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Found 2794 results

  1. luxifergrim (DayZ)

    Does your character reset EVERY time you join a server?

    There seems to be a problem with the hives saving to the Database, I have noticed this happening even when I rejoin the same server...That said, I have identified several servers that do actually seem to still work. And if this community wasn't full of server ghosting dicks and loot farmers, I would be apt to share them. Just know that they are actually out there.
  2. Roshi (DayZ)

    Roshi's suggestions...

    This thread is to throw a bunch of ideas in one place with synopses. Will add as I go (for better ideas anyways - not the embarrassing ones). Forgive the vanity… My core belief about DayZ is that you should be afraid of three things in equal measure - other players, zombies and the environment. Game mechanics: Medical System: I have a medical background and so these are hopefully plausible. 1)Treating yourself (http://forums.dayzgame.com/index.php?/topic/161763-medical-system-for-dayz-part-1-%E2%80%93-self-treatment-of-wounds/) - can assess and manage your wounds in the inventory screen. 2)Treating others (http://forums.dayzgame.com/index.php?/topic/161874-medical-system-for-dayz-part-2-emergency-care-for-other-players/) – a separate ‘treat others’ screen like inventory. Able to take some vitals (some requiring appropriate equipment). Advanced life support. Based in reality but simplified++. Two hands: (http://forums.dayzgame.com/index.php?/topic/160055-two-hands/#entry1607360) Instead of the generic ‘Hands’ part of the inventory, why not have two hands (left and right). Important for bimanual tasks and possibly crafting. Rapid reloading: http://forums.dayzgame.com/index.php?/topic/160752-rapid-reload/ Just a thought... an alternative reload which is faster but makes you drop the magazine. Speed of reloading either way improves with practice (rapidly at first then slowly, but should start off pretty rubbish and slow). Could also add in fumbling/dropping new magazine for new characters - to simulate lack of weapon familiarity. Audible (vs text) cues for pain, hunger, thirst... http://forums.dayzgame.com/index.php?/topic/165006-replace-written-status-cues-with-verbal-thoughts/ Replacing the text cues at the bottom left with quality, voice-acted verbal cues (largely heard only by the player and not others - i.e. in your head - but with more intense sensations like pain, your character may actually vocalise). Ankle sprains, lighting, running with head turned, footwear... http://forums.dayzgame.com/index.php?/topic/165564-running-on-rough-terrain-sprained-or-broken-ankles-boots-and-making-adequate-light-usefulessential/ The idea is to make the choice of footwear more about trade offs, not just going along until you find pristine combat boots or the like. Also aims to make a using a light source more important for night play. What animations would add depth and immersion... http://forums.dayzgame.com/index.php?/topic/165460-what-animations-would-add-depth-and-immersion-to-the-game/ I like animations as that add realistic time frames for performing an activity that shouldn't be instantaneous in a game like DayZ, and other players can see what you are up to. This thread is after ideas from the floor but also offers a few of my own. Inventory and equipment ideas: Inventory squares & Vest pockets/variability: (http://forums.dayzgame.com/index.php?/topic/164736-inventory-space-same-capacity-but-4x-number-of-squares/) Divide each square as implemented currently into 4 smaller squares to allow odd shaped items not to take up a full square or rectangle, and tetris-style fitting of kit into bags. Vests should have discrete pockets rather than being a generic storage space. Additive sounds: http://forums.dayzgame.com/index.php?/topic/163672-additive-sounds/ The sounds produced by each bit of kit is additive, making you more or less audible to other players and zombies depending on your kit. Possible gear interactions also (e.g. rifle knocking against water-bottle). Half-full waterbottles make a sloshing noise. Item - Camelback: http://forums.dayzgame.com/index.php?