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Found 2794 results

  1. emuthreat

    Server hopping?

    Well, short answer, I don't. It is possible to play on numerous private servers concurrently, with a character for each. It's been a while since I checked, but last I knew, community public servers are largely populated by people with a very predictable (boring) playstyle: Spawn on low pop, gear up without resistance, hop to high-pop, kill until you die, Repeat. Some of these folks even like to do silly things like keep one player in the AO on a low pop to hop in to your server at just the wrong time so they can "pwn Nuubz" like a pro. Most players will roll in big groups, all telepathically communicating outside the game from the safety of their TS or Discord server. These players will almost never talk to you, unless it is to stall so their friends can witness the killing. The ONLY interaction these players are interested in are shooting, teabagging, and perhaps some good old fashioned slurs through in--game VoIP if they catch you alive. So my question is why do you prefer to play on servers that are so geared towards abuse? Why do you prefer to know with 95%+ certainty, the outcome of any interactions you will have in game. I played low pop official servers until I was familiar with the game. I played hi pop public servers until I was utterly bored with the lack of variety, which took less than 100 hours; it was like going to the driving range every day, but never playing through a course. I started playing on private servers and noticed the same people from time to time. Sometimes I would meet someone whose name I recognized from pulse checking a corpse, or vice versa. All of a sudden there was a community out there with real people with diverse motivations and moods at different times and places. There was a chance for interaction besides killing whomever is not in your VoIP server at the time. And there was no ghosting. If someone wanted to come get you out of a hidey-hole, they either needed to have a grenade, or risk getting blasted as they come inside to root you out. Believe it or not, many, if not most, have absolutely zero rules. Some are even ran by absolute shitbags that will give you as terrible an experience as you could wish. And did I mention no ghosting? ; ) You never did answer my question about Official public servers on single, insulated shards. Still free-range, un-moderated, absolutely no rules, wild-west of servers, just without the possibility of someone ghosting or coming in loaded up with loot from another dimension.
  2. emuthreat

    Server hopping?

    Firstly, the fanatical projections get you nowhere. People have all sorts of motivations and playstyles, and all I ever want is balance between constructive and destructive activities. Which is not an unreasonable thing to ask for in a game. It's more to the point of making the game as free of exploits as possible. For instance, back in .62, it was possible to glitch through tent walls, even though realistically, one would just be able to slice through the walls with a knife. But as the game was in that state, tents should have acted as barriers. Exploitative play was to glitch through said barriers. Sometimes you could even glitch through concrete walls that are part of the natural map. The developers recognized this as unwanted behavior and disabled loot spawns in those buildings to try to prevent abuse. Similarly, constructed base walls are now able to be walked through, defeating the purpose of building walls. There was even a post about players possibly being able to drop through some roofs recently. Driving a vehicle up to a wall and using the vehicle as a ladder (why can't we craft ladders?) would provide some visual and audio cues that a wall breech is imminent. Dismantling a wall from outside should make some noise. Ghosting into a base should have some barrier or penalty. It sucks that they scrapped the idea of companion animals. Petting and feeding the guard dogs before logging out inside a base, to ensure you are recognized upon returning, would be a good way to punish people ghosting into bases. I am assuming that you mean this in a practical sense, as within the intended mechanics of the game; rather than the extreme of flying hackers raining down grenades, or invisible speedhackers with infinite ammo SMGs. To the point of ghosting/combat logging. Once a player clears and secures an area, it is outside the scope of reasonable gameplay to have someone phase into existence behind you and shoot you. To the point of private servers banning people who do this constantly and purposefully, it is the best option to ensure fair play, short of the Developers finding a solution. Players with access to an exploit, can make the game unenjoyable for a majority of players. Server owners and the developers have an interest in mitigating destructive and disruptive abuses of the game mechanics that diminish the value of the game for the majority of other players. I imagine they will never allow wildfires and arson in a game like this, as a handful of dedicated players could effectively ruin every server, every day, as fast as the admins could reset them. That speaks volumes towards the verifiable need to balance against purely destructive gameplay I don't know why we keep butting heads on this issue. Perhaps walking a few miles in my shoes would give you an understanding of what it feels like trying an already impossible task, and having to deal with abuse of game mechanics on top of that. There is a reason that most of the threads about ghosting and server hopping seem to end at the same conclusion; play on a private server; because the public hive servers are prone to numerous exploits which allow unscrupulous players to gain an advantage that a reasonable person would not physically expect to be possible. Get pinned down in a corner pub second floor, and watch the stairs, only for one of the guys to show up two minutes later behind you. Most folks would regard this as cheating. Cynical folks might chuckle and say it is possible, therefore okay to do. Developers might say we don't know how to fix this without unintended consequences. If you don't want to die because people are abusing the game for an unfair advantage, stay off or public hive servers for now. Play DayZ with whatever motivations or strategies you wish, but the idea of fair play and intended mechanics vs abuse of exploits still stands. I sure as hell wouldn't play chess with a person who decides that they could switch the properties of any two pieces at will, and I won't play DayZ on a server where glitch abuse is rampant. Imagine if someone could remove their queen from a chess board for any number of turns, and replace it at will in the same position. This is effectively what combat logging does on a private server, and it is perfectly reasonable to want to exclude such players from the community. I think the only really viable solution for new PC and XBOX players is for BI to operate a handful of curated official servers in the same manner as private servers, and assign admins. If they actually had some skin in the game, as far as responsibility for processing tickets for glitch abuse, it might incentivize them to fix some of these issues.
  3. emuthreat

