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Showing results for 'ghosting'.
Found 2794 results
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Only way to really fix these issues is with private hives.
codeX* replied to Mullucka's topic in General Discussion
You're completely miscategorizing private hive servers. Nothing prevents a private hive from having 'default' public hive settings, except completely eliminating the issues of ghosting and server hopping, and drastically reducing performance issues with the public hive, like how long it can take for dropped items to spawn at your feet. While I like the public hive setup for casual and moderate gamers, I'm sure there are many who would prefer a more realistic situation of a private hive - everyone who plays there, earned all their gear there - no exceptions. It's no different than Counter-Strike servers that tracked progress and had a sense of community a decade ago. If a private hive server permanently goes down, so what? How is that different than some random death anywhere? You start over. If it's full/busy, either wait, which doesn't take that long in 40-player servers, or either start up another character in a private hive as an alternate, or play general public hive anywhere. Just because you don't like the idea, why bash his? The public hive isn't going away, so you're free to continue playing there while he plays on a private hive at no negative effect to you. -
Only way to really fix these issues is with private hives.
Zombie Jesus replied to Mullucka's topic in General Discussion
Combat logging solution. Thirty second timer for logout. Ghosting solution, two to five minute timeout on rejoining a server. Long enough to make ghosting a bad idea but not long enough to make server crashes or other unexpected reasons for leaving and rejoining a huge burden. Server hopping solution...got me there. -
Only way to really fix these issues is with private hives.
Zombie Jesus replied to Mullucka's topic in General Discussion
The persistent character is a way to minimize loss from a server being shut down or otherwise unavailable. Sure you would lose all of your stored gear and vehicles, but at least you can walk away with the gear you have on your character. I always liked having multiple servers but it did get confusing from time to time and if they at least minimized server hopping I would be fine with a hive. Private servers do nothing to stop combat logging though since they can just wait or join another server and come back later and still have a all their gear on the original server. If they added a timer to rejoining a server ghosting would not be effective so that fix is fairly easy, the hardest fix is server hopping. -
Only way to really fix these issues is with private hives.
Mullucka posted a topic in General Discussion
Personally I don't like private hives, I like have the freedom to choose any server and play with different people every time. But what is gonna happen when we get vehicles and tents/houses, ammo crates? Are they going to be persistent over every server? If we have all our stuff on one server then we will end up staying on the same server anyway. So then what really is the point of having a persistent character across servers? I know some of you will say that you had many many cars and camps across different servers, well good for you. Issues instantly fixed with private hives: combat logging, loot hopping, ghosting. It's a nice idea Rocket, and maybe you have a great way to fix all these issues, but the whole community has brainstormed this and I don't see any amazing ideas. Thoughts? -
round these parts, we call this here concept "ghosting". Tis a well known and hated issue. Yu ain't tha first...
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How to Properly Eliminate Server Hopping, Ghosting, and Combat Logging.
doublebrain replied to EastwoodHD's topic in Suggestions
I like the idea where you spawn near your logout position but somewhere outside of all towns and points of interest more than this one. It is a much better protection against server hopping and ghosting and I think problems like spawning in trees or whatever can se solved. -
How to Properly Eliminate Server Hopping, Ghosting, and Combat Logging.
EastwoodHD replied to EastwoodHD's topic in Suggestions
With this system, even if your buddies cover your body, you cant ghost, you'd log back into the same exact spot. If you are trying to log onto a new server, you'd have to wait 5 minutes to log onto it, find a new position, log out and then have to wait 10 minutes to log back onto the original server, it's likely the assailant has either moved position or died from one of your other buddies. With how gunfights are in this game, they don't last very long, in a rare instance like that, you'd probably get away with being able to combat log but ghosting would be much more difficult.. You can't please everyone, but you can please the majority. While this system has it's flaws, at the end of the day, it's still really effective. I'd prefer it if no players could abuse, but I'm okay with 1 out of 500 players doing it. -
How to Properly Eliminate Server Hopping, Ghosting, and Combat Logging.
Publik replied to EastwoodHD's topic in Suggestions
Doesn't really affect ghosting the same server, though the 30sec timer could be a hassle. What if my buddies and I are in a stalemate with some assailant. We've got each other pinned down pretty well and it's sort of quieted down. If I've got 30 seconds, I could just have my buddies cover my body while I jump. -
combat logging and "ghosting" are a huge problem, I'm sure they're looking into ways to deal with this. In the mod, you died if you combat logged, or alt-f4'd before your 30 second timer was up , which I think was great.
