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Found 2794 results

  1. Before I start, yes, we have video from two perspectives. The infraction happened on our server. A group of three guys were at the tower on green mountain sniping. We climb up the legit way and kill them. As we are looting bodies, one of their buddies loads in and ghosts up behind us. We heard him downstairs and were on the lookout for him. Next thing we know he comes in behind us and shoots us. We get him, all three are dead. We have all of this on video and it will be posted shortly. We tried to ban the guys from our server but apparently the ban button does not work so we just used the kick button. Honestly, we don't want exploiters on our server and I feel we are well within our rights to ban these guys. My question is, this is a bannable offense right? How do we get them banned? The infraction happened on US 554 at around 3:40 PM EST. The names of the players were Allen, Felipe and BlahBlah. Video evidence will be up shortly.
  2. Player: [bob] Welshsniper Server: GB #00 (1.7.2.3/95251) [VET][GMT+1] Day Z - Blood of Britain ]bb[ Time/Day: 26.07.12 between 12:17-12:30 PM (MEZ) Abuses: Admin abuse or "be a member of" abuse and Ghosting History: Friend got killed on the northest west corner of the map (near Grozovy pass) maybe by an AK weapon, he was at the little house next to the forest, "Welshsniper" was in the forest killed him. I was under them (at the right forest next to "Ural Civilian-Vehicle-Spawn" and was going to my friend which got killed, i didnt saw anyone the whole time behind me and nobody crossed my way, 3 mins later i got killed from behind with the same AK 1. How could he know that there were two of us?! (maybe another cheat/hack) I was never near my friend the whole day Hope you can controll that
  3. To the ghosters on 338, we salute you. It took 3-4 of you ghosting around us to get all 3 of us while we had the town on lockdown. Kudos to you sirs!
  4. Adjta (DayZ)

