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Showing results for 'ghosting'.
Found 2794 results
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I could care less, really, if the standalone is moddable, since most mods seem to dumb the game down to easy mode with far too much military loot and vehicles. The only mods I've enjoyed have been mods like Redux and DayZ+ which tended to introduce better features while keeping the game hardcore or making it even harder. Unfortunately, the masses want easy mode, so mods like Redux and + didn't do that well while dumbed down mods from Lingor and Namalsk to Epoch and Overwatch kept high populations. So I really don't care if the standalone is moddable if the mods are primarily just going to be designed by and for the easy mode crowd. But I DO want to see support for private hives. If it weren't for private hives, I wouldn't have played DayZ beyond the two months it took the public hive to drive me away from the game. I'll give the public hive a chance since I really have no choice on release of the SA, and because of the SA's new architecture. But I've heard nothing about measures taken to prevent server hopping and ghosting exploits in the standalone. Exploiters are only marginally better than script kiddies in my book, and the public hive is riddled with both. I'll take a good private community with good admins anyday. At least on the private hives I play on, there is no server hopping or ghosting, and glitching or combat logging earns a temp ban that progresses to perm ban on multiple offenses. And if a script kiddie kills you, you can post in the forum topic that appears after the script kiddie's ban, or contact an admin in the community's live chat or teamspeak to have your character rolled back to before the script kiddie killed you. No more losing hours, days, or even weeks of gameplay to scripts.
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Will hackers really be subdued in SA? Not likely.
h4yw1r3 replied to Ozelot (DayZ)'s topic in DayZ Mod General Discussion
I'm happy for you if that's been your experience with public servers. But my experience on the public hive had me hanging it up as far as DayZ is concerned. They are riddled with script kiddies. I got sick of putting in hours of game time just to lose it all to a script. And I got sick of the ghosting and server hopping of the public hive as well. I didn't play for a couple months. When the urge to play DayZ starting getting to me, I checked out the private hives. The ones I've played have been great. If it weren't for them, I wouldn't even be playing DayZ now. At least if a script kiddie runs his scripts on the private hive I play on, he gets banned and everyone he killed gets a prompt rollback on their survivors so that they don't lose everything to scripts. I also like that the private hives I play on have great communities, and servers are on separate databases so there is no server hopping or ghosting, and it allows for multiple survivors since they are separate. The point is, if you had a good experience on public hives and like to play there, then great, no one is stopping you. But just because you and others might prefer the public hive doesn't mean everyone else should have to play where you want them to. Let people play where they want. I and many others prefer the private hives. No one is forcing you to play private hives. I shouldn't be forced to play the public hive any longer than necessary. -
I like pub hives, but fixing ghosting and stuff.. server hopping for loot needs to be fixed, honestly
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What are you talking about? This is the current system which already prevents combat logging on many servers. It ensures that people don't simply escape from dire gameplay scenarios by exploiting the fact that they can just quit. You might as well argue for combat logging. The idea isn't to force your game to keep running. That is impossible. It would keep your character in game on the server for a while, as if you are AFK. Read my post again. The idea is not to permanently keep your character in game. Again, that's ridiculous and basically impossible. The idea is to prevent you from exploiting your way out of a PvP situation. Seriously, combat loggers are the scum of the earth and it is not a behavior that should be tolerated in this game. It leads to other exploits like ghosting and shit. \/ No.