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How to Properly Eliminate Server Hopping, Ghosting, and Combat Logging.
EastwoodHD posted a topic in Suggestions
All the posts I've seen about how to "fix" these issues involve killing a player, moving a player, or some how breaking immersion. Everyone knows the combat logging fix, add a log-out timer, and if you Alt-F4, your character stays in game for lets say, 30 seconds. In order to stop server hopping and ghosting, you're going to need another system. A suggestion that's been plaguing the forums about spawning 200m away from your last location or so, while effective, yes, it can cause numerous problems. With the way the map is designed, you could easily be glitched into a static object, killing your character, or locking your character until he/she starves to death or dies of dehydration. That's pretty game breaking, I'd get pretty annoyed after spending all day getting geared to have died over something stupid like that. A smarter fix to the problem would be to reduce the spawn % of desirable gear and add queue times to a server. For example, I've been playing on this server all day, my friend just buys the game and joined a server. Well I want to play with him, so I leave my server to join his. But I have to wait 5 minutes before joining. And this timer will double every time I try to join a new server. This queue timer will last 5 hours or so and then reset back to 5 minutes. The timer will not apply to the last server you joined. For example, I log out of my server, if I want to join a new one I have to wait the 5 minutes, but I don't have to wait to join the server I was just on. It's the same system that Riot Games uses on League of Legends before you start a game. While technically people could still server hop, it would be very difficult and time consuming to do so. Thus servers wouldn't be hit so incredibly hard as they are now. It's already pretty likely Dean will implement a system similar to the one I've described, but it shouldn't be implemented until loot can respawn. Once loot can respawn the amount of server hoppers will drop back down to the low % of dayz players; add this system on top of that, that % will be virtually nonexistent. With this system you will not lose your character or current progress, you'll just have to wait before joining a new server. Server hoppers lack patience (hence why they are server hopping) this system will crush them, but hardly affect players who are just playing the game. NOTE: I've probably left out some details, any constructive criticism is welcome. -
How low can someone get (Ghosters)
Punkrawks replied to [email protected]'s topic in General Discussion
Yes, needs to be a timer to prevent server hopping/ghosting Also needs to be a 10 second logout timer which makes your character sit down (kind of like wow) so when someone tries to combat log, you can visibly see them sit down and they will be vulnerable for those 10 seconds. All of a sudden it's a bad idea to combat log when being held up, they see you're trying to weasel out and just kill you. -
How low can someone get (Ghosters)
phoboss replied to [email protected]'s topic in General Discussion
If it were up to me, ghosting would be a perma steam ban for life :D -
How low can someone get (Ghosters)
[email protected] replied to [email protected]'s topic in General Discussion
Well we had nothing to loose and we tried to take revenge of his courwarded act of shooting fresh spawns. There's nothing more satisfying then knocking people like this out with ur fist and putting a bullet in his head from his own gun. But combatlogging AND ghosting unarmed people is something worthy of a topic. -
Which is why I think characters should be locked to a single server. Server hopping and ghosting will always be an issue. The only solution is seperate characters per server. Which would solve my problem of multiple characters, eliminate server hopping and increase realism. Granted, servers would need to be more stable but it would solve more problems than it would create.
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Should you only have one character per server?
Bribase replied to Roshi (DayZ)'s topic in General Discussion
I've got to take a hard line on this; The idea of moving your character between servers is a failure. One that has ended up undermining the game. It's not just server hopping and ghosting but that it removes a lot of the survival aspects and player interaction. On private (but open) servers you can develop a reptutation, be it good or bad, factions can form. On public servers your character has no identity, no history and is just another guy to shoot at. There is little reason to do good or work together, you're just passing through and not really trying to affect the server in any real way. I know that with connection issues and such, some kind of public hive must be kept but I think that on the whole it detracts from the DayZ experience. -
Should you only have one character per server?
aethereater replied to Roshi (DayZ)'s topic in General Discussion
After putting some thought into what OP is asking, I find it to be a rather elegant and temporary, if not permanent, fix to the server hopping issue. Lets say you: a. get a fresh character per server? No more server hopping. No ghosting. Same kind of community forming seen in DayzMod. b. are limited to having a total of 5 characters?(So you are limited to 5 different servers to play on) Probably a bad idea. c. get 5 respawns per say 12 hours? Brings more value to each individual character. d. regional hives?(US pacific, central and east for example) Limits server hopper's potential loot pool. Does not eliminate teleporting/ghosting. Anyone else have any ideas? -
Should you only have one character per server?
sobieski12 replied to Roshi (DayZ)'s topic in General Discussion
Actually it would actually mean more in death, but the whole reason to create this system. * Would be to solve server hopping and ghosting, of which would be a massive achievement in it-self. -
Should you only have one character per server?
kichilron replied to Roshi (DayZ)'s topic in General Discussion
I don't think you understand the concept of DayZ. It would completely defeat the purpose of permadeath when you have more than one character per server. And the way it currently works there's only 1 character stretched over the servers anyway. I don't think we should go in the direction of Private Hives already, there are other ways to prevent ghosting / Serverhopping. -
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?
