Search the Community
Showing results for 'ghosting'.
Found 2842 results
-
Yes Its must by very frustrating. So is the development of this game. If you had been here since the early days then you would have known. But march 27 doesnt say you know. You also would know that ghosting and server hopping is a thing since Day 1. So you made you're own group aswell saying just you as console players would like to play without ghosting and hopping. Obviously pc players DO want ghosting and server hopping...... sigh. Really? Next time dont quote just a bit but the whole context, maybe Re read some post history of me before you single out just one person, thats just rude.😉
-
So in other words, these anti hopping spawns still mess with groups trying to stick together when they simply want to join each other, even though they'd normally be at the same location. I'm sorry, but to me, that's absolutely not a thing I will ever applaud. I think you need to find better solutions to malicious server switching for those who want to ghost around, though you already got that with a time delay that you can simply make longer -- no complaints from me. And ghosting into bases or places were you shouldn't be at: find another way. There have been many suggestions, such as letting players define (with a fenced off area) a no-spawn area! PLEASE give it serious consideration. A lot of people feel that this crappy way of dealing with what's usually harmless server switching, is venomous to the freedoms and choices we enjoyed in the hive! The way hives did play was perfectly fine -- we didn't switch servers to get more "L00tZ", we simply wanted to enjoy each others company and be able to pick freely from weather condition, player population, and all that. And you can bet that almost everyone was glad they could do it. And it was better that way. Please, don't think me rude, but I think keeping the teleportation system in place would be tone deaf. Invest the time to give base builders a proper way to keep strangers out. But not this. This is just wrong. Please forward this to your QA as well.
-
Some of us just want to play the game on console without hoppers and people ghosting. Plus it's quite rude of you to put all of us in the same group.
-
Ugh... This is such terrible decision making. What happened to BI doing whatever BI wanted to do? Why cater now? The modern day gamer should expect ghosting to happen and realize that it's not isolated to DayZ. Trying to fix ghosting is absurd. This is not a DayZ specific issue. Every single title in this genre, with this environment, is subject to this sort of player behavior. Why on earth is BI trying to solve this problem, and moreover, why try to solve the problem at the end of development? This sort of colossal issue is something that needs to be addressed on day one of development. This isn't something you band aid. Don't make a game, then add mod support, then add bases because you have mod support, then half-ass fix a problem. What a huge waste of money. What happened to solving base ghosting by teleporting you away from a spot if you tried to log in near (a base structure)? What happened to the solution being to play on private shards? The stance was that any punishment would end up hurting the innocent gamer. What happened to that? Whatever the fuck happened to authenticity? The solution is to do nothing!
-
"Imagine creeping up to Tisy and coming across another player who has already been through there on that server..." @emuthreat thats also normal gameplay, happens a lot. means you dont always get what you want . . . . mostly I also play community. As you say "The point is to discourage server hopping for loot/ghosting. Sending players back towards the coast has more unintended consequences than can be justified by this current fix." where things can be abused, they will be. This is a survival game. you have friends on other public servers, fine. play on those servers this was directed at Drgullen. I havent killed any players at all. Ive just dropped into another server, my friend picked me up in his car . .. . spawning at the beach didnt bother me in the slightest. Why should I have an advantage on another server?
