Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
Search the Community
Showing results for 'ghosting'.
Found 2794 results
-
Is using teamspeak 'cheating'?
Azrail (DayZ) replied to Maloney (DayZ)'s topic in DayZ Mod General Discussion
i personally consider it cheating even though it's allowed, it still effectively works like a cheat - like it allows you to do things you shouldn't be able to do. remember ghosting in CS? exactly like 3rdp (wallhack) or nameplates & distance markers (ESP) i am a hardcore player, and using stuff like teamspeak or external maps leaves a bad taste in my mouth. however, without TS i wouldn't be able to play with my friends, because they for sure wouldn't pass on teamspeak just to add more realism. direct chat is to clunky and not really useful in combat situations. also, playing without teamspeak will put you in a major disadvantage when playing competitive, because you can expect that everyone else is using it. so i am ok with using it, as long as there is nothing equal in the actual game. for now i just restrict my inner hardcore nerd to when i play alone. i hope rocket will get something to work with radios and some sort of ACRE functionality in the SA... -
Our server: DayZ Celle - (1.9/102591) - Hosted By NLR | Max Vehicles, Max Heli's | Custom loot spawns | active admins | HFBServers.com Admin names: [NLR] Harpy (poster of this topic) [NLR] Lightningspark [NLR] Cogsy Features: - Running 24/7 - Veteran Difficulty - 3rd: On - Tracers: Off - NP: Off - CH: On - DM: On - Currently 360 vehicles including 7 helicopters (this may change) - Vehicles / Tents properly saving - Side Chat enabled - Updates / restarts happen pretty fast and you get prior notice - Server in US Rules: Things not allowed No hacking No duping intentionally No ghosting - pretty much this shouldn't be possible on our private hive, but just in case someone finds a way to do it.. don't. No hoarding of vehicles - if you're two people, you don't need 5 vehicles. If your group has 1 helicopter, leave the others alone. This does not mean you can't steal vehicles from others, it just means don't create a parking lot of unused vehicles. No Alt + F4'ing to escape other players. Don't care if you do this to get away from zombies. Refrain from killing fresh spawns. You won't get banned if you happen to kill one, mostly what we mean here is don't camp the beaches looking for new spawns to kill. (Robbing, taking em hostage is fine). No using barbed wire or tank traps to block off popular spawn sites (fire stations, churches, etc). Exceptions to this are if you are inside the building at the time or if you are using the location as your home base. No begging admins for weapons or vehicles. If we want you to have it, we will add it as a spawn to the map where everyone can compete for it. No trolling or harassment over side chat. Things we DO allow Kill on sight (KOS) is allowed though we encourage you to interact more with other players as we are trying to build a community here. Bandits are welcome, though we'd much prefer you truly play a bandit - hostage taking, robbing, etc are encouraged over just shooting on sight, though you won't get punished for KOS. Base building at major locations. If you can protect it, it's within your rights to own any spot on the map. Be prepared to really have to fight hard for the more popular spots. Role-playing is encouraged though not required. Anyone purposefully trolling or abusing someone attempting to roleplay will be dealt with harshly. Forming your own groups / clans. We'd love to have other active players on the server, whether bandit or survivor. If somehow you lose your gear / vehicles due to a hacker, the admins will work on replacing what we can. If you lose it due to zombies, bugs or glitch, we will not replace it. Sorry for this but it's impossible for us to prove you really lost the stuff this way. Many thanks to. kainelderan for Post format.
