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Showing results for 'ghosting'.
Found 2794 results
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When Base Building Is Introduced, What Will You Build?
cels replied to leefriendfield's topic in General Discussion
One issue I want to see addressed and will also be what decides if I bother with building a base or not is server hopping... Whats to keep someone from logging out near the wall of my base, log into another server and move to where they would be inside my walls. At this point log back out and back into my server, being inside my base? If this will be possible I just dont see much reason to build a base to keep someone out.. Will just stick to hiding tents. This is also why I advocated that the better fix for server hopping for loot and ghosting would be that changing servers would randomly put you somewhere else on the whole map.. Changing too much in a short period of time would make you a fresh spawn on the beach. -
yep, nope, if you are getting kicked from a server cos it's some loot whore admin, report it, see if their M4 will keep them happy after they lose their server with NO REFUND. If your too lazy to do that I really don't see how you have the right to complain. Anytime you add addition steps you add more weak points, what your proposing I can easily see being turned into a server hopping/ghosting exploit/script/hack not only that it put's additional strain on the server's. Do you wanna know how to never get the timer? Make a favorite's list, play those server's only. Edit: this is how I pick servers, Good names imo FragNet.ca Canada/Quebec 1 - Public (24/7 Day Time) DayZ CA 3-161 Regular 115188 - Hosted by Vilayer.com Dodgy names Grandpa Jack Mcgees Pork n beans Hardcore 115106 FlatLine | 45 min Restart | Refresh 24/7 | Regular 115106 I've always found that server's that acknowledge the host or are hosted by the host as promotion are the one's without abusive admins shoddy connections, stable fun still KoS tho lolz
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Aspects that accumulatively wear on your patience in dayz
Duenan replied to randalmcdaniels's topic in General Discussion
Non-interruptable animations like bandaging/eating/doing ANYTHING are a major PITA they need to fix that along with the ghosting zombies and fall damage -
in all the time this has been implemented, I have had to wait once... for 4 minutes. When I relogged 2 mins after joining a laggy/desyncing server. Very small price to pay to stop ghosting & serverhopping.
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Well that is pretty shitty, this is one of those thing that afaik I've not encountered yet, in saying that there is a warning before you buy the game and you do click one every time you play, yes this need to be addressed as you said as it's a severely game breaking exploit. I have not seen anything in any dev blog's or posts relating to this which I thought there would be the main hope is that with the larger dev team issue's like this should be addressed quicker. It is the combat logging/ghosting issue all over again, I have no respect of people who choose to exploit these bug's but unfortunately this is something that time should address I hope they get on this shortly. Your description doesn't tell me enough information I'm guessing they are inside and glitching to the outside? if one of these doesn't explain it then look and post here when you find the right one so people can upvote it this will help resolve this issue. http://feedback.dayzgame.com/view.php?id=4002 http://feedback.dayzgame.com/view.php?id=5417
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Please add a death playback /killcam optional function into the GAME
dallas replied to msy's topic in Suggestions
Killcam's only good for ghosting. -
Private hives won't stop combat logging... because combat logging is simply logging off. The wait time to get back in is irrelevant. There is no way to absolutely fix combat logging. Private hives will stop ghosting, yes, but not combat logging.
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You want to know what's worse? Two server hoppers log in at the Command Tower at the North East Airfield, one on the command floor and one up the first set of stairs. I axe one to the head and kill him, I hear the second log in so I run up stairs and begin whacking him too when he's standing there. Ever read the posts about the bullshit lag DayZ gets where you can't open doors, jump or do ANYTHING whatsoever for 5-10 minutes? Or those lag spikes where the game rubber-bands your character or mouse that were supposed to be fixed but aren't? Yeah, those; it's lucky for server hoppers when you are a major victim of that but it happens at the wrong time. Long story short, it ends up with one server hopper dead, the vigilante (me) stuck in a lag spike and thus being presented with the "You Are Dead" screen once the lag spike is over, hence lag spikes only affect certain and not all people which is a major issue due to compromising gameplay for certain players; an issue which doesn't even seem to be acknowledged; instead put down to "Bad internet". Well I'm on 200/10, my internet works beautifully on every little task I do, every little game I play, my downloads happen within seconds and yet when I play DayZ I suffer severe problems with packet transferal. --Update-- As I have said time and time again, there is NO solution to server hopping, combat logging or ghosting. No matter how many timers you put in, people can always log out one day and log in the next in that position, they could wait the amount of time or even a couple of hours until the server restarts. THERE IS NO FIX!.