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What is the most annoying bug in the game [Poll/Be constructive!]
crazyandlazy replied to crazyandlazy's topic in General Discussion
Isn't rabbits yelling like zombies a bug? Server hoppers ghosting in for the kill and combat logging aren't bugs, you are correct but I put them there cause it's an annoyance for some. -
What would your roadmap for DayZ look like?
Lancer 2-2 replied to nudelwalker's topic in General Discussion
1) Fixing the ladder bug 2) Fixing Rubber banding and wall clipping 3) Adding in anti-server hopping, combat ghosting features 4) Adding in anti-combat logging features 5) Adding wild animals, hunting & cooking 6) Fixing sound files 7) Adding in a 3rd rifle or shotgun, civilian based 8) Balancing spawns and military weapon loot spawns 9) Balancing weapon accuracy and power 10) Balancing stored item damage when taking hits 11) Introducing tents and item storage (first stage of base building) 12) Introducing first vehicles and vehicle parts 13) Balancing, bug fixing and optimization 14) New map (similar to compass) 15) Addition of Main Menu music 16) Addition of In-game music (able to turn off as normal) 17) More civilian and military weapons 18) Weapon balancing 19) Addition of rare helicopter crash site spawn 20) Addition of more zombies, zombie behaviours & optimization 21) Add new base building options 22) Additional vehicles and vehicle parts 23) Loot balancing and bug fixing 24) Optimization 25) More character customisation options (beards) 26) Steam Achievements Other: - Veteran servers with 1st person view only, regular servers with 3rd and 1st person views using the same hive. - New content (vehicles, weapons, tents, base building items, foods) - Extended map (North into a cold, snowy mountainous region similar to Namalsk, West into a more forest and river like area with very few villages and towns, East or South to a separate island). - Addition of weather effecting health (temperature, needing shelter such as tents, fires to keep warm). - High server populations & more optimization - Reworked server browser (server history & favourites) with added filter options. -
The team is on skeleton manning currently, you're going to have to have some patience. The server queuing system to solve combat logging, loot farming, ghosting etc is pretty close to done but won't be implemented until after Rocket gets back to the Czech Republic in mid January. They are aware of issues some players may be experiencing with stuttering character positions, and are investigating. Things are going to break pretty regularly during the alpha, that's what you signed up for by purchasing it. If you can't accept that, take a break and return when the game is further along in development.
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Basebuilding, combat logging, servers
Alpha Cowboy replied to Gdaddy22's topic in General Discussion
So, once loot is fixed so there's no benefit to server hopping for loot, and once combat logging is fixed which will greatly reduce combat ghosting, why do people think server hopping will be an issue? Hell, outside of combat tricks why do people care about server hopping at all? -
I personally wanted to thank the DayZ team in finally introducing private hive servers. * That of which saved the mod will greatly help the alpha. :thumbsup: Looking forward to the 1st person private hive servers, I am really excited. I could only imagine how much loot I will be able to find now that players will no longer be able to server hop and ghost versus other players. Hopefully some of the old popular private hives return with their white-lists and keep the hacking ips from those that did massive damage to the mod, out. While "combat logging" is a problem, I am sure the DayZ team will eventually add a combat timer. Just as they did in the mod. --- As for the public hive community being upset about the introduction of Private Hives. * Don't worry, you can still server hop and ghost other players until rocket removes the public hive system, of which is never going to happen. There are some players that actually want to travel chernarus and meet other players, instead of just meeting the server hopper at the various military buildings. Or being shot in the back from players of which are ghosting in your various engagements.
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They could create an animation as if you just washed up on shore, from a ship wreck. It would then make more sense of the reason that your starting from the coast. What made people love the private servers is the variety of choices that players could choose. * Death-match servers * Casual Servers * Hardcore Servers * Sandbox Servers Not to mention that ghosting / server hopping were resolved. * Some server had measures to go against combat logging. But the problem was mostly hard to detect thank to the "Alt+F4" combat loggers.