-
why do you need to change servers after looting Tisy? Or you really mean you want to raid Tisy on a low pop server as its easy, and then go shooting players on a high pop server? I do this most times . .. . I dont get much time to play. I could get there quicker, but mostly I am looting as I go. I really dont want to see other players spawning in at random on the map. Or in locations near specific targets. Imagine theres me creeping up to Tisy, its taken me a week to get there, then this heavily geared player appears, having just raided Tisy on another server, (in a spawn site 200m from the base). It may be that I see him, and pop him with my trusty bk18, (ok, usually by Tisy I have a cr527 or a Tundra, or an sg5), or it may be that I dont, because they spawned out in a tree or bush. Or they have a helmet and body armour. Then they pop me . . . @ImpulZ can we combine the serverhopping anti ghosting threads? thanks
-
I haven't tried the patch. So if you swap servers, it just dumps you on the coast? That's laughably bad. There are a lot of reasons to swap servers apart from hopping, or ghosting, from population to night time to connection issues to simply forgetting which server you were on. That's why we have a thing that browses through them. I rarely ever play public hive, but this annoys me. If you like roaming around the northwest, this is essentially wasting an hour of someone's time. It could be improved, but why even roll it out like this? Quotes from map designer Sumrak in DayZ Modder's Discord server:
-
And if "playing the game properly" changed in this version ? What if the devs wants you to choose a server, settle on this server and stay ? Rust was looking for a long time to do something similar by allowing players to switch server. The goal was to let the player settle in, loot and survive.... If he was looking to raid he would have 2 choices, raid on his own island or to raid another island. He wouldn't be able to predict where he would spawn in the new server or on his server at his return. Now in Dayz ? We choose a server, loot and make a base in the same server. We switch server if we want to raid/pvp on another server but we need to regroup (in rust we would have to create a boat to prepare ourself instead of reprouping). So what is wrong ? We have to change our mind of how we use servers and we need to protect the players from any mistakes. If we don't want players who played the game properly we need to protect them from themself. This solution as you said erradicate dupers, hoppers, ghosters who try to exploit the game. As we try to exploit the game by switching server because the night/rain is coming... And if you switched server.... First of... Why did you tryed ? Just think about it ! If I ask to anyone in my discord I'll get a awnser related to exploit the game in a way or another (the night for example.... Why were they all empty 😉). What do we lose ? The ability to loot Tisy on 10 servers ? What do we win ? No ghosting, no destroyers, no server hoppers.... Base are a bit safer and we are now forced to play in night time. Second of.... By mistake ? This is the part I'll tweak, what we want is to prevent any mistakes by the player. He need to be aware of what he is going to do before even doing it. He need to know what is going to happen if he join for the first time of his life a server. When you play Rust, you plan to play with your friends to play on the same server right ? This is what they want you to do. And until someone give us the ultimate solution, I prefer to talk about how we can improve in instead of making another one. All the ideas I saw to "fix" the current system have bigger flaws, for not the best thing to do is to improve this update instead of redoing it ^^
-
RE: The anti-ghosting/server-hopping feature If you change server do you always get sent to the coast? A friend and I were playing on different servers and ran to the same town, I swapped over to his server and found myself in Cherno. I sort of like the idea of being able to teleport back to the coast at will, I have a few new friends thinking of joining so it means I can zip back and get them. That being said, I thought this feature would keep you in the same general location, perhaps teleporting you to the nearest road or something.
-
I'm not saying it's no a valid complaint, but I want to understand something - did you log back to the same server or not? I thought the teleport doesn't affect you if you stick to one server. On the same note, how other games solve this problem? As much as I consider teleporting a bit weird, something clearly must be done, with hopping in general and ghosting in particular.
-
1.04 patch Wednesday, June, 26, 2019
Lt.Master replied to lifeordeath80's topic in General Discussion
The black screen isssue or the server browser hud on top of the game ui while playing is a know issue since a couple of days in experimental but is still a thing as you can see... With this new update a new system to prevent base ghosting have been implemented. To be short here's the idea : Join server 1 Play on the server 1 and log out in tisy (as a example) Comeback on server 1 but it's night time... So you leave once again Join server 2 because you don't want to play in night time You now spawned on the coast because you changed server.... I don't know if it's the devs who did that or if it's a issue with the server but this is what's happening -