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[SA] Simple mechanic for stopping one form of 'ghosting'
enforcer1975 replied to Xianyu's topic in DayZ Mod Suggestions
Not really an excuse imo, you can see clearly before you connect if the server has good ping or not. Even good servers can end up beeing a lag orgy at a moments notice, just one script has to fail and you have it. It's up to the player to decide if he wants to connect or not, in most cases players have only a few servers they frequently visit so finding a good server is not impossible. Only server hoppers visit every server they can find to get loot. For players who have a permanent bad connection or f.e. live in Oceania it won't make much of a difference since their pings are always bad. The suggestion is like hitting two birds with one stone...it stops/slows down server hopping for loot ( rare stays rare ) and it stops ghosting and maybe even more? 15 minutes might be too much but you have to discourage misbehavious somehow. This....i was positively surprised by that one Sahrani server i visited that had this feature, i didn't check if others had it too because i usually stick where i start unless it's a bad server. I have to find out if it's a standard feature to all Sahrani servers or only for that particular server. Your avatar stayed connected for 40 seconds after disconnect in this case. Edit: So i played on another Sahrani server until a couple of minutes ago stealing my way through life without killing anyone except zeds :lol: Seems it was a server feature...you still have your 30 seconds logout button light up delay though. -
[SA] Simple mechanic for stopping one form of 'ghosting'
SalamanderAnder (DayZ) replied to Xianyu's topic in DayZ Mod Suggestions
IT ALREADY EXISTS. It really isn't that complicated. Also keeping a player's character in game a minute or two after a sudden disconnect could help as well, since we can assume that most ghosting is due to combat logging, but that doesn't take into account bases or fortifications, which may be a possibility in the Standalone. "Locks only keep out honest people." Um, no... That's not an excuse for a stop-gat which simply doesn't work. The system I proposed is not complicated in the least, considering I just explained it in a post half the size of your OP with no contingent arguments attached to it; and it would effectively combat off-server movement. If every server had this script, then ghosting would be impossible because it would be detected and repelled intelligently by each individual server. Nobody loses except the cheaters. That's what a lock is supposed to do. Keep out people who don't have the key. The "key" in this case is a simple location and time conditional. It doesn't matter if a player disconnects manually, or by ending the program. There is no way around it, because the defense is based on the log-in, not on the log-out. -
[SA] Simple mechanic for stopping one form of 'ghosting'
Xianyu replied to Xianyu's topic in DayZ Mod Suggestions
Because that's COMPLICATED. There's an old saying 'locks only keep out honest people'. No matter what system you create, it's going to be able to be gamed. Someone will find a way around it. Locking someone out of a server for ten minutes after they voluntarily leave it 'criminalises' ghosting. This is the same basic premise as putting a lock on your door. Sure, someone with a crowbar can break your door the fuck down. Someone can pick the lock. But anything they do leaves clear evidence that they were willfully violating the rules of the game, or, in this analogy, 'breaking the law', meaning that the mods, IE: the police, have clear evidence of intent to break the rules/law and can throw them in jail/ban them. With this system not in place people can argue against a ban. They can make up bullshit excuses. But with this system in place, a mod can say 'so your game crashed, you logged into another server, moved a hundred metres, logged back in to the other server and killed the guy you were fighting? Right. *BAN*' This is a suggestion for a simple stopgap. Locks only keep out honest people. -
[SA] Simple mechanic for stopping one form of 'ghosting'
SalamanderAnder (DayZ) replied to Xianyu's topic in DayZ Mod Suggestions
Yes, I did read it. SO basically - "the system can be easily dodged through a keystroke that is actually faster than using the quit button - therefore better for ghosting, so it's up to moderators to solve the problem." Which is basically the same situation we have now. All I'm saying is that this wouldn't stop anyone from doing it, so what's the point? It's actually easier to suggest a context based log-in/log-out tracker that would show admins, or even automatically lock a player out for a few minutes, when someone ghosts. Think about it, you only need to know two pieces of info, which are tracked by the server already: your location, and your time of logout. So when a player returns to a specific server, the server could look at this information and ask a few qualifying questions to detect ghosting. Does the log-in location match the previous log out location, or is it a fresh spawn? If yes to either, then ghosting has not occurred. If no, then check the previous log-out time frame. If it is less than an hour, then the player has almost definitely ghosted, player should be locked out for 10 minutes or so. Admin dashboard would be alerted. If the last log out is more than 3 hours, then it's likely they just decided to play on another server for a while. Of course if the server has an active admin then they would also be privy to this information. With your proposed system, it seems like only legit players are the ones who are punished. Who is more likely to ghost, the person who hits alt-f4, or the person who disconnects manually? Even then, it may take a person more than ten minutes to effectively ghost their target, due to the open world of DayZ. Engagements often happen at 500+ yards. A ten minute hike in another server would actually negate your measures anyway. -
Dear Rocket and his team, no private hives, please.