    Ghosting Exploit Fix

    This fix is a short and simple one. If a player logs in within x-meters of you, the server displays a warning "Soandso has logged in near you." Alternatively, the ghost would be shown "You have logged in near soandso." This lets a player know to be on guard, but doesn't completely compromise the player who is logging in.
  5. Server: US 673 hosted by HOG Time/Time Zone: 1:00-1:30 p.m. Pacific Standard Time The incident: My friend and I were traveling around north of Elektro when we see a group of 3 (possibly 4) survivors. My friend open fires with his sniper. The bandits instantly run for a tree, and one of them stops to put their ghillie suit on. He get's taken out by my friend, and i move down to check out the tree. All of them are gone except for ghillie suit guy. He is dead standing up. (Name was "Incasssss") I search his body for the loot and continue into town. My friend moved onto a tall hill to overlook the town. 5-10 minutes later a sniper lays right next to my friend. He kills the sniper (Named "Taibas") and I make my way towards my friend for support. When i get there we spot 3 others. We take 2 of them out. One named Incasss again. (incasss had the same exact gear on this time as he did when we first killed him) The other named USER. I suppress the last one behind a tree and flank him to find that he had logged out once again. Quick summary: 1.Find 4 bandits 2.Open fire 3.They log out 4.Loot broken body 5.they ghost on a different server then log back in 6.we find them again and kill 3 of them 7.the last remaining bandit logs out YET AGAIN NOTE: The names of the players may not be exact. We did not have very long to write them down as they kept disconnecting from the server. Usually running into people who disconnect during battle does not bother me, but doing it multiple times to ghost for an advantage to murder someone is unacceptable.
  6. I'm starting a public campaign against players that intentionally abuse systems. So, any time I can land video evidence of players death dodging, ghosting, etc. etc. I'll be making a video to sully their name a bit. Our first one thankfully, is a nutshot with the crossbow! It's not as intense as it sounds, but still, the sweet vengeance of killing him makes it worth the video upload.
  7. DoA | Vegas3t from www.disciplesofanarchy.com started ghosting on our squad after we killed him once and his justification is that we talked 'crap' when we killed him. We use TS so he couldnt hear us nor what we said when we killed him which would have been our nerve wracked frantic call outs to figure out if he was alone since I was being shot. there was a lot of lagging on our end while he picked us off so that could be desync or hacking not sure, but the only way we were able to get out of there with some of our stuff and a vehicle was by checking when he was loading the game everytime he ghosted. He did it about 3 times moving from on place to another as well as alt+f4ing as our driver was 3 feet from running him over. We also believe he is an admin and is completely breaking the rules. we're in the process of moving all of our stuff away from that server since we play legitimately. the server also had a couple restarts soon after this whole dilemma. http://imgur.com/9bnP6 this is him and his 'reasoning' for it, saying ghosting is dirty but not illegal.... if I recall...... http://dayzmod.com/f...to-avoid-death/ edit - this happened on LA10 formerly US 608, and it was a little after 2:20am
  8. Fellow survivors and punk ass bandits alike, today Krobar brings you a magnificent quickfix for ghosting in the form of a relatively simple theorem! Now that theorem is what follows: If Player 1 is in server A for X ammount of time Player 1 cannot enter server B through Z for Y ammount of time. Example 1: Player 1 has been in server A for 120 minutes, if Player 1 leaves server A, Player 1 cannot enter any server except server A for 15 minutes. Example 2: Player 1 has been in server A for 3 minutes, if Player 1 leaves server A, Player 1 cannot enter any server except server A for 1 minute. Example 3: Player 1 has been in server A for 720 minutes, if Player 1 leaves server A, Player 1 cannot enter any server except A for 35 minutes. Though the Y value is directly dependant of the X value I have not decided on the rate of change except for the point of making the value of Y flatten out more as the value of X increases. I have left the dev team to decide the acute exponential value for the the change in Y relative to the change in X. EDIT: After reviewing some feedback I feel that I, even though it goes against most of my own rules of making suggestions, should add more specifics. As we all know there can be problems with a server that you cannot foresee before joining such as improper time, lag, or obvious hacking. Now most of these issues become known almost immediately when entering the server and if my theorem applies you may be only forbidden from entering another server for a matter of seconds. Now my next point is relative to how "ghosting" is used itself. The majority of the time I've seen ghosting used is when someone is approaching an area where they know people are OR they have engaged a person or group of people and has began ghosting to move to a more tactical position usually adopting a different name on return to the server they originally left. Now if my theorem applies if they have been on the server for a decent amount of time they wont be able to enter another server for a little while thus preventing, for the most part, the act of ghosting altogether. One will not ghost if they cannot ghost quick enough. Suggestions? Comments? Concerns? Criticisms? All are welcome.
  9. zonn44

    How to end ghosting

    Each time you log , you reenter at a random point in a 1km radius from you log point.
  10. Tain (DayZ)

    My idea to fix "Ghosting"

