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Showing results for 'ghosting'.
Found 2794 results
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spawn delay is nice, but 300 seconds is way too long
DMentMan replied to bioned's topic in General Discussion
whatever stops the server hoppers and ghosting is good -
i Agree and me along with some other friends i play with had a fear of ghosting or combat logging and would head towards smaller servers but what i have noticed we were missing the never know what can happen part of dayz. Much greater risk of dieing to someone from kos or just because they can. I find it more enjoyable 80hrs in to just see how people are when being helpful or giving someone something for no gain. the longer this game is around and perfected by the devs and mastered by the people who will live it 24/7. The more we will understand killing other players is that much more enjoyable when its done for bigger reasons and for something other then a quick laugh. We all who want this experiance we get to be better and better all of us would agree. Having a soul and that soul having an impact on how u play a game in which other people have those same moral choices is rewarding only if everyone involved understands it and sees it for more then what they can do in 5 mins. I have had 100's of chances to kos people and dispite be told just do it, everyone does. I want what i get from not doing it more then the 30sec thrill most people get from doing it. That should sum it up. Like most things in life, u get out almost as much as u put in but if u dont put in u get nothing back. I refuse to be someones asshole that I am glad someone can see my points and not take them as judgments of how some may play. Like i closed my other post it applies here. You get out what you put in. You put time and thought into what you were doing. Thats all you can hope for out of how things are now and will be for the near future. I just think and i feel you agree there is going to come a time when its less a part of what people can do and what they have to do when the situation presents its self. I said way back when i get geared im gonna kill everyone i see because thats what they would do. Now a few months in and fully geared still i wouldnt do that to someone like myself unless i was left with no option. Nothing gained and everything lost for the person who was killed for no other reason then to kill. People i think at heart want something more over all. But as u said we are left with how things are now and once you have everything you really need gear wise u play to help friends or play something else till your time is worth the risk
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3 statements on how to really remove serverhopping (which still is possible)
Karmaterror replied to Ovomaltine's topic in General Discussion
Hmm the flagging servers seems a little over complicated. What's wrong with just 300 wait every rapid swap? Also if you don't have the timers on when joining same server, people could start ghosting again. Especially in long range engagements ;) -
The forums didnt lie.. so we went to Berezino (...)
crazykage replied to Miquinei's topic in General Discussion
yeah...gotta say those 2, the stalker one, perfect dark, and the sniper: ghosting warrior are my personal favorites... -
The forums didnt lie.. so we went to Berezino (...)
crazykage replied to Miquinei's topic in General Discussion
BANDITSTORM BOOM 3: RESPAWN OF BAMBII CALL OF BEREZINO: GHOSTERS SCRIPT NUKEM KoS CRY 3: BLOOD BAGGIN MOSINEYE 762 KILLZONE: BEREZINO HERO OF HONOR: BANDIT ASSAULT PERFECT DARK ZERO (VISIBILITY) RESIDENT BANDIT SURVIVOR 2, CODE: BEREZINO RESPAWN: FALL OF BAMBI SNIPER: GHOSTING WARRIOR SNIPER: GHOSTING WARRIOR 2 SNIPER 3L33T S.T.A.L.K.I.N.G. : SHADOW OF CHERNOGORSK NWAF: HOPPER STRIKE TEAM UNconcious 2: THE AWAKENING BEREZINSTIEN: BANDIT TERRITORY edit: I got more.... -
Moving out people when they log out/in towns/airports
InflatedLyric replied to tulk4s's topic in Suggestions
After this idea is implemented: Player A (does everything that is socially unacceptable, server hopping, combat logging, ghosting, pinching babies) is in the barracks hoping to grab some shiny new hardware to pwn some newbs with, when he spots Player B and C heading his way. Feeling trapped, he goes with his (go-to and probably) best move and logs off (or he just ends process if the devs have disabled manually logging off in airfield barracks at this point). He sends up a prayer, that they will not get to his lifeless body before it vanishes in thin air; however, he is quite confident he gave himself sufficient time, he is now an expert at knowing how much time/space he needs, to combat log safely. Now either there are no timers or the current timers are still implemented, he waits those out theoretically they could be at the minimum. Log back in to the same server, and instead of needing to run a safe distance and find cover and then disconnect and wait out the now increased timer, he only needs to figure out where he is and head toward a point where he has LoS on the barracks point of entry (because given this scenario ghosting is now essentially a function of the game). The game has saved him a substantial amount of time, he can now use that to find his bearings and prepare a strategic assault. Players B and C are ambushed, despite being very skilled and putting up a good fight, the game rewards cheaters, and now cheaters can indeed prosper. -
5 min cooldown for switching servers is way to little
silversx replied to smoq2's topic in General Discussion
