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Showing results for 'ghosting'.
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How to discover/punish ghosting? (For server admins)
AceRimm3R replied to sinnaman's topic in General Discussion
lol Really? there is no solution, I play in a group all the time, If I die I relay my position and where I think the shots came from to help my buddies survive. In the first seconds after dying, I have ghosted, Im on TS with 5,6 8 other clan members and your trying to find a solution to ghosting? Have any of you ever played in clan matches? where comms wins or loses you a game, dead or alive you relay info to each other, Come on ppl get a grip, unless the definition of Ghosting has changed? You whined about server hoping and now thats fixed you looking for the next reason why you got killed!! You got killed because the other guy was a better shot, or worked better as part of a team, ghosting as part of a server hop to flank is irrelevant as most players move after combat,if you dont move, then your potentially a sitting duck for someone else in the vicinity. -
Who has never played DayZ mod?
BlackSun (DayZ) replied to crazyandlazy's topic in General Discussion
I've never played the mod and I don't even know what arma even is. When I see youtube videos of people playing the mod I usually see tanks running over people and eveybody hunting helecopter parts, its hard to see the mod as the same game as standalone. I know there is a lot more content but it seems so different. Can you build forts/basses? Did ghosting ruin base building? -
How to discover/punish ghosting? (For server admins)
AzrailCross replied to sinnaman's topic in General Discussion
I like your idea, I do; it's not very intrusive in the end and doesn't force a penalty for taking a break and relogging into the same server when you want so long as you haven't ventured to another server. It's functional, and there isn't anything wrong it; even easily implemented into the code I'm sure; in truth all good, aside from not stopping friends. But I think friend-calling is more of a threat than you imagine, more so than a current player logging to ghost you. As I mentioned earlier I usually have at least two people at almost any given time I can call and usually aren't to far off from me that either aren't online in DayZ at that moment or that we just don't run together much and I'm not even part of a group; can you imagine a DayZ groups teamspeak? The people that ghost you in those long drawn out battles are usually with organized players who have an entire teamspeak room to call on and direct to ghost if they really want to stoop that low. Don't get me wrong, loners ghost too; but the most common has to be the longer battles and those are mostly people whom have an entire group backing that aren't all there when the firefight breaks out and sadly the only means to address that is something intrusive but IMO shouldn't be a GTFO out of our server timer. Won't say it again after this as it'd just be ranting after this point if it isn't already and respectfully will just step out from this thread after this post unless I somehow end up convinced otherwise - but when controlled zones are released it seems the best bet to make that the method of disabling ghosting by having it so anytime you abandon a server for another one at any point - it causes you to spawn at a structure you or your group's made on the server, or if you have none automatically toss you to 'fresh spawn' points as by then they should have been redone to not be quite so predictable/camped. Gratefully won't be much of an immersion killer, as it'd only happen if you've used Server A and decided to hop to server B .. and would happen again if rejoining Server A rather than just sticking to Server A all the time... but worse case your server's offline a while and you end up having to go to another server, starting at a fresh spawn location with all your gear intact and when your favorite server's finally up - you rejoin and end up at your home or groups built structure - or again at a fresh spawn location but no big harm done aside from having a decent hike to the next town; so long as the spawn locations are handled well. Suppose in the end it doubles as a server-hopping hindrance and ghosting killer all in one. Just my opinion though, it's the only real solution I know that should put a complete stop on ghosting at least. Take everything I say lightly though; I'm dead tired and may have lapsed on important details; but seems reasonable enough in my head to be a functional solution that does little to no harm. -
How to discover/punish ghosting? (For server admins)
scriptfactory replied to sinnaman's topic in General Discussion
They should just 1) add more spawn locations (so people won't camp the spawn points) and 2) save the player location on the server rather than on the global hive. Get rid of all of the horrible timers and "fix" ghosting/server hopping. -
How to discover/punish ghosting? (For server admins)
AzrailCross replied to sinnaman's topic in General Discussion
Thought you were the OP for a second! Anyway, edited post and.. Either way, your solution still doesn't prevent *Friends* being called into the server on location to ghost. So, same result ;/ More often than not it's not the same people your currently firefighting with that end up ghosting you, it's their friends on skype, teamspeak, ect being told exactly where the firefight is and being told exactly where to log in to be ready to flank. I can generally call on at least two people at any given time I'm online that aren't on my server but are in my general location if I ever felt like being a total asshat about a game, which just goes to show the flaw. So at the end of it all, there is no non-intrusive solution as I originally said, your solution would actually just make my random life be a determent to my playing DayZ since I have logged out, 5 minutes later come back and see the timer, leave again 10 minutes later, and come back 20 minutes later, leave again 5 minutes later, and come back 5 minutes after that.. not my usual thing, but real life events come up and sometimes one right after the other. -
How to discover/punish ghosting? (For server admins)
kakysas666 replied to sinnaman's topic in General Discussion
I agree, but I sometimes prefer traveling long distances in low pop servers and then joing back my original server. It has nothing to do with ghosting. -
How to discover/punish ghosting? (For server admins)
AzrailCross replied to sinnaman's topic in General Discussion