    Server hopping?

    At what point does it start feeling awkward to dig up powdered horse bones, only to beat hem in to an even finer dust? You only play solo, and from that perspective, bases are of no value to you but for something to disrupt or destroy. For others, bases might be a means of making contact with other survivors for the purpose of determining their motives and disposition. And others still, may prefer to group up and make a megabase and try to defend it from the non-stop flow of players who invariably come to destroy them just because they are there. Other players, who prefer to run solo or in small groups, will keep a little journal of bases that they use to drop by and steal just a few things; so the owners will not notice and keep putting nice things in there for them to take. It seems pretty reductive to view bases in the way that you do. It almost seems as if your mental image of a base is a walled-in area in a strategically poor location, with dimensions no larger than a grenade blast radius. And with this, I must question the extent, nature, and quality of your experience with bases in DayZ. Even in .62, it was possible to make a maze of tents to fill the gaps in an already hardened area. And barring sniper over watch (which a good base engineer would mitigate by placing a base in areas with multiple covered egress) the advantage is very often in the favor of the defenders; so much so, that bases should be built with hidden faults to assist in retaking them in the case that someone uninvited has made themselves comfortable inside. Back to the topic of this thread... Server hoppers can be frustrated by building you base with hoppers in mind. By picking the places one would feel the most covered in logging out on the other server to ghost in, and placing bear traps or land mines in those areas of your base, you can mitigate the threat of ghosting by anticipating predictable norms in player behavior. Heck, you could even build a wall around the good logout spots in your base, to make the hopper have to try again. Even on private servers, we have to deal with players who combat log in bases. Sneak in on low-pop and log out in a corner. Log back in at high pop times and kill a player or two, only to log off in a different corner and try again in a half hour or so. You might cringe when you hear this, but most communities prefer to ban these players, as it is considered abusing game mechanics. As for public official servers... Hopefully Bohemia will find their way to moderating a handful of these as the true hive of official servers, while leaving the 3rd person server hopping wild west to the heathens who prefer that style of exploitative play. As for Ghosting into bases, we can only wait and see.
  4. pilgrim*

    Server hopping?