what a stupid post OP.. the current state of the game with server crashes and client crashes means we are sitting through 5 minute waits unneccessarily already and you're going to say it's too short? how about solve the fundamental problem with loot that actually respawns instead of these retarded wait times the queue system is good for combat logging and ghosting but it is not and will never be the solution to server hopping.. don't like people jumping on your server and taking your loot? tough cookies.. live with it as that's the only way you can get loot now -
5 min cooldown for switching servers is way to little
Sinphaltimus replied to smoq2's topic in General Discussion
Also, I think people are confusing the current solution. It wasn't so much to kill server hopping as it is to kill ghosting and combat logging which was a bigger problem that has taken a major hit. Server hoping happens due to lack of loot, that will change with new loot respawn methods as others have already said. Arguing about the current timers and server hopping is invalid because realistically, they aren't related. -
Moving out people when they log out/in towns/airports
tulk4s replied to tulk4s's topic in Suggestions
I agree with you about the timers, they are crucial and needed for sure, i wouldn't delete the timers, I also understand what do you mean that the "game make ghosting a function of the game" but in the worst case it's a random ghosting, that may put you in a worst position than you were before or in a useless one, so it's too risky and you just bet on your good luck to be moved in a place that is better for you, also the enemy could be tired and just move, honestly i see the solution much more positive than negative !! Of course players choose if it is convenient to log off in certain places or not, but remember that the "moving you out solution" will apply just if you log in before 30 mins, if you log in after 30 mins are passed you'll stay where you are. it's true that if the server restarts or there is a connection lost this could be annoying, but at last you won't be too fat away from where u were, so you can reach the place you were standing in few mins, also it could be a kind of protection in this circumstances, because it's better to re-log in outside than in the middle of the city without knowing who can be around you !! For example, you're in berenzino, server crash, you login at the same place inside the city, you're on an open road, there is a guy walking there, he see you and bam you're dead and it wasn't your fault but server ones, with this solution it won't happen, cuz you were far away from the "hot spot" !! I don't think this as a temporary solution but more likely a definitive one. As the other guys said, in certain situations you can't avoid to log out in towns or ariports, so it's bad and nonsense to not give the possibility to log off at all. That's why i suggested to put a timer for this, I mean, for example if there is something you have to do in that very moment in real life and you have to log off, you can do it and not going afk leaving the char there, after you're done you can login just where u were if the matter that make you log off takes more than 30 mins, if you do what you have to do before the 30 mins expires, well you could just wait the remaining time to login in the same place or login and reach the place in few time, cuz the game moves you not too far away !! In the end i have to say that i thought for 30 mins but it could be 20 or 15, it's up to the devs to decide this, of course i think that lesser than 15 mins and more than 30 are a bad solution !! -
It would be wise to experiment with certain restrictions regarding spawnlocation when switching servers before aboveground bases are implemented. For the time being, we could pretend high-tier-loot-spawn-locations are player bases that need to be protected from ghosting.
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Moving out people when they log out/in towns/airports
InflatedLyric replied to tulk4s's topic in Suggestions
It would not nullify the timers at all. It would actually make them more crucial as this is essentially making ghosting a function of the game. I have also heard some suggest that what about when a survivor gets disconnected, but is with a group. The solution, imho, is more about making it so that players choose, with their own free-will, not to log off in these places (sometimes it cannot be helped, d/c or rl situations), because it is in the best interest of their survival. -
Hello guys, first of all I have to say sorry to everyone that will read this for my bad english, I'll try my best. I will try to explain what i mean without doing a WOT. I am grateful that the devs listen to the community, implementing a sort of system to prevent server hopping, ghosting and camping, with the penalties of the 30 secs CD on logout and the CD for the server switches. The number of people that does this is reduced and i'm happy but i think that there can be a very easy system to definitely put an end to this, the solution i was wondering about is to move out the people that log out into towns and airport zones. If they log out and then log in before a CD of 30 minutes, they will be teleported in a random place close to the city but outside of it, so they can't camp the buildings where weapons spawns or places like roofs and so. I think that if this feature can be implemented will give a great improvement to the gameplay and there aren't any bad aftereffects when this will work properly without bugs !! Also this could make useless the CD timer for switching between servers, or you can still put it on, it's the same, it's up to you, but really, this is needed. I hope that devs will look into this and will use this idea as a prevention system !! Thank You for your consideration !!