/topic/163922-item-camelback/ Activating headlamps, flashlights and bipods with hotkeys: http://forums.dayzgame.com/index.php?/topic/159356-hot-keys-for-flashlights-bipod/ And a bit more controversial… Stimulating an emergent economy: http://forums.dayzgame.com/index.php?/topic/164127-how-to-stimulate-an-emergent-economy-in-dayz-discussion/ Should have called it stimulating more emergent trade but anyways… One server, one character: http://forums.dayzgame.com/index.php?/topic/162584-should-you-only-have-one-character-per-server/ An imperfect idea for ending server-hopping, loot-farming, ghosting and chlamydia… Semi-persistent camps: http://forums.dayzgame.com/index.php?/topic/163017-semi-persistent-camps/ You set up a camp, when you log out it persists for a set period of time (unless another player comes within a set distance during that time and can loot it if they find it). An imperfect attempt to deal with the issue of your camp (or later on perhaps fortress) persisting while your character does not - met with resounding silence. I now prefer the idea of persistence with a one character per server and increased undergrowth/opportunities for camouflaging your camp (will probably do this as a suggestion). Providing tools to convert structures such as the stranded ship into a base or trade-post: http://forums.dayzgame.com/index.php?/topic/166133-how-could-the-stranded-ship-be-converted-into-a-base-or-trade-post/ I think the stranded ship would make a perfect site for a trade centre (such as seen in Fallout 2 or STALKER:Call of Pripyat. Keen for other peoples input. Finally, some online books: Human survival in extreme environments... https://am4wuhz3zifexz5u.onion.to/Library/English/Oxford_Univerity_Press_USA/0195165012.Oxford.University.Press.USA.The.Biology.of.Human.Survival.Life.and.Death.in.Extreme.Environments.Sep.2003.pdf A great (but involved) read for those interested in how the human body deals with and adapts to extreme environments with information regarding how man-made tools assist survival. Really good. Combat Life Saver manual (link courtesy of xRann - see below): http://www.me.ngb.ar...tion_C_ALMS.pdf Military combat life saver instruction manual which fits pretty damn well with my idea of a useful in game book that could be used as a resource for budding medics if the medical system is upgraded to warrant it.
  3. I dont like 3pp and people using it but.............. ITS NOT AN EXPLOIT you see.... an exploit is defined as something that gives an unfair advantage in the game which is obtained through manipulating the game itself... either through code or inside the game world (Like pushing yourself into a rock where no one can see you but you can see them) .. exploits are usually glitches that had never really been wanted in the game to begin with (hence ghosting is an "Exploit" and generally requires someone setting up 2 favorite servers or playing with a friend to achieve optimal log in log out time so the target doesnt leave or log out himself.. it needs to be done fast... so players have developed a system to pull it off) 3PP IS NOT an exploit.....well not in the typical sense.... its actually developed into the game in its current build.. its an OPTION that a player can turn off or on.... and it doesnt matter how fast your PC or your NET is.. you can use 3PP and look around a building If your PC or net is slow.. you will not have an effective time using the "Ghosting" exploit of logging out and logging in next to the intended target.... therefore its a more "Typical" exploit because it gives faster pc's and net connecting users a huge advantage due to their ability to log in and out of a server at an above average speed....... 3PP on a server can be used by ANYONE at ANYTIME.. no one stops you from using it.. not even the speed of your PC or Net 3PP is lame, it shouldnt be in a game such as this one that tries to in some ways stress a realistic sense of fear and paranoia... BUT it is not really an exploit
  4. PhillyT

