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Found 2794 results

  1. ... or just from persistent-public to public? at the point when helicopters are discussed: basically "hey we need parts from this clan (or established) server, lets hop over there and steal their parts" server hopping for base-rape ghosting is dev supported, rocket approved. or did i get that wrong... i told them we need locking mechanisms on the server doors!
  2. pacific_coast

    One Thing Needs To Be Addressed [ROADMAP]

    how can i ACTUALLY test my barricaded building, when people who are "testing" server hopping (still...lol) are base raping me by ghosting?
  3. Couldn't hurt uploading a video or a gif of what you mean. I understood it from the description alone but having a visual representation without having to download things is always nice. Anyway, I like it. Deters server hopping and ghosting in one fell swoop. Could be annoying for people who got kicked from their old server, though. I like being able to carry on from where I left off 30 seconds ago, and I'm likely to be pretty disorientated if I'm a kilometer away from where I was when I was last playing, so that's something that needs to be addressed. And presumably the sea/ deep lakes will be out of bounds for getting pushed away? I don't much like the idea of having to swim to shore. There's a few other problems that I can forsee, though I won't go into them, but I like the idea at it's core. Much less likely to penalise players that aren't hopping/ ghosting than some of the other suggestions.
  4. Solution for spawning players outside/inside of bases. Topic brought up here in relation to Rocket's talk today, and as promised here's a possible solution with workable prototype. Basic idea: When a player spawns, they "drift" 1-2km away from their login point.This "drift" would only happen on joining a new server and when the timer would be applied.The drift is influenced by nearby players, if there are any. A nearby player will push the player's spawn position away, meaning players will not spawn on top of other players.If there are no players nearby, drift is in a random direction.This does not happen if the influencing player is on the spawning player's friends list.Zombies apply a smaller push than players."Attractors" can be added (like camping parts, bases, vehicles, etc) that pull the player to spawn there.Attractors only apply if a player has interacted with that item (vehicles) or the player is on the friends list of the player that "owns" that item.Unaffiliated Attractors would severely push players away (someone else's base).Attached is a zip with a simple mockup in Unity. Extract it to your desktop or wherever and open the .html file and everything should work. Click to place a repeller (player, zombie, etc)Shift Click to place an attractor (a base you're a part of)Click an attractor/repeller to remove itEscape clears both itemsPlayer would spawn in the green wedge.Also included is the source, which can be opened as a project in Unity. If a mod wants to sticky this or promote these kinds of suggestions (with code or prototypes) I'd be more than OK with that. Hint hint. Welp, I've got a game jam to run off to, ciao. DayZ Spawn Mechanic.zip DayZ Spawn Mechanic Source.zip
  5. Pretty much just a reiteration of what many have said but its a feedback thread so... I like the speed and damage they do now, got caught with a couple of hits and ended up withy a broken arm bleeding out. Cool, IMHO they should be a threat that if swarming requires gunshots as you retreat, dancing with the axe is fine if a little risky with 2-3 but they need a level of danger, before now they were a minor irritation now they pose a threat. My main issues are though the clipping and aggro'ing causes, to have beefed up their aggression and damage output before sorting out the clipping issue seems to be, putting it politely, a very strange decision. This is nothing to do with being Alpha, this is to do with not planning and implementing updates in a logical fashion. We all want more zombies and zombies that in varying degree's to personal opinion are more dangerous, the majority I'd say are willing and ready for the back and forth as a sweet spot is found but shouldn't the first aim be to get actual working zombies? How is it a good idea to start artificially increasing numbers and 'hardness' while they are ghosting through structures with x-ray vision and hitting from 15 feet away or with their back turned, surely these are fundamental issues with the basic workings and should be in the highest priority bracket to be looked at? Minor issues are the way they spawn just feels wrong and breaks immersion when its in front of your face. The damage that they do to equipment and to a lesser degree clothing, I can understand clothing getting damaged quickly to an extent although one shot ruined is a bit excessive I think but weapons and tinned food need to be more robust, I'm not about to try but I'd guess punching an M4 wouldn't do too much damage to it. Am also not keen on the varying 'stop running' animation causes when changing weapons, with 3-4 zombies on you that can be pretty disastrous. Finally loading into attacks is also pretty annoying, joining a server and being attacked before you can even move is just bad when you have made the effort to log out somewhere safe, its really poor on the part of the game and should be sorted but that said these are minor issues and the type of problems that should be expected in Alpha and I'm sure it will be sorted.
  6. AryanBoogeyman

    helo's still endgame!