    I am not a designer, programmer so i am not sure if this can be implemented into the game, but here is my idea If player joins serverA then logs out of ServerA to log into server B that player cannot log back into serverA for 30 mins this would allow people to switch servers to meet with freinds but Ghosting would be gone. Ghosting is when a player logs off from ServerA then logs into server B to get a better spot or advantage from the player they are fighting with, like move behind the player, then log back into serverA and kill said player. 2nd Edit If you disconnect from Server A for whatever reason (player choice, server restart, crash etc..) you can still reconnect to server A just as long as you don't connect to another server
  11. When a player logs in, he will be spawned randomly within 150 - 200meters of his last saved location. A quick and easy bandaid vs ghosting for kills / metagaming. Will also force some people to loging in a "safe area" rather than a spot in the map. So they don't get spawned into trouble. What do you guys think?
  12. Each server you play on has it's own unique version of your character. If you change servers you don't spawn in the same place with the same equipment. MMO's do it, probably for some of these reasons. I think it would stop server hopping for gear and ghosting. I have no idea, technically, if the devs have resources to implement this though.
  13. Hiya gentlemen,ladies and Rocket if he hopefully reads this :) First off first post here ive been playing day z for a week or so and i must say what an awesome game it is,of course buggy as shit but its a real privilege to help test the alpha. My main gripe in the game is the ghosting and log offski's that happen when hunting other players and i think the fix would be easy enough to implement. I play a lot of eve online and i this is where i borrowed this idea from. If you fire your weapon/Get shot at/Have agrro'd zeds you start an aggression timer that last ten minutes.If you log off whilst your aggression timer is active although you can exit the client your character is still on the server in the same spot until said timer is gone. Im not a coder at all so how hard this would be to code in i honestly dont know but i do feel something similar to this idea should be implemented. So what do you think guys?Its pretty early and i havent had my coffee yet so hopefully i have explained this idea well enough. Any thoughts? Pagerage.xo
  14. Spotted 2 weg members raiding the sw barracks. 1 guy did a hot pickup with a bus. i killed an overwatch knowing that there are only 3 members in the server. 2 were right next to the sw barracks while i was behind the wall.1 of them was watching from under a tree, i take him out and 1 dces and another runs past the bus to possible dc. I have an overwatch member watching the west side of the rax for a possible flank, while i had my eyes on the east to keep them entraped. One of the members who ghosted spawned behind me and killed me. Another member ghosted my overwatch to where he couldnt of possiblly got behind him. Great sportsmanship especially for an admin clan.
  15. So these Walking dead guys just banned my group of guys for ghosting on there server? We find a camp with a Ural and a few tents we proceed to attempt to raid them. We lose all but one of our guys in the fight an take out 4 of there 1/9 WDU guys, the people who own the server. We manage to take the Ural with our remaining man south to the shore to meet up with our newly respawned characters to see what our loot is. Upon looting the gear we all get banned for ghosting. So basically we find these guys camp, take there truck and they ban us off there server for ghosting? Thats not even something you can ban for? I would like an answer and proof of us "ghosting". I request you unban our group.
  16. Feelsgoodbro

    Ghosting?

    So i was just playing tryin to raid stary and there were a couple of guys that i didnt know there as well. So i shot and killed two, i believe there was one left. I took up a defensive position hoping to wait him out when all of the sudden i got banned for ghosting? Can someone explain this?
  17. nooblord

