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Found 2794 results

  1. LaughingJack (DayZ)

    Logging Out - Expermimental Branch 114782

    So, after reading these 6 sites we can draw these conclusions: 1) Yay combatlog fix! 2) but I will DIE and I can't do nothing against it! Because Zombies, Players, freakin flyin cows and infected apes will get my helpless body! 3) Log out somewhere safe and nothing will happen to you 4) But...but...I...want to shoot at somebody, if I miss I want to hide and click logout, and if he comes for me I still want to react and have the possibility to kill him (really thats the ONLY thing I can see where this system is worse) Well, easy one: Its not part of the game. Essentially ghosting works (worked) like a teleport hack, while camping & sniping (which is far too boring for me ;)) is nothing that is against, let's call it the laws of nature (of DayZ). But I see your point, since now it will take a ghoster a minimum of 7 minutes to go around...and if you haven't moved for 7 minutes (!) you are either camping or afk. But still just think about it that way: changing magically your position vs lying in the grass for 7 minutes. Which sounds normal for a DayZ-World and which not?
  2. Hi guys - I have been thinking about the possibility of limiting players to a single character per server - largely to prevent loot-farming and ghosting, but also for later development with the advent of camps and bases. What do you think?
  3. BCKane

    Logging Out - Expermimental Branch 114782

    I understand why people don't like ghosting, i don't do it and never even think of doing it while playing ... but in true Dayz fashion ... isn't it the players fault if they get killed by a ghoster for staying in the same position for so long and camping that spot? I know i'm causing trouble, but after so many "deal with it" responses and the automatic assumption that anyone who doesn't like this change opposes it because they only log to ghost, then wouldn't it be reasonable to state that only people who are campers have trouble with ghosters? I personally move every time i fire my weapon so that people can't get a bead on where i'm at, am i doing it wrong? :D
  4. machiavelli

