Search the Community
Showing results for 'ghosting'.
Found 2842 results
-
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.
-
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.
-
Thats a lame ass ghosting c^&t
-
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.
-
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 .
-
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.
-
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.
-
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!
- 37 replies
-
- 15
-
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.
-
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!
-
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.