    Cheater, Cheater everywhere (IMHO)

    Much of what is being called hacking is really rubber banding or straight ghosting. Server hopping and server hoppers also contribute to this issue. I am sure some hacking can happen or is still possible, but with 80 hours in game, I have never seen anything that didn't look like a stability issue. Well there is the issue where my buddy and I seemed to fall victim to a teleporter and were flung to different areas (me dropping from the sky and dying). That being said, the video from a week ago where everyone teleported to a player, dropped from the sky and died was compelling.
  5. 23/01/2014 Added 2nd Server - HARDCORE BITCHES - DayZ the way it should be. I'm mainly just gauging interest at the moment and of course testing performance. If it impacts on server #1 heavily it won't be staying, I thought it would be a good time to see how much interest there is in a HC server whilst there's so many humbundlers around though. I've always wanted ZS to be a 1st person server but community interest has never been high enough. I'll add a couple of my mods to this server but nothing heavy, probably just debug monitor and maybe my loot tables too since they are more hardcore than default. Wish I could share your characters on both but there's basebuilding exploits + ghosting stopping that from being possible :(
  6. Can we have those shards/walled garden anytime soon? When i could have a own shard for my server ghosting and item farming would be fixed for now on this server.
  7. ErichZann

    Spawning All Over the Place, Game Unplayable

    Then lets agree its different levels of server hopping ;) But while the very severe variant is possible without problems, I cannot really blame any people who just switch the servers without and bad intents. "Breaking point has(had) a 8 minute timer if you try to switch servers too quickly....its amazing and removed all issues with ghosting or loot farming...but they have loot respawn. so it will work once we have loot respawn, because then you can actually get loot. or if there is none, there will be some spawning eventually...not like it is now where if there is none, there is none until restart" <-------- I totally agree with that and hope something like that gets implemented, I did not mean that I do not want anything done against server hopping ;)
  8. deebz1234

    Spawning All Over the Place, Game Unplayable

    go play breaking point arma 3... go play the mod this is a reality and its all or nothing. if you allow server hopping people will exploit, if you remove it all together, then play is realistic. (more towards the dayz philos) maybe a script that if you hop more than 1 server in 10 mins you get a timer, so people can go "meet their friends". Breaking point has(had) a 8 minute timer if you try to switch servers too quickly....its amazing and removed all issues with ghosting or loot farming...but they have loot respawn. so it will work once we have loot respawn, because then you can actually get loot. or if there is none, there will be some spawning eventually...not like it is now where if there is none, there is none until restart
  9. deebz1234

    Spawning All Over the Place, Game Unplayable

    this is the definition of server hopping and one of the biggest complaints. Your obviously new and dont understand so dont worry. But dont get used to it, as this behavious is only temporary. Soon the loot will repsawn on its own in the server and there will be a timer so you cant jump between servers to "farm" loot. this practice can also be used for ghosting, so you get in trouble pvp and then you change servers, run behind or change position and then change back to the original server and kill continue your pvp from a vantage point...not cool bra how to fix the character wipe and still "server hop"-ish. Stick to proper hive servers, you should notice if you pause and think for a moment that there are many similarly named servers...those are proper legit hive. vilayer.com, fragnet, mpgs, etc = GOOD bandito awesome DayZ 24/7 day = BAD (and will wipe your character if you hop around)
  10. Yeah...all I want is a private shard to stop server hopping/ghosting/looting. Beyond that, I really don't need much from an admin standpoint beyond what they currently have exposed...just frustrating that even those few toggles aren't in yet. Even if you set your server to "Hardcore" right now, from my understanding...that just sets your server to the other mass-public "Hardcore" shard with all the other "Hardcore" servers. I want an actual "private" shard, so people and their loot/gear only exist on my server and my server only. The Regular/Hardcore settings are fine, but I don't want people to be able to hop from my server to any others and vice-versa to grab loot or to ghost from one place to another. I'm fine if the rules are 100% the same - but you either play public, or you play on my shard, your call. Public right now is just too full of cheaters/looters (and to me, always will be) - my shard, at least I can police/control that.
  11. Where is this? Yeah - would be good to know how this is actually configured so we could set private/sub-hives and prevent server-hopping/loot-farming/ghosting/etc. ...
  12. Funny story? More like a sad one. Fresh char, spawned in Kamyshovo. Walked through the street, saw how some other fresh spawn got shot by 2 childish bandits in a bush. They actually checked him for loot. A fresh spawn. Yes. I saw them in the distance, and I made the friendly-dance. They saw me, and they hid in the bush again. I checked the bush for 2 to 3 minutes, told another fresh spawn that there are some little tiny wiener bandits camping in that bush, killing all new spawns. He thanked me, and I also showed him the well because he was already dying of being thirsty. So a minute later, I checked the bush from the distance again, and they disappeared not seconds later. Guess what - They were ghosting. I got shot not even 10 seconds later from behind, from the same 2 guys. And just get that in your head - 2 fully geared dickless kids are ghosting for a FRESH SPAWN! Pretty sad, but gotta live with it. Anyways, to not get off topic: Saw 5 guys in a small house, started punching against the wall. They all went batshit crazy and started shooting in some weird spots all over the place. Damn that was funny.
  13. Bash Arkin

    Multiple Characters per Account.