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5 min cooldown for switching servers is way to little
mgc replied to smoq2's topic in General Discussion
I think we can all agree to the 5 min cd fixing ghosting. What if we were not allowed to pick up any item for 15 mins after a server switch? You can still switch servers after the 5 min cd and use the 15 mins "item pickup cd" to relocate, meet up with friends, etc. The anti-hopper buffer is now 20 mins, but only 5 of those consist of twiddling thumbs. imo the "Item Pickup" cd should start running after the "anti ghosting" cd, so that if you prefer to twiddle thumbs for 20 mins instead of 5, it is an option. Combining this measure with randomized loot spawns will further reduce hopping efficiency. Another measure that crossed my mind is no spawn zones around all high tier spawnlocations. This measure is more annoying because players wont like the uncertainty of randomly spawning somewhere outside the (presumably safe) place they just came from, and making fixed spawnpoints for players that try to spawn within a no-spawn zone, will lead to spawn camping. Regarding the idea to make server switching players spawn on the coast; how about the complete opposite: Have them spawn on the northern or western parts of the map. (still quite far from anything useful, i assure you). An idea for the far far future: Link up servers in a massive world and switch servers by walking into the proper direction. Nodes can be reinforced if necessary to allow for high player concentrations. Howmany Z would there be in Moscow? -
yeah hopping is something that will always exist is my opinion, but I have noticed the timers seems to be doing a decent job of eliminating combat logging/ghosting. Ghosting is still somewhat possible but difficult to do, and combat logging is often suicide. In my opinion, these were much greater issues than server hopping, because without respawning loot, server hopping is very high right now.
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Base Building - What would you like to see?
Calixus replied to thedogfoodyayho's topic in Suggestions
The building-reinforcement-thing would have to be coded in that fashion that "ghosting-in" via server-change would be impossible... -
5 min cooldown for switching servers is way to little
smoq2 replied to smoq2's topic in General Discussion
A game is a game, for you it might be retarded, for me it might not be. Really. He wouldn't be shooting at a bambi, but a geared relocated player. Bambi hunters hunt bambis because it's safe. It wouldn't be any more. Sorry, don't understand you here... Are you implying that you like ghosting and support a flawed game mechanic because it gives you and advantage since you can't play? -
I don't seem to see any difference in server hopper behaviour with or without that rejoin cooldown timer. I play on 2h restart servers and most military bases/houses are picked clean within 15 min after restart. I even stayed near the NEAF and watched what was going on from the hill - 3 instances within first 15 min after restart where some player spawned in one of the barracks run through all the buildings to the other barracks and didn't come out (logged out). I assume this is what happens everywhere else on the map. My opinion - the timer doesn't help shit. Or maybe it does, but the impact is just too small. Why not increase it to 30 min? Or an hour? Hell, Infestation (aka WarZ) had an hour cooldown if you died, why DayZ can't have an hour cooldown when you switch servers? Or give the player 3 options: 1. Wait an hour and spawn where you logged out. 2. Relocate (not respawn) to the coast and try to make it back. 3. Just rejoin the last played server without any consequences. There you go! Server hopping and ghosting killed with one stone. :P
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This has been discussed and it is the price we pay to prevent server hopping/ghosting.
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i am convinced that the reason it was implemented at this stage was not because it was on the development manifest for now. it was added to respond to the extreme dissatisfaction of the community with the undesired behaviour of a number of players. one of the advantages of agile development is being able to react to challenges on short notice. so despite the fact that most of the gameplay isnt even implemented, and despite the fact that the undesired behaviour of logging and ghosting had no detrimental effect on testing in general, a significant and vocal part of the community chose to focus on this issue. while irrelevant to the game at this stage, it was given a "fix" to accomodate the community. was it right to give in to the demands of the community and commit ressources to fix it at this stage? thats up for debate. but did it negatively impact the development, did it withdraw a significant amount of resources from the core roadmap? i doubt it. it was added because it could be added, at a affordable resource cost of man-hours. it is quite amazing how people with no insight into the project jump to assumptions and want to tell others how to set priorities. i would assume your experience as project manager is quite extensive, as you can extrapolate such knowledge from publicly available information? or rather none at all, and it is all based on the infamous 'gut feeling'?
