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Showing results for 'ghosting'.
Found 2794 results
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@Westerburg Do you see how many steps you put in that? That's much more taxing than "Run back to your body." Add in whatever time delays they have for server hopping and ghosting, you could easily be looking at a couple hours, with getting to the meet up location too. If players want to waste time like that, have at it. I propose this knowing they have this 10 minute limit on bodies being there. However, I'd like to have bodies not disappear between restarts. May be more resources, but that's on the devs to optimize. It would make the world feel lived in, at least previously (harharhar). What happened to this guy? Who may be in this town? Why does he not have pants and a glowstick?!
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Loud, 10 Second Sound On Spawning, Hearable Within ~200M Spawn Delayed By 5 Secs
fox0rz replied to Cullis's topic in Suggestions
Are you some kind of sadist? Why would you ever, ever, ever, ever, ever, ever want this?! I read something similar on Reddit I think. I can't tell you who, but the jist of what he was saying was : When a player spawn into the game within about 10-20 meters a message pops up that says something like "Something doesn't feel right". If anything this is a much better idea for anti-ghosting. -
Logging Out - Expermimental Branch 114782
alaskafish (DayZ) replied to apollovulcan's topic in General Discussion
Should be both. Sit down for 30 seconds, logout, character stays on server for another 30 seconds. You can't connect to another server in those 30 seconds. Stops combat logging, ghosting, and some server hopping. -
Loud, 10 Second Sound On Spawning, Hearable Within ~200M Spawn Delayed By 5 Secs
[email protected] replied to Cullis's topic in Suggestions
this haters hate this idea because they're probably the ones who combat log and ghost. I am no angel. I've combat logged a couple of times. One time it was because I've logged in what i thought was quiet and covered location only to find someone there ready to kill me. I thought "no, fuck it. Not gonna kill me while i log in. Unfair" and i logged out. Just unfortunate circumstance. The other time I was looking around the NW field at night to see what kind of loot there is. Kind of server hopping there, but for curiosity, as i never had a high geared setup before that. And someone logged almost next to me so i panicked, literally adrenaline rushed, and logged out in a flash. But on a normal basis, I get into the woods or in a house outside town, to log out. The idea of having a loud sound can be a counter for ghosting and server hopping, but just as it is would be a massive handicap for EVERYONE, even the random guy who just happens to log out in a quiet town (at the time), and re-log the next day in the middle of a shoot-out, or right next to a bandit. If you're going to suggest a loud logging in sound, then i suggest, on top of it, a brief, 10 or 20 seconds timer upon log in, where your character is frozen, and invulnerable, so you can assess your situation, thus preventing an accidental log in into what you thought was a safe place and now is a war zone. 10-20 seconds in which, yes, you give away your position, but also you can decide not to proceed with the login. If tied to a log out timer, then it wouldnt pose an advantage to ghosters or combat loggers, and server hoppers, well, if one is going to server hops, he/she does it in a quiet server anyway, so it's more down to log-out timer to discourage this practice. -
Logging Out - Expermimental Branch 114782
apollovulcan replied to apollovulcan's topic in General Discussion
You're not actually using any logic here. If you're sitting down for thirty seconds and they "get the drop on you" they might very well miss, couldn't they? In that same thirty seconds of sitting down IN GAME, they would then have the chance to actually react, and use, wait for it.. player skill and intuition to either A) get the hell out of there and try your log out sequence again, or B] fight back and potentially kill the attacking player and then attempt your log out procedure again. So what you apparently think is best, is that in this same scenario, the player should have absolutely NO chance to defend themselves what-so-ever, and literally roll the dice every single time they log out. What are you guys going to say when Zombies actually respawn, and you log out, thinking your in a "safe" location, only to have your avatar sitting there in limbo for thirty seconds, and have a zombie spawn in on it, killing your player? "That's how the game works!". Seriously? Logging out should NOT be a blind risk every single time you do it, because that's all it's going to be. 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. -
Logging Out - Expermimental Branch 114782
Bubbajones replied to apollovulcan's topic in General Discussion
