - Zeds will no longer target any air vehicle.(unless player was already aggro-ed), (no longer get fps drop from zed agro). * [FIXED] - Zeds should no longer move around when below 3 meters to player. (when being attacked) * [FIXED] - Tents/camonets can now be placed in bushes. * [FIXED] - Objects can now be placed in camonets. (ie Tent can be put under a camonet) * [FIXED] - Issue with objects being placed and killed during the same session now fixed. (objects now get removed from db when killed). * [FIXED] - Auto close gear menu on filling water bottles. * [uPDATED] - Character selection screen is now forced until a character is selected(Does not effect reality Servers, on new character). * [uPDATED] - Spawn selection screen is now forced until a spawn location is selected (if enabled). * [uPDATED] - Thirst and hunger updated to no longer be a instant fill on eating/drinking. * [uPDATED] - Melee weapons updated Range and shot count. * [uPDATED] - Full moon nights is now select-able by the server admins. * [uPDATED] - Salvage system updated to provide a chance some items like glass,engine and fuel can break during salvage * [uPDATED] MedBox0 has been removed and replaced with MedBox2. -- magazine = "ItemBandage"; -- count = 3; -- magazine = "transfusionKit"; -- count = 4; -- magazine = "ItemMorphine"; -- count = 3; -- magazine = "bloodBagOPOS"; -- count = 1; -- magazine = "bloodBagABPOS"; -- count = 1; -- magazine = "bloodBagBPOS"; -- count = 1; -- magazine = "bloodBagAPOS"; -- count = 1; -- magazine = "bloodTester"; -- count = 2; * [uPDATED] Foodbox0 -- Removed magazine = "FoodCanFrankBeans", magazine = "FoodCanPasta" -- Added magazine = "ItemSodaGrapeDrink", magazine = "ItemSodaCoke" * [uPDATED] - Re-added Flies on dead body's. * [uPDATED] - Weather - FOG has been changed from max 0.5 to 0.8. * [uPDATED] - Updated infection chance cure while sleeping from 1% to 10% * [uPDATED] - Quiver updated to be used like a mag for the crossbow. * [uPDATED] - Loot spawns now only spawn one item. * [uPDATED] - Sight & sound for zeds updated to provide a much better sneak system. * [uPDATED] - When in build mode and trying to enter a vehicle you are no longer ejected, the build just cancels. * [uPDATED] - Surface sounds of roads. (no longer draws from 200 meters.) * [uPDATED] - Infected camps - now spawn loot in tents in place of on the ground. * [uPDATED] - Infected camps - Now spawn zeds like any normal building. * [uPDATED] - Infected camps - Can now be taken down when found (tents/camonets can be collected for later use). * [uPDATED] - Medbox1 changes - Removed: Old bloodbags X 2 added: Emtpybloodbags X 5 * [uPDATED] - New temperature changes (to bring temperature into the game). * [uPDATED] - Motorcycle changes: TT650 speed increase from 120 to 180. * [uPDATED] - Increased Zed Sight from 100 to 200 meters. * [uPDATED] - Updated sight and sound for zeds -- Added chance based sight system (on seen depending on the range between you and the target there is a chance you will not be targeted). -- Sound updated to support a higher instant target sound from 60 to 80 (this is the amount of sound the player is making) -- Sound updated to support any sound below 80 and aboue 6 must be in the zeds line of sight before your targeted, -- Zeds FOV changed from 45 to 30. (this is the angle they can spot you on) * [uPDATED] - Inventory - Vehicle Fuel tank reduced to 2 inventory slots from 4. * [uPDATED] - Inventory - Wooden pile reduced from 2 inventory slots to 1. * [uPDATED] - Inventory - Rotor increased from 6 to 8 inventory slots. * [uPDATED] - Inventory - Engine increased to 10 inventory slots from 6. * [uPDATED] - Inventory - 20L Fuel tank & empty reduced to 2 inventory slots from 3. * [uPDATED] - Attack system on all zombies no longer an instant animation its been changed back to a smooth change to