    Ghosting

    Is watching someone's stream and using that knowledge to find them in game. It is NOT dc'ing and coming up behind someone =.= Please, people, get your terminology correct.
  18. Thinking about setting up a server. Can we ban exploiters of Server hopping or ghosting? For those that don't know, server hopping is when you hop from server to server staying in a high loot area (such as barracks) Ghosting is when you join another server to move into position and rejoin previous server to get jump on unsuspecting enemy.
  19. tl;dr If a player logging on was, say (arbitrarily), within 300 meters of another player, the following would happen: the ear/eye indicators on the screen of (of both players) would flash red a few times. Hey all, I've been mulling over the issue of ghosting for a couple weeks. For those of you who don't know what it is, very briefly: ghosting typically takes place in a PVP encounter. Player A (the ghosting party) encounters Player B. Player A then logs off server 1 where player B exists, and logs onto server 2. On server 2, player A then moves to a position that is tactically advantageous, were he still on server 1. He then logs back onto server 1, and gains the upper hand through what is functionally, if not technically, an exploit. The problems with this are, as far as I can see, threefold. One: as mentioned, this is, at least functionally, an exploit. It uses the fact of character persistence in a way which, at least as it pertains to the 'realism' aspect of the mod, is unfair (as others have pointed out, the state of Chernarus does not have parallel dimensions. Frankly, it's just a cheap tactic. Two: It nullifies the value of smart gameplay. Of what use is setting up tactically advantageous positions (say, for example, guarding the only entrance to a building) if someone can materialize in said building behind you? Three: it is immersion breaking. See point one and two. So - what is there to be done about this? Others have offered at least partially viable solutions (login/logout timers, designated logout areas, and sundry. I do have a suggestion to add - one which I suspect might be easy to implement, not involve timers (which I believe have a good chance of punishing legitimate players), and not be too immersion breaking. What if upon logon, there was a script which checked for proximity to other players. If a player logging on was, say (arbitrarily), within 300 meters of another player, the following would happen: the ear/eye indicators on the screen of (of both players) would flash red a few times. That's it. A subtle way to alert the player already in-game and the player logging in that someone is now in the vicinity (without having moved there on the current server). This favors neither the person legitimately logging in or the player already in-game - it gives equal advantage to both. However, for those given to ghosting, it makes it harder to catch their opponent unfairly unaware. Let me know what you think. -{CQF}PV2 Bee
  20. This thread tries to compile the ideas of the community regarding the following issues: - Ghosting strategy - Log out to avoid death Definitions: /// Ghosting strategy: One player logs out from Server A during a PvP duell, joins server B and moves to an advantegous position (e.g. behind his enemy), rejoins server A to kill him. Associated Problem: Player spawns behind you by accident (normal login). Minor problem, but relevant for hot spot locations. /// Log out to avoid death 3 different situations: - DC immediatly when being shot upon - DC when chased by Zombies - DC from a "danger situation" "Danger situation" means that you escaped the immediate danger but you are still not safe and should not log out. E.g.: Player is pinned down in a building. He is in cover, but still has to face the issue to get out of there. This issue cannot be addressed efficiently by e.g. a delay on logout. Assumptions: - We want to keep the principle of "1 character - all servers" - Players can loose connection for legit reasons. - Legit players should not be punished in a severe way for connection losses. - Realife > Gaming. We have to be able to log out relatively quickly (max 5minutes) without suffering a severe penealty. Some minor penalty may apply though. Perhaps there is not one right way to solve these problems while maintaining the "1 character - all server" system. Perhaps the solution will be a mix of different mechanics which will not prevent abuse competely, but will make it unattractive and therefore unlikely to happen. Possible solutions: 1.1 Logout timer. A player figure remains in the game for time X [3 minutes?] after DC and can be killed by Zeds / Players. Pro: - Strong effect on "DC to avoid death" - Medium effect on "ghosting" Contra: - Could punish legit players who experience connection loss while being in PvP or around Zombies. But: Legit connection losses are rather rare, aren't they? And: 99,7% of your time you are not in combat with another player 80% of your time you are not near zombies - "I know several people from the EU/AUS/NZ who play and get booted constantly because of ping. They don't have issues playing until players start coming together." [Zipper [82ndAB]] - Relativle weak effect regarding "danger situation", e.g. player pinned down behind cover can still escape 2.1 Timer of X min [15 min?] after DC prevents logging into the same server again. Pro: - Efficiently prevents ghosting techniques Con: - There are legit reasons to join the same server again 2.2 Variation: Timer of X min [15 min?] in the case: DC from server A, login to Server X, re-login to server A Pro: - Less legit reasons fur such a behavior 3.1 After loggin into the game you will be unconcious for time X [1 Minutes?] Pro: - Quite effective against Ghosting as they intend to log in next to your position. Contra: - Negative for legit players who are looking for a server with a good ping. Restrict timer to 1 minute might be a compromise. 