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Showing results for 'ghosting'.
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Player Spawn Mechanics To Reduce Server Hopping/Ghosting - Includes Working Example!
BeefBacon replied to Publik's topic in Suggestions
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. -
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.
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Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
AgentJack replied to SmashT's topic in General Discussion
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. -
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?
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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.
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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.
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I believe thats the definition of ghosting in this game.
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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.
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
Valadain replied to alexeistukov's topic in Suggestions
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. -
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).
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Operation "Sanctuary" safe zone calling all heroes (Event Ended)
herrjon replied to thelonewarrior's topic in General Discussion
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. -
Lockable and breakable doors and windows
cruiseashimself replied to super_shadow's topic in Suggestions
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? -
Rolling Update Rev - 0.43.116251
sofabhk replied to Hicks_206 (DayZ)'s topic in News & Announcements
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. -
Can anyone justify the low price of this game anymore ?
pacific_coast replied to acoastalhero's topic in General Discussion
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 -
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.
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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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Believe the timer was predominantly to stop ghosting, all it does is annoy hoppers. Those who are serious about hopping don't care, and are proud members of the fresh spawn murder and gun delivery for skilled players group.
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I'm liking the new update too. Seems like a sort of animation focused update but it really feels like things are moving in a good direction. My biggest concerns so far are the zombie collision detection what with wall ghosting and such but I know that's an issue that's being addressed and no reason to get all bent outta shape. I mean...alpha right? I'm really looking forward to the new weaponry they have planned as well as the hunting and new environmental changes. And hopefully increased zombie count and more locations with infected, like the open woods and highways, are gonna be in the mix soon, but so far it seems like DayZ SA still has workable potential. And I don't see it being a downhill production though it does seem to be slowing in development. Bohemia Interactive is no high-end production house so I wouldn't doubt they're having some things that need to be worked with before just cranking out the game and fixing things up instantly. Over time we'll see how good this game gets but as of now there's a lot of hope for it
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It's not possible to currently cure the issue of server hopping with the tools available. The solution to people hopping servers for loot is to have servers scheduled to restart frequently - if lack of available items is your issue you are looking for a server with 1 or 2 hour restarts. If it's people ghosting and killing you, might I suggest camping less?
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Rolling Update Rev - 0.43.116251
sdhendric replied to Hicks_206 (DayZ)'s topic in News & Announcements
Lots of cool stuff, but seriously! why can't you fix the ghosting before you allow the z's to come up stairs...I thought the ghosting through walls was just a problems for the add on mod to arma...PLEASE...I miss with a shovel from distance that they hit me with in melee attack...getting irritated...If I am at disadvantage fighting...at least let me have a place to run to...love the way the light works...and enjoyed eating the veggies...I am still facinated by pristine rotten fruit... :) fix the ghosting you dirty zed loving heatherns! stew -
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!
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What's the current hacking status like in DayZ:SA?
gibonez replied to RadikulRAM's topic in General Discussion
Private hives + white listing + active admins = best dayz experience. Not to mention no ghosting no server hoping no combat logging. Public hives have always been a silly idea. -
Find a flaw in my logic, because this seems too simple.
Grimey Rick replied to Grimey Rick's topic in General Discussion
You obviously haven't read the thread. Fuck. I've integrated two points of constructive criticism into my idea. The rest of the thread is people just flaming. Show me which post I have neglected to incorporate, and I'll think of a workaround. EDIT: I could quote many times where ghosting was possible since the inception of the timer. If you're pinned down in any area for more than ten minutes, ghosting is plausible. Fucking tryhards. LOL GHOSTING IS A NON-ISSUE IF YOU GET GHOSTED YOU'RE BAD. Yeah, maybe if there's only one guy and he spawns in right behind you. EDIT #2: You're using a very loose logic, there. Just because you "can" currently run around and gear up on a low population server doesn't mean it's working as intended. That's the next best thing to server hopping. -
Find a flaw in my logic, because this seems too simple.
Grimey Rick replied to Grimey Rick's topic in General Discussion
You're stuck in a jail. You have three people surrounding you. One of them decides to ghost inside the wall. He logs back on your server, spawning inside the wall. Meanwhile, you are unable to leave the jail as you're still pinned down by the other two players. You can be shot from several places within the wall. What do you do in that situation, dude? Seriously, I'd like to hear it. Do you run outside the jail? No, that'll get you killed. Do you wait inside the jail? No, that'll get you killed. Let me know. The 290 second maximum timer is nothing in terms of ghosting. Most standoffs take longer than a few minutes. I've had some take as long as a couple of hours. -
Find a flaw in my logic, because this seems too simple.
McGarnagle replied to Grimey Rick's topic in General Discussion
Ghosting should be impossible, given the plethora of complaints about the cooldown timer. If you're sticking around for over five minutes, without eyes on your target, and they manage to log back in behind you, the problem is YOU. As for server hopping and other exploitative methods of loot-farming, I don't really see how it affects me. Low-skill players with high-value gear, roaming the woods of Chernarus, actually sound kind of good to me. It's like the airfields come to you. No need to limit people's options for online play, just because someone, somewhere is abusing the game. *Oh, won't someone think of the children!* I think it's hilarious that you want the devs to limit people's options because you don't like seeing 1/40 servers on the server list. Seriously, get over yourself. Besides, low-pop servers aren't even a sign of server hopping unless you log into one and check the server list to see people come in and out. I've logged into a freshly restarted one and had me and the same guy as the only people on the server all the way till restart. I even managed to spot him in the supposedly "empty" north. In summary: A noob with a scoped mosin is little threat to you, so server-hopping is a self-defeating problem. Anyone with the experience and skill necessary to really make good use of the milspec gear probably knows how un-fun and inefficient server-hopping is.