    Killed=Temporary Server Ban

    @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?!
  5. DISCLAIMER (Please read): - English is not my mother language so please forgive me the grammatical mistakes. - Some of these suggestions may do not fit into the game, are not possible to implement or are too in-depth to be fun. But you should get the overall idea in which direction I think the game should be developed. If the community disagrees with my vision of the game, so be it! It will still be a good game but I think it’s missing out on great potential. - Some of these suggestions may be (heavily) inspired from others, but are necessary to explain my vision of how DayZ Standalone should be. - Some of these suggestions should only be applied to hardcore servers, because it could be impossible for new players to get into the game. - The duration of some actions are only suggestions and need to be balanced properly. - I’ll try to keep it as short as possible to avoid a wall of text. That’s why I’m writing in note form. So please have a CIVIL and OPEN-MINDED discussion about this topic! (Please ask if something is not explained properly and you don’t understand it. I will try my best and go more in depth.) AIM: Turning this game from a “gearing up as fast as possible, then enter combat” military simulator, into a “trying to survive as long as possible” realistic hardcore survival simulator. Game mechanics: Making everything more in depth, difficult and skillful: What: 1. Difficulty: more zombies, more diseases, less loot (all the basic stuff), ADDING realistic drawbacks for almost EVERYTHING (making decisions a lot harder) 2. Depth and skill: 3 ways to achieve making the game more rewarding for skilled players. Player skill, player knowledge, character progression Some examples to explain it better: Medic: Player skill: - I would only suggest a minigame when it has a quality like this one http://imgur.com/a/Ybc3e#0 (e.g. for transferring blood, not for really easy actions like bandaging) Player knowledge: - Knowing which plants can be a replacement for medication. - Knowing that you have to sedate your patient before surgery. - Knowing how to cure the different injuries and diseases. - Etc. Character progression: - Giving another player a blood bag restores more blood the more you perform this action (you take 1l blood from one player and give 800ml to another because you spill some of it, 810ml the next time). Marksman: Player skill: - The overall aiming with a weapon. Player knowledge: - Knowing the bullet drop of each weapon. - Knowing how to maintain/repair your weapon. - Etc. Character progression: - Slightly but noticeable less weapon sway. - Slightly but noticeable less recoil from weapons. - Slightly but noticeable faster reload. - Etc. Vehicle specialist: Player skill: - Driving a car with manual transmission. - Flying a helicopter. - Maybe a minigame for repairing (see medic). Player knowledge: - Knowing how to repair a damaged car (judging by the look of the car, the sounds it makes, how it reacts to certain actions). - Knowing what tools you need for a repair. - Etc. Character progression: - Tools get less damage from usage. - Etc. There are a lot more areas where this could be applied, but I think you get the idea. Why: - Making the game much more difficult but rewarding for skilled players. - Almost impossible to be an expert in every part of the game (encouraging group specialization). Character progression: What: - Very slow progression of getting better at something you do very often (e.g. blood bag, reduced weapon sway, crafted items are in a better condition, better stamina etc.). - If some actions are repeated too often in a short period of time the progression of the skill decreases or even stops. Why: - Adding value to the character if you lose your gear. - Encourage specialization in groups (e.g. someone does all the blood transferring as medic). - Prevent grinding of skills. Shelter system: What: - Finding shelter should be a huge part of the game for various reasons: 1. Being secure from bad weather. 2. Being secure from zombies. 3. Storage for the items you need, but you can’t carry them with you all the time. (Different clothes for different weather conditions, tools and repair parts, etc.). 4. A place to rest. - Customizable environment: locking your door, barricade your doors/windows with wood laths, putting fence or barricades around your home, spray paint on walls, etc. - Zombies can’t spawn in enclosed areas or locked houses. - Zombies and players can damage/destroy these player made structures, but they can be repaired again. - Spray paint fades then disappears after 1 day if you don’t renew it. - Damaged player structures despawn after 3 days without interaction (no player is in a 100m radius). - Pristine player structures despawn after a week without player interaction (no player is in a 100m radius). - Large player structures (communities) attract zombies (hordes) and there is a higher chance to get a disease if you’re in an area with many people in it. Why: - Possibility to claim a house and alter it instead of building a base from ground up. - Introducing a system that is important in a real world apocalypse but not present in DayZ. - Player made structures disappear after some time that the world is not cluttered with structures and paint. - It’s still difficult if you build up a large base with your clan, because you constantly have to repair your structures, you have to fend off more zombies and you have to deal with more diseases. - If a zombie is inside your base, you know that you have a leak and it didn’t just spawn in there. Respawn timer: (should only be applied to hardcore servers because new players could get into a doom loop) What: 1. If you die in less than 1h -> worse condition if you respawn 2. If you survive long enough (2h) -> better condition if you respawn Why: - Prevent suiciding (if you don’t like your spawn point) - Prevent going Rambo as fresh spawn because you have nothing to lose (no gear, no advanced skills) Player (de)spawn system: What: - The location of a player is saved on only 1 server, if you join another server you spawn on the coast like a fresh spawn but with your