4.1 No re-login in cities or major locations. . This following solution does not exactly prevent "DC to avoid death" or "Ghosting". "All cities and major locations (castles, airfields, etc) have a radius around them that you cannot spawn inside of. The zones will be posted by devs for all to see. If you log out within a zone, upon relog you will spawn just outside the zone (as close to where you logged out.) This solves many issues right away". [iherron] http://i.imgur.com/tp1Ho.jpg [Map from user DL1P] "Where the red circles mean you get moved out of the circles into random area close to but outside the circle. You could probably script a message saying your logging out in a red zone are you sure "yes" "no" buttons. All zones ignored if same server loggin and all zones ignored if re-spawn from death." [DL1P] Pro: - You can actually execute strategic ops on targets in high traffic zones, since you're able to clear buildings with confidence. - Reduces farming - Greatly reduces log-on kills in buildings/loot spots. - It does not take much time for a player to get out of a city Con: - Does not prevent "DC to avoid death" or "ghosting" - Light punishment for legit players who have to DC fast or have a connection loss. [Acceptable?] 4.2 Variation: Player cant log out in cities. Logout button does not work while in city. If connection loss: Punishment (X % of catching a cold) Pro: - Could prevents about 80% of the situations where player DC to get out of a "danger situation". (Why? Danger situation = Player pinned down in cover. If pinned down behind a tree in the wilderness the player wont survive a DC timer (if implemented). These sitations normally appear within towns when player hide behind or in a house) - Practical solution. Players can logout with low time effort (max 3 min to get out of town). Con: - Punishment for legit players (But: If a DC timer is implemented we would have already decided to put legit players at risk. See 2.1) 5.1 Special Save-Locations. Actually the opposite of the idea in 4.1. It is primarily designed to avoid "ghosting". Part of the game will be that you will have to find a place to log out for the "night" (=log off) This might sound a bit arcade on the first view. But it might have potential. Viable places: - Houses in small and medium towns - Your own tent - Perhaps reconsider the purpose of tents? (Make them lower in backpack usage, way more common, no storage capacity; Takes a x- minute animation [3 minutes?] to build up the tent; only outside of the city. Then the player can disconnect. The tent might disappear with him.) Or you enter any viable house and choose the option: "Choose as sleeping place" You can do this from time to time during while you are travelling to "update" your position. When you relog you will spawn at the last position you have "saved". If over x km [2km?] away from this position when logging out, you will spawn at your DC location. Punishment for not sleeping in a save location: X % chance to catch a cold If a player does not want to use his last "save point" he can choose from the menue at any time: "Sleep in wilderness" Pros: - Would further hinder the opportunity to ghost - Punishes players who "DC to avoid death" (X % chance to catch a cold) - Quite realistic mechanic (game immersion) - Players who are lost in the middle of nowwhere without a tent would have a problem which I find quite interisting. Cons: Punishes players who DC due to connection loss (X % chance to catch a cold) There has to be a penality for sleeping in the wilderness otherwise the system does not work 6.1 Server checks for other people in the area. Login not possible if other people in the area. Have not elaborated this opportunity yet. Please add your thoughts for this. Negative: Logging out together with friends in the same area impossible as long we dont have a team-system implemented. 7.1 Punishment for disconnecting while bleeding / being unconcscious/ Taking non fatal damage If player logs out after time X [60 seconds?] after he has taken damage OR is bleeding OR is unconscious -> Player dies Pro: Efficiently addresses "DC to avoid death" Contra: Can effect legit players (connection loss). Very unlikely though to disconnect in this timeframe. 8.1 Visual alert of players if someone logs in in the vicinity "What if upon logon, there was a script which checked for proximity to other players. If a player logging on was, say (arbitrarily), within 300 meters of another player, the following would happen: the ear/eye indicators on the screen of (of both players) would flash red a few times. That's it. A subtle way to alert the player already in-game and the player logging in that someone is now in the vicinity (without having moved there on the current server)." [b_Winter] Threads covered: Preventing "ghost" tactics (switching servers exploit) "Ghosting" Suggestion To fix server hopping, or not to fix server hopping. nti Server Hopping Suggestions The Ghosting issue Pvp Server hopping Fix idea for server hopping Server hopping: a way to limit it? Anti Server Hopping Suggestions Fix Server Hopping/Quick Leaving (Borderline Cheating) Server Hopping Exploit Possible Fix A different (partial?) solution to ghosting. If you log out within 20 seconds of taking non-fatal damage, you die. Server Hopping/Exploiting Prevention Idea Suggested Fix for DC'ing in PVE & PVP Disconnects. Cheating death through disconnects
  21. Ive been a survivor for about a month now, maybe more like 3 weeks. I have gone from getting a beat down every respawn in cherno or elektro within 30 min, to usually surviving 6-8 hours. I am usually fully geared now with alice pack, map, compass, 1911 with plenty of ammo, a full auto capable assault rifle, and the ability to heal myself and my buddies, and cook meat, each respawn before i die. So I am not a total noob anymore. I know how to deal with zeds, I can get blood bags, I can take out spawns at crashed heli's solo np. What my issue is, and I am not asking for a nerf, but how to deal with it. Currently the last 7 deaths I have had, have been from getting shot in the back at point blank range. Even in random houses that really have no real value, and aren't worth server hopping for loot. Someone hears me, I hear them, i begin searching for them, and they are conveinantly gone. Que 2 min later, they are directly behind me, no sound or sight of them approaching , pointed directly at me. Bang, time to start a new charactor that days journey is at an end. They risk absolutely nothing. Ive also got a freind, that has tested an overlay of sorts that shows players