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Found 2794 results

  1. Ridiculous? Currently there are hundreds if not thousands of spawn points along the shore of Chernarus for new players to spawn in on and people roaming the shores and killing un-geared characters is already a problem. No one looking to PK needs to wait days right now, what do you think will happen when we bump players into a very well defined radius outside of the cover of a town/buildings? Think for a few seconds please. Who is most likely to unlog in a town, particularly the main ones along the shore? Mostly new players because they don't know what they are doing so why screw them even more by adding this completely illogical and unrealistic feature? Why should players who take cover in relatively unimportant buildings get bumped out of the town? Honestly, there is no real reason except to satisfy your feature. Are there better and less intrusive ways to fix server hopping and ghosting? Yes, and a lot of them have been posted already.
  2. This is probably the easiest solution, and the one they will go with eventually. The one problem which persists is players logging in while crouched in a dark corner of a high-value area (or similar). Even if 8 minutes have passed, there's still a potential problem with people randomly appearing after you've searched an area. It does vastly improve the situation and all but solves ghosting, but I would love to see a system which basically prevents people altogether from logging in inside high value zones. Essentially a new log-in should place you in a tactically neutral position, and far from loot if possible. You would never be able to log in standing on top of a nice juicy weapon or a pile of ammunition.
  3. Obviously there's no way to completely prevent people from logging in to other servers in order to find more loot. How would you? The only way to completely end the practice would be to disallow people from switching servers at all, which I think you will agree is an impossibly restrictive solution. What this does it makes server hopping far, far less convenient. Server hopping is effective because it's fast. You check a room, find it empty, change servers and find loot. With my solution, every time you attempt this you've got to run for several minutes before checking for loot again. Most wise server hoppers will realize this is no more efficient than simply staying on one server and moving on to another location. The benefit of re-checking the same location over and over again goes away if you have to run for 10 minutes every time you switch servers. Why would you check the same place when you could just move on and check somewhere else? It would become senseless. So, yes, this would not "completely prevent" server hopping. Nothing will make it 100% impossible. What we have to do is make it so inconvenient and inefficient that people simply choose to stop doing it, and I think that's what this solution does. The issue with ghosting is that it allows you to safely get closer to your enemy. You can position yourself behind a sniper on his roost, or infiltrate a building you know has enemies in it and then spawn in behind them getting a "free" kill. Ghosting in order to get further away from your enemy and at a random position gives you no tactical advantage whatsoever. How would it? "Hey, there's a guy over there! Let me randomly teleport up to 1km away and then... return to where I am now, apparently? He probably won't even be there by the time I get back, but I'll totally show him!" Really, it's just weird. Why would people do this? What advantage do you gain?
  4. I already proposed something similar. This in conjunction with a changing server cool down sorts the problem out. http://forums.dayzgame.com/index.php?/topic/157295-ghosting-hopping-solution/#entry1575787'>http://forums.dayzgame.com/index.php?/topic/157295-ghosting-hopping-solution/#entry1575787
  5. atmaca (DayZ)

    Server hopping is killing this game FAST

    Totally agree with the topic. I know its alpha and we need to test the game instead of having fun and all. But the thing is WE CAN NOT TEST THE GAME because we get killed on every encounter because of the server hopping and ghosting. Devs should prioritise this RIGHT NOW
  6. RaxUK

    Combat Logging/Server Hopping Brainstorm Thread

    Oh look this thread with exactly the same suggestions for the 50th time today. Have you even tried to search? There is a system to prevent combat logging and ghosting but its not implemented yet. It will likely be the same system that used in the mod. A system to prevent loot hopping would be retarded since loot doesn't respawn yet and when it does there will be enough for it to not be worth the wait time.
  7. So, there are a couple of threads going on about teleporting and spawning weapons and aimbots... the common jump way to soon to convenient conclusions. However, in my 40 hours I have clocked in SA, I haven't experienced anything close to hacks (but a lot of combat logging and ghosting but that is for another day). Same with the 8 or so guys I survive with in any number at one time. Does anyone have any concrete proof that "hacking is rampant in SA"? Because, to me, it looks like the people who are posting these are just sad to have lost their characters. First it was god, then it was aliens, now its hackers.
  8. thatoleserpent

    Power Stations/Night Cycle

    I was surprised to see the power plant untouched from Arma II. I am really hoping they eventually implement power stations. (perhaps a mod). Here are my thoughts. Need two people to carry and a truck to haul the generator parts which only spawn at power stations. Perhaps need two people to craft it inside the power plant. Allow to fix and destroy the power lines and light up the towns. Hopefully when the game is fully implemented more people will play at night. I also think that in one natural day, there should be two Dayz days. Escaping the night is cheating, like combat logging, hopping, ghosting etc.
  9. Problem with this? This won't solve the server hopping issue, or ghosting issue, server hoppers will just log off, then back out and run to the loot spawns again, it'll just take a bit longer, it'll in no way prevent it. As for ghosting, ghosting is to move from where you were seen and being a target, to being somewhere else, you wouldn't even need to log on another server with this, you just log off then back on, then run to where you know they were, the best they can do is "expect it", just as you "expect" ghosting right now. Doesn't solve either issue.
  10. Atomizer

    server hop ghosting SOLUTION!!!