attack (makes the zombies slower to attack) * [uPDATED] - Chance of catching a fish has been updated to -- 5% chance standing. -- 30% chance while in a vehicle. -- 50% while raining. -- 65% in a vehicle and raining. * [uPDATED] - Medium Stash Sites can no longer be created from sandbags. * [uPDATED] - Loot Re-balance. * [uPDATED] - Re-balanced Zombies. (hp, Armor, speed, movement, animations) * [REMOVED] - Ammo in backpacks will no longer refill on player restart. (Removed due to side effects) * [REMOVED] - Blood gain from all canned food types now removed. * [REMOVED] - Loot bias has now been fully removed. * [REMOVED] - Server side grid system for loot. * [REMOVED] - Salute when trying to run with a object in view mode. DayZ Community Developers: This file contains a list of every person who has contributed code to DayZ Mod. It was created from the git commit log, and should include everyone, but we may have missed a few and it is manually updated now. If you feel like you've been left out, feel free to tell us! --------------- Original Author --------------- * Dean 'Rocket' Hall Community Dev Project Managers --------------- * [R4Z0R49] (https://github.com/R4Z0R49) ------------------------- Current Contributions ------------------------- These contributors have made many changes, over a fairly long time span, or for many different parts of the code. * kichilron (https://github.com/kichilron) * [JST](https://github.com/Cybersam248) * [DDesmond] (https://github.com/ddesmond) * Skinkicker * Maca * Andrew * William * cyrq (https://github.com/cyrq) ------------------------ Past Contributions ------------------------ These contributors have made specific changes for a particular bug fix or feature. * [AlbyBDPK] (https://github.com/AlbyBDPK) * [skaronator](https://github.com/Skaronator) * [ziellos2k](https://github.com/ziellos2k) * [JoeysLucky22](https://github.com/JoeysLucky22) * [AlexAFlorov](https://github.com/AlexAFlorov) * [facoptere](https://github.com/facoptere) * [icomrade](https://github.com/icomrade) * [thevisad](https://github.com/thevisad) * [DDesmond] (https://github.com/ddesmond) * [sharkiller](https://github.com/Sharkiller) (Spanish Tranlations) * [Defwen](https://github.com/Defwen) (Czech Translations) * [[VB]AWOL](https://github.com/vbawol) * [Paul Tomany](https://github.com/Sequisha) * [M1lkM8n](https://github.com/M1lkm8n) * [JST](https://github.com/Cybersam248) * [NonovUrbizniz](https://github.com/NonovUrbizniz) * [MattzFiber](https://github.com/MattzFiber) * [Elvaron](https://github.com/Elvaron) * [silentspy](https://github.com/Silentspy) * [EHDSeven](https://github.com/EHDSeven) * [Tansien](https://github.com/Tansien) * [wriley](https://github.com/wriley) * [fred41](https://github.com/fred41) * [Killzone_kid](https://github.com/Killzonekid) * [Alex Grosse (Inch)](http://opendayz.net/index.php?members/inch.1011/) * [sumrak](http://www.nightstalkers.cz/en_index_nc.php) * [f0rt](https://github.com/ashfor03) * [Ayan4m1](https://github.com/Ayan4m1) * [Rajko](https://github.com/rajkosto) * [Venthos](https://github.com/Venthos) * [VRShiva](https://github.com/VRShiva) * [DasAttorney](https://github.com/DasAttorney) * [ddesmond](https://github.com/ddesmond) * [dayz10k (Harlan)](https://github.com/dayz10k) * [ingasmeeg](https://github.com/Ingasmeeg) * [caleywoods](https://github.com/caleywoods) * [Markolie](https://github.com/Markolie) (Dutch Translations) * [LordGoF](https://github.com/LordGoF) * [soapmak3r](https://github.com/soapmak3r) (Background Music) * [Hangender](https://github.com/hangender) * Aj (Leadz) * Ander * Shauneh ------------------------ Art Work ------------------------ * Alexander (G17 in-combat Icon) * Des (Gender images & Gui icon's revamp) * [JoeysLucky22](https://github.com/JoeysLucky22) * [Elvaron](https://github.com/Elvaron) ------------------------ Special thanks. ------------------------ * Special thanks to TOPMO3 and GenesisCrys for the outstanding work with retexturing the Viral infected. * Special thanks to David Foltyn for the support during the community build with his constent moaning and presure to do everything different :-). * Special thanks to Matt Lightfoot for his incredible logic we all love to hate :-). * Special thanks to shinkicker who has listened to all of the ideas and who has always been there to bounce ideas back and forth Thanks. * Special thanks to Shacktac for his incredable work within the Arma 2 community. * Special thanks to AWOL and Paul Tomany for sharing awesome features from DayZ Epoch. * Special thanks to JoeysLucky22 for the awesome art work. * Special thanks to the Aftermath team for sharing features/models from Atfermath. * Special thanks to BMRF, TMW, MUSTY for providing test machines before release. * Special thanks to Lester for providing access to use his addon. MAP Editorupgrade (EU) Contributing ------------ Want to contribute? Or have we missed your name? Please contact R4Z0R49 on http://dayzmod.com/forums/ Quick Install Info: Full Download Full Client Files and beta files from links above.Navigate to your arma 2 operation arrowhead directoryExtract the @Client-1.8.1-4cf6dbd-Full into your arma 2 operation arrowhead directory and install the newest beta.To start DayZ use a command line string like the belowExpansion\beta\ARMA2OA.exe -mod=@Dayz;CA;Expansion\beta;Expansion\beta\Expansion -noFilePatching -skipIntro -nosplash -noPause -world=Chernarus Steam Right click Arma2: DayZ Mod, select properties.When the window pops up go to the "BETAS" tabNow Select 1.8.1.0 in the drop down box.The files should now should now updateLaunch as normal
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Realistic player identification
scriptfactory replied to scriptfactory's topic in General Discussion
The whole thing that turns DayZ from an online game to an MMO is the public hive. Rocket envisions clans eventually setting up home bases on certain servers and performing raids on other clan servers to get items they need. Servers become like individuals islands in the huge landscape of DayZ. Server hopping could be easily fixed by expanding on this idea and saving player locations on a per-server basis. Log into a new server and you get a random spawn location. Die and all spawn locations are invalidated. Please note, this also fixes ghosting. Item persistence will be what keeps users tied to a specific server. I guess vehicles and bases will be server-bound. -
* [NEW] - Ghosting mechanic - Once logged out you can not log back in again for a number of seconds selected by the admin of the server- Enabled or disabled by the admin of the server. Alot of the admins who are testing have asked for a logout/login delay system. So we have added this its fully configurable by admins. 1.8.3 is now ready for testing with the newest 1.63 beta patch for arma. We will start that testing on Monday and then battleye filter testing :-(
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I agree that ghosters should be combatted but I don't think that that a delay in which the logging player is powerless to do anything is the way to do it. ( I think I heard an idea similar to this in the rezzed video -->) Maybe they could check if there's someone in the area/building or if there is a base present when you log in so that you log in somewhere different, slightly further away where there are no other players in the immediate vicinity. Maybe in a shack somewhere so you're not completely visible standing on open terrain. In any case solving ghosting will be very difficult to do as there will almost certainly be a way for someone to exploit or be inconvenienced by any given system. I'm sure the devs will do their best though.