I think, the way anti server hopping is now implemented, is a mistake! Please let me try to explain what I mean: I play with a group of friends. Most of them more casual DayZ players. Some do not know the map very well. They are used to certain places. Used to be able to have friends spawn nearby. And most notably: they're used to having certain freedoms in the game. I can't and I won't try to convince them that the freedoms and choices they used to be able to make, have all been taken away. Be it about the nights, be it about server population. We plan our missions carefully so everyone on the team has fun, and everyone has a place. Playing on a hive means options. Means choice. Means freedom. The way anti server hopping is implemented right now, is so punitive and restrictive towards new players and those who want to accompany them, that I'm honestly quite shocked. I understand the need to prevent server hopping in some capacity to prevent mass looting or ghosting or base raiding by cheating. I am OK with taking measures against that happening. But what this currently does is a massive interference in everyday gameplay. Just plain put: it ruins all the fun. Please give people a way to switch servers. Limit it to 1 hop every X hours if you have to. Find other ways to do this. I implore you. Many geared players will now constantly spawn at the coasts. New spawns have even less incentive to go in-land. They might as well just sit at the coast and wait for the next best geared guy. A lot of servers will be traveled by the same players. There will be considerably less a chance for the randomness that makes DayZ so great. It's going to make the experience increasingly more stale as time passes. That's another advantage a Hive has over private servers. One that we intended to benefit from. Simply exploring a server, -any random server really- is one of my favourite pasttimes. I enjoy wandering servers for hours just to see what's where. Not to rob. Just to enjoy the traces other players have left behind. While I enjoy long walks, I would vastly prefer to have free choice for where I start, and where I end my hiking trips. These adventures have been incredibly fun! I found amazing setups! Please don't make this harder to enjoy. I cannot expect my friends to sacrifice more time. I cannot expect them to run all the way to a meeting point, because it's been raining on a server. As a group, we enjoyed the game greatly up until now, and suddenly, everyone is sure bound to be pushed around back to punish or prevent what they didn't set out to do in the first place. And that even if a full day or even a week has passed since the last time they joined another server, I expect. I haven't seen any information on how much time needs to have passed, if such a mechanism is in this. This is a major discouragement for any new players, and for those trying to simply avoid the night, or learn the ropes of the game. This even is a huge annoyance for experienced players who want to simply change servers once every few hours. The benefits of playing on a hive have been helpful in so many ways, to this day. Please reconsider. Find a better way to do this. Thank you for reading! 🙂
-
Oh yes, another possible - and for game balance reasons unacceptable - exploit with the system as it is currently implemented on experimental is server hopping as a form of travel. Say I've been gearing in Tisy and want to go to the coast and shoot bambis - just server hop once (or twice if I want to hop back to server #1) and the hunt is on in a couple of minutes, instead of having to cross the map by ordinary means. This on its own should be reason enough to rethink how the "hop" spawns are located. The anti-ghosting mechanic could otherwise very well become the Griefer Highway...
-
I thought this was the case too. A few dynamic rng spawns triggered within a radius of the logging/relogging player. That would actually make sense and seemed like a decent enough sollution to counter the ghosting/loot hoppers. Like @Asmondian said, this just encourages another bad mechanic abuse. And once again a easy opt out for the pvp crowd....
-
Sure but it will take more time. Besides Its mostly to stop ghosting into bases. That tweak has been needed since the start of the SA, so nice work BI took you 6 years!! *sarcasm*
-
That would be its primary purpose, yes. That and to combat server hopping at military bases for loot. It is an okay compromise. You can still change server if you really want to, but ghosting and loot hopping will be impossible. Good change. Edit: Hopefully there will be some logic to where the player randomly spawns to avoid fully geared people to spawn on top of unsuspecting players who just happen to be at a spawn site. Personally I would have preferred them to just remove the hive system and be done with it. People being teleported around randomly will inevitably create some issues on its own.
-
Nothing have been said about any content related for dayz about this or any dlcs from arma 3 😞 To recap what happend since 1.0 in december : Xbox what buggy as hell so they had to tweak 999 things They have reworked tons of stuff like the sky, the inventory, the night, the lights and much more They have released the game for PS4 Bullet Tracers 2 new cars and some "new" guns dynamic attachements radio/chemlight on a backpack Belts where you can attach knifes, pistols and canteens Tactical helmet with NVG and light as attachements With the next update you can attach grenades on your vest you can rotate items in the inventory Track-IR is now a thing Grenades is now a thing in the next update or in experimental Infected can wear stuff (helmets, backpacks, etc) (next update) All the stuff related to medical things are going to be usefull (for real this time) in the next update You can have 2 guns in your back (for example) with the next update MAYBE a solution to prevent base ghosting for the next update I've probably forgot some things but just remember the first 2 lines because this is what created that feeling of lack of content.... Oh wait this is not a feeling... x) And I'm just going to explain you one thing to help you understand a point. The new engine (since 0.63) ask to the dev team to re create everything from scratch. They need to re-add everything and redo everything.... Code, animations, UI, probably some sounds... This is why a LOT of content is missing from the 0.62 build. BUT this is not why they are STILL missing, this is the awnser from above 😉 Oh and helicopters and bikes are no way coming this year in case you ask 😞
-
Better than peoplee combat logging or ghosting into bases. Plan ahead and quit crying the update isn't out yet.