full gear. - If a player logs out he makes a sound and stays in a stance similar to prone on the server (1 min). - If you get shot/swung at you enter combat mode and if you leave the server you die (warning included). Why: - Prevent server hopping, ghosting and combat logging - When there are vehicle and base building implemented you want to stay on the same server anyway. If this server is full or down, you can still join another server with your character but without the same location. Loot decrease: What: - Overall drastic loot decrease (especially weapons, ammo), slowing down the pace of achieving the “end game”. - Loot spawns decrease to a minimum the more they get looted. If the loot the player has looted despawns again the loot spawns increase again. - Same goes for animals. If one area is frequently cleared out from animals, there are less animals spawning back in. If the hunting decreases or stops the animal spawn rate increases again. - Similar system for fuel. - The minimum spawn rate is enough for fresh spawns to survive. e.g. - A player loots the fire station which has 3 loot spawns. He loots them all and the next time the loot spawns only on 2 instead of the 3 loot spawns. If the player dies and the loot is not retrieved from his corpse, all 3 loot spawns can spawn loot again. Why: - makes hoarding harder, still difficult to survive in the “end game” - obtain stuff in a different way than looting (grow plants for food and medical stuff, making bows/arrows out of wood). - making repairing a big part of the game instead of throwing the damaged stuff away - Force players to look in different areas to loot or hunt, which may are farther away, more difficult to reach. Stamina system: What: - Your character exhaust after a short time of running or fighting (short term stamina). - Your character needs a break if you run/fight/jog a long period of time (long term stamina). - Similar to Fifa stamina system (http://www.youtube.com/watch?v=t9hYMXtGlEo#t=10). - Weight system: faster stamina drain with much weight, slower movement. - More stamina drain if you have a (gas)mask, motorcycle helmet or too much clothes on (you can’t breath as good), also getting thirsty quicker due to sweating. - The short term stamina can be restored by stop doing the stamina draining actions. - The long term stamina can be restored by sitting 1 min (good) and/or lying in a bed 1 min (better) and by eating and drinking something, you can browse your inventory or read a book at the same time you’re resting. Why: - Prevents AFK running over a long time. - Prevents just running back to your corpse, if it is far away. - You need to find a vehicle to travel longer distances, it takes longer to get to big loot spawns (slowing down the pace of achieving the “end game”). - You need to first find shelter where you are. - You don't take everything with you for short runs. - Not always wearing a mask -> only for bandit actions, where you don’t want to be recognised etc. - Not always wearing a motorcycle helmet -> only if you expect heavy combat - Not always wear five layers of clothes -> only if it's cold (needs a temperature system) Melee system: What: - Adding two more strikes to your basic one: 1. A strike which doesn’t hurt your friends when beating a zombie together. A overhead strike (axe, baseball bat, …) or a stab for (knife, screwdriver, …). 2. A strike which allows people to hit a target with blunt force, when they have a firearm or an axe/knife/… (pistol whip, hitting with your shaft,...). - Only able to block if you time your block right (not just pressing the block button for a long time) - Stamina system for hitting and blocking. - Overall learn from the Chivalry Medieval Warfare melee system http://www.youtube.com/watch?v=tfpsoBX3EDk. Why: - More skillful and in-depth melee system. - Being able to knock someone out with a firearm or an axe, when you don’t have the intention to kill them. Night time: What: - Making it a bit brighter (maybe more colorful). - Zombies do not get alerted quickly by flashlights. - Zombies get sluggish (less alerted by Sound, slower). - Maybe shorter the duration of night time. - Forcing players to set their brightness 1 time, when they install the game, then do not make it changeable again. Why: - Making the night time enjoyable to play. - Give night time a purpose of going on dangerous loot runs which are too risky on daytime. - Prevents players to change their brightness at night time and turning it back down at day time but still let's players adjust their brightness to their own Monitor. First Person optimization: (On hardcore servers there should be no third person because it’s too easy in PvP and PvE situations. Instead focus on improving the situational awareness in 1st person view). What: - No HUD, it only displays if you press a specific key (similar to Red Orchestra 2). - Your HUD-view should contain icons (hungry, bleeding, stance icon, restrained/surrendered icon etc.), a stamina bar, a body of your character which shows your physical condition (maybe even everything merged into one). - The icons of your HUD view pop up for a short time in your non-HUD view, if they change (hunger icon pops up if you are hungry, stance icon if you change your stance, handcuffed icon if you’re restrained, etc.). - Mouse movement should be at 100% speed (no negative mouse acceleration), fast mouse movements decrease your accuracy. - Your character should immediately react to your commands (I have the feeling of having a smart delay between pressing W and my character moving forward). - Implement all the stuff Arma 3 has (stance adjustment, tactical view, …) http://www.youtube.com/watch?v=G8vrbzNYEwM&feature=c4-overview-vl&list=PLQEd6zRLOafX53dmxxugEoVNaJyC307fi also this seems so much smoother and less clunky than Arma 2 first person. - Maybe a control to peak over walls, which are slightly higher than the player. - Keep the dot crosshair, but make it less reliable for shooting. Why: - 1st person more enjoyable to play, less clunky. - Giving more situational awareness in 1st person. - Aiming on sight is much more precise than hip-shooting. Mental health: What: - Positive emotions (happiness, feeling secure, relaxation, joy …) have a