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Found 2794 results

  1. Vigilante_Gamer

    Bandits are NOT ruining DayZ

    LOL I'm going to get some hate mail for this :) Hacking, combat logging, server hopping, ghosting, this is the shit that is ACTUALLY ruining the game. You could be the friendliest hacker in the world, helping out people and giving away free gear - I hate you 1000000X more than someone who is camping on the coast and killing fresh spawns.
  2. Pille1

    Turning DayZ into a real survival game

    Melee system: I don't mean that you can't hurt others with this strike. It should be there that you don't accidentley hit your friends! An example: A normal strike with a baseball bat is going from your right to your left. If your friend is on your right side hitting the same zombie, you might accidentley hit your friend. Im suggesting, that there should be an OVERHEAD strike where you lunge over your head, so you can't hit someone who's standing next to you. Night time: The real problem of night time is, that it only gives disadvantages compared to day time. You don't see that much and you're easily spotted if you run around with your flashlight. There should be a reward/purpose of playing in the night time, as I have stated in my suggestions. For example: You aren't capable of looting the NWAF at daytime, because there are massive hordes of zombies wandering around and you can't sneak passed them. But you desperatley need the weapons to survive. Now you decide to wait until it gets dark and now you have a chance to avoid the zombies and get your loot. If there is no reward/purpose for night time I don't think the day-time only server will ever dissappear. I don't want to turn this into some kind of RPG like World of Warcraft, where you get XP, which you can invest in new skills! Everyone is capable of repairing a car or applying a blood bag the moment they spawn! There are just SLIGHTLY less effective, than someone who did this a couple of times. It would be really just a nice to have feature which you don't want to lose. This would add a motivation to keep your character alive as long as possible to achieve this progression. Thank you sir! Yes my suggestions are heavily influenced by other survival/apocalypse themed media (Project Zomboid, The Walking Dead, ..) and I can only imagine how great DayZ would be if it would create a similiar feeling of surviving an apocalypse as it is depicted in these games and movies. I don't find it challenging to drive a car with manual transmission in real-life because I'm used to it. In a game it's a different story, I'm used to play arcade racing games without having to worry about shifting. I'm sure it would be really hard for me to play a racing simulator, where I have to do that. That's why I'm thinking a car with manual transmission would add some difficulty in driving a car instead of just pressing WASD. Yes that would be really bad. I just wanted to make clear that you don't spawn at the SAME location you logged out on a different server to prevent players from hopping and ghosting. But I still wanted to make it possible to spawn on another server without starting all over again. If this isn't working, the next step would be that you have one character per server.
  3. -MadTommy

    What do you do when in a mexican stand off

    Hmmm two of your 3 options are logging off and ghosting.. oh dear.
  4. BOMBCRAZYInc

    FIX the issues before adding more content!!!

    *Ghosting* Biggest one.
  5. BOMBCRAZYInc

    Ghosting and a fix.

    to prevent ghosting they should make something similar to I:SS where if you log out it will start a timer so that you have to wait 10 seconds to get out and also they should have it where when you log out after then it will start a 1 hour to 3 hours timer where if you log into before the timer is done it will teleport you to the nearest city and if you log in after the timer you get to log into your original spot.
  6. Acid, the fact that you keep on responding about people saying you're flaming just means you're adding fuel to the flame. If you stop, the flame dies out and the topic can resume... just stop replying unless it relates to the original post. ...moving on, I like the idea, but the sleeping portion I somewhat disagree with. Not because its a bad idea, just because it means that when you log in you're vulnerable. I know that its a problem at times, but given that you make reloading noises and are not in control until you can actually see (which does last a bit) is enough as is. Not to mention you log in with no weapon in hand. True having to get up means someone trying to use ghosting or whatever will have a harder time of doing it, but there have been plenty of times that I have died just because I logged into a server and couldn't defend myself. It wasn't because I had combat logged or just chose a bad place to log out at, I had connection issues and was forced out on that spot. There have also been similar occasions where I had just enough time to defend myself. The point is, the current log-in process is fine. Its just the logout one that needs attention.
  7. Sinphaltimus

    Had no idea I was in the wrong.

