Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
Search the Community
Showing results for 'ghosting'.
Found 2794 results
-
Jesus christ. Have we forgotten there use to be zombies to survive from? Why is everyone obsessed with doing kos and hating combat loggers? If someone logs off, your character is safer to survive. So whats the fucking problem? Ghosting is a problem, but rarely happens. God damn we need more zombies.
-
You chase someone into a building and he has the 2nd floor, you can't take him on without great risk since he has an advantage. You try to play cat and mouse, eventually holding your breath as you push forward and discover..... he logged. You do a quick sweep, of the floor to make sure hes not anywhere else, he logs back in with no penalty and double-bucks you in the back of the head. For every few minutes you are inconvenienced by this feature, several people are being saved from the combat logging/ghosting issue that was rampant just a month or so ago.
-
Yeah... sorry, doesn't matter what you put in to "stop" server hopping, you will never stop it, and neither should you. Nothing wrong with jumping around servers to gather loot when you have respawned, have no weapon, starving and have endless zombies to deal with, its only fair that you find something to drink and eat, a back pack of some sort, some rags and something to belt the crap out of the Zeek's.. Only once have i had "everything" i needed after dying and respawning, the last respawn. I found a damaged ax right away, tore up my tshirt and had killed all 7 zombies in town (used up both bandages from the tshirt) but i got enough to eat and headed off to the nearest pond. If i hadn't , i would have respawned onto an empty server and kept it up until i got a weapon and a backpack and enough food. Its hard enough to survive at the begining of a respawn without it. when i first started playing i never understood why i couldnt take 20 steps before being attacked.. i spent the first 7 hours of game playing dying, figuring out gear spawns near player spawns and how close could i sneak near a Z before it spotted me... before i figured out that i should just log out, and then log back in and loot the same houses over till i had the gear i needed.. (mainly a melee weapon). I went all the way to Polana one spawn WITHOUT A WEAPON.. just sneaking and watching for Z's. is it dooable? yes. is it advisable.. No.. Am i using server jumping to hunt and player kill/ambush? No.. attacking other players doesn't interest me. are others using it like that? yes they are.. and the counter being used at the moment is enough of a trip-up to stop Player hunters ghosting through another server and respawning to player kill on their old one. the question is.. why are you still there? Sniping protocol dictates.. take shot (or two) then change position, change cover, dont move in straight lines, follow cover stay below ridges, use natural formations to mask your shape. Stop being butt-hurt about it.. everyone paid for the game, so they get to play it the way they like. Heck.. i have been killed more from falling than other players.. if anything needs to be adressed its that. Besides, a lot of players (who paid ) suffer from lag and connection issues, are still penalized for changing off unstable servers, because of the actions of player hunters. No more penalties please. "safe logout zones" should be implemented until the server restarts are addressed either. I have dropped out a couple of times in the middle of doing things. My best drop out was in the middle of 4 zombie spawns.. I had to get ready for full on Zeek blood bath when i logged back into another server.. ;) *gripe program complete*
-
I don't think this is ghosting , theres no way he could go up there in such fast time and kill him , btw he was sniping that guy couldn't even see him...I would say this was hack...C++
-
For the 9999999999999999999999999999999999999999999th time, it's not hacking it's ghosting. The person logged out, joined an empty server, ran to your position, then joined your server again. (Not that that's okay either, but it's not a bannable offense.) (Also lol some guy watching over town with a scope...totally not a bandit. :D)
-
Persistent storage containers; do you like the idea or not?
louist replied to -MadTommy's topic in General Discussion
It really depends on how long the person would be locked out of a server. Aside from dissuading server hoping and ghosting, I don't think locking a person out is ever the right way to go. If death meant you couldn't return to your server for, say, 30 minutes, that essentially means that whenever one of our group dies, everyone has to relocate. After all, playing together is the entire point. I don't mind playing solo, but that's something I do on my own time, on the first person hive. When I'm playing with friends, I want to be doing just that: playing with friends. -
Is there anything being planned that incentivizes not shooting on sight?