- 1 reply
-
- 1
-
-
SWC-DayZ - new private hive server looking for players
kainelderan posted a topic in Mod Servers & Private Hives
SWC-DayZ Server - Private Hive Server: DayZ Bliss SWC-DayZ (v1.7.2.6/build 97771) [Veteran|3DP:ON|CH:ON][GMT-11] - http://www.SWCombine.com Website: http://www.silverfalls.org/dayz/ We are a group of players from another game that have all become addicted to DayZ. Up until recently we were hosting US 2881, a public hive server. Due to all the hackers and inability for us to do much of anything about them, we have decided to go private hive. We would like to build a community of players around our server that want to have fun and play DayZ. You won't be banned for killing admins or stealing our vehicles though we may hunt you down like the bandit you are.! :P Features: - Running a Bliss 50-slot private hive server on a VPS - meaning there aren't other DayZ servers on the same machine. - Running 24/7 - Veteran Difficulty - 3rd: On - Tracers: Off - NP: Off - CH: On - DM: On - Currently 130 vehicles including 2 helicopters (this may change) - Custom Heli Loot (removed L85 and AS50, put in new weapons) - Always Full Moon at night - Custom buildings for groups / clans - Vehicles / Tents properly saving - Side Chat enabled (though we don't want people using it for voice chat) - Updates / restarts happen pretty fast and you get prior notice - Server in US - Database backups every 30 minutes - Whitelist, application process and password used to minimize hackers - Our own private Mumble voice chat server Rules: Things not allowed No hacking No duping intentionally No ghosting - pretty much this shouldn't be possible on our private hive, but just in case someone finds a way to do it.. don't. No hoarding of vehicles - if you're two people, you don't need 5 vehicles. If your group has 1 helicopter, leave the others alone. This does not mean you can't steal vehicles from others, it just means don't create a parking lot of unused vehicles. No Alt + F4'ing to escape other players. Don't care if you do this to get away from zombies. Refrain from killing fresh spawns. You won't get banned if you happen to kill one, mostly what we mean here is don't camp the beaches looking for new spawns to kill. (Robbing, taking em hostage is fine). No using barbed wire or tank traps to block off popular spawn sites (fire stations, churches, etc). Exceptions to this are if you are inside the building at the time or if you are using the location as your home base. No begging admins for weapons or vehicles. If we want you to have it, we will add it as a spawn to the map where everyone can compete for it. No VOIP in side chat. We don't wanna hear your music, heavy breathing, TV, etc. No trolling or harassment over side chat. No excessive use of bad language, racist comments, basically use your common sense. We're not gonna kick your for expressing your displeasure in the fact that we just killed you, but just don't go overboard. Things we DO allow Kill on sight (KOS) is allowed though we encourage you to interact more with other players as we are trying to build a community here. Bandits are welcome, though we'd much prefer you truly play a bandit - hostage taking, robbing, etc are encouraged over just shooting on sight, though you won't get punished for KOS. Base building at major locations. If you can protect it, it's within your rights to own any spot on the map. Be prepared to really have to fight hard for the more popular spots. Role-playing is encouraged though not required. Anyone purposefully trolling or abusing someone attempting to roleplay will be dealt with harshly. Forming your own groups / clans. We'd love to have other active players on the server, whether bandit or survivor. If somehow you lose your gear / vehicles due to a hacker, the admins will work on replacing what we can. If you lose it due to zombies, bugs or glitch, we will not replace it. Sorry for this but it's impossible for us to prove you really lost the stuff this way. Interested in joining? Just visit our website and fill out the application. We'll get you processed as soon as we can, but note we like to play the game too so it may take a few hours. If you haven't got a response in 24 hours let us know. Once you are accepted you'll get a PM on our forums with the password. You'll then need to join so we can add you to the whitelist. -
PAX East - March 2013 - Presenation/Q&A/Interviews/Articles
SmashT replied to SmashT's topic in Mod Announcements & Info
Developer Presentation and Q&A (Saturday) Q: You've mentioned the button system to bring up your gun, what else are you implementing to try and reduce the kill on sight mentality you find in the mod? A: It's a very relevant question because it's a very important one for us. I think everybody who enjoys DayZ can see that nobody wants it to be a kill on sight thing so it's been an important thing for us. Basically we feel we don't want to actually force players not to be able to do it and in fact we were worried that this whole hold a button down mechanic to raise your weapon might be too much so we are actually developing two systems and then we are going to ditch one, we would rather add more things to do and I think the new medical/disease system where you can get cholera, break bones, develop dietary problems and drug dependencies is going to make being a doctor or having access to medical facilities quite important and so we're hoping that encourages more cooperation but it's going to be something we are going to have to watch constantly and that's where we need feedback from you guys in the alpha, is it still going to be kill in sight even with this added complexity or what we are kind of hoping is the clan system becomes really crucial but we don't want to force it. Q: In regards to base building, how would a solo player secure a base, are you planning on implementing locks for doors or being able to barricade houses etc? A: What we are looking at doing is again we don't want to force any particular gameplay and what I think is unique about DayZ is sometimes it gives the players challenges that we have made but don't know the answer to, so I don't know how players are going to defend the underground bases and we are going to give players tools so ArmA actually has it's own in-game scripting engine and while we were ripping that out in terms of client-side for normal stuff we were looking at repurposing it for the base building so that you can build your own security