positive effect on your mental health. - Negative emotions (panic, stress, guilt …) have a negative effect on your mental health. - If you are repeating the same positive actions too often, the positive effect gets less or you don’t get any positive effect anymore. - A bad mental health will have a SLIGHT bad effect on your physical health, need for food and drink more, more vulnerable to disease, it takes longer to heal an injury, etc. - A positive mental health will have a positive effect on your physical health. - There is a limit for positive and negative mental health. - You can take antidepressants to neutralize your bad mental state for a short period of time. Positive Influences: - Sharing (decreases if applied to the same persons over and over). - Medical assistance (decreases if applied to the same persons over and over). - Finding shelter. - Being healthy. - Doing luxury stuff (eating a hot meal, taking a hot bath). - Maybe even stuff like playing a guitar. - Etc. Negative Influences: - Killing (less stress if the player is armed, shoots at you or you are in a desperate situation) - Cannibalism - Robbing (if you steal from a surrendered or handcuffed person). - Combat (If you get overrun by zombies and can’t them down quickly). - Getting injured or sick often. - Being close of dying to starvation, thirst often. - Etc. Why: - Prevent grinding for a positive mental health. - You’re not an instant kill, if you run around at night with a flash light. - Adding another difficulty to the game which you have to keep track of. e.g. You can’t just run into a horde of zombies with your fists up and when you bleed you just bandage yourself and maybe take a blood bag and everything is fine. e.g. You can’t just ignore the “hungry icon” until your starving and then eat five cans of beans. - Reward realistic behavior which players would never do if there would no reward. e.g. In real-life you would get sick of a cold can of beans, if you’re eating it the whole time. So there has to be a reward if a player is “wasting” electricity or wasting time to make a fireplace to make a hot meal. - Adding realistic drawbacks for almost everything (making decisions a lot harder) e.g. If you’re very hungry and you see a player it’s the easy way out to shoot him from a safe distance and get his food (low risk, most stress). But you could also decide to rob him (more risk, less stress) or just talk to him and ask for food (most risk, no stress). - Balance KoS and banditry to a realistic level. (Note: I’m a KoSer myself and I don’t want the removal of it but I want more survival in the game and less deathmatching) e.g. You kill a player and take all his gear and then you decide to eat him (Cannibalism is confirmed) because you’re hungry (easy). Otherwise you would have to search for your own gear and food in a zombie infested town (hard). In real-life the first option would be the last resort, but in DayZ it’s the easiest and most common option. You’re forcing me to another playstyle: - No, I’m trying to balance the different playstyles to a realistic level. I’m not suggesting that you would shake uncontrollable, see or hear things. That would ruin this playstyle for me. You only have to deal with minor drawbacks in your physical health, but you still have the advantage of getting easy access to gear. In real-life there are people who can kill others without having to deal with mental instabilities: - Yes I know but you’re playing an average person in DayZ and these people are a minority. There a people in the real-life who can run 42km, hold their breath for 10 minutes. If we let every player decide what they want to play, everyone role-plays a super soldier, who kills without remorse, is a pro in sports and so on. That’s why I’m suggesting that everyone is an average person in the beginning. The game gets much easier without that much KoS: - No because other players are the only difficulty right now. If it is way harder to survive with zombies, diseases, food scarcity, etc. the game won’t be easier. In an apocalypse it’s realistic that everyone kills without remorse: - You can’t say this and be 100% certain. Of course it will be more common to kill someone to survive, but it still would be your last resort and you would probably avoid it.
  6. 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.
  7. alaskafish (DayZ)

    Logging Out - Expermimental Branch 114782

    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.
  8. 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.
  9. apollovulcan

    Logging Out - Expermimental Branch 114782

    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.
  10. Bubbajones

    Logging Out - Expermimental Branch 114782

    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.
  11. apollovulcan

    Logging Out - Expermimental Branch 114782

    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.
  12. apollovulcan

    Logging Out - Expermimental Branch 114782

    Enjoy your ghosting with meaningless phantoms on other servers, then.
  13. apollovulcan

    Logging Out - Expermimental Branch 114782

    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.
  14. 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?
  15. LaughingJack (DayZ)

    Upcoming Combat Log Fix!

    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.
  16. worst2first

    Upcoming Combat Log Fix!

    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.
  17. LaughingJack (DayZ)

    Upcoming Combat Log Fix!

    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.
  18. crimsonbzd

    Upcoming Combat Log Fix!

    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.
  19. 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?^^
  20. faramon

    Combat Logging -,-

    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.
  21. 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.
  22. 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.
  23. 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 :)
  24. Demoth

    Why I Am Friendly

    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.
  25. 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.
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