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I read this thread, but I'm not sure what is going on here, for someone to use ghosting now it's 30 sec logout timer, instant onto next server, 30 second timer and 280? seconds to log back it's simply not that effective I had a guy ghost 4 time in less time then that, now that was BS. For someone to ghost they must be left unmolested for 30 seconds, when they log back in they have a brief moment before they gain control of their character. Might I suggest a more aggressive style of gameplay to combat this sort of thing. Finally if you suspect someone is ghosting run, hide and watch where you just where or just run like the wind there is no way he'd ever catch you with all the timer's he has to go thru.
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There is major issue with this suggestion, which is players not knowing where they will be reconnecting at once they comeback. It isn't exactly fair to let players connected to random unconcealed locations where they be shot-on-sight during connection. The ghosting issue is pretty much toned town by the increased connection time and by the 30s logout timer. If he reconnects and has anykind of firearm he will be making loud reloading sounds indicating someone is connecting really close to you, so may wish to rush and stop them, but just you know there is exploit that allows players to go inside the administration building walls and start backstabbing other players.
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This happend in the timespan 5 minutes. And this is on the patch with server hop time penalty's so no this is not ghosting. I am a expierienced Dayz player and played this game over 3 years. I know this is alpha and it might be buggy but i know when a hacker is active, so pls this is not is this a hacker topic this is a hacker caught in the act.
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Thats a lame ass ghosting c^&t
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The nature of public hives effectively destroy the challenge of surviving.
Chucknorris405 replied to froggan's topic in General Discussion
I love the x-factor, i just think it would be fun to develop knowledge of the world you play in like you would in reality. I dont expect to know everything, i would just like the sense of slowly growing familiar with people, locations, habits, etc. of course none of it is set in stone. Maybe you ran into a friendly in polana and got seperated by a restart? i would just like to think maybe, one day, i can find him around here again( like u might in real life) instead of the actual odds of finding someone on 1 out of 100,000 servers again. Clan servers dont have a regular community except for the clan. I think there is very little community at all IN Game right now. How many times do you see the same players regularly as servers are now? I wont be angry with public servers, i just think public servers add a little immersion breaking to the world.(not to mention combat logging, ghosting, server hopping) I guess in all reality i might just miss the old MUSTY servers.(minus the added in stuff) -
I have 50 hours played. I only play on low population servers because I enjoy the survival aspects in the game. On low population servers airfields and barracks aren't safe. Even with 2 other players on there's a pretty good chance there going to a airfield. I have been sniped and ambushed with 4-6 players on multiply times mostly in the beginning of my learning. With so so many KoS player's I really don't see an issue with changing servers. I would like the see Dayz developers focus on shelters/crafting and adding more survival aspects in the game. Once you get more skilled at surviving in Dayz KoS players become your main problem. To me this is a bigger problem then server hopping. KoS players are scaring away to many players like me. It's very frustrating to play 8 hours and get killed plus never even fire a shot or see the shooter. But I have learned that getting loot notable an axe isn't to hard. But I have to say the first 2 times I was killed was pretty upsetting. :) The only thing I would personally ask of the developer's would be to hold off adding another sniper rifle till beta. I like the direction they have gone with handling both hopping/ghosting and KoS players.