    See i found my self thinking this at first, however, this would encourage people to do a new type of ghosting i feel, using the second character as there own back up. Perhaps a cooldown on switching characters (an hour/or so)
  14. Hi everyone, I just wanted to ask about the new experimental patch that just rolled out. Firstly, my knowledge of servers and hives isn't great, so bare with me. But as I understand it, the reason people can server hop and ghost is because all servers are connected to a central hive, meaning all player data is saved and accessible on any server, did I get that right? If I did, then private hives would sort of solve this correct? Anyway so I was reading the changelog and I saw the mention of "Sub-Hives", is this the same thing, does it mean private servers and hives will be showing up soon? Sorry if I've got this ass backwards, I'm just very interested as I'm sick to the back teeth of people logging/alt-F4'ing, ghosting and everyone having full military kit within 15 mins of spawning from server hopping. Some wisdom would be appreciated, thanks to all =)
  15. tikilla

    Tale of Freedom

    "Roll through the wall" Whether this could be a solution, also for KoS, ghosting and combat logging? I'll give this a try.
  16. 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.
  17. BadAsh (DayZ)

    A Fix For Combatloggers and Server Hoppers (possibly?)

    Dear god, that sounds pretty bad. Still not sure why people logging in should be punished because of people logging out. It will fix ghosting, yes, but not combat logging. The combat loggers has had time in the game and has had their fun, and they can still log out when in trouble. They don't necessarily feel the need to log in again. A log out timer seems a lot more appropriate for this particular kind of problem.
  18. First of all: Awesome work. I really like most of the ideas and from a players perspective I can see their value - but I can't really estimate the amount of work that some of these ideas would take. I' just adding my 2 beans here - just my opinion about these awesome suggestions: DayZ Server Modes (with a separate hive for each mode) I like it very much, even if there are too many types in there. DayZ (aka Standalone), DayZ Life (including Biorythm optional) and optional for both modes the Seasons - and I think its very good. Social Simulation (and perma identity, social list) Yes to the perma identity - but I dont really know if I'm happy with the auto-PID-shown... maybe combine it with this idea (which is already really close to yours, without PID) http://forums.dayzgame.com/index.php?/topic/162324-player-identification-and-classification-system/ ... - Passive attributes...maybe. I just can imagine how people will abuse that and grind for their lifes... - Genetic memory? Well...interesting, but I'd say no to this one. for em: New Spawn = new char. - Revoke ability to loot own corpse: Meh. It SHOULD be possible to loot it, since New spawn=new char, but than you should forget about it ;) the 10 min timer is a good way inbetween i'd say. maybe even lower it to 5... Server hopping, ghosting etc. Mentioned and discussed since the creation of this document est. 100000 times. Confirmed that something will be done about it. (And what is the radio doing in that section? Anyway, radios + radio station sounds fun) Night time back to survival As part of biorythm: yes. Advanced medicine and injury The most awesome part of the awesome document ;) Yes, Yes, Yes. Maybe too much but I don't care - it sounds just amazing ;) Death Also great ideas - all of them. (well maybe killed by lightning is a little bit harsh ;)) And climbing trees...sounds awesome, but i just dont know if its really a good idea... Character abilities etc. Yeah slots for hands was also mentioned some hundred timesm so you can say that a lot of players thought about it and want it...lets see... Character development/skills And here it gets tricky... - Character creation class with death penalty: No. Spawn = new life. No penalties, no bonuses. - Sleep and GPH: Yes, but I'm not with you on Power hour, active hour etc. but i like the rest of that idea :) Map/Game world Good ideas, but seeing them against e.g. the medical system they are small ;) Gameplay /serverside system etc. I like most of the ideas but: - Off server technology for metal-detector: no. just no. GLOBAL VIRTUAL DAYZ GEOVERSE I don't even...well....no. That will cause more problems than it would help in my opinion... The rest of the ideas are either very good or at least worth a thought - or arwe already implemented or confirmed. Only "Portable mp3 player","Compensate for unrealistically being offline (by sending emails)" is quite...yeah, i'd call it "not worth the amount of work" And "Introduce holiday, roleplay and traditional clothes, masks and items" ...no. As good as the rest is, this idea is in my opinion, awful.... And the best sentence of the whole document: "Basically DayZ is a hobo simulator"