systems, similar to how in minecraft you can build your own circuitry and stuff. So we are going to provide some tools but I think it's going to be a real challenge and certainly particularly for a solo player and you might just need to hide it well so it's still in the design to really find that but I guess the short answer is we are going to make the players figure out how to do that with the tools provided. Q: Are you guys worried that the things you are improving in the traditional sense might rule out some of the crazy stuff you saw in the mod? A: I think that's a relevant point, we are also really committed to experimenting with it and there are very few opportunities in the gaming industry where you kind of get this freedom to experiment so we are exploiting that and if something doesn't work then we try something else so yes I think that is a real danger and this is why we need to push the alpha out so we can get that feedback. Q: Are you going to have a trading system? A: We have decided we are going to implement a trading screen, exactly how it looks and works we are not sure but probably what we are going to have is your stuff will be on one side and you can drag it into this shared pool in the middle so there is still going to be some sort of element where you can screw them over but it's not going to just be items on the ground but yeh we are going to have a screen for it. Q: I think I have a question that everyone wants to really know, Who is actually shooting in Cherno? A: Well everyone, at least you will be able to find out now if you hide a radio there. Q: How do you plan on addressing server hopping, ghosting etc? A: There was a really good suggestion thread on Reddit and I have that bookmarked. We haven't looked at it yet as we need to deal with the architecture first and that architecture makes it really easy for us to deal with stuff like this. We prototyped a system for the mod but it kind of went skynet on us so we didn't end up implementing it. The central server is able to detect if you are server hopping and it issues you a warning and tells you if you continue you are going to be locked out for five minutes or something like that, another good idea is to keep the players body alive for 10-20 seconds or so, another idea is that when you connect to a server you start off on the ground like you were asleep and a wake up animation so there is a certain amount of time where you are vulnerable. *jokingly* This might actually solve a problem at the moment where the server creates your avatar, tells you that you are in-game and then there is about a ten second delay while your game loads and we were worried what if you get shot during that time. I guess if we implemented that we could call it a feature ;) Just don't tell anyone. Q: Do you have any plans on adding any sort of whisper communication, similar to direct but for closer range? A: I think that's actually something that came up on Reddit and forums as well so while our programmer has been writing the radio system he has also identified that one of our options is to have two forms of direct chat, one for normal direct range and another for whisper, we haven't confirmed that yet as it's low priority but it's definitely in the design schedule. Q: How are bullets and mags going to work and are we going to be able to combine magazines? Having five clips with 1-2 bullets each is really annoying in the mod. A: One of the advantages of what we have done is we ripped out the whole inventory system, any ArmA modder knows weapons are recorded as strings in ArmA but in DayZ they are objects so we can do all sorts of crazy things, recording fingerprints, recording whether it has cholera or something on it, so we also have magazines as entities so you actually take ammunition and you put it in your magazine so if you only have one magazine and 3000 bullets, after you have emptied that magazine you are going to have to put bullets back in it again and that is going to delay you so finding magazines is going to be quite important and an action we have added to magazines is to strip out bullets so if you have one round you can put it out and put it back in a pile of ammunition. Q: How do you plan on keeping the game interesting for players once they are geared besides end-game content like base building so they don't just grief fresh spawns. A: I think this is something we have experienced playing SS13 as well it's like how to balance griefing vs the need for PVP - I think it's something beyond that, it's the threat of PvP. So the only thing we have confirmed so far is to add in more stuff to do and I think the requirement for social interaction is going to be much higher in the standalone, in the mod you only really need someone else for blood transfusions so we have totally revised how blood transfusions work and I am hesitant to talk about skills because I know everyone is just going to focus on skills but we don't want to have skills like gaining xp, we want to have it so if you practice an advance mechanic then you will get better at that advanced mechanic because we want to emphasis social interaction, we want players to become doctors or advance mechanics etc I guess the short answer is you are right, there is a lot we need to do but it's not going to be there in the alpha and I think we need to manage expectations. We hope to get the alpha out soon so we can get feedback on the basic stuff, confirm the controls aren't crap and that the whole thing doesn't crash (too often) and then later we will get to the end-game stuff. We have 12 months from when the alpha starts following the minecraft model of development so I think we will get there Q: How are you going to prevent loot inflation, specifically high end gear so every player on a server doesn't have a high-end military weapons? A: We are dealing with this on multiple fronts, on one hand DayZ is going to go right back to it's roots because we have to get that right first so it's not going to be about advanced weaponry, the only advanced weapons that are going to be in are the ones with attachments so the M4 has a lot of attachments, scopes, magazines, stock etc but they are going to be exceptionally hard to find, really even finding a pistol is going to be difficult so I think that deals with it. Someone hammered me on Reddit or somewhere about how I came from modding but am disabling modding but we have to in order to deal with hackers, we want to bring modding in later but for a start