napalmdog replied to alleycat's topic in General Discussion
I hold of the true solution is what the game originally intended; zombies. Lots and lots of zombies. It may be fun to play as bandit, but right now all that equates to is playing is a troll. There's not a high enough attrition rate in gear nor supplies that justify playing as a bandit in order to survive. In fact playing as a bandit lowers my chance of survival. I do not fear dying and losing my many cans of tuna nor my M4. I can easily replace all my things in my character's value is the same. So my conclusion is to give some sort of incentive to the individual life and you give incentive to not shoot on sight. This doesn't need to come from the game overall, in all honesty. It can simply come from private hives, just like it did before. You can run as a bandit on one server, A hero on another. It's easier to develop your community and friends. And you kill farming, ghosting and to a degree combat logging; all are nailed to one server. -
Persistent storage containers; do you like the idea or not?
pillock replied to -MadTommy's topic in General Discussion
I think this could be gotten around. As a suggestion, what if you could buddy up with Steam Friends in the game menu before entering? Then the game knows you're playing together, and puts you in the same server. It probably would require multiple characters per player (one for playing alone, one with this group of friends, one for that group, one for a clan game, etc), and you'd have to start again from scratch each time you wanted to play on a new server with specific people. But that would be ok, wouldn't it? It could be limited to, say, 5 characters per account, so if you want to keep swapping around, you'd have to suicide one of your existing characters and keep starting again... but people could deal with that. For me, the advantages of removing server hopping, ghosting, combat logging, storage exploits, loot hogging, post-death loot-location knowledge, etc in one fell swoop outweighs everything else. The only problem I can see with it is that it requires such a big change to the server management system - but I would hope this could be gotten around as well. -
Is there anything being planned that incentivizes not shooting on sight?
pillock replied to alleycat's topic in General Discussion
Server-tied characters + forced change of server when you die. I know this isn't a new suggestion, and I know it requires a big upheaval of the current system and carries many problems with it... but it also solves quite a lot of others. It solves server hopping for loot farming; it solves combat logging and ghosting; it solves exploits around persistent loot storage; it allows greater control of the balance of loot per server and loot respawning; it allows players to build reputations in a specific game world (as a bandit, as a medic, as 'law enforcement', etc); it encourages you to get to know the people in your gameworld, because you might run into them again; it allows a server to develop a narrative and encourages players to improve their status within it. It could only work if per-server player capacities are greatly increased, and might also require automated player/server assignments to avoid you being locked out of your server. But I'm starting to believe that it's the ONLY way to sort out the exploits and gameplay problems that currently affect the alpha. -
What's your favorite town or part of the map?
Wheunis replied to (CM)XxB3A5TxX's topic in General Discussion
NEAF. Only because the funniest, and best, of my murders happened there. Friend was playing further down south. Warned me that 3 players are on their way in my direction, looking determined. I remembered an orange mountain pack in the ATC. Ran to get it. Ran halfway up sniper hill. Dropped it right in the middle of the little dirt road, so they could see it if they looked. Even repositioned it three times so it would point exactly where a sniper's pack would be pointing. I only BARELY made it back to my nest in time. And there they were. These boys were here for me. Specifically. I mustve had one of em earlier... One went into the jail building very briefly, probably to check if i was in the ever increasingly popular glitch rooms... He also ran to the hangar to check that glitch... Im not that cheap, sonny - i thought to myself. But they had clearly no interest in loot. They were staring down their aights the whole time. Scanning. Seeking. Hunting. From my vantage, the scene couldnt have unfolded any better than how it did. My sights trained very hard on the right cheek of the one furthest away from my decoy, i fired the shot at the exact moment they all turned to face my decoy. The