Xianyu replied to Dekkymane's topic in DayZ Mod General Discussion
Obviously, no one here has ever had to deal with the insane amount of server hoppers and garbage ghosting PRICKS that infested the main hive during its hey-day. Back before private hives, everyone was a server hopper. There was no point to going into the barracks because someone would magically appear out of the air behind you as you go in. I've had someone hop-in INSIDE the barracks I was in and just straight murder me with an AS50. I've had people server-hop to get behind me in places. I've seen server-hoppers dropping in and out of every single high-value spot for nearly every goddamn servers. Churchs, fire stations, the military spots. It's complete garbage. When I scope out a place on a private hive, I KNOW it's clear. I know I can go and loot the tents at Stary and watch the horizon for targets. I don't need to check each and every single goddamn tent each fucking second I'm there just in case some server-hopping little bitch decides to log in to my server. I hate the pussification of DayZ. I can't stand the '10,000 vehicles start with DMR' BULLSHIT that is infesting this game. But I also hate the main hive. I hate it with a passion. It breaks the immersion of the game completely and gives the game to the server-hoppers in its entirety. No military area is 'ripe for the picking' because it's already been server-hopped to death. No base is fortified because people can log in behind the walls. No area is safe, no matter how long you look at it because someone can just magically appear in it. Fuck, even the goddamn deer stands get server-hopped to death. It's just garbage. So yeah, fuck the 10,000 vehicle servers, and fuck the people who enjoy them. They've already killed the mod entirely. But private hives are the best thing to happen to this game. And I will never, ever choose a hive server over a private hive. -
[SA] Simple mechanic for stopping one form of 'ghosting'
Xianyu posted a topic in DayZ Mod Suggestions
No one likes ghosting. Nobody anywhere. Well, except the people who abuse it. In short, 'ghosting' is logging out of a server, moving to a position behind where your target is, and then logging back in and killing them. It's a really garbage, exploitive move that takes advantage of the hive system and is the reason I play solely on private hives. Nobody likes it. But I have a simple solution to curb the first type of ghosting: IE. Logging out, going to another server, moving, and then returning to the original server in a new position. The simple fix is that if you voluntarily leave a server by pressing the 'quit' button in the menu, you are locked out of that specific server for ten minutes. I can already hear the arguments against it, and they go something like this: But what if I want to go do something and have to log out? It can still be abused by closing the game without using the quit button! First rebuke: It's ten goddamn minutes. If you need to log out of a server for some reason, then chances are it'll take you more than ten minutes. Go get a drink. Go take a piss. Listen to two songs. Ten minutes gone. It's nothing. It's just not long enough of a time period to get up in arms about. Second rebuke: Yes, you could close the game without hitting the 'quit' button by closing the entire program. You could probably macro a key to do that for you. It's probably not that damn hard. But to 'ghost', the person would have to quit that server, without using the cancel button, log into another server, move, and then return to the original server so that he could be behind his target. He would kill his target, most likely. But he would also be deliberately circumventing anti-ghosting measures. And that would be something that I think would earn him the ire of game moderaters. Simply put, they would be cheating, and it would be within the full rights of the DayZ team to ban such a person if he did it repeatedly. The other concern I can see being raised is 'well it'll harm people who get disconnections!'. Which it can't. The suggestion is to have the 10 minute problem only if you leave voluntarily. It can't 'accidentally' catch an innocent unless said innocent 'accidentally' enters another server after 'accidentally' crashing his game and then he 'accidentally' logs in behind his target. Yes, people can still ghost with this system. I'm not going to explain how but it's not too difficult to noodle it all out. This suggestion just curbs the most common form of 'ghosting'. So, no complex tracking system. No new mechanics. Just lock someone out of a server for a mere ten minutes if they voluntarily leave it. You can't trigger it by disconnecting if your net sucks. And you can't 'accidentally' ghost. And it gives game moderaters the quite clear evidence of intent to game the system by any user abusing this. -
Dear Rocket and his team, no private hives, please.