    Problems: What if you log off with friends? Trying to join a server with a lot of people, can't join simply because you happen to be in range of someone else? OR whats worse, you get the message, so you join another server, run in some direction for a bit, then log back into the other server, you KNOW there is another player nearby, that player doesn't know you're coming, even if you still have to actually locate where he is. Not a suitable suggestion, many flaws, I applaud the effort however. There is 3 main problems with logging right now: Combat Logging Ghosting Server Hopping Combat logging is fairly straight forward, if you're considered in combat(proximity to players is not "in combat"), the simplest and potentially the best way is to have a hard limit of say, 1 minute, as soon as you are no longer considered "in combat", the timer will count down, obviously resetting if that changes, during that time, your character is forced to be locked to that server, even if you log off normally or alt+f4 or get disconnected, your character will remain where they were when it happened, and you cannot join any other server during that time(you can rejoin the one you were on however). If your character dies, you become unlocked and can then rejoin any server, but obviously as a fresh spawn, this will resolve the combat logging and prevent item duping(from being able to log in to another server and having someone kill and loot you on the old server). Ghosting is also fairly easy, even though the solution to combat logging above can somewhat limit this, to entirely eliminate ghosting, we can just add a 15min or whatever timer once you leave a server, if you join another server during that time, you will be locked out from rejoining that server for the duration, so not only do you risk getting killed by the combat logging mechanic, and have to wait a minute before joining any other server anyway, you also have a 15 minute time to prevent you ghosting, and if the other player is still around after that 15 minutes, then they probably deserve to be killed. Server hopping a more complicated task, but I think the idea of having a multiplying timer each time you join a new server is a good idea, 1 hop - no timer, 2 hops - 60 seconds, 3 hops - 120 seconds, 4 hops - 240 seconds. The time you start with and the time you multiply by(60 and by 2 in this example) can be tweaked.
  11. I really have no idea what you're even trying to say. This definitely doesn't help with ghosting at all. "Quickly move in to jump the targets" from like 1km away? How? What? I mean, what? How is that better than spawning RIGHT NEXT TO someone like it works now? Seriously? What?
  12. I'm well aware of ghosting. And I hate to break it to you, but I do other things besides sit on the forums waiting to answer your questions the second you ask for them, so thank you for being extremely arrogant. This easily aids in ghosting because the player can quickly relog, and be instantly teleported to a safe position, where they can move in to jump the targets. This makes it faster, because the player only has to relog, they don't have to log out, find a different server, reposition, relog, etc.
  13. I'm sure many forum users here haven't played much of the game that shall not be named. However, they already implemented a system such as this. If a player logs onto a server, they are now set to that server. If they leave the server and come back to the exact same server, they are logged in to the place that they logged out at. However, if they join a new server, it will spawn them outside the city or area that they were at when they logged out and then "locks" them to that server. Its not too bad of an idea, but it doesn't really fix the server hopping. People just leave and spawn outside the new town, not too far away and can just run back inside. In theory, even if it was implemented, i'm sure there'd be a few instances where someone would be teleported to the "safe area" and gets killed. However, it does pretty much "fix" ghosting. I just don't think its worth it because if you have to switch servers to get with a friend who just got on, it would be pretty obnoxious to get teleported out of your camping spot and into harms way just because you wanted to play with another friend.
  14. Yeah, not trying to fix combat logging as my understanding is rocket already has a solution ready to go for that. This is primarily to fix server "hopping" to farm high-value loot areas like military bases, and the dual problems of ghosting and surprise log-ins. I think there's a major problem with the tactical aspect of the game with a server system like this, because regardless of how thorough and careful my team is at "checking and clearing" buildings, we can always get ambushed by someone freshly logging in. It's really frustrating for a team that plays with absolute precision to die because after we've checked a building and confirmed it empty, some guy comes storming out of the door with a blazin' M4 because he just logged in and got the drop on us. Maybe this solution is too harsh, but I do think it would go a long way toward preserving team play and tactics, without TOO many negative side effects (I will admit it will likely be quite disorienting for new players to logout in one place and then find themselves in another when they return, but I think it's an okay trade off given the severity of the issues with server swapping). Perhaps to minimize disorientation, new players who logout in a "bump zone" shortly after spawning on the coast simply get returned to their original spawn points?
  15. How's that? Edit: Since you're not answering, I'll go ahead and say you either don't know what ghosting is, or you don't understand the proposed system. Ghosting is when you logout of one server, then use another to safely move to an advantageous position, only to return to the original server and get the drop on an enemy from a better spot. My proposed system would completely prevent this. As soon as you logged out, you would be "bumped" out to a random safe location. If you tried to move back in to an advantageous spot and re-log, you would get bumped again. Ghosting would be impossible w/ this system.
  16. This would aid in ghosting...
  17. http://i.imgur.com/h3sjBVm.jpg This could be implemented with a series of new "spawn points" which, rather than acting as spawn points for new players would act as "bump points" for people who log-out in unauthorized zones. So I think it's really rather simple from a logic standpoint. Just a series of new (x, y, z)'s for bumping. Using the "spawn" functionality has two-fold benefits: one) the basic logic and functionality already exists in the engine and two) it prevents odd situations like getting bumped into water or spawning inside terrain or geometry. Preset "bump points" can be verified safe. There would have to be many points, so you're not likely to get "bumped" to the same place as someone else. To avoid confusing new players, a warning should be issued. "Logging out here will result in your character's relocation" or some such. This would make server hopping impossibly inefficient, and also solve the problem of people "ghosting" into high-value areas in order to ambush players, while still allowing people to log off whenever they want (which is important for people with RL issues like children or irritable bowel syndrome). Thoughts?
  18. svenbreakfast