age of conan had a timer to log out whiel you were still in game. you watched it count down with your guy sitting down. you could choose to wait and watch it count down. you have the option to cancel it at anytime. or you could choose to exit while the timer is counting down and your avatar will continue to sit until the 30s has passed. in that time. you cannot join any other servers as you still exist on one. it's so freakin simple... well a cave man could do it! seriously. these simple steps combined with server change frequency detection and a hopping penalties will GREATLY reduce ghosting and combat logging. anyone who doesn't see that, or want that IS either obtuse, or a ghosting/server hopper themselves. -
Logging Out - Expermimental Branch 114782
apollovulcan replied to apollovulcan's topic in General Discussion
That makes no sense, sorry. Why would never knowing if you're going to get killed or not prevent these actual combat loggers? It's not going to. They're going to leave an avatar sitting somewhere safe like they would have had they had to sit down for 30 seconds, probably more so, because they don't have to stop and wait, they can just go for it, change servers and hope for the best. If you can't disconnect from the game and immediately reconnect to ANY server for even 30-60 seconds, that's what is going to prevent people from effectively ghosting. Leaving an avatar behind for 30 seconds or forcing someone to sit down for 30 seconds give you the same result for combat logging and ghosting, especially when you add in the server disconnecting/reconnecting timer and checks. The only difference is for every legitimate player that wants to log out safely, they now have to be treated like a douchey combat logger. Exactly my point Zombie Jesus, the only difference is treating every single player like they're combat logging every single time they log out, or actually giving players the benefit of the doubt. Sorry but you all aren't making a valid counter argument here. This log out system literally treats every single player like they're combat logging, every single time they log out. Ghosting is going to be prevented by server reconnect/disconnect timers, so why treat every player like they're ALWAYS combat logging? Why not have a system that actually penalizes players for actual combat logging (Alt+F4, disconnects) and allows every single player the option to safely log out by sitting down? No one has made a counter argument to that question, yet. In the reddit thread they didn't cover this. -
Logging Out - Expermimental Branch 114782
apollovulcan replied to apollovulcan's topic in General Discussion
Enjoy your ghosting with meaningless phantoms on other servers, then. -
Logging Out - Expermimental Branch 114782
apollovulcan replied to apollovulcan's topic in General Discussion
Sorry but that is all wrong in my opinion, and you all need to let the players speak their opinions on the matter. I think you all will find a drastically different response from the majority of the player base. This needs to be an IN-GAME poll or something. Not an option where people can make forum accounts and abuse a poll. But this seriously needs to be a poll, if that's what was come up with internally. Sorry but that benefits everyone BUT the player. How having to sit down for any amount of time before being able to log out effectively creates a "ghosting" effect needs to be explained. I would argue the exact opposite, leaving your avatar in game after you've supposedly logged out for 30 seconds leaves much more of a ghost. With the currently proposed "server hopping" timer, this would be prevented, would it not? How could someone "ghost" if they disconnect, immediately join another server, and try to reconnect to the original server within a period of a few minutes? In all honesty, the exact same argument could be made about the reverse. Just because an avatar hangs around for 30 seconds after they've disconnected, doesn't mean that the player couldn't join another server, move to another spot, wait for disconnect on that server - which would actually leave a phantom avatar on a possibly meaningless server - to then hop back to the original, in a new location? Sorry but that argument can be made for both scenarios, step by step. -
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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If he logged out yesterday there? Well thats really bad luck and you hear the reload-sounds... But Ghosting = See another player (or be already in a firefight with him) log out, switch servers, run behind his position,, log in again in original server and kill him And now: Login: Players receive a login timeout when disconnect, increased if disconnect within 30 minutes of joining (max 5 minutes). With the 30 seconds timer for logging out, logging in to another, again 30 seconds timer to log out, and additional the queing for leaving a server fast (the one, where he changed positions) - 5 minutes! So at absolute minimum it needs 6 minutes (i'd think more, like up to 7) to go to a position that was behind you and spawn again. And if you don't move for 7 minutes in a barrack, good sir, you're clearly waiting for someone to kill and karma got ya.