    You can't avoid server hopping. It's stupid to complain about it. I play for about an hour in the morning before work. What am I expected to do? Kill myself instead of log off? Travel all the way to a spawn point before I log off? Whether you log in to the same server or a different one, if you are alive when you log off, you might be a hopper. Hopping isn't bad, it's how people take advantage of it that is like loot farming or ghosting. But it's too early in development to worry about these things right now.
  8. Dr. Goner

    Turning DayZ into a real survival game

    A lot of these ideas sound great. I like that all XP gained are erased when you die. I think in the span of a characters "life" they should get better at certain things. People that respond to a post this long and intricate with, "NO XP" are morons by the way. I think you've set forth some really interesting ideas. A lot of them are similar to features in Project Zomboid, the emotional states and fortification systems. Honestly they add a lot to the experience. If you get chased for your life by diseased maniacs that want to rip you into pieces, your health is affected. I don't understand why members of the community would be OK with cholera but not anxiety. Both are documented illnesses with cures and causes. It's not like you're going to get anxious and never be able to relieve the symptoms. Most of this stuff is coming to the game whether we like it or not. It's the only way to complete the original vision of DayZ as a survival simulator. All those opposed, play some Project Zomboid and imagine those features implemented into DayZ. It would be awesome. And yes, getting better at something should be a reality, and yes, it definitely needs to be "ungrindable". I really like the solutions that you've put forth for ghosting and server hopping as well. They seem easy to implement and would definitely fix the problem. Nice list, beans for you sir. Ignore the naysayers, you don't see them taking the time to make a well thought out list of ideas in opposition to this.
  9. LaughingJack (DayZ)

