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Showing results for 'ghosting'.
Found 2794 results
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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 ? -
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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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. -
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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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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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. -
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. -
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.