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How To: Help someone with broken legs (Hardcore Mode)
TheRealAzrael replied to consortiumczar's topic in Gallery
Congrats on your epic and very "talented" kill..... lol...... Whats great about your video is your actually laughing at your own pathetic attempt at being a badass. I highly enjoy taking you retards out, especially when i sneak right up behind you and then you start crying that I'm a ghosting hacker.... when in reality, you just suck at the game. -
Today is the day I'll remember for the rest of my life, no i didn't have sex, no i didn't lose a relative, but I was killed immediately at spawning. I was so surprised and thought I got glitched somehow. I spawned in after taking my lunch break (So people to think I was ghosting, nah i aint bout dat lyfe), I last left off in the construction site before entering Berenzino, whilst logging in my character did the usual reload noises and all that. 7 Seconds into being on the server I get killed. So basically what i'm asking is if it is possible for you to be immortal whilst first logging in but you become mortal again once you move (any type of movement). Probs be a lot of people against this but whateber puttin in my suggestion dunt hurt. i dunno if this is doable but it would be nice to see this implemented .
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Combat / serverhopping for better position
crimsonbzd replied to HardstylerSL's topic in Suggestions
With the new login timers, I simply suggest the moment you believe someone may attempt to Ghost, or even if they leave your sight for an extended period, to move. A person server hopping cannot keep track of your location, and if their first hop fails (because you moved, giving you the ability to regain sight on them despite their Ghosting) then the timers will essentially disable them from continuing trying to Ghost you. -
20 meters is nowhere near enough. If ghosting should be prevented, it should be 300 meters or more. But this would just ruin the game.
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Patch frequency[experimental -> stable branch!] poll after Dean's statement that stable patches will get released every 3-4 weeks
crimsonbzd replied to RoterBallon's topic in General Discussion
How about Experimental for everyone with the same number of servers as now. No more server hopping - no more Ghosting -
The nature of public hives effectively destroy the challenge of surviving.
tommes replied to froggan's topic in General Discussion
This discussion started on a weird premise. The public hive offers the feature of being able to play with YOUR one an only character, which you're supposed to care about, to any server participating in it. That itself is a great thing and was somewhat new in gaming. Sure there are issues with this feature, like combat logging and ghosting, but this can be dealt with in some way or another. There are several systems out there for the mod to deal with this, like logoff timer. Yet OP insists that the public hive idea itself is inherently broken and that the non-existence of a feature gives one something special. Weird thinking. tl&dr The hive is a feature. Problems can be dealt with. You weird! -
The nature of public hives effectively destroy the challenge of surviving.
enforcer1975 replied to froggan's topic in General Discussion
That is one risk but it's small compared to the unfairness the current system presents us atm. The private server system presents more advantages than the public hive like combat logging and ghosting not possible, sure a player can still log during a fight but because that player is bound to the server with his character you can easly investigate that person and warn him/her not to do that again, no hopper can jump into the same building as you of course a player who logged out in a building before can suddenly appear but that is less likely to happen because a player playing on one server is better off logging out in a safe place. The private servers have to be run by either a provider or a community ( which is more likely ) and kept running with donations, that's the only obstacle in this matter. Then you can let all the public hive player whine about not beeing able to find loot because of the hoppers because you on the other hand have a closed environment. And you can set rules that are ignored my the majority because it's YOLO it's a game stfu n00b when you remind them of unwritten rules of gaming. And you can make every player join one voice program ( with something like ACRE ) if he wants to play making the telephatic planning impossible. -
I would love to know if this is to be an actual, functioning test server or if it is strictly for testing if the whitelist. If it is the former does anyone have info on the whitelist application process so that I might join. I would really love to be able to test the game without server hopping affecting loot vs. population as well as not contend with the ghosting issues that still occur.
