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EDITED - PETITION: Should a sound be made when we log on and off?
Grimey Rick replied to Grimey Rick's topic in General Discussion
...what? When did I call you that? For starters, I didn't even type "douche". I simply stated what the sound helped prevent during its six month tenure as part of the game. I've given multiple reasons for its inclusion in the game. You've given one, and not a very strong one. "I don't want to get shot when I log on." THEN DON'T LOG OUT IN CONTESTED AREAS. If you've never been killed when logging on (due to smart choices on your part while logging out, thus supporting my point), why the hell would you be against its inclusion?! You've already figured out how to trump the sound. No area in this game is safe to log out, but some are exponentially safer than others. The sound effectively kills ghosting, server hopping and cheesy game play in one fell swoop. That's technically what I've been saying all along: don't log out near a busy area. If that's how they wanted to combat the aforementioned problematic issues, I'd support that decision. It seems like a lot more hassle than just adding a simple yawn (or something of that nature) when someone logs on (which is 99% as effective), but if they could swing it I'd have no qualms. -
EDITED - PETITION: Should a sound be made when we log on and off?
HIHBGaming replied to Grimey Rick's topic in General Discussion
By indirectly calling me a server hopping/ghosting douche is an obvious troll especially after I stated legitimate concerns, as well as not being one of said asshats. But hey, I'll bite... How bout not being able to logout within a certain x distance to a building, town or city? Simple yet effective, yeah? Problem sorted. I'm sure there are other ways but it just seems that people all for the sound upon login don't want anything else because they're not coming up with anything either. Am I right? -
EDITED - PETITION: Should a sound be made when we log on and off?
HIHBGaming replied to Grimey Rick's topic in General Discussion
Well, here's the thing... Any noise still gives a disadvantage to the person logging in no matter where they are(reasons already given). Even though I haven't been killed with or without the sound happening, at least now there is no chance that a random passer by is going to hear me logging in and pop me because they knew someone was nearby. A person logging in is easy pickings within that few seconds of login regardless or what anyone says. Even IF it's just a few metres, that in of itself reduces the area of a search one has to find the person that's logging in, increasing the chance that person will be found and killed. I didn't say anything about realism did I? I said it was a gamey mechanic that could probably be solved in another way, but it seems you just want to inject what you think I said into your response, then make half of it about the thing I never even talked about. Comprehension is the first thing about forum discussion and I use the word "discussion" extremely loosely here in this thread. My answer is still Nay about noises upon login/logoff and it won't change for reasons stated multiple times. Fix ghosting/hopping another way, which I'm sure they will and are working on. Private hives is one answer but there are other solutions out there for the public hives I'm sure. Noises not being one of them. They removed it for a reason and again, I'm glad it's gone. -
EDITED - PETITION: Should a sound be made when we log on and off?
Briljin replied to Grimey Rick's topic in General Discussion
If the noise can be localized to only the immediate area (like a few meters only), maybe. To deal with ghosting they just need to add stricter restrictions on leaving a server, moving to another and then quickly rejoining the first one. In that case it is pretty clear what was going on and adding a few minutes to the wait timer wouldn't be out of line. -
The Survival Instincts server has been around since the beginning of March, 2014. Since then, players have had numerous memorable interactions, a few of which were bad, but most of them good. Players have experienced the excitement of scavenging for their first can of beans, the thrill of crash-site hunting, the adrenaline rush of engaging in shoot-outs with NPC bandits, and the feeling of utter despair when death knocks on their door after being eaten alive by a horde of zombies. The Survival Instincts server is about cooperative gameplay, teamwork, and semi-realism survival with a small group of survivors against the environment. We are a community of gamers who are looking to live out the zombie apocalypse in a non-competitive virtual world our way. There are several different playstyles on the server, such as scavengers, bandit hunters, minimalist survivalists, solo-ers, high profile badasses who take names and seem invincible, low profile stealthers who sneak into town without a sound, people who just want to see what kind of shenanigans with others, and more. STAFF Administrators {Dztance} {Psycho} {Time} {Space} Map Designer & Scripts {Dztance} {Psycho} Promotional Manager {Space} The server will not be held "hostage" by a player, group of players, or a person who has donated for any reason. Do not think for a minute just because you are "friends" with a server administrator that they won't ban you without a second thought and a smile on their face. You either play according to the spirit of the server and its rules or go to one of the other several thousand DayZ servers. The official language of the server is English. As such, all players must have the ability to read, write, and speak the English language well. Rules No Dicks Welcome Don't Be A Dick Be Respectful Of Other Players. No Bug Abusing Report Rule Breakers No Base Kamikaze With Planes Or Heli's Specifics In DayZ/Epoch, confirmed cases of combat logging in results in a 72h suspension and a character wipe, repeat offenses may lead to termination. In Epoch, Switching to another GUID (cd-key) within 10 minutes after death or disconnect is strictly forbidden and will result in a 72 hour ban under our ghosting rule. We respect other languages, however we ask that you please in-game text chat to English only. Rules may also be subject to change at any time and as such we expect you to check them once in a while. What We Offer Custom antihack Custom Buildings Across the maps God at traders Self Bloodbag Auto Refuel/Repair (Repair costs gold) Ikea trader @ Building supplies Take Clothes Custom Written Missions 4 Starting Gold Vehicle Trader On The Coast Safezones at Stary, Bash And Klen Tow/Lift Starting Loadout: M9SD+toolbox+map+other tools Active Admins Snap Building No weight limit Destructible Bases (Go raid) Sleep healing Suicide Smoke Weed Service stations - Repair refuel rearm Buyable Building parts at traders (can buy lumber, plywood, cinder blocks and all other needed parts) Website URL: http://www.taaw.enjin.com Server IP:5.63.147.148:3255 Teamspeak IP: 85.236.100.27:20047 Upcoming Events Team Death Match 5/06/14 Capture the gold 10/06/14
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We need more community involvment! Official "Private" Servers?