-
I have walked away from DayZ because of the Dupping in this game. All the Features that are being put in is amazing and would love to try it. But Dupping is a Huge Problem that needs to be put at the top of the list. There is really no point anymore to play, while all the Duppers are freely active. I'm no programmer, But I'm sure if you add ID's to the items, and have the server delete the duplicated ID, would probable work. I do like the fact that ghosting is not going to be a thing. But hopes these spots are Random, and not a set location. I can see these areas being camp. What would be cool is to make them Fight for there life off of an Island and had to swim back lol. You know like when Spawning out at Debug island was a thing lol. I love to play Dayz, but I will wait and see what happens before I come back.
-
By no means. You preemptively bowed out on that thread. Im not salty that you lie. I personally think you're salty. Dupers have poisoned you. Made you paranoid. And made you think it's a good idea to lock down the game in the most restrictive manner possible in order to force everyone to play like you want them to. This game is great the way it plays now. The problems are duping and ghosting. Locking the game down is not the solution. Fixing those exploits is the solution. Edit: you think that having 600+ hours only gives you the advantage of knowing the map? That's a hilarious statement and just factually untrue. You know so much more about this game and how it works than someone with 40 hours. That's an advantage. I have 2000+ hours in this game going all the way back to the original mod release on PC. I promise I'm a sight better at this game because of that. I have quite an advantage due to experience over most players. You literally just said you want to lock everyone down into their own zones according to level. "You only meet like minded people and can not walk into a level 50 zone" you want people to play in an echo chamber. You want to take away the freedom players have in this game. All because you're salty about getting wrecked by dupers. You realize this game is built around that freedom? People play this game because you can do and play whatever and however you want. We are all in the same boat when it comes to these exploiters. Seriously sounds like you just want to go play The Division.
-
for me on pc, its fifteen seconds. personally I dont really care if someone logs, mostly I dont shoot people so I dont see it. When people engage me, mostly they are campers and I die. This attitude (not shooting people) is under review, too many people shoot on sight >70% What would bother me (if I was engaging) is if someone logs and then comes back ten minutes later and shoots you. What could be done is not to extend the logout time (because if someone is going to log, they will), but set the log in time to one hour later. How would that be? That fixes the people wanting to immediately log off for personal reasons, and stops people combat logging for strategic advantage. To reduce duping, set the server to hard save the character, before offering the logout (fast or slow) option. Crashing the server, set everyone to the beach and wipe (making it clear that this is what will happen, assuming current server crashes for other issues is fixed). Ghosting/server hopping, Ive said it before, you want to hop servers, youre going to the beach (fully equipped).
-
It's a thing since 0.32 if I'm not mistaking. But since we can build bases it's starting issues for anyone looking to settle somewhere. The devs are aware and are not going to remove this feature. They are going to found a solution to prevent any ghosting like move your character to a different location. But we don't know what is going to be used and how for now...
-
Raid and to ghost in... The devs said they were looking to deploy a potential fix to the ghosting (server hopping but to spawn inside the base of someone) for the next update.... We'll see...
-
do a search on "ghosting"
-
Fact of it, we can think of any alternatives we want, and some of them are great ideas.. but the downside is that the current state of the game is not stable enough to implement any of them effectively without having too much collateral damage. If someone was to be repositioned with intentions set for combating them ghosting in or combat logging, then the server malfunctions and crashes, kicking everyone out, the game most likely would register everyone trying to enter that server again as attempted loggers. Which let's face it.. is exactly how we had thousands of players characters being offered the solution of "We'll kill your character" when they implemented the last attempt to Database Lock anyone who tried to duplicate. People were legitimately having to log out of a server to go grab the groceries or change a diaper off their child, logging back in to continue playing, and discovering they now must contact the team to have their accounts killed off entirely to get them out of this DB Lock 'solution'.