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It won't stop ghosting unfortunately. I don't think you should be able to log in or out within a few hundred meters of a building or structure. It might take a few more minutes to run into the woods to log out but the ability to log in inside buildings destroys any strategy players and teams use to secure an area. There's nothing like playing smart and covering all the approaches to an area, scouting carefully and then having some scumbag log in behind you in a barracks.
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1) there are...I don't know...5 or 6 threads now about hopping, combat logging and ghosting fix in the new patch... just sayin'.... 2) a)If you keep running in one direction HOW the hell should the one guy logout, change server, run FASTER than you (+the amount it time it took to change the serv twice), login again, turn around and come from the other side? B) WHY the Hell where you not changing directions? c) Why the hell did you not shoot? (I'm also against KoS, but if they attack me - I may be naive and friendly but I'm not suicidal ;)) d) Now if he logs out he has to wait 30 seconds. game closes. new server. For quitting he gets into queuing line, worst case he was for some tiome on the server and doesn't have to wait...just, lets say, some seconds. Log in in another server, run faster than you always in the same direction, log out, wait 30 seconds for logging out join first server again now he gets into the que and has to wait minutes... That is NOT enough for you to escape? And if you have a weapon: shoot. If you have a weapon and dont want to shoot: put it on your back, put your fists up an SPRINT.
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I feel the only thing this doesn't obliterate, in my opinion, is ghosting. The time is not long enough to successfully prevent it in all situations. For example, I was being chased for my guns by two newspawns, I chose to run rather than fire, being very low on ammo (granted i don't know what else i'm saving my ammo for.) So, one of them disappeared for about 2 minutes, only to come sprinting down the other side of the road at me. So, with the new system, it may have taken him 4 minutes to do that, which I don't find particularly game changing. I guess though with the new system, those extra two minutes would give you time to just dip away in some wayward direction. I would think though 1 minute would be a better timer, once zombies don't target you from random locations later on down the road.
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[Sugestion]Solution To Kos, Server Hopping, Zombie Balance, Gameplay Enhancement...
LaughingJack (DayZ) replied to ronhillultra's topic in Suggestions
Not that I'm with the OP in 3 of 4 points, but why so mean? Make a joke or a parody at least but dont slay him with one word... To the OPs points: 1. No public Hives! It is already be dealt (well it has begun) with server hopping in the latest experimental branch and if...I mean when the new spawn system works, the majority of the people will not be "forced" to server hp - because it will be pointless. Als Ghosting and Combatlogging should now be harder with the 30 sec. logout timer. And btw. I like the Hives. Thats where the zombies live. (Resident Evil...?^^) 2. Random Events Atr least Airdrops will not be implemented, as mentioned before. 3. Zombies Actually I like the "grab and hold" idea - but alread brought up I think 5 or 6 times here. Hopefully something like this will be implemented. 4. Gear storing system Will come, tents not (or not soon), all I was heard was the word "stash"...what in fact can mean anything... 4. First person perspective only Hardcore hive/servers?^^ -
So i just looked at the new upcoming changes and they seem pretty good!! Pending Changelog: Experimental Branch: 0.33.114782 Login: Player queuing system introduced. Penalty waiting time added for switching server or disconnecting a server quicklyLogin: Players receive a login timeout when disconnect, increased if disconnect within 30 minutes of joining (max 5 minutes)Login: When players logout, their avatar sits on ground for 30 seconds. Players must make sure they logout somewhere safe This has fixed many Combat Loggers, Ghosting and more Thanks Rocket!! Who else likes this Pending Change-log for the Experimental Branch?