we have to say ok we dealt with the hacking problem and then we can look into modding and I like to think we are still trying to stay quite close to the modders and there was a really good thread on Reddit talking about how standalone is taking too long and the mod has gone off in a crazy direction but I think both those things are good as we have been able to explore some of the things we don't want to do, so I don't think that's going to be a problem in the standalone. I think it's going to be way more like the movie, the road rather then the mod. Q: How are you going to make the game difficult and are you going to have roaming zombie hoards? I feel like the zombies aren't really a factor once you learn the mechanics in the mod A: I totally get where you are coming from and I think we need to manage peoples expectations, the zombies are not going to be perfect when the alpha comes out, something I am concerned about is the pathing when they are in buildings, the AI sort of makes them go around like they are on rails inside buildings so we want to remove that and make the zombies much more independent but we don't want to delay the alpha any further so like hacking, zombies are a an ongoing thing but we have done a lot of work on the zombie AI/pathfinding and having zombies controlled by the server means we don't need to despawn them, we can have roaming zombies, zombies that follow a scent for miles etc Q: I'm a fan of the slower animations/inventory of taking weapons out of your backpack, opening bags and things like that compared to CoD where you can just quickswitch to a something instantly, how is the hotbar going to change that?. A: I think we need a balance, ZeroPunctuation put it well when he said it's like walking around with a washing machine strapped to your back. We need to introduce some delay for example the quick bar we showed, if you take something from your backpack then it takes much longer but if you take something out of your pockets it's quite quick. Q: My question is about the melee and shock system, can I knock someone out with a baseball bat and then beat the shit out of them? A: You sure can you sick bastard lol, so we are looking at... I was going to say stealth bonus but that sounds a bit gamey for something like that. Q: Are you going to have some sort of drag body feature to hide bodies? A: Yeh I just don't know if it's going to make the initial release as it requires a lot of animation synchronization, it's the kind of thing we will look at a later date but we definitely want to have that kind of interaction. Q: Have you thought about making animals a threat? A: We really want to do that but the problem we have is trying to synchronise the animation, we are using our own animation system, we would love to use Euphoria but it's like a million dollars. We want to do that and the hunting element is going to be expanded a lot more later on, we want to have things like dogs and that as a threat but it's a lot more work then it looks to get the animations synchronised so you don't end up with a dog attacking an invisible person so that's a yes but it's going to require more work. Q: I've been following the news and am really happy about Ivan and Martin being back. I know there has been a lot of talk on the forums about heatmaps, points of interest, where players are going, how are you changing loot spawns and balancing the map to make me want to explore different areas? A: That's a good point so basically every building and every wreck spawns items and i think it's close to 120,000 item spawns now and because everything can spawn items what we have done is lowered the percentages right down, those big apartment buildings you would have seen in the dev blog, they are all going to have interiors and be really derelict and you can search for stuff, scavenging is going to become crucial. Ivan is kind of our creative consultant and he overseeing the addition of massive new areas on the map, prisons and the entire Northern section of the map is getting an overhaul, there are a lot of useless areas so they are being redone and we are also getting new satellite data done for high fidelity textures so we are really expanding everywhere. Q: You said you wanted some kind of clan system are you planning on adding a grouping system for spawning on friends? A: We have thought about it but we really need to think about it a lot more, we are a bit worried about losing those adventures you have trying to find your friends so we need to look at it a bit more. Q: ArmA III just came out, what are some of the biggest features from ArmA III you are going to be putting in DayZ? A: We would love to have the underwater stuff, our night looks terrible at the moment because we played with the day time shaders and sort of forgot about the night but we have learned a lot from the ArmA III team in terms of controls and sort of kidnapped some of their members and forced them to work on our controls. Q: Since you will be focusing more on melee, are we going to see fist fights or bashing someone with your gun? A: Yeh, so we have got the prototype for fist fights working and we were thinking of having something where if you are close to someone with your rifle you will bash them with it, there are some issues to resolve with it but yep definitely.- 109 replies
-
- 21
-
-
What hive should I join
Azrail (DayZ) replied to monolith1985's topic in Mod Servers & Private Hives
may want to have a look at http://bmrf.me most innovative whitelist - just register/logon on forums, and they whitelist your ip instead of your guid. BMRF DayZ #2 is the best server you can put your feet on. its 100% expert, so no 3rdp or other carebear bs. also, no ghosting. tent's and vehicles are saving. 6 helicopters. those are where it's at - own one and the map is yours D: they support JSRS & ACE soundmods and STmovement was even possible to disable sidechat clientside, though the addon doesn't work anymore *sadpanda* (playing dayz with soundmods makes everything so much better, for me anyways) no dogs or auto-refuel though, but i am sure dogs will make it into the mod eventually. auto-refuel is lame, just play with friends and have a good pilot at hand, then refueling a chopper is easy peasy. -
Not sure where I stand. Above all the hacking has to go, even if that means never getting any server or mod options. But I'd like to be able to make custom maps. Also I'm hoping private hives will exist; Its the best way to ensure against ghosting.