97ADU Doug replied to Dekkymane's topic in DayZ Mod General Discussion
Pretty much agree with this entire thread. Would just like to input however, private hives were excellent before people began modding them. I would very much like to see a way in which private hives exist in SA, but are however unable to be modded in any way. (Another thing i disliked about public hive was the server hopping/ghosting which to be fair is one thing private hives were able to solve to a certain extent). -
This is the rolling Development changelog for 1.8.1 Changes: * [NEW] - Mechanic - Nutrition system for all food types. * [NEW] - Mechanic - Hunger and Thirst is now based on the new nutrition system. * [NEW] - Mechanic - Salvage Parts from Vehicles (Players with a toolbox can now remove undamaged parts from vehicles in world) * [NEW] - Infectious Water Holes - Random water holes on the map are infected drinking from them will give you an instant infection. Identified by dead body's around water holes. (can be disabled by admins) * [NEW] - Base System - Generator has been added (Does not spawn, Not yet active). * [NEW] - Storage - Dome Tent has now been added. * [NEW] - Private SQL - Cleanup updated to move dead bodies(character_dead) to a new table before removal from main table(character_data). * [NEW] - 15 new models (feather,crafting). * [NEW] - Feathers added to Hens as you gut. * [NEW] - Destroy Tents with fire (matches & fuel tank needed). * [NEW] - Blood types/blood system -- You may now fill blood bags (filled blood bags only take 4k blood and give back 4k) -- incompatible blood transfusions will result in extended unconsciousness of the recipient. -- Ability to take/give blood from/to yourself. -- Blood types + Rh types are based off real world statistics -- ability to take a bit of blood off a recently dead corpse (may yield infection) Removed from current build. * [NEW] - Blood testing kit (to determine blood type) and disposable transfusion kit. * [NEW] - Wild zeds re-added. * [NEW] - Blood trail system. Will allow players to track ppl bleeding. * [NEW] - Added 6 NEW POI's Thanks Musty Crew(AKA Bane). (enabled/disabled by admin) * [NEW] - New system for matches running out, 30% chance each time you use to drop your number of matches to 5 (foreach use after it will remove 1 match). * [NEW] - Hunting Knives new wear n tear system works in 5 stages. (IE start with knife random 30% chance to change to Knife5, This now gives 5 more uses before going blunt) Once blunt you yeld 50% of the meat you gather. * [NEW] - Making fires will now auto light. * [NEW] - Journal updated to provide a debug system. (Journal displays - spawn selection - forces full-moon nights.) * [NEW] - on death weapons on players back now drop to the ground * [NEW] - Blood will now regen over time based on player overall conditions. (>75% = 1.2, >50% = 0.6, >25% = 0.3). --- * [NEW] - Weapon attachments have been added (generic spawn - chance to spawn any place) -- M4A1 > M4A1_AIM -- M4A1_Aim > M4A1_Aim_CAMO -- M4A1_Aim_camo > M4A1_AIM_SD_camo -- m16a4 > m16a4_acg -- bizon > bizon_silenced -- Makarov > MakarovSD -- M9 > M9SD -- Crossbow > Crossbow_CCO * [NEW] - You can now drink from Water pumps using just your hands (150 thirst restored each use.) (action menu) (no infection chance) * [NEW] - You can now drink from ponds using empty tin's (300 thirst restored each use.) (Right Click Empty Tins) -- UNboiled Water drank from a canteen has a 30% chance of infection and restores full thirst. -- UNboiled Water Drank from a tincan has a 6% chance of infection and restores 300 thirst. (pond/Lake Only) -- UNboiled Water From you hand has a 3% chance of infection and restores 150 thirst. (pond/Lake Only) * [NEW] - Vehicle - Unbanned Pickup_PK_INS. * [NEW] - Vehicle - Unbanned Offroad_DSHKM_INS. * [NEW] - Added audio cue when you stumble across gathering plants. (15 meters) (cricket sounds will play) (Thanks facoptere). * [NEW] - Added the option to rip up clothes to make rags (these can be then made to bandages). * [NEW] - Added Humanitarian supply drops (no weapons). * [NEW] - You can now craft assault