  19. So the forum is pretty much full with topics regarding combatlogging. People complaining about it, people using it and people trying to fix it. For me combatlogging (and everything of the sort, ghosting, server hopping) are a major annoyance right now. I know rocket is working to fix it, and maybe even has a solution ready to be implemented. The goal of this thread is to maybe help him with a couple of ideas to make the solutions as failsafe as possible. I read a lot in the forums about the topic and I'm going to try and merge the best ideas I found together into one giant combatlogging fixing juggernaut ;). First we must define what combatlogging is. Here's what I think. Combatlogging is logging out of the game when your character is in danger of being detained, robbed, wounded or killed. Now in order to put a system in place which prevents players from combatlogging, we must determine when a player is actually at risk of becoming detained, robbed, wounded or killed (or in other words, is considered in combat) Number 1: Player is bleeding Number 2: Player is under attack either by 2.1) a zombie, which means he has alerted a zombie to his presence and said zombie is in pursuit or attacking the player. 2.2) another player, which means there was a hostile action towards the player (shots fired at or hit in a 100m radius around the player**), melee attack, the attempt to handcuff the player). Number 3: The player himself is attacking (again any kind of hostile action towards a zombie or another player like stated above) I think the "in combat state" should last 2 minutes. Meaning whenever one of the above 3 is true, there is a 2 minute timer for how long you are in combat. **There is one big problem with the "shots fired rule". How do you determine if the shots were meant for the player? You can either go by a given radius in which every shot fired would be considered a threat to the player, or by shots hit in the vicinity. In my opinion the first one is out of the question, because the radius would have to be to big (a sniper could in theory be shooting from 1km away). That leaves option 2, shots that hit or are shot in the vicinity of the player. I'd suggest a 100m radius. Now that we've determined when a player is considered in combat, the next thing would be how to handle logging out. There are 2 states. The normal logout: The player wants to quit, goes into the menu, gets a 15 second timer and then hits "Exit". This has been proven functional in many DayZ mods and is, in my opinion absolutely reasonable. After that, your character just normally disappears. And you can switch the server if you like. But after the switch you get a 1 minute delay, which gets multiplied by the factor 2, before you can switch again. Which would mean you can switch once without a delay but after that every server switch the timer would get multiplied by 2. Adding up to a total of 15 minutes. (Also gets reset every 30 minutes. Meaning if you play on a server for 30 minutes your timer gets reset) You can rejoin the last server as often as you like, as long as you didn't change the server in between. After that, you're banned from your last server for 15 minutes. (This is to prevent ghosting while still allowing you to take a break for what ever reason) OR The combatlog: The player is considered in combat and logs out, hits ALT+F4, pulls his network cable or what ever else he might think of. Now the player goes into a surrender position for 2 minutes where he just stands there with his hands up. Now the other party has 2 minutes to either shoot him or handcuff him (during this time the combatlogger is locked out from joining ANY server.This is to prevent him from coming back and shooting the other party while they are on the way over to handcuff him, and to prevent duplication of the items when he joins another server). If they handcuff him, they get a 5 minute time frame in which they can do what ever they want to him and the combatlogger gets logged back into the same server if he tries to join another server (this is so he can take back control of his character and continue playing it if he chooses). Like I said I combined many ideas I heard or read about in the last couple of days. And this is to be seen as a suggestion to the dev team as to how they can effectively prevent combatlogging, server hopping and ghosting. Some of it might seem a little harsh, like not being able to go to a different server for a total of 7 minutes after you combatlog. But you have to understand that combat and PvP is a big part of this game, and for many people the main reason to play. And because of this, there needs to be a punishment if you cheat other other players of the experience by just leaving the game. I hope you guys like it. Cheers! Edit: Added ghosting solution. Edit2: Added an idea Mr. Hyde had on Page 4 of this thread. I actually like solution B a lot, because it's very "simple". You want to log out? Fine by me, just run "here" and you can leave. It certainly would need some fine tuning, like give you a radius of X meters in which you can log out, so you can find a bush or something safe to log out. But in general a really great idea and it fixes a lot of problems. Thanks again for sharing Mr. Hye
  20. BHBDeano