-
This is the best solution as far as I can see. Simple to implement and no immersion breaking side effects. Alot of people are over complicating it and looking for the perfect solution where none exists. All that can be done is mitigation. A 15 minute penalty every time you try to join a different server than the last one you played on (if you last played on that server less than 15 mins ago) would curb hopping nicely. For instance, if you're at a barracks and hop to two other servers before returning, you've just spent 45 mins of your life watching a timer count down. It also pretty much eradicates ghosting as it would take 30mins to exploit your new position. A penalty like this isn't too much of an inconvenience to people who change servers for genuine reasons either. If you log on for the first time in a day to find your home server is full, you incurr no penalty (> 15mins since I last played). If I lose connection and someone takes my place, I can either wait till a slot opens up and join instantly, or wait a max of 15 mins and join a different server. KISS.
-
Super server-hopper stopper! Invisi-loot™!
Fraggle (DayZ) replied to Xianyu's topic in DayZ Mod Suggestions
Exactly, as far as I can see, although a good idea this doesn't prevent "ghosting" which can actually be one of the main issues when using connected public servers although the relocation part would go some way towards preventing people getting an advantage by doing that. -
I play on a whitelisted vanilla server, it's nice because it's the actual DayZ experience, and without hackers, or combat ghosting. Admin is great to so it's actually a fun game again, like back in June of 2012 before all the hacking.
-
Locking individual gear lists to servers.
Andx667 replied to Galcian's topic in DayZ Mod Suggestions
what if my favourite server shuts down? i like the public hive idea and the possibilities it adds in terms of choosing where and when to play. On the other hand i see the problem with getting gear on low pop server and ghosting. Maybe the standalone can save the gear to the server cause we can be sure the server will not go down or change its map. -
Sorry if that was already covered somewhere but I searched and couldnt find anything so: - how will Servers be handled in SA aka Official Servers accross the world but also the possibility of priv. Hives ? - Population limit of Official Servers - Ghosting, Server hopping possible ? - Will there be cake ? Thanks...
-
Stand alone questions....
jk_scowling replied to GrumpyFragger's topic in DayZ Mod General Discussion
No private hives to begin with I believe, servers will be publicly hosted afaik so private hives will most likely only be a matter of time. Population limit of servers, who knows, stress testing will give an idea of this. Ghosting... Not heard anything on this, hope they sort something out or it will be a problem. Cake is definitely implemented. -
I don't think it's misleading at all. The topic is asking about private hives. The post is asking about private hives. I just included my reasoning behind liking private hives way way WAY more than public hives. Thanks for answering my question though. Sucks that there won't be any private hives at the start. Ghosting and loot hopping will be rampant.
-
Urgent issue: Server-Hopping on SA. Let´s say NO! And make it a thing of the past.
t-monk replied to t-monk's topic in DayZ Mod Suggestions
It´s Caesar here, I changed my name. One year from release? See, Folks? Imagine that! That´s the source of my concerns. And I don´t think Xui´s prediction is exagerated. It might take some time before they are confident enough to put it on Steam. It´s their reputation. It´s their money-making on the line, not ours. We are just players, who will play it no matter what. This "say NO to cans" things must be fun, will check it. Now about the 200m radius, to kill a sniper it could be much easier then a stealthy non-ghostly approach. you can run in a straight line to him if you ghost. The 3rd best sniper, the SVD cammo, can cover 900m. And if its random, theres a chance you would get some meters for free. Depending on the situation, like avoiding a problematic temporary hot-spot (remember servers will have more then 100 plrs, maybe 200) ghosting can always be useful. I just think 200m may be to short. And as regarding looting, logging outside or inside a building makes no difference. If you loot a whole area and want to farm it, 200m is nothing. So maybe putting reconnecting players in the spawn areas would be better, unless it´s on the same server. The time lock could be a partial solution. But this would piss off many people. So my proposal: multiple characters, with a time lock for each char after one or more reconnections. This would disencourage farming alot, and prevent ghosting. -
Urgent issue: Server-Hopping on SA. Let´s say NO! And make it a thing of the past.
[email protected] replied to t-monk's topic in DayZ Mod Suggestions
That is just it, private hives will not be in the game initially, and from what you wrote, it means they will not be in game until version 1.0 hits steam - a year from alpha release probably. Not what OP had in mind I think... Well, I guess it depends on a play style, but the only really annoying ghosting I experienced was when I covered the only entrance to a building and somebody spawned behind me. When sniping from the woods, one should move all the time, if somebody ghosts 200+/- meters behind you it is no different than if somebody came from 500 meters. as per farming, the same solution as ghosting really, as you have to enter the buildings it will not be nearly as safe as logging going from building to building; and if you log in/out frequently, you will not be allowed to log in for "some" time, IMO it would work basically like ddos protection... I have no prob with private hives, but your topic title kind of reminds me of "say NO to cans", and will not have that ;) edit:still can't type -
Urgent issue: Server-Hopping on SA. Let´s say NO! And make it a thing of the past.