bags. * [NEW] - New Crafting recipes. * [NEW] - Function - random Location finder. * [NEW] - Tents & Stash sites can now be upgrade to increase storage. -- Small Stash site upgrades - +2 magazine slots per upgrade + 5 armor. Required parts is just etool and wood. -- Small stash sites upgrade to medium once upgraded to level 5. -- Medium stash sites can now be upgrade. Tools - Etool, Parts needed - Crate, Wood. --- 25 mags per level. --- Double weapon count per level. --- 25 armor. -- Dome tents now upgrade. Tools - Etool, Parts needed - Crate, Wood. --- 25 magz per level --- 5 weapons per level --- 1 backpack per level --- 10 armor each level * [NEW] - Achievement system - Thanks DeadActionMan(AKA Musty Crew) -- Current achievement list --- Time Waster --- High Flyer --- Grave Robber --- Shopaholic --- Top Shopper --- Sick Puppy --- White Collar Worker --- Fire Warden --- Slice Of Fried Gold --- Plane Spotter --- Trinkets of Deceit --- Litter Bug --- Cannibal --- Hunter Gatherer --- Firestarter --- Steady Aim --- Marksman --- Sniper --- Bunny Basher --- Clean Bill of Health --- Medic of the Apocalypse * [NEW] - Ghosting mechanic - Once logged out you can not log back in again for a number of seconds selected by the admin of the server- Enabled or disabled by the admin of the server. * [FIXED] - Infected Camps no longer repeatedly spawn infected. * [FIXED] - Infected Camps Loot updated to be more in line with crash sites. * [FIXED] - LOOT - Building locks have been moved to after the building has spawned loot. (hopefully this should allow the bias to sometimes fail but allow other pass's if no loot has spawned. * [FIXED] - You can no longer refuel a destroyed vehicle using a 5l fuel can. * [FIXED] - Humanity gain from blood transfusion moved to end of transfusion process. (Due to issues with skin change breaking the transfusion) * [FIXED] - Zeds will no longer target vehicles. If the player is targeted before entering a vehicle Zeds will continue to engage the player * [FIXED] - Carry slot, addToToolbelt/drop fixes. * [FIXED] - Ability to fly a helicopter with no main rotor on restart * [FIXED] - Antihack (again). * [FIXED] - Issues with zeds not spawning in some places due to spawn timer being too long * [FIXED] - Fixed issue with salvaging items from vehicles that don't have parts (ie middle wheels) Thanks Sven(Seven) * [FIXED] - Added limit system to secondaries explosions. * [FIXED] - Zeds will no longer target any air vehicle.(unless player was already aggro-ed), (no longer get fps drop from zed agro). * [FIXED] - Zeds should no longer move around when below 3 meters to player. (when being attacked) * [FIXED] - Tents/camonets can now be placed in bushes. * [FIXED] - Objects can now be placed in camonets. (ie Tent can be put under a camonet) * [FIXED] - Issue with objects being placed and killed during the same session now fixed. (objects now get removed from db when killed). * [FIXED] - Auto close gear menu on filling water bottles. * [uPDATED] - Character selection screen is now forced until a character is selected(Does not effect reality Servers, on new character). * [uPDATED] - Spawn selection screen is now forced until a spawn location is selected (if enabled). * [uPDATED] - Thirst and hunger updated to no longer be a instant fill on eating/drinking. * [uPDATED] - Melee weapons updated Range and shot count. * [uPDATED] - Full moon nights is now select-able by the server admins. * [uPDATED] - Salvage system updated to provide a chance some items like glass,engine and fuel can break during salvage * [uPDATED] MedBox0 has been removed and replaced with MedBox2. -- magazine = "ItemBandage"; -- count = 3; -- magazine = "transfusionKit"; -- count = 4; -- magazine = "ItemMorphine"; -- count = 3; -- magazine = "bloodBagOPOS"; -- count = 1; -- magazine = "bloodBagABPOS"; -- count = 1; -- magazine = "bloodBagBPOS"; -- count = 1; -- magazine = "bloodBagAPOS"; -- count = 1; -- magazine = "bloodTester"; -- count = 2; * [uPDATED] Foodbox0 -- Removed magazine = "FoodCanFrankBeans", magazine = "FoodCanPasta" -- Added magazine = "ItemSodaGrapeDrink", magazine = "ItemSodaCoke" * [uPDATED] - Re-added