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what dayz needs and will probably never get
FrostDMG replied to BLAPPER's topic in General Discussion
Vehicles and storage are coming. The number of weapons is limited because they're still working on them. I'm quite sure that in the final release there will be a lot of weapons to choose from. There will never be "missions" in true DayZ - if you wan't that crap go play Epoch. Chernarus is clearly a very rural county, and if you've ever been out in the country in the Eastern Europe, you'd find it's not too dissimilar. Again, no NPCs. This isn't an MMO. Or WarZ/Survivor Infestation Stories (LOL). More buildings will probably be added and combat logging + ghosting is easily fixed by preventing someone from joining a different server let's say 5 minutes after they just logged out or something - yeah awkward for legit players, but what can you do. You have to remember this isn't a final release, so most of your expectations are very unrealistic of an alpha. -
its amazing to see the amount of people that get amped up and excited about the smallest little bs updates. crossbows,vomiting,new coats and pants. its honestly a joke. such small little updates that dont mean anything. a game of this caliber has so much potential but i feel like it will never get there seeing how its been this long already. what it needs - vehicles, wide variety. i want shit to break and i want it to take time and patience to have to fix certain issues with vehicles. not some bs like click of the mouse with a "repair kit".. make changing a wheel/tire a 15 minute deal not including running out and scavenging for one (if you can find it with the right lug pattern) gas also needs to be pretty scarce. -weapons, a huge array of weapons. and random features that arent on every gun. afterall thats what you would find in real life if you were raiding hundreds of houses for guns. not the assortment thats currently in game. m4's and acog's? really? an acog isnt a common optic at all. game needs ak's, semi and auto, rare 9mm pistols, lots of shotguns(most common gun in households), rifles with messed up parts that you have to source out. the whole "ruined, damaged,worn, and pristine" is a joke if you ask me. 22 cal rifles and pellet guns should be alot more available than a ak or m4. ammo. alot more scarce. at one point my buddy had over 1000 rounds of 5.56 on him. and that was just within a couple hours of playing. does anyone really think in real life you would just find that much ammo spread across your journey in a 2-3 hour time span? -base building, have certain servers be locked in for your base setup, and some just be server to server. can you imagine having a portion of the ship wreck for your base? or aviation tower at a airbase? possibility of real time gameplay thats always live. when your offline and not playing, your character is in your base sleeping in your bed. and could be raided anytime and have all your gear looted and be killed(stronger base setup the better). -different mission types/mods. think of a battle royale type mod on arma 3 ,60 player server where you and a crew of 2-5 people spawn inside a house and it would be just like it would be right when shit hit the fan. it would probably be hectic, mabey group up with the neighbors or go solo. all depends on the house you start in, some weapons might be in the house and mabey your out of luck. pack up all your gear and food and dip out or camp it out while the bandits do their thing. -weapon spawns and gear in more realistic spawns rather than just on the f'n ground. why cant i search through some cabinets for canned food? or under matresses for guns. or safes inside a house that have to be opened with a massive tire iron or torches or whatever the hell else you can think of. -no ghosting in on people, period. if your in a 5v5 fire fight and someone spawns inside your building that your holding down and kills half of you its pretty lame. sure you can hear the load in sound but anything can happen. i dont think you should be able to log into a server if someone else is within a certain distance. 20 feet and under? -more buildings and less open field. probably about 70% of chernarus is literally just open fields or trees, where pvp or confrontations RARLEY even happens. more city type enviroments would be nice -servers that are years ahead of others in terms of civilization. trading area controlled by npc's or players?, buy stuff or trade items with other players. gas, food, ammo, clothing etc. dedicated safezones, and not safe zones like warz where people just sit outside with snipers and kill everyone. possibly be able to just spawn in somewhere out of the safezone where you choose, mabey just one or two spawns out of safe zones per hour? i could probably think of alot more stuff but this is just what came up first. and i know what the majority of people are going to say to this is. "ITS IN ALPHA". yeah thats fine and dandy but i can almost guarantee you that this game will never be anything amazing. just look at the updates they are coming out with right now. throwing things,coats, binoculars,crossbows, and dont forget!! YOU CAN USE A CAN OPENER AS A WEAPON NOW!!!!!wooohoo isnt that cool?!?! such garbage updates its not even funny. didnt they sell like 2 million copies of this game? whats that about 60 million dollars? now sure thats not all profit. advertising,paying devs's, more advertising, testing shit, buying computers and mass amounts of other hardware, rental spaces and whatever else, those were just some random things i thought about when developing a game. im sure it goes very far in depth and i would have no idea about any of it. but i think its safe to say they are in the positive right? yeah i think they are WELL ahead... so why cant some shit be done on this game? probably because they got their money already and are ready to dip out. oddly enough, seeing how much i just talked shit about this game. i still like it alot and still play it. just wish it went alot more in depth
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not ashamed at all. No loot respawn, not enough diverstiy in places the idem you need/want will spawn I can and will go to a place that spawns my item and jump thru 10-50 low or no player servers to get it. k? i will continue to do this. k? the only thing thats "Lame" is ghosting. where in you get fired on, go hide and combat log, and use another server to move behind your attacker while a buddy keeps him pinned down/engaged.
