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Found 2842 results

  1. hooligan (DayZ)

    DayZ mod better then Standalone?

    and by "cancer" you mean the only thing that prevents server hopping and ghosting while making people play at night?
  2. It was possibly some one in the walls, who logged in. Alternatively, could have been a random logging in up stairs. Depending on your friend's position, he could have even been sniped, although there aren't too many good angles and it would be a hard shot. Were you in the east or west one? Likely it was either a wall glitcher (so so so so common in the jails on the airfield) or ghosting, whether intentional or not.
  3. I'll agree that people need to make more noise normally, it seems very quiet at the moment compared to real life. When you spawn in you get a delay but also shouldn't have a weapon out yet, so bringing out a weapon and aiming it makes a lot of sound to someone next to you who could already have a gun out and ready. If you crash, dc, server restarts etc which happens quite frequently at the moment and you're in the middle of a town or building or airfield and you log back in on the same server or a different one then you get shot because you made noise and some people happened to be nearby before you even see anything on your screen. And no I'm not a combat logger or server jumper or ghoster or anything like that. I usually play solo and logout in woods away from any towns. Another problem I'd have with the sound if it was still around would be I'd instantly assume if someone logged near me and made reload sound that they were going to shoot me and I'll shoot them first. So changing the sound may fix that but you'd still normally shoot first since you've not had any time to observe them and they're next/near to you. When they increase population to 100+ what do you think will happen when you login near a town in the woods... All the snipers sitting under trees will turn around and turn you to swiss cheese. You'd have to run pretty deep to avoid logging in near someone. Also people ghosting have penalties already. If they were already on the server, they have to logout, change server, wait for the long timer, run to the spot and then logout and login on the other server again with another timer, this would likely take 7+ minutes at least. If you're going to sit there camping the entire time that is the risk. Once they get the game more updated/stable and they allow private hives, just play on one of those so players can't ghost.
  4. I'm envisioning it just moving you within a few meters of the perimeter of whatever structure it is. As Katana points out, I think this is just barricading existing buildings. So you log out in a house, you get bumped outside if it happens to be a player structure. I don't see why they'd pop you across the map. Issues could arise in cities though, with adjacent houses being barricaded to the point of shoving the viable spawn areas further and further out. However, barricades will be destructable so we'll see how it all balances out. I have a feeling you're going to want to barricade more out of the way buildings than ones in major towns as you're likely to get your place wrecked. For actual custom base building, they could do a plotpole thing like Epoch does I guess, which could define a perimeter. It's been a while since I played, and I'm straying a bit off from epoch specifically, but say you have to craft some sort of central pillar or something that defines the area in which you can build. Which could double as a no spawn zone. Once this is in, as well as persistent storage, we should see people settling onto specific servers any ways hopefully. There will always be those jumping about, but in regards to annoyances which could arise for non-ghosting due to this system, I think you'll quickly learn where barricades are popping up and can just avoid the inconvenience.
  5. Combat logging isn't really possible anymore thanks to the 30 secs timer. When you log out, no matter where, your character is still in the server for 30 seconds. Also, if you decide to change server when you just go out of one, you'll get another 199 seconds timer before joining the new server, thus making ghosting very hard. (that's 2 good things right there) It all depends on the time all these events took. If you tell me that all that happened took 25 mins, then I doubt that they ghosted. On a last note, airfields and military bases are mostly KoS for players, but not all of them. I had encounters where both parties talked, and figured we were mature enough to get on our way, and share some loot without having to fire a single round. It's rare, but it happens.
  6. That's what I get for being away for a weekend. Now I have to multi-multi-multi-quote... Scenario1: You are guarding the door of a completely searched prison while your buddy just organizing his gear behind you. Someone comes through the door... Scenario2: Same as above, only a freshly logged in player shoots you from the first floor, a floor you cleared 1 minute ago... Yeah, no difference at all. So you don't know that someone is there, you just hope so. Look at scenario2 from above and tell me you see nothing wrong in actually doing that hoping to catch someone. How do you even name that? Ghosting by chance without prior engagement? Seems a little long, might not catch on. But you are certainly ghosting, if you hope to get the drop on someone that way. The only question is how often you are actually find someone. Others put time and energy into their character, are careful, search houses to make sure they are empty and you hope to log in behind someone. Might the risk be worth it? Well if you for example have a Magnum, a few bullets and an additional speedloader, probably. I feel dirty just thinking about such a sucker punch maneuver. We still have unwanted logouts like server restarts/crashes or IPS disconnects or even