scriptfactory replied to Wayze's topic in General Discussion
I already belong to a private DayZ hive. It kinda' sucks since it is always empty. Anyway, there is no problem with the public hive. This is intended behavior because Rocket wants to have a global loot table and support cross-server clan wars (which is a fucking awesome idea.) The fix for both server hopping and ghosting is just to save player locations per server. Join a new server? Get a fresh spawn location. Die? All spawns are invalidated since they are tied to your character ID and not your account ID. -
EDITED - PETITION: Should a sound be made when we log on and off?
HIHBGaming replied to Grimey Rick's topic in General Discussion
So, let me get this right... Even though I as well as others logout in a tree line/forest making sure we're not seen(which we have control over). You want us to now make a noise upon login, alerting players in the vicinity that someone is nearby? From the get go this gives an advantage to the passer by hearing this noise and will instantly start looking for the source. I have a decent connection and still there is a few seconds where your character is a sitting duck loading in, more so with a gamey mechanic such as making a noise when logging in. There is no real safe place in the game to logout but I sure as shit make a conscious effort to find the safest spot I can not to be seen but there's nothing you can do about being heard. This is my issue with any noise. I will say I've never been killed logging in but when the reload sound bug was in, I was always waiting to be killed logging in, it was a shitty bug and I'm glad they removed it. If people want to camp buildings then they should be more aware of their surroundings or clear it and gtfo. I am not saying ghosting or sever hopping isn't a problem but there's got to be another fix rather than making a noise on login. I am definitely not a ghosting, server hopping asshat but do have qualms with this noise upon login due to it giving anyone an advantage over the person logging in. To generalize people that are against the noise as ghosting, server hoppers is an asinine statement. I still say Nay. -
EDITED - PETITION: Should a sound be made when we log on and off?
Grimey Rick replied to Grimey Rick's topic in General Discussion
So what's your issue with a sound when you log on, then? If you're in a safe spot away from any dangerous areas, no one will hear it anyway. This isn't a global sound, it's a subtle sound only heard within your vicinity, say the range of one side of a building to the other. It's strictly for preventing people from getting an unfair advantage over you in a defensive position, à la ghosting or logging in after you've cleared a building. -
EDITED - PETITION: Should a sound be made when we log on and off?
taco86 replied to Grimey Rick's topic in General Discussion
Logging out sound? Naaa.... Logging in sound? It most certainly should be there, this was the best "ghosting" protection we had... Should it be direction specific though? Not at all... -
EDITED - PETITION: Should a sound be made when we log on and off?
Bororm replied to Grimey Rick's topic in General Discussion
I'm not even talking about the please wait screen, your character is in game before your screen fully loads regardless of if you get that screen or not. Get a friend and test it out some time. In fact, I'm pretty sure it's after the "please wait" screen. It's only a few seconds, but some times that's all it takes. I'm not opposed to a sound for logging in, I already suggested the Yawn for both scenarios. All I was saying is that I think it's far more useful for people logging out (to stop combat logging) than it is for people logging in, because as I've said I think there's already plenty of risk involved with logging into a hostile area. I don't see how it's exploiting to log out in a high risk place in the hopes of logging in on some one, you have to log out some where regardless. It's not like ghosting where you know there's going to be some one. And again, you're pretty much fucked if anyone is paying attention. To be fair, both scenarios are sorta similar. If you combat log there's an even longer period of your character staying in the game. However, I think combat logging is more of a pussy way out, and logging out in a high risk area is pretty much the opposite, and a more ballsy thing to do. Again though, I've already suggested it be for both and don't really care either way. -
EDITED - PETITION: Should a sound be made when we log on and off?
ww THE TODD ww replied to Grimey Rick's topic in General Discussion
I was thinking the same thing a couple of hours ago. There is no good reason to log out inside a building, the only time it seems to happen is when someone is ghosting, loot farming or combat logging. I'm not sure how you could stop people from alt+ f4ing, maybe an increased de-spawn timer or you get teleported outside in front of the building. -
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.