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Several topics have cropped up about attributes, experience, skills and talents in game, and I'd like to start by being clear on this: I am 100% against the addition of trainable skills, talent trees and "XP" in this game. However, I'm not Dean Hall and nor am I Bohemia, and I suspect these are things that as tried and tested mechanisms in other games are possibly going to make an appearance no matter what we anti gamers think. If we then proceed on the premise that these things are inevitable, in what way could we introduce them and not break the "feel" of the game as it currently plays? For that we need only look over at the only real present example of an anti game on the market, and one I know was an influence for the development of DayZ: Eve Online. In Eve, it doesn't matter how many times you repeat an action. There's no way to "respec" to suit a specific encounter. In eve you implant a skill into your brain and learn it as time goes on. That's real-world clock time; A skill can take anything from a few minutes to a few months to learn, depending on what you're training towards. Being able to do one thing in eve can often take several months of this passive training to achieve, and you need to sit on your ass and be patient. The time it takes to learn these skills is dependant on your attributes - and that's ALL your attributes influence. Given the fragility of our avatars, I can see a modification of this mechanic actually working. Let me tell you a little story... You and your friends keep yourself alive for many months, sneaking into Chernogorsk Central Library every day to read about hydraulics systems so that you might figure out how to fix a broken helicopter that you've discovered in the wilderness. Little do you know that a group of bandits has been watching you and your allies do this from the shadows, and have been ghosting you as you make your way between the locations - they too, patiently waiting for you to finish learning how to do this over the weeks and months. Finally the day comes - months of learning has paid off and you know enough about Hydraulics to be able to fix up the knackered systems on that old Hind you found. It's your ticket out of the hell that is Chernarus. Just as you finish your first test of the old girl's main engine, one of your buddies outside refueling you drops to the floor with blood gushing from his chest and a dozen hostiles come running out of the treeline. They've caught you by surprise and take you hostage! Shit, I should have been paying more attention! After cuffing all of you, they turn to you and your buddy who has been patiently learning to fly the helicopter and demand that you work for them or else they will kill every single one of you. You refuse, and a single bullet ends your first friend's life. They ask again, and again you refuse. Bang, another friend down. The bandit leader looks at you, and you look away in defiance. Bang. Just you and the pilot left. Your buddy caves - Fine, he'll fly them, just spare your lives - and as you begin to protest... Bang. You wake up on the beach. You know nothing about helicopters. All you have is the clothes on your back and a flashlight... Thanks for reading, and I hope you appreciate why I felt I needed to start a new thread for this. I look forward to your comments and criticisms and again I'd like to say; I'm 100% against all of this, but if it's going to happen I'd like to see it happen something like this!
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The ONLY way of creating the type player interaction that you're suggesting is to tie characters to a server. That's it. As long as you can carry over survivors and loot between different servers, bumping into someone in the game who you go on to cooperate with in a meaningful long-term way will remain rare. Although server-tied characters solves an awful lot of gameplay issues (server-hopping, ghosting, persistent storage exploits, post-death gear recovery, etc.), I imagine it creates a lot of technical problems. Maybe we'll see it in the future as servers become more stable and better able to handle more players at once - but it may be that the developers simply don't see this level of "realism" or "immersion" as desirable or important, so it may never happen.
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Hey. First of i would like to make it clear, that i am for a log in timer solution. The problem is the current iteration is as punishing for legit players as it is for unlegit players, which in my mind is a very big no no. I suggest that to lessen the punishment to legit players, they should remove it entirely unless you are doing some very exact things Like: Ghosting: If you logout of a server, and then into another, you should be blocked out of the first server for a set time period. Loot hopping: If you switch servers X amount of time within a timeframe you get a timer. As is is now, as a legit player, i feel that i am being punished for wanting to play. With this game being in Alpha, server crashed, unstable servers, abusive admins, and a lot more, is all contributing to a lot of legit server hopping. Yet people caught in this landslide is punished with 200+ second timers. TL:DR: If your solution to exploits punished the legit players equally with the unlegit then you made a mistake!