t-monk replied to t-monk's topic in DayZ Mod Suggestions
I notice that there are different views on this, and as each one may have its own play-style, I don´t blame those that accept server-hopping. By for me and, I´m sure for many people, it is a big game-breaker. I know the private hives will probably exist, but whe don´t know exactly when they will be possible. It might take some time. And, I really think that if the game proved to be really better without it (and among other things specially for not having it), all players would be happy. Some meta-gaming and trading would be not enough reason to allow server-hopping. And, like you, almost no one who plays on the private hives does miss it (which is a vast majority of players right now). Random player abusiveness you may find anywhere and would be dealt with by the community itself. And maybe server admins. How abusive can really a player be (excluding being a hacker?) There will be no "voice on side chat". Hackers will be hopefully be very hard to find, and they can be on any server. So if “no server-hopping” makes the game better (and I think it does), the hacker problem and abusiveness might not be enough reason to not having it. That’s where the trouble begins. Evoxton, you have my full agreement on this. What I said in the original post was written having in mind that now the nights will be fully playable. I´m sure it won´t be pitch-black anymore, you will be able to run and see ahead with the flashlight, or shoot a pistol and use the flashlight at the same time. (Or at least I think it is very probable). Nights won´t be a turn-off anymore. And accepting challenges is a part of the general personality of the Dayz player. It would be more of a trade-off. You exchange the possibility of farming or ghosting for your own benefit, for the added challenge of having to play trough some night time. I think it´s a very nice trade-off. About the population problem, there could be solutions for that. For example, adapting the number of servers to the number of players, so there wouldn’t be much room for empty servers to exist. And maybe give stats so you could find a good server for your play times, like gametracker (or use gtracker itself). This could a good solution, if the hopping is inevitable. But maybe not the time locker (vide Warz). I replied above about the server pop problem. Yes it could be a problem but could also be reasonably (or at least partially) solved. Now, if you run at 18 km/h it you can cover 200m in I think around 40 seconds. Doesn’t prevent farming or ghosting unless the distance is much bigger. My friend Udak, in the first place, If I am tackling this issue Is because I think it is a big problem, and server-hopping is a pretty bad thing that makes the game much worse. Those who think facing problems is a waste of time are usually the ones that don´t solve them, or think it is impossible to do so. Those who think the opposite are the ones who do solve them. What I am doing is trying to make people of this lovely community help me think and give suggestions as to how to solve it. I´m sure many people think the same way. I´m doing it because I like the game and if there is a problem, why not face it? I heard quite a handful of players complaining about server-hopping in Warz, and that their devs maybe looking into a solution right now. So isn’t it a problem? Besides, server-hopping was a by-product and not really intentional. People on private hives either don´t miss it or thank for not having it anymore. And they outnumber the public server players by a very huge margin. And we want the perfect Dayz that current technology can offer. So why not scrapping server-hopping “officially”? Is this really a straw-man? Do you think players who play on a high pop server, because they like the challenge and social aspects of it, and get killed by a lame, stupid farmer who picked his gun in a zero-player server think it is a straw-man? You say these are good points, and that server-hopping is morally wrong and cheap, and then next you say it is a straw-man? Sorry, I can´t understand it. And it is not required that people actually and actively defend server-hopping for it to be an important issue. I wouldn’t like to have to wait for 8 months to be able to play the SA (this would be 2014) without the annoyance of server-hopping, or at all, because of a problem that could have been at least partially solved. About nights, yes, I know why nights suck. I´ve played Dayz. You can´t see shit, it´s pitch-black, and it´s unplayable and unrealistic. Now about the loot spawns, you said I am misinformed. No offense, but I am not, I read all info and watched all videos about the SA. And though you might have done it too, you got it wrong. Loot will not spawn only on server-start. This would make Dayz a crap game, worse than Warz. Loot will respawn, or “regenerate” according to some set rules or time frame, so farming will in fact be possible. Xianyu, some ideas have already begun to spawn in this thread an may continue to do so. -
Urgent issue: Server-Hopping on SA. Let´s say NO! And make it a thing of the past.
trichome (DayZ) replied to t-monk's topic in DayZ Mod Suggestions
This is a non issue. The SA is going to support private hives so there will be no server hopping,ghosting unless you want to join the quagmire that is public hives. Good luck with that! -
Urgent issue: Server-Hopping on SA. Let´s say NO! And make it a thing of the past.
Xianyu replied to t-monk's topic in DayZ Mod Suggestions
Okay. So. Stop server hoppers! Stop ghosting! Stop farming! Uhm... ... ... mind giving some ideas as to HOW one would go about that? -
Urgent issue: Server-Hopping on SA. Let´s say NO! And make it a thing of the past.