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[Sugestion]Solution To Kos, Server Hopping, Zombie Balance, Gameplay Enhancement...
ronhillultra posted a topic in Suggestions
I am a dayz fanboy if there ever was one. Played it from the start of the mod, played all mods and all maps, I made my own 3D models for dayz Origins... been playing nothing but arma or dayz for the past year and a half. Anyway... this is my list of suggestions... things I would do if I was a dayz developer. I will not get into details of game mechanics just general changes to gameplay. I think it would deal with some of dayz problems. 1. No public Hives! Think about it guys, there is no real purpose for public hives to exist. They produce cheaters... people who server hop and loot military places over and over again and than dupe the body on empty server.... no problem dying. And worst of all its totally unfair to people that actually run around and collect their gear. Ghosting? server hoping? gone... with implementation of private hives for all servers 2. Random Events This is really really important part of the gameplay. For me in dayz mod there were 3 most intense things... player encounters... visiting NWA... and finding a heli crash site at night. There is nothing like wondering off in wrong direction and than finding a crash site that no one saw yet. I think Standalone should emphasize on random events that would be different after each restart what would give much more encouragement to explore the map even if you been there 100 times. These could range from traffic crashes (trucks with supplies)... abandoned camps.... survivor/bandit NPC camps.... plane/heli crashes... boat wrecks... indoor events like boarded up farm with some half eaten survivors inside... zombie infestations/rescue missions (rescue npcs or kill them for loot).... NPC bandit road blockades. 3. Zombies When you think about why a few zombies would be dangerous its because they can grab you and the others can catch up to you. That is their only real weapon. I really don't know why dayz zombies were never been able to grab... trust me... a few would suddenly become a problem. You should be able to knock them back with melee attack but they should be able to stack up on you. 4. Gear storing system Anything really.... just not those lame tents. you can see them from mile away and just pick up everything. Crate in the ground... stash of any kind... something. Storing supplies is a part of any survival, and it adds some purpose to loot runs 4. First person perspective only Whatever the reason someone has for 3d person 360 aerial camera. Its just not fair. Think about how unfair would that perspective be in a game of Counter Strike. It would be impossible to defuse a bomb as a cop from 3d personing terrorist campers. It translates the same way to dayz and it would actually deal with a problem with KOS. It would level out the playing field cuz you would have to expose your self to see an area. Camping and killing players would be a lot more challenging and realistic. First person is not perfect... you lack some peripheral vision and some senses... but its most immersive, most realistic and most intense way of playing Dslyecxi made a very nice video... i would recommend for anyone that didn't see it. I would make vanilla Standalone First person only. (I would left for the moders to change it if they want) But that way not only do you get more imersive experience with first person... its fair... its how its supouse to be Now imagine a first person server... private hive of course. You have your own stash of supplies somewhere. There is a low spawn rate of zombies on the cost because they can grab now... just to get players chance to gear up. Since there are NPC bandits and much more dangerous zombies after you to the north... teaming up with another player would actually be a good idea. Various random events would provide a different run each time you visit same places. First person would provide intense experience and would require a lot more skill to be a bandit to KOS... it would create the need for medics and heroes. Eventually vehicles and shelter/base building would provide content that you have to take care of so there would be the need for builders At least that is what I am thinking.... -
Oh thank god this thread was old I honestly thought some one had made a thread complaining about something that should shortly be a little bit fixed. .. little bit at least, the moment some one D/C's on me I become so fucking Paranoid you'd think I just spent 90 years in jail holding the soap for every second... I won't loot the area more so I will pull back a bit let them log back in and see if I can nail their ghosting bulls*** D***s to the ground.
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The Way I Hope Private Hives Will Be.