Flies on dead body's. * [uPDATED] - Weather - FOG has been changed from max 0.5 to 0.8. * [uPDATED] - Updated infection chance cure while sleeping from 1% to 10% * [uPDATED] - Quiver updated to be used like a mag for the crossbow. * [uPDATED] - Loot spawns now only spawn one item. * [uPDATED] - Sight & sound for zeds updated to provide a much better sneak system. * [uPDATED] - When in build mode and trying to enter a vehicle you are no longer ejected, the build just cancels. * [uPDATED] - Surface sounds of roads. (no longer draws from 200 meters.) * [uPDATED] - Infected camps - now spawn loot in tents in place of on the ground. * [uPDATED] - Infected camps - Now spawn zeds like any normal building. * [uPDATED] - Infected camps - Can now be taken down when found (tents/camonets can be collected for later use). * [uPDATED] - Medbox1 changes - Removed: Old bloodbags X 2 added: Emtpybloodbags X 5 * [uPDATED] - New temperature changes (to bring temperature into the game). * [uPDATED] - Motorcycle changes: TT650 speed increase from 120 to 180. * [uPDATED] - Increased Zed Sight from 100 to 200 meters. * [uPDATED] - Updated sight and sound for zeds -- Added chance based sight system (on seen depending on the range between you and the target there is a chance you will not be targeted). -- Sound updated to support a higher instant target sound from 60 to 80 (this is the amount of sound the player is making) -- Sound updated to support any sound below 80 and aboue 6 must be in the zeds line of sight before your targeted, -- Zeds FOV changed from 45 to 30. (this is the angle they can spot you on) * [uPDATED] - Inventory - Vehicle Fuel tank reduced to 2 inventory slots from 4. * [uPDATED] - Inventory - Wooden pile reduced from 2 inventory slots to 1. * [uPDATED] - Inventory - Rotor increased from 6 to 8 inventory slots. * [uPDATED] - Inventory - Engine increased to 10 inventory slots from 6. * [uPDATED] - Inventory - 20L Fuel tank & empty reduced to 2 inventory slots from 3. * [uPDATED] - Attack system on all zombies no longer an instant animation its been changed back to a smooth change to attack (makes the zombies slower to attack) * [uPDATED] - Chance of catching a fish has been updated to -- 5% chance standing. -- 30% chance while in a vehicle. -- 50% while raining. -- 65% in a vehicle and raining. * [uPDATED] - Medium Stash Sites can no longer be created from sandbags. * [uPDATED] - Loot Rebalance. * [uPDATED] - Rebalanced Zombies. (hp, Armor, speed, movement, animations) * [REMOVED] - Ammo in backpacks will no longer refill on player restart. (Removed due to side effects) * [REMOVED] - Blood gain from all canned food types now removed. * [REMOVED] - Loot bias has now been fully removed. * [REMOVED] - Server side grid system for loot. * [REMOVED] - Salute when trying to run with a object in view mode. Remember this is a development change log. To be done. Bloodbags removed from hospitals and replaced with self bloodbag parts. Cardbox box's for medical systems to be updated to a new model. (Model is wrong size) Self bloodbag system to be added. (blood must be drawn from player before hand see 1). New crafting recipes to be added.(On hold for a rethink of the system) New plant systems to be added. (delayed for new recipes to be added) Nutrition systems needs calories updating for every food item. Melee weapon fire to be updated from a single shot to a small burst. (see how it plays and looks). Make loot bias changeable option within the mission file for private server admins. (Done) Load journal with all config options for easy player view of server settings. (Spawnselection). (Started) Base Building Stage 1. Nutrition/Medical Stage 1. Crafting tidy up from being all thumbs. (On hold for a rethink of the system) Green - Added Yellow - Added but needs looking over and testing. Red - Removed. (wont make build)
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I remember AWA #1 and #2 used to be linked and there was a 15 minute delay after logging out of one before you could connect to the other. That worked pretty well against ghosting and server hopping.