    I'm saying there are already 8663 comments on "server hopping" and I'm agreeing with some of them and disagreeing with some of them. Look up "hopping" (one word) and "ghosting" and you'll find another 10,000+ comments and suggestions and arguments. DayZ is not a game that has "safe places" in it. This makes it an unusual game. Check this out - most games have areas of high risk and areas of high safety (breathing space or security?) - I think many players, coming from those standard games, find it stressful to be at risk ALL the time, from login to logout/death. One great thing about DayZ is you never at ANY moment know WHERE the risk is coming from. It's a true "player survival" game. Brain and wits and knowledge count a lot more than kit. Knowing you are not ever safe is the starting point. If that <constant unexpected insecurity> leaves the game, it wont be worth playing anymore. Some players starting the game don't really get this - they go through a phase of thinking DayZ is "unfair" because it kills them when they don't expect it to for reasons they don't expect. Let's see how Bases play out.. I think a player would have to be crazy to trap themselves in one of those.. suicidal and highly visible .. I used to like helicopters in the old game because I hunted them and I shot them down or destroyed them on the ground. so I don't object at ato bases and I'm sure they'll be a lot of fun. There have been MANY arguments about hopping and about special zones, and ways to stop people from logging out of fights, or ghosting, etc.. Lets see what BI does with BASES. They will iron out the glitches. And THEN: In this game, finding a weakness in your plan doesn't mean there's something wrong with the game, it means there's something wrong with your plan. xxP
  5. Parazight

    PC 1.0 Release Date Announcement

    Typically, businesses make decisions based on metrics not known to the consumer base. Also, the company is not going to go into detail over their decisions. These petitions are hilarious. They're not going to engage with the internet over their business decisions. If December 13th is the release date, then that's what it is. I assure you that BI has its own best interests in mind!! Who here is going to stop playing because of bugs, after 1.0?? Okay, so bases don't work all that great right now. Are we launching DayZ as a IRL base-building sim, or is the basic product there? Yes. You have a big sandbox, you have other people, and you have ways to kill other people. With zombies sprinkled on top. Everything necessary for the DayZ new-player experience. New players are not going to be on the forums complaining about base ghosting, persistence bugs, tanning leather, or other end game nonsense on December 14th. IMO, the announcement should have been made during late November. Meh.
  6. I think basebuilding is useless on public servers if all the attackers have to do is just log out, and log inside the base from a different server. Are there any plans to fix this, especially at the launch of the game? Some of us really dislike playing on private hives since you can't control if it's day/night/rainy (I even hate that word now). It'd be very nice to see a fix following 1.0 release since it will really benefit basebuilders.
  7. pilgrim*

    Fluffy bases.

    Only 56 posts in the whole 26 days since you joined sure is a long ass journey.. the Status reports are all under <<Focused Feedback & Status Reports>> ( under FORUMS at the top left of this page ) do a search on "ghosting" in that section, you'll see the word occurs 9 times total wont take you hardly 30 seconds
  8. PandahFistophacleezeSykes

    Fluffy bases.

    Devs have said many times during this long ass journey that ghosting into bases will be prevented by using a simple “teleport to nearest area if inside X area with base” feature that they could code in . Dont ask me which status reports it’s in because there’s too much junk on this forums to keep track , but it was said multiple times that this could be an easy solution for that issue .
  9. Couple of questions that maybe the greater good out there can clear up. So I decided to plant my base inside a structure. What constitutes it being a claimed space. I'm thinking of the loot goblins ghosting in from other servers to take the equipment etc etc. Does closing off the entrances count or does it require a locking gate ? And that's my final question on who the devil do I make a gate.
  10. Parazight

    Fluffy bases.