[email protected] replied to [email protected]'s topic in General Discussion
First we only had one central hive, like it was at launch of SA. Servers had to be authorized before they would show up in the browser. Very regulated, even to the point the server name had to follow a certain pattern and layout. Then it became too much to manage because of how big it all grew, and anyone could host a server. Still no private hives. 99% of the people still followed the title prescriptions. Then someone released more server files with the option to host private hives, stored on the host PC itself, instead of on the central hive server. Not popular at first, as a lot of people considered it un-DayZ-ish. Then shizloads of hackers came, and DayZ had pretty much zero protection, but private hives had admins, so that was a plus. That's when they became popular. Also eliminated server hopping and ghosting. I'd say from oktober 2012 onwards, private hives were the way to go. Then less and less people followed the guidelines for server names. More modding started to appear, custom buildings, and entire new maps, as well as 24/7 daylight, spawn with anti material snipers, spawn with gear in exchange for RL money, 10000+ vehicles, safezones and all that crap. And that's where it went wrong. you obviously also had a lot of admins abusing the access to the database they had. Lesson learned from the Mod: Private hives are great as they build the best communities and integrity, but make it so admins can't abuse and can't turn it into a game it's not supposed to be. -
Pending Changelog: Experimental Branch: 0.33.114782
Zappi_Brutus replied to rocket's topic in News & Announcements
Hi all; About patch and frequency: Thank you to the dev to give us more better update. And thank you to give us less patch but stronger patch. Thank you to deliver the patch in low frequency ( around 10 days for patch) and not each couple of day with a new small patch... About patch error, bug etc: Well we are in Alpha and we are all Alpha tester so it's our duty to test it, detecting bug, reporting bug. You'v been warning early about this. Of course all patch released will bring older bug back or new one. It's not a problem; it's part of developing game from Alpha to Beta to final release. And it's our part to test it and report it. About tents, combat logger, ghosting,...: Stop to complaining about adding this, fixing this etc. Dev know from where they are and where they go. You dont. Keep wait for what you wanting to see in Alpha and be a smart guys and play your duty... Test the Alpha! If you are looking a game to take fun, take a break from standalone and back to play on Arma2 Dayz mod. You will get tents and tons of script to fight against what u dislike. The server arent enought stable and performance dont be enought maybe to allow more objetc to handle the server like tents, vehicles, zombies etc... So please stop to call for this object or this fix, just test the Alpha that's all. About the community: For sure, a lot of guys that testing the Alpha look like children crying anytimes about this or this. They, certainly, didnt read the warning about the Alpha game status and feel to bought a Game... It'snt alreaady a game guys, it's a sckeleton of a game. When i see this post ( but every Pending Changelog topics are the same) i just dont want to read over the first topic. Because i will read complaining from guys with no brain ( i mean at 80% of the replies) who will ask for the same things and will speak about the same issue. And it's tired to read them back with all their solutions to fix this or that. About my own feeling: After waiting over 1 year to see the standalone released i didint wnted to bought it when i heard it will be in Alpha status. Beacuse i was feeling than if this game was taking so long to bring it on a Alpha maybe it will means the game will suck and will take an age to be playable. I admit i was wrong. I brought the game because all my friends brought it and then i will decided to follow them but i wasnt sure to be happy about this. I admit i was wrong. You made a perfect work Dev. I'm very happy about what you did so far and look forward for what you will do in a future. -
My and my buddies have been running our shiny new Hardcore Stand alone server for a few weeks now and trying (miserably) to encourage player interaction beyond shoot on sight. My work patterns mean I'm often online in the smallest hours of the morning when the UK server is pretty quiet, especially since they fixed the day/night cycle and the servers dark. I check the Admin panel and see only 2 other people online and figure what the hell, I normally only log out in bushes out of LOS of anything to be safe but last night I logged out in the new Police Station / Prison North of the NW airfield, what are the odds one or both of them are in there when I log in right? most people don't even seem to know it's there. I log in and it's actually getting light enough to see already so no need for the old head lamp. I sit for a few seconds