    Turning DayZ into a real survival game

    1. Difficulty: more zombies, more diseases, less loot (all the basic stuff), ADDING realistic drawbacks for almost EVERYTHING (making decisions a lot harder) Totally with you on that one. And I think most of these things are already confirmed to be built in in the future. 2. Depth and skill: 3 ways to achieve making the game more rewarding for skilled players. The word "Minigames" sounds horrible in DayZ context, BUT i can see it could ben useful and interesting - e.g. taking blood: You see the arm of the person and have to chose where to put the needle in - finding veins is a classic along med students ;) Or maybe when bleeding wounds need to be stitched... Aside from that, I have no problems with "player skill" and player knowledge" but Character progression...well most of the comments here are going around that issue and I have to say I'm with creature et al. on that one. Shelter system: Well. Not that bad imho but not totally on your side. Building and so on: Nice ideas, should be merged with the other suggestions that are in this forum, to give the devs some inspiration if they need it. But the "possibility to claim a house"...oh no. That will go down like hell. Respawn timer: (should only be applied to hardcore servers because new players could get into a doom loop) Well...if its only on hardcore servers, and i spawn and i dont like my spawnpoint I go on a non-hardcore, kill me until i spawn where i wanted to and join the hc server. Or maybe just sit it out on the non hardcore server with 0 pop. until i spawned where i wanted to and change after that... Player (de)spawn system: Seems like a nice idea but I dont like it because a) incredible increase of dead bambis because of fully geared spawners b) play together with some friends, log out and than run again to the place where you left off c) against DayZ philosophy (You don't spawn again after you are dead...you start with another character.) And also as it was mentioned before, the devs are onto the topics of combatlogging, server hopping, ghosting etc. Loot decrease: An overall drastic loot decrease is not that necessary (but it will happen) in my opinion, and I would delay that discussion until the respawn of loot and zeds stops happening at server-restart, but I think something like the "loot spawns decrease" / "Loot spawns value decrease" will be implemented... Stamina system: Hm...worth a thought I'd say, especially the weight system and the getting thirsty quicker thing. But when I hear my char gasping for air after a sprint, I think something like this is planned... Melee system: Chivalry melee system is awesome. But there is a reason, that no other game has it...yeah for mouse-movement-strikes and blocks ;) But a strike that doesn't hurt your friends is just nonsense. Night time: No. Just no. Why should Zeds not be alerted by flashlights or get sluggish? I don't see a reason for that...And you know you can set your screen brighness also outside the game, so allow them only to set it once won't hinder them... 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). Just my opinion: No HUD. Never. - Maybe a control to peak over walls, which are slightly higher than the player. - Yes. like Q/E ,ust like standing on your toes...^^ - Keep the dot crosshair, but make it less reliable for shooting. - Ah, to hell with the freaking dot. - Implement all the stuff Arma 3 has - would be nice. But well, lets see... Mental health: No action will cause the same emotions on two different people. You shoot somebody, you feel guilt. Another one shoots somebody, he feels relieved as he thinks he is more secure now. And for killing unarmed persons or unprovoked...well there are 500 threads or so in New player disussion, general discussion and here, so...meh. Every argument has been said dozens of times... With that being said, now here are the things I actually find interesting: - "Stress" as a state of sickness. The more stress, the harder to aim, the hungrier you get etc. Stress goes up when shooting (well, i dont know if it stresses you to shoot with a mosin at 500m at somebody that hasbn't noticed you..), getting shot at, handcuffing someone, cannibalism etc. and goes down with Relaxing or "Luxury" things - 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. Thanks for the ideas anyway :)
  10. Heard this many times, there will be fanboys everywhere. But still i was hopping it wont be copy/paste of arma 2 or well 80% of it and trees from arma 3 To add: Stamina - or at least some sort of resource used for running, its funny how can you sprint from 1 edge to map to other without stopping (unless u get desync) Lag, desyncing - this might be hosting problem, but 80% servers lag so hard that u cant pull out weapon for few minutes, if you pull it out it puts it back in, putting box into box into box into box, making you to lag out ppl or yourself. (and on your thing it says u have 0 desync, good ping and bandwith) Rubber banding - getting into house, shooting someone and then magicly appearing back outside but person is dead Item dupping - says on its own Movement Speed - how to say this, how can we hit Usain Bolt on red bull?? Spawn Points - spawning is so bad, u can spawn at same spot 10x in a row (happened to me other day), why not make map in certain squarage and then that you can pick in which square you can spawn, somewhere in that square, 2x2km (higher/lower), this should be when u server hop too, so you dont log same room you logged out, preventing "ghosting" Quantity of food found - has to be lowered by 30%, it should be survival not chubbying up Item respawning - should be set by timer, that cant be set by server server management (read server owners), so there are no server restarts every xhours coz they do it for loot... X can of beans at X spot respawn every 30-60min as long as X spot empty
  11. Probably what I will be writing was already said but yeah. From what I've experienced so far, it is early alpha in real sense. Things that I feel need to be addressed (not in order I will write). Player bubble optimization - this makes me cry from time to time, 20fps in electro on ultra low just because whole bubble renders, and my pc is fairly decent... (some might be due to me having AMD) Jumping - This is so laggy and non responsive, "survivor" does whatever he feels like doing, it has to be a bit more arcadish imho so you can climb on top of low crates, pallets, counters, containers etc etc. Moving while prone- this from time to time gets you killed (died multiple times from falling of the hospital from just pressing W and char started rolling all around, happened to a friend 2 min after i died that way) Leaning into the walls - this is so abusive that it became "meta" if you want to pvp (Yes, i am a bandit if you will say that, i like to pvp and i kill everyone moving that has any sort of weapon) Wall jumping - as well "meta" for pvp, got raped by ppl jumping out of the hotel wall next to fire station way to many times. Shooting while prone - no matter where you aim bullet hits the ground Shooting through windows - this stressed me out so many times, when you stand up and try to shoot someone he needs to be around 20m away from wall for you to be able to see in your scope or whatever u use at the time, it feels like you are a midget. Making use of scopes on m4 - The only real scope you would use if you want to shoot medium-long range is acog, everything else is more or less useless as u have more vision without anything attached and accuracy does not change Shooting - make it a bit more arcadish, this was not supposed to be copy of arma2 and close combat feels so "close your eyes and hope you kill" Weapon swaping - Swaping between melee and firearm (no matter which order) takes way too long, you get tagged by zombies coz u stop moving etc etc Eating so much to get healthy - would i rly get healthy after eating 10cans of beans or whatever we consume. Grass and tree rendering (this actually goes for everything, curtains etc) - make it equal for everyone, if i am prone on top of the hill in the grass and it makes it harder for me to see stuff why person that aims me cant see grass, just plain hill and me on top of it Movement less clunky - When you try to gentle move on top of things you can fall off it feels almost as if your "survivor" wants to jump of Zombies - wall walking, hitting you from inside the walls, i think this one has been adressed for sure There are a lot more things I want to say, a lot of bad design and decisions from devs I'd comment but honestly I doubt this would be read by any of community managers/devs so I will stop here, just had to get this of my chest as i felt really frustrated. :) Will probably update this post every time i get frustrated and find something that does not feel right to me EDIT 1: Stamina - or at least some sort of resource used for running, its funny how can you sprint from 1 edge to map to other without stopping (unless u get desync) Lag, desyncing - this might be hosting problem, but 80% servers lag so hard that u cant pull out weapon for few minutes, if you pull it out it puts it back in, putting box into box into box into box, making you to lag out ppl or yourself. (and on your thing it says u have 0 desync, good ping and bandwith) Rubber banding - getting into house, shooting someone and then magicly appearing back outside but person is dead Item dupping - says on its own Movement Speed - how to say this, how can we hit Usain Bolt on red bull?? Spawn Points - spawning is so bad, u can spawn at same spot 10x in a row (happened to me other day), why not make map in certain squarage and then that you can pick in which square you can spawn, somewhere in that square, 2x2km (higher/lower), this should be when u server hop too, so you dont log same room you logged out, preventing "ghosting" Quantity of food found - has to be lowered by 30%, it should be survival not chubbying up Item respawning - should be set by timer, that cant be set by server management (read server owners), so there are no server restarts every xhours coz they do it for loot... X can of beans at X spot respawn every 30-60min as long as X spot empty
  12. 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.
  13. Brok21k