on the map, vehicles, tents, and loot piles. Hes not sure what you can do to not get caught using it, but its definately out there, and most likely requires an admins help to not get banned using it. We decided to try and investigate the rash of very coincidental deaths lately, is why he even tested it. Also I know these guys are just finding players, with the overlay, ghosting behind them, and logging back in and gunning them down. What do you do to protect against that? Have any of you come up with valid tactics? Its pretty infuriating. And I know I signed up to post this thread, its not because im a sperging neckbeard, its because I have just lurked, and learned enough, that I didnt need to ever post anything, until now. I want to enjoy this game, but getting shot in the back every death, and not even by snipers, as I am good at using cover and avoiding obvious trap spots, really sucks. What do I do, aside from rage quitting.
  22. Let me explain a situation where ghosters really fuc*ed some stuff up. I run the CQF and we like to play on our servers. Last night, I managed to get most of my guys on the server for a major convoy op. We had 4 vehicles (all with gear [med supplies, guns, ammo, even a mountain dew]) and we were making our way out to do some extraction of team members and survivors from hostile zones. Long story short, we made it to the NW airfield where a squad was under heavy fire. We rallied by the lone two northern hangars and put the vehicles inside and formed a perimeter. Our squad was at the ATC tower and heavily engaged, so we moved to meet that front. Next thing I know is that my guys are reporting that they are being shot, so I order a retreat into the hangars until we could regroup and go on the offensive. We put the vehicles in front to provide cover temporarily. I was in a the hangar with 15 other people and the next thing I know, the fire on us stops as the shooter disconnects. So we begin to regroup. After about 5 min of aiding each other and rearming, we were good. the next thing I know, the shooter reconnects in the middle of my group and ends up killing 6 of my guys before we can get a bead on him. I ordered a rapid pull out of the airfield so that we didn't lose any more guys or vehicles. Then as they go out, the two guys my lone squad was fighting spawn in and riddle the convoy with bullets. In the end only 3 people and 1 vehicle from my original group made it back. Now in a non-ghosting situation, I would have admitted a fuckup on my part somewhere. But I think that this issue was a huge problem. It ended up setting us back and forcing us to stop any friendly extractions of random friendly survivors for the near future (until we rearm and such). I spoke with ander (who came on due to complaints of me banning a ghoster a little earlier) and he stated that it wasn't an exploit to ghost at this time, wait, what?!?!. So I unbanned the ghoster from my server. When I said that compares to death dodging but I feel it is 10x worse, we got on the subject of how to deal with exploits. Apparently, I am not to ban exploiters (could be wrong)but should kick them and not on the first offense. As a server owner of a bunch of servers, I feel it is concerning that exploiters, especially ghosters (the bastards taking advantage of the glorious hive system) are able to just continue their cheating without reprimand. They need to be banned as it is just as bad as hacking. When we figure out the situation on dealing with specific types of situations, there needs to be a post made in the forums and stickied about what server admins can do to deal with specific types of douchebags.
  23. Required: * Server this happened on : US 44 Hosted by trinity games * Time that it happened including your timezone : It happened between 1:30am-2:30am pst. * What happened during the incident: Me and my friend blazebeard were hanging out at the northwest airfield at the south barracks.. there was four other people on the server with us and we were just chatting. I see two people start to connect with clan tags on so we hunker down for a minute to see if they spawn on top of us. Nothing seems to happen for a minute or two so we go back to our business when blazebeard and I get shot. Blaze died but i was able to bandage morphine and painkiller up. I call for backup from the two other members we were with. I throw a frag grenade and thats when i see the first disconnect from [Rage]goren im trapped in the corner by the barrack so i just bunk down hugging the wall since another guy had joined mid fight named [Rage]Jhortn (could have the name spelled wrong gonna have server admin look at log tomorrow) Around 2 minutes go by and i see sure enough [Rage]goren connecting again (lightbulb goes off in my head... i have waited to long and allowed this guy to re position on another server and is now back while his friend kept me in check in corner.) Sure enough about 30secs later a grenade from a m16 launcher lands right on me and kills me. So right here im like ok no biggy i have 2 friends approaching from behind they will kill them while looting our bodies. 49th constantine and 49th cadroits come up behind them sure enough the [rage] guys are looting the bodies. 49th fires shots and both of them disconnect. Another 2 mins go by and here they come again [rage]goren and (jhortn) second name could be spelled wrong.. however i had warned that this might happen so i had 49th move further back away. One of them in guillie suit logs infront of constatine by a few feet constantine shoots him in the back and once again they both quickly disconnect. They tried this tactic about 2-3 more times before we were able to kill one of them. Maybe we have bad aim but we stayed in the fight the whole time while they kept dc and re positioning to try and kill all of us. Violators: [rage]goren / ( his teammate with [rage] tag ill have correct spelling tomorrow) All the people on the server tho it was few saw what happened and said they would comment on this post however i didn't take video or screenshot so dont know how much can be done. Hope the logs will tell the story. I know the admin of server so gonna ask if he can post it or how it works. - thanks and sorry if I wasn't supposed to post this here...
  24. FieldMedic