server kicks. But there might be solutions in adjusting your spawn locations in such cases. I'll write more further down. That being able to look around sometimes with walls being see-trough when logging on is also an unfair advantage, but I guess that will vanish with time. I read that sentense plenty of times now. Usually with no better alternative being named. That is also something that will get better as development progresses. I also died because of that once. Of course I logged in Berezino, but I would not have done that, if the server would have allowed me to leave the place, so... Dude, you have to choose the one of the evils or hope that a better solution is found, think of one! Currently I never died logging on but the one time in a house in Berezino, as discribed above. Like you I never had trouble logging somewhere remote. But scenario2 from above happened in some variation 3 times to me now, btw always in prisons. Once in Balota, twice at the neaf. One time with the reload sound and the guy literarily 0.5 meters behind me, while I was organizing my newly found loot to fit it into my inventory. I lived, he died. Trice since the sound is gone with me guarding the door of a cleared prison and some new player appearing from above. That actually says a lot concerning that I do not even enter prisons any more when I am alone because of the ppl sitting in the walls. In two cases we both died. The one where I was alone, I also died. That feels pretty unfair after securing the building just before. Oh, I'm not including ppl sitting in the walls here. Nice idea, have not thought about that. Will the silently warp through windows without breaking them or fly through the upstairs windows with no ladders though? Missing a quote here: Plenty of ppl sayed that the reloading sound was a glitch and removed for good reason. Yeah. So let me spell that out: 1. It was a mistake in the software that was 2. fixed because it was and error. That is a good reason. That has nothing to do with the question in the poll. Maybe the devs are thinking right this moment about how to add something else to show ppl when someone is logging in behind them. I'm pretty sure the non existant dispersion of a Mosin with a compensator is also a software error. That does not mean you will not be able to kill ppl that are more than 5 meters away from you with the gun in the future. And now we have a suggestion! Yipiie! Seriously though, what about server kicks/crashes (disregarding the restarts that currently exist...) or game crashes. You would basically need a check for your location when logging back on. If you are in a building/town you get sent to the next bigger group of trees maybe? Maybe also include a detection system so multiple players are not logged in next to each other? That would then already create a disadvantage for ppl that really logged out somewhere. And when such logging hotspots are getting known, ppl might just start to camp them for those coming in. I really think the fairest thing would be a sound or other notification for the vicinity. Logging is a risk, you can always log in just next to a fire that 20 strange ducks are dancing around praying to the god of dayz to finally introduce canibalism. But considering my expericences with logging, how often I died logging in with the reloading sound (once, and I had to log out because of the server where I would never have logged out voluntarily) and by ppl mysteriously appearing above me in prisons (four times in total) the smaller evil is clear to me. Funny thing here is that those three deaths mean that more than 10% of my pvp deaths are from ppl just appearing on the first floor of prisons.
  7. Redstar Payne

    electric fence (base building)

    Completely agree with this! As long as Ghosting is a thing in this game bases hold no importance except you have a place to go to regroup with your team and maybe later down the line have basic storage for few items. Even though its off topic i can understand keeping your gear from one server to the next even though to me it loses some meaning of the respawning to another server but i get it servers get full and you want to keep playing with your character but if you try to log to another server just to ghost you'll just be spawn at a new spawn .... yes off topic but figured it should be addressed since is was brought up .... but beans mate for actually saying something meaningful to a base subject that we've all been thinking about
  8. for login there should be no sound a sound should only be made if you leave a server to go to a new server then go back to the first server before the server restarts to stop ghosting.
  9. I believe the oppositions point is simple, there are better ways of dealing with "ghosting" then adding in the sound. So instead the conversation should be focused upon solving that problem and not upon applying a band aid to it.
  10. ...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.
  11. 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?
  12. 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.
  13. 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.
  14. 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
  15. 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.
  16. 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.
  17. 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.
  18. 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...
  19. 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.
  20. 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.
  21. 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.
  22. 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 ?
  23. 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
  24. I say nay, sirrah! Better anti-ghosting solutions out there.
  25. 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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