    Random spawning

    Well unless you cap the amount of times you can come in and out of servers. How do you stop ghosting?
  14. After logging a few days in game I believe that allowing guns and ammo to spawn in residential "non-military" areas would greatly improve the experience of the game. Pros: Incentivizes exploration Deters bandits from camping gun spawn locations Brings players to new parts of the map Reduces server hopping Deters 3rd party map use Adds replay value Creates a more positive new player experience May increase the number of unexpected player encounters May reduce the KoS psychology Cons: Reduces population density in major cities Deters bandits from camping gun spawn locations May decrease the number of unexpected player encounters\ May fuel the KoS psychology When I started playing Dayz the game was about exploration and survival. Now the game for me has become about efficient spawn locations and getting geared up as quickly as possible. I also take advantage of server hopping, ghosting and combat logging. Why? Because it's the most effective way to survive and get kills, but that's not my problem, it's the game's. In conclusion I think that diversifying the spawn locations of guns and ammo, and decreasing the density of guns and ammo in military locations would have very a very beneficial impact on the game. And for those of you worried about "having guns in houses isn't realistic" you've obviously never been to a Russian residential area.
  15. Brok21k

    Random spawning

    By having random spawning into servers you can stop hop looting and battle ghosting. Alternatively you could introduce a some kind of flag spawning. Eg being able to craft a flag or clan beacon from several materials, this would allow users to control spawning (not in cities). This could be a very easy to see (by the enemy), and destructible object. Only one per player. But will allow for players to still met up.
  16. doviszxc

    Servers

    This has been discussed a lot of times. It's been said that it will be fixed when it will be fixed. Combat logging and ghosting will be fixed the next week or the next update. -Dovis
  17. phoboss