[email protected] replied to t-monk's topic in DayZ Mod Suggestions
Of all the four points you made IMO only ghosting is relevant - and that can be solved without private hives. Eg: no spawning in buildings (if you disconnect in a building you will spawn 200 meters away in any direction) if you connect multiple times in given time frame you again spawn in a circle in the radius of 200 meters. I'm sure there are even better options... as others have already mentioned, it sucks to be on an empty server; it sucks even more if your server is offline or full when you try to connect... edit: I suck at writing -
Free DayZ StandAlone TeamSpeak @ 37.187.195.75 - ZombieWorld.eu -- SA Server is up !!!
Котовский replied to U.G.N - Jedi Panda's topic in Mod Servers & Private Hives
Two or more smaller servers is good idea but we need anti-ghosting delay to avoid server hoppers. 10 mins would be enough. -
- Your name automatically disqualifies every point you make, valid or not. - Axes are not in Arma II, therefore bugged, fixed in SA. Argument invalid -Armed players as fresh spawns would create chaos, people going around ghosting and killing as spawns, and players would know this, therefore causing more people to KoS. Arguement invalid. -More melee weapons? Possibly. Knife should have the ability to be used. Not a valid reason for quitting. -Crossbow bolts ARE recoverable, if you actually try. Argument ignorant. -Zombie attacks are basic, non complicated attacks, and still have the same effect as a complicated animation. You're complaining because the zombie won't give you a hickey when you get to close? Argument invalid. -CQC is fine. Can't find any single reason why it is flawed. Argument invalid. -Blood system works the way it is. You bleed too long, you die. Plus, all the excuse you give is that it is flawed. Real in depth buddy. Argument invalid AND ignorant. -You want to have to open up individual pockets or something on a bag? Somebodies just looking to bitch now. Argument invalid. -Again, survival is not 'flawed'. You eat and drink what you can find. Sounds like your own damn problem you can't find jack shit. Argument invalid. -Don't play at night then? Can't remember the last time I went outside at night and felt comfortable enough to run around in the dark. Argument pointless. -Finally a valid point. Yes, SCRIPT KIDDIES do tend to get on ones nerves. One solution instead of getting butthurt, is to get the fuck over it and move on. -More vehicles? I'm sure in your vision of DayZ, everyone would not shoot you, line themselves up in your crosshairs, and then pull the trigger for you. you honestly going to think it is going to be that easy dude? Really? Argument invalid. -Point is to have fun. Argument... again, invalid. My conclusion after reading this ignorant, butthurt, sad thread, is that you are a person that cannot figure out how to play the game correctly, suck at it, and came from some arcade shooter. I say please do quit, one less person bitching on our forums, and one less person eating MY FUCKING BEANS. Piss off loser. Go play some WarZ, then come back and bitch about how bad this game is. LOL
-
last time i played this game there was still alot of ghosting and servers didnt spawn you with weapons XD any advice on how to dive into the game again? currently friendless so some of those would help add me if you wna group up skype:odoublesushi
-
Ghosting, duping are taken care of...also you don't spawn with weapons..only on certain servers. People are getting less friendly and getting into more of the CoD kiddie playstyle. Do not go on public hives unless you wanna get killed or teleported by a script kiddie. and finally....balotabuddies.
-
Merging Global and Private Player Info Based On Server Config
meanboss posted a topic in DayZ Mod Suggestions
Some people like being able to swap between servers (i.e. rescue squads, normal players swaping out based on server time, etc.) and some players absolutely hate global accounts because people often "ghost" in a firefight (switch server, change location, switch back). I think I came up with a solution to this. Rather than just having Global Servers and Hive servers, what about a minecraft-esque player-server that can allow for the selection of what is "local" and what is "global" Example: A server set to be fully global allows you to swap between multiple servers and your account is exactly the same on all of them- your location, inventory, blood, food, etc. is all called from the global DayZ account databases. Another server, ran by a different owner, believes players should be able to change their inventories from the global DB, however he dislikes the idea of ghosting in combat. The owner simpley changes a few values, and his server now makes "Possition" and "CharStats" (blood/food/etc) a local value (stored in the local DB or account files)- but the inventory of an account is still called from the global DB. Simple .cfg file can be made: //Player Account Options //If an option is set to "Local" it will be saved in the local files- if "Global", the information will be called from the DayZ account database Possition=Local //The Geographical Location of The Player Inventory=Global //Player Inventory including backpack and equiped items (such as clothing and weapons) CharStats=Local //These include