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Lets discuss what is 'Cheating' and what isn't
mercules replied to hannibaldaplaya's topic in General Discussion
Ehem... not all of us who use it defend it to the death. What we point out is that it is UNENFORCABLE to disallow it. Even with ingame systems there is no way to prevent third party communication from being used. I can run skype/Mumble/TS on my tablet and use that with my headphones and no software on my computer will every pick it up so there is no way you can enforce the "no TeamSpeak" system. Look at the community playing who server hop for items and to ghost in behind someone. There is no way they won't abuse third party communication if the rest of us don't. That being said when in a community that is self enforcing and closed having things like the ACRE system for communication is excellent and fun. What is cheating. I would say it runs hand in hand with "Exploits". Now, exploits are using something in the game in a manner not intended by the game designers. What does that mean? Well, Gamma slider was intended to help you set your graphics to a comfortable viewing level. It was not intended to make nights less dark. So is sliding Gamma all the way up cheating? Yes. The Hive was not intended for people to farm loot, it was so that you could switch to another server if the one you wanted to log into was full or down or something else was going on. It was not intended for people to log out in one spot on one server near loot so they could quickly grab that loot on several other servers or to log out, move around someone, then log back into the first server and shoot them. So both Server Hopping and Ghosting are cheating. Same thing with modifying your files so the game doesn't draw certain textures fully and gives you a "Wallhack". Same with spawning in items. -
Considering combat logging and ghosting/hopping has been an issue since the beginning of the mod, yes "fixing" it or at least implementing what was done was important. To someone coming in "cold" without having experienced the mod it may seem like it's a minor issue, if even one. Since all servers are enforced to be public the ability to have either have a passworded or a private hive aren't options. A major exploit (temp?) patch is good for the health of the players and testing. As for "priorities", we simply do not know what they are, how often they change, and who is working on want to assume any real knowledge of their priorites. What information we've got about any aspect must be taken as a "grain of salt". As more builds come, much more will be implemented and with that we will begin to see the fruits of their labors and can then make conjecture about where their priorities were.
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I only get the timer when I try to log into a server that I just logged out of. I can switch servers without experiencing it. I think, now you have me questioning my sanity because I thought that feature was implemented to prevent ghosting. EDIT: Also, just from following rocket on twitter, reddit, twitch streams, and here, it seems the main priorities at the moment are zombie and loot respawning. While they work on these larger issues, they are fixing bugs, adding items, and making improvements to the mechanics where they can. Honestly, I play a lot of alpha games and this one is rolling along much better than most.
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Combat logging, server hopping & ghosting are IMO game breaking exploits. And need to be addressed from the get go. So i'm surprised they are only approaching a system to combat it now. IMO it should have been in place before the alpha went public.
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Server hopping has gotten worse. (actuall analysis, not a whine thread)
ibherb replied to crazykage's topic in General Discussion
I've noticed it as well, but figure, only way to stop the loot farming server hoping is to require a character to only play on the server it was created on, not cross to another server once geared. If your character could not jump to another server, you'd play on selected servers more often, rather than jump, because if you select a different server, you start with a newb. Even if you have a character on every server out there, you will eventually come to use a selected few, as main gameplay. It would also stop ghosting, if your character restarted in same exact place as he logged off, on same exact server. Ghosting is totally not stopped yet, ghosting just takes longer to do now. I don't mind too bad when my character dies. I feel the struggle at the start is half the fun. Because I'm not a player killer just for shats and giggles, I tend to get more bored with the fully geared one, that I know, is doomed to die at a certain point, because of the KOS crowd. (yes, I too know it's alpha, and things will change) @ OP Semper Fi -
Server hopping has gotten worse. (actuall analysis, not a whine thread)
Mr Jizz replied to crazykage's topic in General Discussion
I think their primary goal was preventing combat loggers and ghosting. You have to keep in mind that with an Alpha release there's a million and one ways to lose connection with a server, so extensive punishments would be unjust to people who are legitimately having difficulty staying connected or have legitimate reasons to leave briefly. The 5 for <30 penalty is merely a way to slow down the hopping, but no matter what there's no way to eliminate it entirely. Try this: only play in servers with >5 people. Hoppers looking for gear will likely hang around airfields, thus a populated server exponentially increases their likelihood of earning a lead injection. This way you'll be in servers that will/may have been 'legitimately' raided, and you can barter or scrounge like the devs intended.