    Combatlogging, what it is, and how to prevent it

    You would have to wait 30 minutes before the timer of 15 minutes gets reset ;) thats also in my original post. But sure every system can be exploited. There's no denying that. And also I like your out of the box kind of thinking regarding this matter, you also have to think about if people would accept it. And that is something I highly doubt. Players will not accept "checking their weapons at the door" as you call it. And regarding your question with the DMR on our server, I'm not quite sure I understand. It will be a private hive server, so you can't be new and already have a DMR. On your first connect you will be a fresh spawn at the beach like everyone else. Why we choose to run a private hive is simple. We have complete control over the server. We have no ghosting, no hopping and combat logging will be significantly reduced as well. We can take action if we suspect cheating and in a worst case scenario we could rollback the server. Also we don't have to deal with shitty admins doing what they want or accept stuff like "donater weapons".
  18. ibKabob

    Combatlogging, what it is, and how to prevent it

    When I was playing the MOD, I had a network of stashes between servers. Sometimes I moved stuff between them. That makes 15 minutes timers between returning to servers eliminate that likelihood, which would suck especially if the admin turned out to be an ass or the server turned out to be flaky. I will admit that I missed that detail even though I did read your post a few times and agree that ghosting would be far more unlikely. Though it can still happen, as I have experienced snipers that sit too long, not impossible. If you were to move (when you move to a private hive) would your server allow new (to the server) players come in with a DMR (they would be well positioned too)? Or, would you see the merits of restricting the movement of the DMR into the server? Come on... come on..... I too would love to see this game get better. All else aside, this problem is well known by the developers and the players.....I 'm here thinking outside the box. Timers have and are used and they create and solve problems, so too would guns being specific to server control. Do you see any merits to my idea?. Everyone knows about timers already... is my idea so unoriginal that it isn't even worthy of thought or discussion? Can you poke holes in my solution? I see holes in the timer solution... namely that it doesn't adress some of the other problems that hopping creates, and I haven't totally disagreed with you. Perhaps my solution isn't as hot as I think it is....sort of like your timer solution.
  19. phoboss

    Combatlogging, what it is, and how to prevent it

    Ok first let me say that I never actually said that I like the public hive. I simply stated to benefits of it. As soon as the game is at a state where me and my friends decided it's worth it, we will be setting up our own (private hive) server. Because we believe the pros outweigh the cons. So no, I do not like the public hive very much. Secondly you just proved my point that you did not understand my idea. I stated several times now that my solution makes ghosting IMPOSSIBLE! You can not go back to the server you last played on as soon as you switch to a new one. So you can server hop (to a certain degree), but if you go from server A to server B, in order to change position and ghost someone, once you joined server B, you cannot go back to Server A for 15 minutes. Good luck ghosting someone with a 15 minute delay.
  20. phoboss

    Combatlogging, what it is, and how to prevent it

    Well you either didn't read my entire post or you didn't understand it completely. 15s logout timer is for when you're not actually in combat. If you are involved in any kind of hostile action, you stay logged in a lot longer. And "server hop ghosted" is not a thing. Ghosting is when someone is under attack, changes the server, switches position and then comes back to the original server. But he can't do that with my solution because he's banned from the last server if he switches. And that someone logs in behind you could happen on a private hive as well... I log out in the barracks, take a break, come back in, right after you checked them. BOOM you're dead...
  21. phoboss

    Combatlogging, what it is, and how to prevent it

    No it wouldn't totally get rid of it, but it would bring it waaaaay down, to an acceptable level. Sure you can server hop, but you will eventually have to wait 15 minutes. If you're ok with that, go for it. Combatlogging would not work at all, and neither would ghosting. It would be impossible. Because once you switched the server, you can't go back to the last one you were playing on.
  22. ibKabob

    Combatlogging, what it is, and how to prevent it

    One either accepts those downsides or combat logging, ghosting, and farming, will always be a part of the game, your timer won't get rid of it. Note: vehicles have always been server dependent therefore advanced players will always return to that same server, so much for the public HIVE. With my solution, you can always leave your guns behind in a stash go to another server and get your other guns from the stash there. The stashes can be lined up on the map. And, I don't prevent the player from moving to other servers, just their guns.
  23. crazykage

