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Showing results for 'ghosting'.
Found 2794 results
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These actions will only encourage to people KOS.
Bakercompany86 replied to sobieski12's topic in General Discussion
Thankfully there are plans to address combat logging, server hopping, and ghosting. As to how or what extent, I don't know. As the gif shows, this player wasn't in any apparent danger minus the presence of another player nearby. So even with all of these measures implemented, we might not be able to stop people from just "going into their turtle shell" at first sign of a threat. But who cares if they do? If they find solace or fun in the constant logging in/out of a server to avoid death, they're eventually going to run into the server hopping countermeasures. Plus that's really time consuming. I give a heart felt "meh". -
Start with camps that way, we can have a system that has been tried and tested before we get into underground shit. Add marquee style tents that we can use to be out of the wind & rain. Add permanent campfires great for cooking. Add small hard to come by loot storage containers. Add cooking stuff that can be used over campfire. Add crafting tables to modify gear (shotgun -> sawed off shotgun) Once that sort of stuff is done, add fences, barbed wire & wooden that properly grabs the terrain just underneath it, including building roofs and such. Add gates (some sort of locking system), sand bags and basic wooden buildings. Add more complex wooden buildings, often requiring a cocktail of resources. Add stairs (best way to keep people from ghosting into your base, put it somewhere you can only get to on your server). Add larger loot storage options including spider hole type things requiring a shovel and wood and water proofing material. Add safes that are incredibly rare and hard to shift but require keys/ combinations. Add electricity, lighting and gas powered generators, fridges to preserve perishables, alarms. Anything further than that might be really dependant on what the community is doing. (I can see bases on top of the giant metal warehouse by Stary Sobor, bases on top of supermarkets, bases all overt everything and everyplace) They should be more or less permanent so a system of seeing where it is going to be (EXACTLY) is pretty important. Things should be craftable from a gaint pile of loot considering how much crap some of the stuff should require.
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having more than one character. thoughts?
chewythefirst replied to chewythefirst's topic in General Discussion
You make a lot of good points, that is the kind of answer i was looking for from someone not just "no". there could be ways around that, like a lot of other games they could split there servers into four different regions. and each of your characters are locked to one of them, so you choose when creating a character what region you want him/her to be in. eliminates ghosting and the character just around to hold supplies. or i could just wait till the servers are like what they are on the mod and you character is locked to that one server. -
Ya we should do this. :facepalm: This exact thing happened just the other night to me but in a whole different way..... Two guys jump a friend kill him and the go to loot, I kill one while hes looting then bam other one vanishes like a fart in the wind..... so I move fast to set up 100 meters away from where I killed his buddy 2 mins later I see the guy appear 50 yards behind where I was last, So I pull out my scoped Mosin and blow his goddam head off his shoulders while hes loading in, ghosting people exploiting so often is why this is a terrible idea.
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So I think that implementing a cooldown period for things would help this game a lot. For instance a 10 minute cooldown period between switching servers, similar to Breaking Point, would eliminate ghosting since it would take 10 minutes to switch servers, move into better position, then 10 more minutes to switch back to your original server. Also server hopping for loot would be significantly more of a hassle with a cooldown period between sever changes. A cooldown between respawns would also be a prudent idea. For instance there would be an hour or so wait time after you die before you can respawn. This would add more value to the life of a character as you would not be able to immediately respawn. It would also help curb mass suicides of new-spawns who want a better spawn point. Obviously the combat/log out timer would be nice whenever they decide to implement that. If these Ideas have been posted already then oh well, at least its not another KoS thread...
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Just me or are people missing the point?
superkyle replied to CaptRandom (DayZ)'s topic in General Discussion
OP is smartest guy this forum has seen since I've started lurking. No one here seems to care that the game is basically broken as is down to the fundamental gameplay level if zombies aren't implemented, server hopping isnt fixed, combat logging isnt fixed, spawns arent fixed, ghosting isnt fixed, etc. There's tons of issues. Sure, it's an alpha. But are they really going to fix all those problems that were an issue even in the mod? IDK. -
Only solution is to get rid of the stupid global hive system its the root of all the problems. Each server has its own hive, gets rid of the stupid ghosting, combat logging, server hopping.
