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Found 2794 results

  1. TheScruffyBandit

    EDITED: Are you happy with CURRENT zombie implementation?

    I don't care how hard they make them either tbh. I'd prefer headshots being required to kill zombies for example, atleast without wasting a ton of ammo. However I'd still like the respawning fixed, along with the ghosting and wallhacks the zombies have currently.
  2. Wili

    Very simple fix for Ghosting and Hopping

    I really would like making the game mainly of private hives officially supported, I don't know why bohemia thinks the current system is better than private hives, because the current system is so exploitable and avoid possible new cool features like closing a house door for yourselves useless, it makes hiding loot with backpacks "useless" because people will store backpacks on empty servers, it allows ghosting, every good building is emptied by serverhoppers after 10 mins of server restart, etc, etc, etc etc I would really rethink this system and will do more in favor of private hives.
  3. pilgrim*

    One Thing Needs To Be Addressed [ROADMAP]

    This is 'ghosting' in fact (moving from one server to another and back to gain an advantage over an opponent).. server-hopping is something else..but point taken. Good point too. You are absolutely right that it becomes a different order of problem if player-structures/private areas/barricaded rooms or locked houses are introduced. When a player logs out, his position is saved not only by map location (2D grid location) but also by his altitude, ie - player location is saved in all three dimensions. [ In case I am wrong about the following, can someone put me straight please? ] For the 2D flat grid location there are some problems (almost no problem at first sight) If a player logs in to a 'private area' of any kind, constructed by another player, his login location can be moved to outside that area. For this to work the whole boundary of the private area must be saved when it is constructed, it is not enough to say 'this door is locked, barricaded, etc') This is possible, it can be done 'fairly easily' in itself. So the unknown player, on logging in is placed outside that area. However - there is the altitude problem - suppose the private area is a single floor of a house (not the roof, not the ground floor) or a construction near a steep drop. If the player who logs out on the building's first floor then logs in to a server where that floor is private, he will be displaced to some height above the surrounding ground level. Also, it must be ensured he does not log in to a roof or other floor or room that is not itself private, but has his exit blocked by a player construction And that when displaced, he is not logged in to a 'closed' room ( one of the famous glitch rooms) or on to the roof of a shed, inside a gas tank, off the edge of a dock, etc So for the horizontal element: if the player logs to a 'private area' he is simply relocated horizontally. But a test must be made to ensure he is clear of various obstacles or 'traps' - this cannot be done simply by 'collision avoidance' as there are non-play spaces that the player cannot escape from. These are not 'listed' on the server as the player normally cannot access them. The vertical element requires a second test (to 'lower' the player to the local ground level before his login is finalised). This also requires detection of non-play spaces and obstacles. In the current game, these tests are not required - a player logs out only in a place he can reach in-game - a hill, a flat roof, whatever, and so the server logs him back in the same 3-D location without checking that he is in a playable location. Of course he is. A relatively easy way to deal with this is only to have player-built constructions in the country, on level ground, and displace the stranger's login to just outside the structure. For 'privatised/barricaded single-story village houses there is the same non-playable area problem. An alternative (much more work?) is to have a universal grid of 'safe' log in points, and displace the stranger to one of these grid points close by, while doing the height test to log him in on the ground and not above or below it. I'd like to hear a developer or scripter with experience of THIS engine say how far from the mark are these ideas. Anyway - as a general outline - this is the stuff that needs to be considered. xx pilgrim
  4. Really like the changes to the zombies. A little work on respawning, fixing the ghosting, and increasing their numbers would be awesome!
  5. ... 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!
  6. nice. also, no where in that quote is it specified whether that is public hive only. also, he straight up encouraged server hopping for parts. server hopping as a group, against other groups/individuals. coordinated ghosting other groups/servers to hoard and hop away with their loot. quoted.
  7. cone fire doesn't go away zombies are never really "fixed" companion pets and in-game babystitting crafting and basebuilding that plays and feels like minecraft hunting and cooking being over-complicated the health system going full retard regarding "realism" dev supported sever hopping and base ghosting mmo aspects such as factions, pets, mounts, clothing, accessories that give passive boosts clientside items that should be server side
  8. Publik

    One Thing Needs To Be Addressed [ROADMAP]

    Add a little bit of spawn drift to the relog timer. The drift causes you to spawn 1-2km from your logout point and is in a random direction. Other players not on your friends list push the direction away from them, so you'll never/rarely spawn near other players you don't know. This list could be editable in your settings (toggle some friends on/off). Things like bases would push you away stronger, and zombies would push you weaker. A base you're a part of would pull you towards it, as would nearby players you're friends with. If the selected spawn point is invalid, it picks a new one and tries again. Drift doesn't apply on rejoining a server, only when joining a new one. Would prevent people from server hopping without a 1-2km run back. Would prevent ghosting (you'd drift on server B and drift again before returning to server A and might have to wait up to 10 minutes).
  9. 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?
  10. 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.
  11. 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.
  12. 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.
  13. 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?
  14. 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.
  15. 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.
  16. Tmar09

    How often do you sever hop?