bluepack saw my decoy first. Mountainpack was pretty slowish on the turn, and my target - gasmask - he never got the turn fully executed. The absolute weight of all the lead they pumped into that orange backpack was staggering! Realizing that something is afoot, bluepack started scooting towards sniper hill. Very slow. Very carefully. Eventually he rose from crouch, to what i assumed must be his realization of what is actually goin on. Too late. Bam! In the neck! Last man standing combat logged. This was pre-timer... Thinking very carefully, replaying every second very slowly in my head, frame by frame - i breathed steadily, knowing he didnt know my location. But i also got the VERY distinct feeling that he is ghosting. Logic told me he would try to ghost the backpack. I was wrong. More wrong i have never been. At the same time as me sweeping slowly and unscoped across the airfield, his three M4 bullets rang out. One hit me center mass, right on the vest. The second went flying way left of me, and the third went so far affield, i think the game just deleted it as atmospheric shrapnel. My aim. Slow. My breathing. Steady. My nerves. Shattered. My shot. True. Best day. Ever. -
[RECOMMENDATION] Unable to spawn in when players are in your proximity
omgwtfbbq (DayZ) replied to GriefSlicer (DayZ)'s topic in Suggestions
Sounds good to me...would prevent ghosting. HOWEVER, I'm sure some prick would use this to determine where someone is based on which areas they could not spawn in to. Plus if you do spawn in, then you know someone is nearby. -
Latest Patches Discussion - What You Like & Hate - Predictions
SigmaSix (DayZ) replied to daniels's topic in General Discussion
I am absolutely tired of having a server reset that I have been on for the last hour, join in and my character is out of wack so I exit only to end up with a 300 second timer. At this point stopping ghosting and server hopping is secondary to being able to log in and play with your character being correct. We need to focus on getting the big bugs out of the way instead of implementing a punishment for combat loggers and jumpers. Not to mention if I do log out take a break come back 15 min later and have a 300 second timer to the same server I left is pointless. Why would there ever be a timer to the same server you left? -
If adding a timer to stop server hopping and ghosting is a 'priority', than fixing the problems that come from an Alpha that make players have to join and rejoin servers should be even higher priority. Not being able to join off my friends, server crashes, etc. I have faced the timer only once, myself. I play with friends and last night I could not join off of my friend. He quit out to find out which server he was in and had to face 250 seconds because of it. Yes, it's just an inconvenience. But it's also a punishment. You say "suck it up". I say it's a poor design and being okay with it on the development end will lead to other short-cuts because nothing else was thought of. My solution? An individual character for each server you go on to, just like with private hives in the mod.
-
My friends and I changed servers as the one we were on was very laggy, the new one we joined was a abusive clan server who kicked everyone. I had to sit and wait before I could join a new server. I didn't mind because this doesn't happen often (in fact it has only happened to me once) and I would rather wait a while than have to deal with ghosters. Even if this system does occasionally effect people playing fairly, it still isn't strict enough to deter server hoppers. I think this is more to deal with Ghosting than hopping anyway. Hopping will be reduced more when loot re-spawns rather than at server startup. As others have said, all the info you need to avoid joining the wrong server is displayed in the browser.
-
That would completely eliminate any effectiveness against server hopping or ghosting.
-
There is no valid argument for nerfing the anti-hop measures, all the information you need to pick a suitable server is given to you and in the unlikely even that something goes wrong and you need to go to another server... a few minutes is a small wait in the large scheme of things. The timers are essential to reducing combat logging and exploiting the hive by ghosting/hopping.
-
I'm not positive, but it seems like if I stop moving, my weapon responds quickly. If I am moving, I have to keep clicking till it takes. I'm wondering if there is some ghosting issue in the server communication. I know it isn't hardware as my keyboard handles more simultaneous buttons than I can possibly hit and I'm not even using my keyboard, but my mouse, to pull weapons (and it is the only button I'm hitting on my mouse).