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The timer should only be triggered when you log into Server B during the same game session you were on Server A and I think the timer should be 30-45 minutes. That way if Server A goes down, you can still join Server B. If you try to ghost from A to B to A again, the timer prevents you getting back to A (combat ghosting). The timer not county for the server you immediately left, but it should prevent you from changing servers. So say I left A, connect to B then I de-synced and lost connection. I re-connect with the timer limit and I can only re-join Server B until the timer has reset then I join which ever server I want.
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How about: Player logs into Server A then leaves Server A. Player logs into Server B during the same game session which starts a 30-45 minute timer preventing them from connecting to any server except for B until that timer runs out in which case they can join any server. I don't think anything will solve server hopping for looting because unless somehow a timer was started when you disconnected from a server I would assume has spent those 30 minutes slowly navigating the base, looting and moving their character to a safe location to log out/in. However it will make combat hopping/ghosting a lot less attractive since as soon as they log into Server B to position themselves, they cannot rejoin Server A for like 30-45 minutes by which point the "target" must have moved on. These sort of problems will get resolved with private hives anyway, I was a member of a white-list privatehive during the mod and it basically meant all hopping could not happen and hackers were dealt with promptly and quickly!... except the one that made us all dance randomly, then spawned us all in cherno and started firing a gun randomly... or chasing us all down with god mode on trying to kill us with an axe... He was dealt with the next day.
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Voted for a couple of country-found guns that find amusing. Just remember to fix the hopping and ghosting before implementing new stuff.
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So this is how you stop server hoppers/farmers
Oduunich replied to king_of_the_beans's topic in General Discussion
If it's done RIGHT there shouldn't be problems. Sounds like you were on an abusive one doing it wrong. Use the existing weapons for example. Doing it RIGHT means that everyone can use the Mosin, but the VIPs can use the PU Scope on it. Maybe they are the only ones who can use the new .357 Mag at all, but everyone has the FNX. A server doing it WRONG would have VIPs as the only ones to use a gun at all. Like I said, you wont get that sort of thing until we can do mods to the SA servers. Making character profiles local to the server is the main bit to stop Server Hopping and Ghosting. It will leave people stranded for awhile on a server they may not like if they are too attached to their gear. You will end up with server communities instead of 1 giant DayZ community, which may or may not be a good thing. -
So this is how you stop server hoppers/farmers
chewythefirst replied to king_of_the_beans's topic in General Discussion
that is true but a lot less impact on the game play, as in no more server hopping and will also minimize ghosting. it wont stop ghosting completely but will make it happen a lot less. -
So this is how you stop server hoppers/farmers
Beck (DayZ) replied to king_of_the_beans's topic in General Discussion
He's suggesting it to stop server hoppers for loot, not server hoppers for ghosting. Read the post. -
So this is how you stop server hoppers/farmers
alcatraz968 replied to king_of_the_beans's topic in General Discussion
How does this stop ghosting??? And Dayz currently spawns all loot at the start of the mission. -
So can someone explain why loot farming on an empty server needs to be stopped? Is it really an issue? I know it happens, but it doesn't really impact anyone. They can't even horde the loot without any storage yet. So if someone wants to avoid other players and go where there's more likely to be loot, why shouldn't they? I understand the problems with things like ghosting and combat logging, but this seems like you're making a big deal out of nothing.
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This community....(kos complaint)
Combine (DayZ) replied to BlessedSyn's topic in General Discussion
OP. BlessedSyn. Save yourself the time going through these kinds of threads because they basically always turn into a thread full of (semi-)witty comments, people in favor of KOS and people who are not. And some "discussion" (sometimes civil, sometimes or often not so much as possible) in between the groups. History repeats itself. Fact is: There is no set rule on how to play the game. The main goal is "survive" and the motto or so is "It's your story". Conclusion: That also means that "KOS" is not the main way to game is supposed to be played. Nor is "being friendly to all no matter what". It is an option and any player decides whether to shoot, establish communications or stay in cover / hidden if the situation warrants it. Anything that works, is possible, in the game is legit, minus 'hacking' and cheating. I count "ghosting" among that. Suggestion: OP or anyone: If you feel that servers you are on have a general KOS mentality among the players, find a group to roll with that tries to assist other players. I could even point you to a specific one if you like, as I'm part of one. My personal experience tells me there's a vast difference between playing as loner, always on edge, perhaps paranoid and playing in a team or "army" so to speak that's kinda friendly, not a bandit group. Unless in major combat or war between groups, your life expectancy rises greatly. And you have some other people watch your back while you watch theirs. It's logic at work: One can only do so much. Strength in quantity but also quality, if possible. -
If you mean this post: http://forums.dayzgame.com/index.php?/topic/155643-why-is-this-not-in-the-game-yet/ I can explain. People agree with you that hopping/ghosting is bad. However, you come with a solution, and some people don't like this solution. This is not fanboy, I don't like your idea either. Also, not only do you provide your solution as THE solution, you think it is should be implemented as fast as possible, which is quite weird to do in an alpha. The goal is developping the game in the long run, not give players a more enjoyable experience in the short term (however, with these release models it is usually a combination of the two). Also, you started thread #100 or so about it. Use the search and merge your point with another thread. If you run into a specific problem twice, chances are you are not the only one experiencing them, so search!