    Yes it is a big problem with no readily apparent solution. Having your character randomly change position upon server change would break immersion as well IMO. The whole central hive thing is a novel idea but to me not ideal for DayZ unless it can deal with hoppers properly. The log in timer is a good start to deal with ghosting which to me was the worse issue. The announcement of no timer for re-joining one server is better, perhaps they could lengthen dramatically the timer for others?
  7. Today, I have run into people going into a secluded area and duping everything that was hard to find. I even had times when I, and probably others here, have accidentally duped their gear. Should these individuals who "farm" this gear, if their identity on steam is discovered, be reported for this exploit? I know the dev's are clearly aware of this issue and I know this is alpha!! I am curious if there is any planned punishment for exploiters? To my knowledge, we were able to pretty much stop ghosting, but more things keep popping up left and right, good thing these are all being found in the alpha stage.
  8. DayZ_Friendly

    solution for server-hopping !

    The reason they put in a timer for server A->server B->server A is to stop the ghosting that was going on. So you could see a player on server A, go to server B and go to where you can kill player on server A, then spawn in on server A and kill dude. This was rampant, so they put in the timer. Also 30 mins is overkill, 5 mins is perfect.
  9. Publik

    How often do you sever hop?

    You could say that server hopping is rapidly changing servers to reap some benefit. A ghoster might be server hopping, but a server hopper isn't necessarily ghosting.
  10. Tmar09

    How often do you sever hop?

    I believe thats the definition of ghosting in this game.
  11. Server hopping is another problem entirely and I think one that will get solved. Personally, I think just putting in no spawn zones would do the trick, just meaning, that if you try to spawn in near a designated area, it shoves you outside a particular radius so you can't just hop-loot-hop-loot. Also fixes ghosting and having people spawn into rooms you've already swept. As for the "million military weapons", I wouldn't suggest that the black market or arms deal locations have only military loot. I'd suggest they become the hotspot for all generally unusual weapons, including civilian US weapons, so that you may get something cool there, but not some crazy fully automatic weapon. Not to mention, some weapons you may find there, but you probably won't find many magazines around the world for them. So you'll most likely be running with just the magazine you find with it, making it a bit of a pain in combat.
  12. JiJi (DayZ)

    Very simple fix for Ghosting and Hopping

    It was my first thought to teleport, but I realized it could send and stuck players throught sea,wall (glitch),tree,etc... and it would be a too wide punishing system. Especially since anti combat logout require to keep your avatar vulnerable for 30 seconds. I mean it make really sense to hide in a house to disconnect, and there are many of them in your area that does not have any strategic value for hopping and ghosting. IMHO it would be too prejudicial for all players (including the fair ones).
  13. Not necessarily. The fact that it's on the coast cuts off about 160 degrees of area to cover, and with how flat and open north Berezino is, the only real vantage points are on top of buildings, which can all be covered with the highest point of the smokestack. There's only a couple entry points that are concealed, so all you need is a couple overwatch and a ground team to patrol the area around the gas station and train station and you have the area basically locked down. Unfortunately this doesn't prevent ghosting, but there's only so much you can do.
  14. cruiseashimself

    Lockable and breakable doors and windows

    Yes, def being able to pick the locks or something of the sort is a must. Nothing can be 100% safe. What do you mean by ghosting?
  15. sofabhk