    I believe thats the definition of ghosting in this game.
  17. It seems as though we are getting our first tastes of preventing combat logging in Standalone. However, what the dev team has proposed for the next experimental branch/planned patch, is NOT beneficial to anyone besides KOS bandits. I'm mostly referring to the change they made with avatars logging out. In the next experimental branch, Rocket said that AFTER you log out your character will sit down and remain in game for 30 seconds. If I misinterpreted this, please disregard this post. This should be the exact opposite, you should have to be able to sit down FOR 30 seconds, in a safe location, BEFORE you can log out. EQ1 used to have the same log out procedure, and it was integral to survival in the end-game. To clear raid mob aggro, you had to zone out, or log out of the zone and character completely. Once you did this, anything you had attacked or was coming after you, would stop doing so. I believe this is what Rocket and Co are trying to set up, however, they're doing it the opposite way. With their current design, you still "need" 30 seconds of safety to effectively log out with no risk. However, with the current system, the 30 seconds you have to "wait" or "need" are AFTER you have any chance to make a decision or put up a fight. Currently, someone could log out in a "safe" area, only to have someone server hop, or just log into their server, right at their location, and kill them, completely defenselessly. If the system were set-up to be closer to the mod version of a log out timer, it would be much better for the players. The current set up benefits bandits and handicaps defenseless players done with their session, in the most extreme disfavor. If the log out system could be changed, so that like EQ1, your character must: F3 and sit, be seated for 30 seconds, and then after 30 seconds of being seated, when pressing ESC and accessing the menu, they will be able to click "Exit/log out". Now!! On the flipside!!! If someone DOES NOT wait and sit for 30 seconds and Alt+F4s, THAT'S when their avatar should stick around for 30+ seconds in game. Now THAT would be a log out system. For players combat logging, in the most textbook definition, they got shot at and know they can't find somewhere to hide to sit down for 30 seconds, so they just Alt+F4; their avatar would instantly stop and be stuck in game for another 30-60 seconds. In all honesty, if someone combat logs like that with Alt+F4, I think it would be a great idea to have their character start making the in-pain noises. That way if they did manage to find a hiding spot, but chose not to take the 30 second chance wait, they would be stuck in game and would be making noise for the pursuing players/zombies to hear and find them. So far everything's been tracking well, and to be honest, this is the first actual developmental aspect of the game that I have seen that I think is going in the wrong direction. The currently proposed log out system will greatly benefit bandits and leave survivors completely defenseless, AFTER they have left the game. If the system were set up to be Sit for 30 seconds, and THEN you can log out, at least then the player would stand a chance to protect themselves if something dangerous presented itself within that 30 second window. With the current system, the player will never have any idea something dangerous came along, because they'll log back in dead. This would also pose issues for reporting random character loss from the database, if people die when they're logged out, they'll have no idea if their character got randomly wiped, or if they died while they were logged out sitting down for 30 seconds. PersonA, we'll call him George. George likes to play DayZ, he doesn't like to combat log, he doesn't like to server hop. When he plays DayZ, he gets on and stays on that server, no matter how many players come or go, or what opposition he faces. When it's time for George to log off, George is done playing DayZ for the day. One day George was cautiously looting a town, when suddenly he heard someone reloading in the next room. George had taken his time coming into the town, had seen Zombies undisturbed and muddling about. He was certain that absolutely no one had been following him, surely this was a combat logger! CombatLoggerA, we'll call him SirDoucheALot, hates playing DayZ legitimately. He combat logs, he server hops at every chance he can get (even with the new server disconnect/reconnect timer). Well SirDoucheALot wasn't originally logging out in this building to kill George, oh no! He was running scared from a group of players he maliciously tried to spring a trap on, after his plan was foiled, he managed to take refuge inside George's house, and furiously logged out as soon as he got inside the room. Why else would he wait? His avatar will be there for 30 seconds after he disconnects whether it's immediately or if he waits any amount of time to see if his pursuers manage to find him, so SirDoucheALot doesn't take any unnecessary chances. He immediately logs out. After waiting the 60 second reconnect server timer, to join a different server, SirDoucheALot is now on George's server, in George's house. George fumbles about and tries to get his gun out, the game bugs out and pulls the 357 magnum out, only to put it away immediately, SirDoucheALot walks in with his gun drawn, and kills George. SirDoucheALot now moves to a position where he thinks A) he will be safe from the group from before or B] he will be able to attack the group more efficiently than his previous attack, and disconnects. SirDoucheALot leaves his meaningless phantom behind on George's server, and waits his possibly up to 5 minutes to reconnect to SirDoucheALot's original server, where the group, that legitimately plays DayZ, is still operating. Now unfortunately for this group, they ran into some Zombie trouble, and had to spend more time in town than they would've liked, knowing that SirDoucheALot's combat logging self could come back any minute now. Though it had been nearly 10 minutes, SirDoucheALot was able to get into a position and ambush the group that had previously thwarted his attack. Now poor George, and the group, have all been killed, due to combat logging and ghosting. All of which, wasn't prevented, from leaving a 30 second avatar behind. Moral of the story is, treating everyone like combat loggers, doesn't change how people combat log. It just treats every player, like our poor friend George here, like a malicious combat logging douchebag, like SirDoucheALot. Don't treat the Georges like the SirDoucheALots. TL;DR - read the bold sections.
  18. 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.
  19. 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).
  20. 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.
  21. 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?
  22. 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.
  23. 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
  24. 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.
  25. 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.
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