Blood, Food, and temperature AccStats=Global //These include Humanity, Kills,Deaths, Distance Traveled, etc.... In this example, the account stats and invetntory are global, but the possition and character stats are local. If a player picks up a gun, it will be transfered to other global opion server, however if a player changes location in the server and changes to a global server, the global server will put him at his last-known location thats in the global DB. When he logs into the Local option server, he will be put at the last known location thats in the Local DB. This can be a very flexable system that can incurage different types of servers to appear (ones fully local, fully global, and mixed) (overtime this could possibly be linked to private DBs or private networks of servers by entering an address rather than "global/local" [this can prevent people making a global server, editing gear, and then going to another global server]) Example of this: //Player Account Options Possition=Local Inventory=(FriendlyServerIP):(ServerPort)+(DBuser):(DBpass) CharStats=(FriendlyServerIP):(ServerPort)+(DBuser):(DBpass) AccStats=Global //"global" links to playerdb.dayzmod.com (or whatever) ID LOVE FEEDBACK (sorry if this has been mentioned before? I searched but didnt find anything) -
BMRF: Chernarus / Namalsk / Active Admins / Automatic Whitelist
Ravenfoul posted a topic in Mod Servers & Private Hives
Reintroduction Hello! We are BMRF: Billy Mays Remembrance Foundation. We are a US based private hive running from Chicago. We've been around a long time and would love to be around longer if people still want us! You can visit our website HERE We're currently updated to the latest DayZ patch on our Chernarus servers 1, 2 and 3. We have a Namalsk server (again) but it is currently experiencing some issues as of this post. Our primary focus is hosting DayZ, but we also serve some flavors of Arma as well. Minecraft is our much unappreciated baby. Our new top of the line server (which will be in effect sometime shortly after the 8th) specs are: Two Intel Xeon E5-2690 processors (sixteen physical 2.9ghz cores on QPI + hyperthreading + turbo->3.8ghz) -- yep, 32 CPU cores if you count hyperthreading! 96 GB registered DDR3 ECC memory Dual 180GB Intel SSD's 2TB Storage/Backup Drive 40000 GB of InterNAP bandwidth (20 gigabit connection speed) As you can imagine we'll be needing more people to even hope to fill some of this new server. So bring friends! BMRF Servers BMRF 1: Chernarus: Veteran, 3rd person enabled, 24/7 daylight, no crosshairs, whitelisted. 74.91.119.164:2302 BMRF 2: Chernarus: Expert, 3rd person disabled, day/night cycle, no crosshairs, whitelisted. 74.91.119.164:2303 BMRF 3: Chernarus: Veteran, 3rd person enabled, day/night cycle, no crosshairs, whitelisted. 74.91.119.164:2340 BMRF 4: Warfare: Not whitelisted. More information on what we'll be updating to HERE 74.91.119.164:2314 BMRF 5: Namalsk: Veteran, 3rd person enabled, day/night cycle, no crosshairs, whitelisted. 74.91.119.164:2402 BMRF 6: Wasteland: Whitelisted. 3rd person enabled, 24/7, no skybases, more information HERE 74.91.119.164:2403 We expect to add at least two to three more severs in the coming week or two, specifically another Chernarus similar to BMRF 1. Points of Interest 10 minute wait before switching between DayZ servers to reduce Ghosting. Sign up at BMRF.ME - confirm your email, and you will be almost automatically whitelisted within an hour. You need to do naught else. DayZ servers restart every 3 hours - we are expimenting what brings best performance. Additional buildings peppered throughout the map to encourage more activity in deadzones. Optional STmovement / JSRS sound mods. Active administration/moderation. If you ever need any help, please contact me in our IRC at quakenet / #bmrf. Absolutely character restoration for confirmed cases of being wronged by a hacker and or exploiter. Anti-hacks / sophisticated logging of information to reduce serious cases of hacking to next to nothing. ESP remains a hard to confirm problem. Mass killing via script hasn't happened in ages. Shared community banlist. Active participation with other server administrators in improving everyone's experience. Large, large community of DayZ/ArmA players. 11K registered users. Helicopter Crash loot unmodified (but may change in the future). 90 vehicles. Attempted 'Balanced' Donation packages for DayZ / Wasteland. Generally 240 average number of players on across all BMRF servers during 'prime time' Filter against 'dumb' and or racist words / phrases. We punish confirmed cases of Combat Logging. But that's a tricky / complicated issue of the game, in my opinion. Ocasionally we host Events, such as the Cherno Journo kidnapping event and the new BMRF Destruction Derby. It's BMRF, gentlemen. The gods will not save you. Our IRC is #bmrf on QuakeNet. You can always ask questions before joining and expedite your whitelisting process if an admin is around. It's a pretty active channel as well, with around 60 users. Afterword Thanks for reading guys, there's a lot of solid private hives out there so make sure to give other people a fair chance too. We'd love to whitelist you for our servers, and hope you enjoy what is collectively provided. If I made a mistake, please do not smite me oh moderators/administrators.