    Rolling Update Rev - 0.43.116251

    I played the new patch last night, about shit my pants, lol. These are the 28days later zombies for sure. runnin down the road screamin like a little girl as a fresh spawn with a horde behind ya...This is great. What I don't like is that no matter where you go you can't hide from them. They track right to you, and the ghosting through walls freaks me out every time. I love this Game, and I can't wait til the ghosting and tracking is fixed...but other than that great addition, love that the zombies can be a real threat.
  16. While server-hopping is not nearly as much of an issue as it used to be with the new timers, it still is very much possible to do so any many people do. Instead of just staying in one building and hopping every 30 seconds, they now cover a wider area so the timers dont hit them as hard. So basically, for example on the NEAF, hoppers will just log in in the western prison, clear all the buildings and log out in the eastern prison, rinse repeat. Another, issue, which imho is much more important is ghosting. This also got harder with the timers and the 30 second logout dummy, but for players who are in a team this is still being abused a lot. Some group is camping in a building you can't storm? Just have 2 of yours log out, switch, and log in behind them somewhere. Takes longer than it used to, but otherwise this is still possible and people still abuse it. So heres my suggestion how to fix this: Just like the 30 second logout dummy to prevent Combat Log, add a 30 second login "dummy". Basically all the devs would have to do is to add a 30 second state of "unconsciousness" after joining a server, where you cannot control your character at all and cant see. And 30 seconds after you have logged in, you are good to go. This should be very easy to implement, and in combination with the login "reload" sound would make any attempt to ghost suicidal, because nearby players will hear that you logged in behind them, and then have 30 seconds to kill you before you can react. On top of fixing the ghosting abuse, it would also make server hopping significantly more risky. This should be easy to implement for the devs, and is only a minor annoyance for legit players. You already have to find a safe spot to log out now anyway, so the only players affected by this are the ones who do so in high risk areas. It would also prevent server hopping snipers, from going on a low-pop server, climbing the highest building in the area, and then switch to a full one. Unless they like standing on the highest building in town for 30 seconds for everyone to see.
  17. pacific_coast

    Can anyone justify the low price of this game anymore ?

    techincally the player skins and the weapon ballistics are new but seriously now that i think about it zombie skins = same but slighlty updated zombie ai = same but slighlty updated zombie gltiching = same but worse zombie ghosting = even worse than the mod world textures = same but slightly updated vehicles = ported from arma 3 item textures = mostly ported from arma 3 weapon textures = mostly ported from arma 3 animations = mostly same but updated upcoming physics = being copied from arma 3 hunting = virtually the same as the mod but simpler a lot of stuff WILL be original content, but right now not so much
  18. Rick1633

    Zombies FIGHTING UNFAIR

    But if they actually do fix zombies, they will finally stop ghosting through fucking walls. So those mother fuckers can climb all the stairs they want. I will fucking be amazed and joyful when they dont spawn so fake ànd immersion breaking and they use the same universe as us.
  19. Fevero

    Rolling Update Rev - 0.43.116251

    Please please PLEASE stop doing the stupid Usain Bolt zombies! I hated the movies, and hate them now, zeds shouldnt run! If they do, its not zeds but that stupid newage shit that came with 28 days later etc etc... The speed before the hotfix was fine. Just fix the damn ghosting/wallhacking and suddenly appearing from thin air 1 meter next to you. Loved it that they follow you up stairs now, HATE it that they just run through walls like they were made in Japan. My wishlist would be; - Slower zombies - Stronger zeds - Zeds living under the same gravity laws as the rest of us (Yes, I see the double standard there XD) No more wallhacks etc... - Groupspawns, I´d love to see bands of 10-20 zeds just roaming around. As fast as the zeds are now, and with the op eaglyeye and superman hearing, this and the spawning, spawning is fun, if it occurs atleast away from sight, not right next to you.
  20. Window Licker

    Piano House & elektro looting

    Believe the timer was predominantly to stop ghosting, all it does is annoy hoppers. Those who are serious about hopping don't care, and are proud members of the fresh spawn murder and gun delivery for skilled players group.
  21. Rhaazerus

    The new update is amazing!