and listen but hear nothing, all the doors appear to be closed so I go searching and sure enough the place is full of nice loot, looks like no ones been here since server reset an hour or so ago which re-assures me the chances of running into someone here are slim. Having picked up a blood test kit (I'm O+!, meh not the best but it will do) and more ammo, I get in some rations and hydrate then move out, I've just closed the double doors behind me and rounded the corner into sight of the main road when I take a round to the shoulder and a few more ping by my head...well....2 people on the entire server and sure enough at least one just happens to be camping the road as I come out and shoots on sight. I hate bandits though he really should have waited until I was closer as I was able to duck straight back round the corner into cover shouting Friendly! I'm a Medic! only to hear abuse in return :sigh: I flee back into the Prison and shut the doors behind me again and take up position by the corner with the stairs with eyes on the door. I assume from the fact I couldn't see him and he mostly missed that I have at least a few seconds before he catches up so bandage up. Due to the stairs/Railings upto the front door which is the only entrance I know he can't get the jump on me or even open that door without me getting some free shots on him, my M4 on Full Auto, Red Dot and 60 round mag should do the job, I've still got full saturation and I'm not shaking so I should be OK. I hear him shuffling into position outside, I assume he's checking in the prison window hoping for a free shot but I'm not going to give him that. At this point my biggest concern is him Ghosting me so I keep my eye on the player listing, still 2 other players....My guys whining like Peter Griffin with a busted knee at this point giving my position away and I'm considering morphine to shut him up, I want every advantage I can get. At that moment one of the two players logs off. I'm now panicking thinking I'm going to get Ghosted, whilst hey, at least this will let me Perma Ban them if they do, I really would rather not die...so I take the morphine anyway just to shut him up and keep checking around. Then I hear someone outside moving up to the door, I'm praying so hard they aren't together and one of them isn't Ghosting but what happens next pretty much convinces me that's not what's happening. Casually as you like Bandit boy opens up the door and stands there weapon down...Suffice to say he wasn't standing long, only long enough to shout over local "OH SH.." Looks like he was monitoring the player count too and when the other guy logged off and I stopped making noise (Morphine) He assumed I had combat logged so just strolled on in, whoops! Well you know what they say about Assumptions, They make and Ass out of U and give me...err...options...ok that doesn't quite work but whatever =p, point is he's dead and I'm not! Call it Karma, Call it luck, all I know is I got another Pristine 60 round mag and a couple extra cans of beans off my would be murderer and a smile on my face. So let that be a lesson, never make assumptions :)
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I don't know why, but I get a thrill from hanging out at the airfields and shooting unwary looters. Why? Because it's a gamble. I can go play Cs:Go, or Red Orchestra 2 and shoot and get shot.... but there is a thrill in making someone lose their hard earned gear while the odds are they have friends in the area who will wreck me. And me getting wrecked is a strooong possibility because I've been killed by ghosting a-holes at least five times now (I pin you in a house with one entrance, then that mofo somehow magically comes up behind me). And yes, each time it was the exact same person I was fighting because I saw them and unless it happened to be a guy with the exact identical gear down to the weapon mod... amywayh... Outside of that, I try to be friendly to people, but this game makes it VERY hard, seeing as Bambi hunting is all most people do.
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Combat Logging Will Increase With Update: Log Out Timers
AlfalphaCat replied to Solopopo's topic in General Discussion
I think both measures are being implemented to counter ghosting, combat logging, and server hopping. Seems to be a fairly elegant solution, without being heavy handed. How do you judge something like this, without it being put to use by a large amount of players? All that alpha is is testing. Get it through some of your skulls. Try it, if it doesn't work, tell someone. -
Only time I can think of being shot through a wall or a floor might in the stairwell of the traffic control tower. I figured it was a hacker but it most likely would be this glitch in some form or ghosting. Take my beans please!
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To be honest, I think the biggest problem that I deal with is ghosting and combat logging. What are the server hoppers going to do to you? Most of them suck hairy midget dong at the game anyway.