I mulled over this some time ago for quite awhile, and found the only solution I could think of to be foolproof (or at least as far as my thought process went with it anyway..) against all forms of ghosters including calling up a unrelated friend to the current fight to tell him where to go on whatever server he was on and ghost over to the firefight was.. :drumroll: Yeah there really isn't one, not a non-intrusive version anyway. The only actual solution would be to incorporate the 'controlled zone' feature that's planned for the future into being the ONLY places you can spawn on a server. EG. Only allowing you to log into preset points on the map (plenty of them to avoid campers) and the fresh spawn locations (manually choosing which one) or that of actual controlled zones such as a house you've built on the server. Anything short of that and it's likely to end up abused in much worse ways than just dealing with ghosting or the intrusive preset spawn locations. God knows I never want to hear that standalone now has servers announcing who killed who like the mod, just because they gave access to the logs and someone found a way to have it send the information into the game as it happens. -
How to discover/punish ghosting? (For server admins)
Jex replied to sinnaman's topic in General Discussion
No re-read my post. if you LEAVE a server and REJOIN another SERVER and then REJOIN the first server you were on why would you do that unless you were ghosting? It's an easy fix to ghosting which I would implement. -
How to discover/punish ghosting? (For server admins)
c00lface replied to sinnaman's topic in General Discussion
You are assuming that every "server hopper" has intentions of ghosting, not allways the case. People has connection issues. People plays with friends in same servers and will hop to get together, People offen get kicked by badmins and are forced to reconnect to a different server, People lives in different countries that have not many servers and even are forced to play in only one (south america or singapore are good examples).. Of course ghosting is an issue but its not only that, things are more complex -
How to discover/punish ghosting? (For server admins)
AceRimm3R replied to sinnaman's topic in General Discussion
Try getting off your power trip, Ghosting is part of the gaming world! Always has been always will be.... You need to play more rather than sitting watching server logs. -
What's the current hacking status like in DayZ:SA?
tatchell (DayZ) replied to RadikulRAM's topic in General Discussion
I've played 420hrs (mostly on high pop servers) and still not run into a hacker yet. I have seen vids though of the teleportation hacking so I know they're out there somewhere. The only foul play I've encountered a few times is ghosting. -
Battle Eye Doesn't thwart hacking. Also a mention on Ghosting.
Golden Child replied to shaeg's topic in General Discussion
BattlEye bans in waves if I'm not mistaken, so he should be gone sooner or later and chances are will return because of the games low cost. But when you knocked him out you should have checked to see if his clothing was ruined where you shot him on the hill, and if it wasn't ruined then it most likely was another guy, but the respawn timer after hopping servers make ghosting a lot less effective. -
This is definitely the simplest solution to both combat logging and ghosting. Character position should be saved per server. If your character was never alive on this server it respawns at one of the random fresh spawn locations. If your character dies all of your spawn locations are reset. When locking/fortifying buildings is added this will also prevent users from ghosting into character-owned structures. 3 fixes in one.
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How about this: Changing server will be logged and if you switch you won't be able to loot stuff found on spots you visited up to sixty minutes before the switch. Or: You can't switch server before two hours have passed. The ghosting may be reduced this way: Your log out spots are saved on a per server basis (on the server in an ecrypted file that doesn't work on another server and if missing or having been manipulated will result in anybody logging in being spawne randomly on the map way out of any city or airfield. Badmins will think twice. ) and if you log in, you will spawn exactly at the same spot you logged out.
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Loot respawn and when you log into a server you are locked to that server for a complete cycle of day/night and server hopping stops. People also server hop when playing hero/bandit role as well as just gearing up, and ghosting in behind foes. Being locked to a server for a cycle alone would stop hopping but without loot respawn would still be a game of getting on a fresh server first, gearing out and waiting in the hot spots for others to come for gear. The implementation of police stations and med centers in multiple places,at least 14 more plus the 2 new cities, will also help out. Mostly some patience on the part of the players to allow the dev team to address the issue IN THIS ALPHA game is needed.
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Bording up confirmed. They are working on a way to fix ghosting into the base. I will be living in a Cherno apartment, with several outposts in every area of the map.
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EDITED: Are you happy with CURRENT zombie implementation?
TheScruffyBandit replied to Grimey Rick's topic in General Discussion
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. -
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.
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One Thing Needs To Be Addressed [ROADMAP]
pilgrim* replied to Katana67's topic in General Discussion
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 -
Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
hrdrok replied to SmashT's topic in General Discussion
Really like the changes to the zombies. A little work on respawning, fixing the ghosting, and increasing their numbers would be awesome! -
(Rocket Stream) Did he say we can jump from public to private?
pacific_coast posted a topic in General Discussion
... 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! -
(Rocket Stream) Did he say we can jump from public to private?
pacific_coast replied to pacific_coast's topic in General Discussion
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. -
What are your biggest concerns and fears regarding the near/far future of the game?
pacific_coast replied to joe_mcentire's topic in General Discussion
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 -
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).
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One Thing Needs To Be Addressed [ROADMAP]
pacific_coast replied to Katana67's topic in General Discussion
how can i ACTUALLY test my barricaded building, when people who are "testing" server hopping (still...lol) are base raping me by ghosting?