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I didn't say that. I said not being able to control your character upon login is stupid. Staring at a blank screen while you get lit up without being able to flee is what I think is bad. I'd be fine with a timer of 5-10 seconds that prevents you from drawing your weapon upon logging in. I'd also like to see them return the sound effects upon login as well, as I feel these sounds are the greatest anti-ghost measure. I don't know how many people I've popped while camping various buildings over the months after hearing the signature shk-shk of an M4A1 near me. I've never been killed in those situations, so to me, that's a pretty good deterrent for would-be ghosters. The additional timer would just insure ghosting dies.
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so you say ghosting is bad, that ghosting should be dealt with by the login-sound, but you should totally be still able to shoot people right after ghosting without a delay? i don't get your point
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Uh, no. Totally disagree. You shouldn't ever load in without being able to control your character. That is dumb. As far as ghosting, why did they deem it necessary to remove the reloading sound effects upon logging in? That took care of ghosting quite nicely.
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I'm quite sure almost everyone does. I've been on a server and checked the player list once in awhile and people kept coming and going. Maybe not the more educated players here on the forums, but plenty people do server hop, no way to prevent it. People do it to kill others too, by ghosting behind them. It's a thing in DayZ that needs something to deter it, besides the obvious timer already implemented.
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Would you want back the reloading sounds when connecting?
GunnyITA replied to GunnyITA's topic in Suggestions
Those are defending the system of ghosting are the firsts are abusing of the glitch... If do you have troubles on survive then spawn on the woods, spawn on a barn....spawn nearby a military base, where you can see from distance if doors are closed. But do not spawn inside of them and being happy not be heard. If i'm a guy that is defending a building and is being attacked both from guys outside and both by someone spawning inside on floors that aren't occupied, i'm gonna rage Do you also know guys that exists with over dozens of people that split money for a single copy of DAYZ to have a fresh spawn spotter? I know an italian clan with over 20 members, where each member paid around 1 Euro to contribute to make a spotter char for the clan. They use it to spawn inside the buildings. Also, when char spawn for the first time there is no more chace to load and you can see around you if there are players in other floors. So pls, don't defend the system because you do abuse of it because you aren't able to survive properly. -
There are a lot of players that want to be able to kill a defenseless person if they try to combat log. Honestly, combat logging isn't that big of a problem and having your character (defenseless) on a server for 30 seconds after you logout is a poor game mechanic. If you are not actively engaged in combat you should be allowed to logout without fear of your character being killed. In my opinion the DayZ devs should do something like this: Remove current timers. They suck.If you shoot another player or a bullet hits you or lands in your immediate vicinity (~5-meter radius) you can't logout for 15 minutes.If you logout or disconnect during this 15-minute period your character stays on the server for the remaining time.To fix ghosting make spawn locations save on a per-server basis. If you die all of your spawn locations are invalidated.Edit: add queuing system for logins with priority being given to players that haven't switched servers recently.Done.
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Recommending ghosting sucks ... anyway, nice video.
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No "Specialized" Cartridges [Torchia Tweet]
hombrecz replied to Katana67's topic in General Discussion
Devs have a lot of possibilities to fix a lot of bad stuff from mod. Stuff like AS50 being able to be accurately hipfired thus used as SKS, which was wrong (true story). Will they mange? That remains yet to be seen although so far it does not look that optimistic (weird weapon accuracy, attachment mumbo jumbo etc). I agree that server hopping for loot is BIG issue. One that I am not sure Devs will managed to fix. That was another reason why I liked private hives so much. No ghosting, no hopping for loot = good times. And thanks for kinda supporting adding of Vz.58, I appreciate it.