    I CombatLogged

    I find this perspective extremely childish. I admit, getting KoSed sucks. But I can hardly judge, as I do it too. Ghosting has NO excuse or justification. If I KNEW I was being ghosted, that there was NO DOUBT, I would clog. Ill gladly deny a cheater victory (although I doubt I will ever see that circumstance, and be %100 positive). My problem with this perspective is this: Why should you tell ME how to play a sandbox game? So you lost all your gear and I didn't say a word? Cry me a river, man. Then build a bridge. And as you are walking across it, I will snipe you in the head, and laugh as your lifeless body rag dolls over the railing and into your river of tears. I am ALL FOR player interaction, RP (or NOT roleplaying. Im not always in the mood..), and what not. But you know what? Sometimes I like to roleplay as a hunter. Ill find a good spot, scout it, do some test shots to get my range and then leave. Next, I join a hi pop server, and infiltrate back to my "hide" (I don't server hop right to my spot), and wait patiently for my prey. And when I see a fully kitted IDIOT running in the open on the road in a straight line, I put a 7.62 in his face! No warnings. No "hai, r u friendly?". No "F2! F2! HIT F2!". Nothing but the sound of my Moisin and the brief jolt of adrenaline you get as your screen turns black. Another satisfying kill. And the only interaction you will get from me is my bullet in your skull. Or chest. You know how these guns are. Such terrible spread... Now, you may ask, why I find this so satisfying...Well, theres the preparation (getting the necessary equipment, picking a spot, ranging it, getting back in on a hi pop), then the anticipation (waiting, sometimes for an hour or more, patiently for a good target), and latsly, the SATISFACTION (taking the shot, risking being discovered, possibly missing, OR getting the kill). Now lets say that YOU are that same idiot, fully geared, running out in the open, on the road, in a straight line. First, your an idiot, but travel how you like. Next, I take my shot, and miss. Fair enough, it happens. But I have more bullets, ill take anot...gone. Clogged like a coward. You Clog because you think its "unfair" to lose all your gear just because the guy wouldn't talk to you. But you just denied ME the satisfaction of having all my hard work and preparation pay out. I don't even get the satisfaction of seeing my prey successfully escape the trap, with me giving him a tip of my hat and a small nod of the head for being lucky, or smart, or just quick. OR of having the roles swap, and the hunter becoming the hunted! NO! An hour and a half wasted sitting here just to watch someone DISSAPEAR. This is a survival game. You survive. EVERYTHING. Zombies, the environment, your own stupidity, and yes, THE OTHER PLAYERS. Only the strong, smart, lucky (or all three) survive. Well, that, and cheaters... Explain to me why YOUR perspective, the way YOU play the game, is any better than ANYONE elses (that isn't cheating or using an exploit. Oh, wait. That's you...).
  24. A standard door hmm yeah i wouldnt rip it down but i sure as hell can kick in a standard wooden front door may take a few kicks ( but it is experience that allows me to know how to do it ) as a zed i wouldnt have that experience instead i have no pain and am amped up with rage ( most likely making me tap the animal strength that humans do havee but dont access oh being civilised lol ) At 6'4 and flickering around the 130 to 140 kilo mark(about 300 pounds no im not fat well not overly lol ) zed me is going to charge that door down and shatter it maybe in one hit maybe in a few ( but as i have no inteligence at all as a zed i would have a chance to splating my brains while doing this. Conclusion a single zombie would be able to go through a standard wooden door ( these are fast moving not the slow romero zeds) but it may take a few hits ( imagine the tension hear the loud smash of a zed hitting a door) but it should give the zed the chance to well kill itself by bashing its own brains in while raging on the door.. If something like this was implemented then further should be done in regards to barricading doors so much could be done in this regard. But at very least they will fix zed ghosting lol and it may end up with zeds merely opening the doors to get at you ( i hope for more but could live with this) Edit remember there is no rotting zeds they arent the undead type zeds they are infact living people with an infection aka 28 days style zed.. very different creature indeed.
  25. SprStnd

    Things you want to see in SA updates first.

    1.) Desynch problem, can`t play at all atm so yeah thats first.^^ 2.)Something against Combat logging, with respect to people having to change servers for connection reasons or similair not getting wiped by being wrongly accused of serverhopping for loot or ghosting. 3.)Fix for no-clip zombies. Thank You.
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