    "Ghosting" Suggestion

    This may have been suggested already and if so I apologize but I was thinking about this and a fairly simple (in principle but not necessarily in practice) idea came to me. Ghosting is, to my understanding, the act of approaching a person or place on one server then logging into a different server to infiltrate said place or get or behind said person and then returning to the original server. My suggestion would be to put a timer on returning to a server should you leave it and join another one. This wouldn't necessarily prevent infiltrating a base say, but it would limit the ability of someone you were fighting from spawning in behind you. If you couldn't log back into a server you left for say, an hour, that would give the other person plenty of time to move on. To clarify: - If you begin on server 'A' - And you move to server 'B' - You won't be able to return to server 'A' for X length of time (an hour say) And to be clear, there would be NO timer if you lost connection or disconnected from server 'A' and immediately returned to server 'A' without joining another server in between.
  25. EzyStriderPS4

    Location change when switching servers

    Plenty of reasons to change servers I suppose.... I play on one server usually, so I’ve not run into that problem often, rarely due to a bug. Server position change is necessary, however. I remember the ghosting days. The spawn locations are about as good as can be at this stage, @General Zod. The thing that shouldn’t be in place anymore is the infernal extended timer! What is the point of a 75 second wait time when swapping servers? Seems like punishment for just playing the game.
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