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Its Sad that the mods with potenital have 0 population
mars1 replied to bozo97's topic in DayZ Mod General Discussion
So is a mod of the mod a success because it plays well and interests a player no matter the player population, or is success determined by filling the server ? The private hives saved the dayz mod ? I think so as the main connected hive presented its own challenges with the barracks hopping, combat ghosting no tent saving quirks taking 2nd to the hacking concerns. Now there are simply too many versions and options for the hackers to possibly keep up :} The mod that got me back into dayz after months off was epochs crafting and in game base building , and I suspect the arma sales that seem to stay in the steam top 10 are being driven by both the mods and the 2 mod installers that make them easy to install. If you think finding a vanilla dayz server is tough try looking for an arma2 server. I welcome all the ideas people keep coming up with and I thank the gaming gods for the diversity that keeps dayz alive. -
Admins who constantly monitor their server map (admin map) to see where players are? That's really almost as bad as ghosting. You're using outside tools to get into a favored position so you can engage a player. Admins who use the admin map to steal from camps and also to find hidden camps is very abusive. You don't consider that admin abuse?
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Most of the suggestions for reducing KoS
Skhmt replied to Antjenks's topic in DayZ Mod General Discussion
Reduce inventory space or separate it like secondary ammo and bandages, make food less of a constant need. That way having an ally allows the group to be better off than killing a dude and taking his beans. Also make all logging off have a long wait period and crashing or alt f4 causes your body to persist in game for a minute. A major tool of bandits is ghosting and combat logging to avoid both zombies and players. I think an alert if a player logs in within 30m would be a good thing, it doesn't tell you where they logged in, only that they are about to appear. -
DayZ Standalone "Houses Capturing"
SalamanderAnder (DayZ) replied to vinilona's topic in DayZ Mod Suggestions
No house building. It's more practical to capture an existing structure. What we need are some more basic construction tools like walls, maybe boarding up doors and windows, large tents, stuff like that. It's got to work, and be available. Since zeds can now be cleared out of areas and will no longer spawn in the presence of players, I think capturing structures, towns, ect. is actually going to become practical. Also all of the towns seem to be undergoing some modernization. So with evenly spread loot, people might be able to capture small structures or convenient in-between areas like green mountain and use them as trade posts. These things should always be persistent and always subject to attack from the outside. However, I think there also has to be some sort of anti-ghosting measure involved. Perhaps the creation of certain objects, (say, a tent that acts as your spawn point) would have a radius in which players (who are not the owner of said object) could not log in (on that server). If they did, they would be automatically displaced by a few hundred meters or so, well outside of the log in suppression zone. But of course they could still approach from the outside when you are not there. -
Base Building - Do's and Don'ts (DayZ Standalone)
SalamanderAnder (DayZ) replied to carbine781 (DayZ)'s topic in DayZ Mod Suggestions
Yes. Also forced teamwork structures. Also some kind of anti-ghosting measures for player made bases. That is absolutely necessary. It just cannot be possible for someone to spawn inside another player's camp. Otherwise the gameplay will be completely broken. -
so, dayz is infact mainly pve, not pvp as i thought.