    I'm liking the new update too. Seems like a sort of animation focused update but it really feels like things are moving in a good direction. My biggest concerns so far are the zombie collision detection what with wall ghosting and such but I know that's an issue that's being addressed and no reason to get all bent outta shape. I mean...alpha right? I'm really looking forward to the new weaponry they have planned as well as the hunting and new environmental changes. And hopefully increased zombie count and more locations with infected, like the open woods and highways, are gonna be in the mix soon, but so far it seems like DayZ SA still has workable potential. And I don't see it being a downhill production though it does seem to be slowing in development. Bohemia Interactive is no high-end production house so I wouldn't doubt they're having some things that need to be worked with before just cranking out the game and fixing things up instantly. Over time we'll see how good this game gets but as of now there's a lot of hope for it
  22. mithrawndo

    servers which eliminate hopping

    It's not possible to currently cure the issue of server hopping with the tools available. The solution to people hopping servers for loot is to have servers scheduled to restart frequently - if lack of available items is your issue you are looking for a server with 1 or 2 hour restarts. If it's people ghosting and killing you, might I suggest camping less?
  23. sdhendric

    Rolling Update Rev - 0.43.116251

    Lots of cool stuff, but seriously! why can't you fix the ghosting before you allow the z's to come up stairs...I thought the ghosting through walls was just a problems for the add on mod to arma...PLEASE...I miss with a shovel from distance that they hit me with in melee attack...getting irritated...If I am at disadvantage fighting...at least let me have a place to run to...love the way the light works...and enjoyed eating the veggies...I am still facinated by pristine rotten fruit... :) fix the ghosting you dirty zed loving heatherns! stew
  24. Private hives + white listing + active admins = best dayz experience. Not to mention no ghosting no server hoping no combat logging. Public hives have always been a silly idea.
  25. I consistently see suggestions on here about how to fix server hopping and almost all of them have some sort of major restriction. Everything from timeouts to restricting server choices to seperate characters on every server. A big problem most of you don't think about is how do these suggestions impact a players ability to actually play? Timeouts currently cause delays and punish the innocent as well as guilty. Server Disconnect or Crashed several times in a row? Enjoy your wait. It only minimally slows down server hoppers/ghosting and isn't all that effective. Restricting server choices how can I play with my friends? Not to mention how can I find the best server for me not only ping based but general play style of other players who visit the server regularly? While the one character per server would be a decent solution it has it's own problems. First it means anytime I want to play on another server I have to start over. Plus what happens when the server I've been playing on for months goes broke or no longer exists? I lose my character and whatever else. The friend issue can crop up again. As I see it the best solutions are only two. 1. Timeout instituted with a server memory so that if you get disconnected or whatever happens as long as you connect to the same server again you don't get a timeout. This is the most likely solution to be enacted as it has minimal impact on playability for most players and still enables switching servers to join your friends or whatever else. The major drawback is it doesn't really address issues of ghosting or server hopping it merely implements a delay and forces it to take more time. 2. Position Reset would be the other. If you keep connecting to the same server it saves your logout position and you start there again. However if you jump to a new server your location is reset to a new spawn location. This basically does two things. People will tend to play on the same server consistently and while it doesn't completely eliminate ghosting or server hopping it will make it much more difficult as now you have to run all the way across the map again. It doesn't have any negatives as far as playing with friends other than having to run to meet up with them. Major negative is the whole spawning in a new location people would abuse this and switch servers until they got a spawn point they liked. It might work better if they added another set of spawnpoints out in the middle of the woods rather than the current new spawn points. Still pretty much it would all be abused for changing location. Granted a lot of what people want to do to prevent server hopping/ghosting will have to adapt with the introduction of persistent backpacks, base building, and vehicles. I don't think we can accurately determine what the impact those will have on server hopping/ghosting will be. Anyways just food for thought. If your gonna post all these suggestions try to analyze things. Think about what the Pros and Cons of your idea are and then post those along with your idea.
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