    Whats wrong with server hopping?

    Get rid of the hive, official private servers would fix hopping and ghosting issues.
  21. Rōnin Rick

    Mass teleport hack still exists.

    I've actually had more issues with people teleporting TO me, rather than me to them or elsewhere. Empty server, 1 person jumps in, I am in the middle of bum-fuck nowhere (neither Cherno nor Elektro nor airfields nor road/railway) not firing guns or anything and out of nowhere I get shot in the back. No sight or sound of him running up to me first. 225 kilometer^2 map and I'm supposed to believe he just happened along me. This has happened twice mind you, different nights, different servers, presumably different guys. I occasionally play low-pop servers so I can explore, loot, and kill Zeds without being KoS'd by every other person. And so I can gear up without server hopping like those I hate (battle not with monsters, lest you become one...). What's even the point of playing low-pop servers if I'm just gonna get killed anyway? Come to find out there is a reason the server is empty. Badmin is bad. Bullcrap. Waiting for a few more patches before I play any more of this game. I love the game, but the combat-logging, server hopping, ghosting, teleporting, silent ninja zombies passing through walls, and rampant KoSing ruin it at the moment.
  22. Deity

    Panic Logging...

    Little combat log story since its going to be use to make my point. Me and my buddy were meeting up in Elektro. I was already there just derping around axing zombies, my buddy apparently gets threatened by this random guy who apparently tried to kill my friend with a .357 and a FN 45, both which didn't fire. My friend lures him too me and I ax him once, didn't kill him but as we were chasing him he combat logs while bleeding which really pissed us off since later on we figured he ghosted because he came back a few minutes later to which i killed him after he got me, he bled out haha. What they need to do is have a 10 second log out timer in general while keeping your character still in order to log you out, and if you log out with a bleeding effect should be forced to spawn in as a bambi again. And then to prevent ghosting have a timer, maybe like 2-5 minutes, if you server hop and try to rejoin the other with no way to get around it.
  23. phoboss

    Combatlogging, what it is, and how to prevent it

    However this gets implemented is up for Dean and his team to decide, I know they have some ideas floating around. I just hope they don't make it to simple. Fixing combatlogging isn't that hard, logout/combat timer and your good. But ghosting and server hopping is another story. Ghosting should be completely impossible (like I proposed make the last server you were on inaccessible for 20 or more minutes once you joined a new one). Server hopping can't be avoided entirely, because there are legitimate reasons to switch the server every once in a while, and it shouldn't be prohibited. But you need to stop people from just switching through 10 servers in the same location.
  24. Zedicologist

    I am so confused....

    Thats awesome, goodbye ghosting, combat loggers, and server hopping to an extent. Also i hope the admins dont have the ability to teleport and be able to see everything on the map. but oh well i like it either way.
  25. minime1000

    Suggestion - disable VOIP during gameplay

    Let's go even further. When it is night time and your turn your gamma up, the game detects it and shuts your monitor off as punishment. Sorry but ingame changes are one thing, affecting how other programs on your PC work is a whole other thing and will never happen. TS/Ventrilo ghosting is just one of those things you have to deal with on PC gaming.
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