    Should combat logging be ban-able?

    5 second delay for your body to despawn should split the difference. Not going to help with ghosting, or somebody finding momentary cover and vanishing though. Still, the combat loggers that really piss me off are the ones who do it face to face.
  19. I too have been frustrated by combat logging today... But I just decided I'd stop playing the Alpha until its fixed along with server hopping/ghosting etc (seeing as it is the only game ruiner at the moment for me). It's Christmas let the guys have a break, you don't have to play the game as it is, but if you do, you'll have to deal with combat logging.
  20. MakeThemListen

    Kill on sight... my group is doing it now

    It's different. Combat logging, ghosting, and server swapping are all cheating, as is running hacks. That's not what he's talking about. KoS is a legit part of the game. EDIT: I see others have already called you out on this as well, but the point still stands.
  21. Derpy_Hooves (DayZ)

    Kill on sight... my group is doing it now

    Think OP gave up the cause... But have we learned something today Kids?? Camping the coast killing newspawns = Dick Move Combat Logging = Dick Move Ghosting = Dick Move Generally being a dick = Dick Move Now repeat that a few times to yourselves and maybe things can get a little better :P
  22. Zombie Jesus

    Kill on sight... my group is doing it now

    One side are being dicks, the others are cheating. See the difference? Combat logging, ghosting, and body disappearing are examples of cheating or a glitch (the body disappearing). Sure we have to deal with it but do not put it on the same level as a play style that was an intended feature. Being a jerk in DayZ is part of the game, I might not like the fact that far too many people lean that direction but I would never call KoS cheating. I would definitely call combat logging, server hopping, and ghosting cheating. You could say both break the game, but you can not call KoS cheating so there is a huge difference.
  23. weparo

    server hop ghosting SOLUTION!!!

    Why not allow ghosting straight away?
  24. sobieski12

    Thought server hopping was bad!? It gets worse.

    Problem about private hives is that it gives too much freedom to the admins. * Such as the 20,000 vehicles , 200 barracks , 1,000 helicopters , 24/7 day If Isolated servers where to be introduced. Rocket could keep the system he wants and it would remove the, ghosting and loot server hopping. * Isolated servers would not grant admins to change the server settings. Not to mention this would discourage clan only servers, but if admins have the ability to restart. They will abuse it for sure to gain an advantage in gear.
  25. wild_man

    server hop ghosting SOLUTION!!!

    what I suggest is... you don't have timer for first server change so is possible leave server you playing join friends whatever no penalty ;) now if you try again change server IN NEXT HOUR is 15 minute timer for this :P if you stay same server for one hour don't try to server hop you can go where you want instant and rules apply again like I saying, every hour you get free server hop so guys can join with friend :) server hop, loot farm ghosting bullshit is big problem for dayz >:( this idea make simple fair solution for this issue :thumbsup: :)
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