-
This logout system seriously needs to be deleted
DayzForumer replied to dokibaxxi's topic in General Discussion
Server hopping isn't bad. Combat Logging and Ghosting is bad. -
Hey everybody! I have been a HUGE DayZ fan since around the begining, and I freaking love the game. But 2 things drove be crazy: 1) the lack of contact with other players 2) when contact was made, everone Kills On Sight. Then I found a DayZ mod that fixed this: dayzrp. It was litteraly my life for months on end, I built up my character, had an epic backstory going, gathered friends in all the clans and raided everything we could. It was the best. Then standalone came out, and I was like "oooohhh, yus plz!'' and switched over. But after days of playing, iv found that my favorite things from the game: roleplay, talking to people, and player camp raiding, were all but non-existant. So, heres my idea: an official run server for dayz SA Roleplay. It would have different character sets (no shared loot or locations, to prevent ghosting newbs) and rules. rules: (to keep the gameplay fun!) 1-stay in character. 2- OLR: Only Life Rule, you cant rush back to your corpse to get your loot, or meet up with friends you died with, you know nothing about their location after ou die. 3- you can NOT kill on sight. If your robbing someone and you tell them to drop guns/ get on ground and the dont you can shoot. likewise if someone tries to rob you, you can shoot. You can hold grudges for 6 hours after someone kills you, meaning you can kill them, but you MUST ID them. also, this would add several havens or survivor camp looking spots. MORE LATTER, I G2G FOR NOW!
-
3 statements on how to really remove serverhopping (which still is possible)
Hethwill_Khan replied to Ovomaltine's topic in General Discussion
Immediate reconnect would make combat ghosting effective again. NO. -
This logout system seriously needs to be deleted
Ineedscoffee replied to dokibaxxi's topic in General Discussion
Works fine junior, stop combat logging, ghosting, and hopping. You'll be fine. -
More Effective, Less Frustrating, Hopper/Logger Solution
helcol replied to Solopopo's topic in General Discussion
I still see that as an exploitable use, people using it to combat log easier (and join on the same server away from combat) offering an opportunity for ghosting. The best fix in my eyes is to have it so people who legitimately leave the game using the exit button and will wait for ~30 seconds-ish (want a WoW style timer that CAN NOT be cancel able) and people who alt-f4 will have their char standing there for about 2 minutes doing an animation that shows that they combat logged. Also, you can't activate the exit key until you are in the forest. Ultimately, these are the problems that need to be discussed. As to the OP, don't pretend to retain a sense of honor when you preform the despicable art of exploiting the game. Let us be honest, you are not 'testing' server hopping because testing implies that it will be part of the official release. news flash: IT WILL NOT! -
More Effective, Less Frustrating, Hopper/Logger Solution
mgc replied to Solopopo's topic in General Discussion
Lets get our terminology straight: -Serverhoppers are players that switch servers to get good loot fast. -Players that switch for any other reason (pvp, out of batteries, whatever), just switch. There are several ways to discourage hoppers: -Make loot spawn randomly. Time, place, grade and type should all vary. This is imo the best solution. -Protect high tier spawns with a no-spawn bubble as an exersice in protecting aboveground bases against ghosting. (this is a tricky 1) -Larger anti-hopper time buffer: After the mandatory 5 min cd (anti player ghosting), start a 15 min cd in which you can only pick up the most basic items. (food, drink, bandages, melee weapons) You can opt not to spawn untill the second timer also runs out. -When switching servers, instead of spawning where you were, you spawn somewhere on the northern or western edge of the map. (confusing but effective) Serverhopping is a good way to test items and countermeasures. (By all means, break the game now rather than later) Its also a good way to get a quick edge over those that (already) play legit. Shame on you if you hop for the second reason. -
More Effective, Less Frustrating, Hopper/Logger Solution
soulfirez replied to Solopopo's topic in General Discussion
WOW another flaw of mine i just have to chip in. Its fine the whole thread stopped taking you serious from the first post, a more effective, less frustrating hopper solution by a server hopper which infact makes it easier to do both combat log and server hop. Priceless mate trully your good at making not so witty come backs but not so good at debating or making a solid idea in the first place. Honestly at this point if i bag a ban but i manage to get you to leave this community your so disgusted with ( again a exploiter who is standing by an idea that fits his exploiting game style) it will be worth it. A suitable reply to your original post would have just been to say NO. your frustrated by thye system maybe its working better on server hoppers than i believed cause your frustrated.... Again its primary intent was to stop combat log and ghosting.. As the saying goes in the land of the blind the one eyed man is king... -
spawn delay is nice, but 300 seconds is way too long
Judopunch replied to bioned's topic in General Discussion
Nope, it prevents ghosting.