Fraggle (DayZ) replied to Johnny Trigger's topic in New Player Discussion
I'm glad you've started to have fun. As Kander said above, farming gear the way you described by server hopping or "ghosting" is frowned upon by many. It's doesn't really matter I just thought I'd let you know, many people feel that it defeats the whole point of the game, and some admins may ban for it it they see you doing it too much, although I think that's fairly rare. My tip for looting would be to just explore the map. That's half the fun of DayZ. I personally can't think of anything more boring than trying to loot the same building over and over, it just doesn't make sense to me. Be aware that in the Standalone version of the game measures will be put in place to eventually stop people server hopping so it may be a habit you want to break now rather than later. Also, logging out during combat is probably one of the worst things you can do in terms of bad sportsmanship. Many admins will ban you straight away if you do that. I know you're still learning and probably aren't at that point yet but i just thought I'd let you know, if someone starts shooting at you then you either have to fight or run, forget about logging out. Have fun dude, sounds like you're getting the hang of it. -
lone wulf friendly player looking for company
phL (DayZ) posted a topic in DayZ Mod General Discussion
hi all, i am looking for someone who wants to team up with me. i am a mature guy playing DayZ for a year now and i like PvE servers. that does not exclude playerkills. for me there is just no point in pure PvP in DayZ but i like the thrill of other maybe hostile players around. it would be nice if our playstyles fit somehow. i like to play: -vanilla or "harder environment" e.g dayzero (no 500 vehicles, no extra barracks, no extra/changed loottables...) basically i want to experience "rocket's" concept of this game. -chernarus only (so far, i just didn't play any other maps and i like it that way but this may change at some point) -mostly on low populated private hive servers (like 5-10 players, no ghosting possible) -i am not very experienced in PvP, ok though at killing and loosing zeds i think -german or english language plz, EU servers preferred i can use any comunication program, or ingame chat. so if you think we should play together, leave a message here or add me on skype: carlosvandb i am looking forward to quick-loot the cities, explore the map and maybe find some camps, hide some ATVs, stashing Antibiotics, stalking ppl, find an arch-enemy and battle ;-) -
50/50 chance that it was either what they are all saying (ghosting, logging, whatever), or like you are afraid of: shenanigans. I have seen invisible players get right behind and shoot. Doesn't matter how few players are on the server. You'll never know what it actually was so forget it and respawn.
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Chernarus Quarantine Force {CQF}
reidloS doG replied to [email protected]'s topic in Clan / Group Recruitment
Just yesterday CQF played with one of our allied groups and we eliminated 4 hostile threats, but had one casualty. If you are new to the game, we will train you. If you are a vet, we will use you properly. We are currently playing DayZ Vanilla and DayZRP. The operation in a little bit more detail: CQF eliminated all the contacts, secured a heli and bus for allied group, and had a casualty most likely because of ghosting. We were watching the ATC in NEA when someone literally came out of no where and started shooting from the ATC. It seemed that the player who was shooting was someone CQF had previously engaged but alt F4'd. -
Looking for DayZ players to start a group.
reidloS doG replied to neekoh's topic in Clan / Group Recruitment
I think I just killed you at the NEA. There was a chopper in the mix, and I can say without a doubt that you are duping. We killed you, colton, NBS gaming, jimmy, and one bandit alt F4'd. I kid you not, I killed all 4 of you guys. You did get Lyv. But I have no idea how you even got on that ACT without ghosting in, whoever it was. We had eyes all over NEA. -
You were likely killed by a ghosting player, someone logging into different servers near high-value loot to minimize travel time/detection. While the ghosting player is not very sporting, you should think twice about logging out in the Firehall next time. (Or any building really.)
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Dean has said they are looking at a system like this where logging out leaves your body behind for x amount of time. An issue with that though is that a player could log out of one server and immediately join another having a situation where the players character is on two servers at the same time. As a fix they could have a timer preventing you from joining another server straight away, this would also help combat ghosting where a player jumps to a different server to relocate and then go back to the original server.