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The problem is that at this moment, several features affecting ghosting/hopping mentality still are not fully functional, most notable the loot respawns. I hope it will reduce ghosting/hopping. I played DayZ with a logout timer and to be honest, I really liked it. But before we can think about such mechanics, the current have to be working to fully assess the situation.
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The difference between: Scumbag & Banditry...
TheCalyx replied to TheCalyx's topic in General Discussion
If you didn't understand where i came from there, it's the combat logging,server hopping and ghosting that people are exploiting -
I have experienced some heavy ghosting; resulting in other players disappering/getting stuck in front of me or me disappering from other players (been told so by a friend I play with). That might be a plausible solution.
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Server hoppers: A renewable resource.
sobieski12 replied to -DMG-Jonesy's topic in General Discussion
Don't get me wrong, I'm sure the timer will discourage some players. But there will always be a hardcore group of players continue to exploit this advantage until it's actually removed from the game. If you want a current example, I'd suggest playing ARMA 3 : Breaking Point. They currently have this timer system in place, and while it does help prevent ghosting. People will still continue to server hop to the various military bases for gear since there is a chance that many of the bases have never been touched. But your going to regret the timer system quickly once the game allows vehicles to the game, people will have no problem in server hopping to steal vehicles. * 30 - 60 min means nothing to a group of which can steal a vehicle. Or once storage tents will be added to the game, people will just continue to server hop till they discover a someones encampment on the borders of the map. Locking the character to the server forces people to travel, if my base was discovered by someone who traveled allot of distance on that specific server then I would say that is fair. But if my base was discovered by a player that is just server hopping, then I would utilize the same cheap tactic in finding someones base as-well. -
Server hoppers: A renewable resource.
sobieski12 replied to -DMG-Jonesy's topic in General Discussion
Keep wishing, there is a reason that the private servers began to thrive over the public hive in the classic mod. * Better security - White-listed communities * Character locked servers - No more server hopping, no more ghosting. Unless the private hive has that option available. Of course as time progressed the private server began to spoil the community, but it still did better than the public hive. The timer will not the fix the problem, it's just slowing down the problem instead of just fixing it. -
Server hoppers: A renewable resource.
serenityrick replied to -DMG-Jonesy's topic in General Discussion
A logout timer is the correct way to combat ghosting, not server hopping for loot -
Server hoppers: A renewable resource.
sobieski12 replied to -DMG-Jonesy's topic in General Discussion
Keep in mind that traveling takes about 30 min to an hour. * What is the better choice in getting better gear, travel for a long time or just wait for a timer. Not to mention the simple advantage of server hopping is not only to get better loot on the ground but you can also ambush another group of players doing the exact same thing. As for rocket implementing a timer that long, I am not quite sure. So far from what I've heard he has said that there will be a 15 min timer. Locking a character to a server will fix both server hopping and ghosting of which are both doing more damage to this game than the various bugs. -
Server hoppers: A renewable resource.
sobieski12 replied to -DMG-Jonesy's topic in General Discussion
Actually the public hive as just been a source of various problems. * Server Hopping * Ghosting Are the two biggest problems that game currently faces. As for playing with your friends, the suggested idea in keeping your character locked to a specific server does nothing but make you start over on the beach. * Have you heard of the term, "Don't get attached to your gear".