    Bases are fluff. They're a time sink, and that's great for players, but they're not reliable or a tier 1 activity to advance your character. Especially in vanilla public servers. Community or Official. Overlooking bugs and just focusing on the holistic design and scope of the title this becomes clear. Let's compare some things. Bases, Hidden Stashes, secondary accounts. Bases can be fun to build. It's something to socialize over and this is important. But it's not practical. Destroying things is quicker and easier than building. All it takes is one bad apple to taint the whole pie. Hidden stashes are much more secure, harder to find, quicker to establish, and generally, much more practical. You can find Sea Chests on the coast, in cargo containers. Along with Drybags, they're the premier choice for storage. You can fit four assault rifles and eight mags into a sea chest. You can store assault rifles in Drybags. And you can hide them almost anywhere. Hidden stashes seem overpowered, by a huge margin. If you have important items that you don't want to lose, you don't hide them in your base. Beyond that, the very best storage device is a second account. You create another player and store items there. Hidden Stashes and additional accounts completely negate permadeath. Is this a problem though? I guess I'm not sure. What about secondary skills, will they be able to mitigate losses? Public hives vs. private shards. It's going to be very obvious, very quickly, in public servers, that ghosting into bases will be a real problem. I've yet to see an official response with a solution that sounds like it will solve this problem. Security; bases vs. non-bases. All other forms of storage are mobile, easily placed, or well hidden. Evil do-ers, pirates, hackers, and lowlifes of all kinds, throughout history, in every aspect of life, are always one step ahead of the good people. It's been a constant struggle, since the beginning of forever, for the good and righteous to circumvent the dastardly cleverness of people trying to take advantage of other people. It's always been easier and more profitable to take advantage of people than to follow ridiculous notions of morals. So what does this mean for DayZ, the land where breaking morals has no consequence? I'm not sure, but the only solution probably lies in a mechanic that isn't authentic to the title's intended experience. I guess, that's kind of the problem base-building faces. So, what can be done? Probably not a lot before 1.0. And that's okay!! I didn't want to start a thread and complain without spit-balling some potential solutions. The first solution is to only play on private, whitelisted shards. This seems boring. Another might be to introduce mechanics for base destroying that involve multiple players. This might hedge it a little. Maybe limit base building structures to one per character. Maybe make them invulnerable. Mechanics tied to items that are bound to a specific IP address/server might be a possibility. Hopefully there are other solutions. I don't have them, but it seems obvious that they're needed. What do you plan on doing? How much will you invest into bases? Thoughts?
  11. philbur

    You do know that bases will never work...right?

    I was just about to go off on the OP....because I did not catch the "Xbox" in the thread either....Ack! Kind of funny to read Flame Posts from the new crowd, though... Have patience @bent.toe You guys have it pretty easy, compared to the PC supporters like us that have been suffering through the past 4-5 years of development. Not sure how the Community Servers are going to work for consoles, but I imagine there will be a form of server-specific persistence available... Server Ghosting/hopping losers are a problem for all Public Server players, and I hope you will have the opportunity we now have, as PC players, where Private Shards are readily available. The original question was a good one...but I chuckled that it was in the form of a temper tantrum....(already)…. Stick to it, and glad you are giving the SA a chance...
  12. awalsh47

    Spawning in someone's base.

    There's nothing stopping you ghosting in if you want to. But if you do your a dick. So be cool and don't do it.
  13. DayzDayzFanboy

    Xbox Development Briefing - November 16, 2018

    I don't think bases should be impregnable, but should be difficult to breach. I remember watching frankieonpc gain entry to bases with rare items such as chain saws or c4. I was also hoping that they would introduce lockable safes at some point too. Someone elsewhere also suggested perhaps respawning near to where you log out but not in the same place exactly as a way to prevent ghosting. Not sure how easy this would be to implement but would certainly be a good solution.
  14. xzDIABLOzx

    Player bases

    If by cheat you mean ghosting or server hopping into another persons base, you don't really have to since bases take like seconds to tear down. The loot someone could possible keep in their base doesn't interest me tbh, I enjoy getting my own gear either from random spawn or pvp. BUT I am an opportunist so if someone had a base with loot and I just happened to come apon it, I may or may not take a look depending on my loadout and current survival status. I said I was going to enjoy scouting out others bases more than building them.
  15. pilgrim*

    base destroyable?

    - so can we have bolt cutters and gloves ? Why not have police tape that says "Do not Cross" and make it invulnerable - it all comes down to the same very unrealistic 'realism'. Since the 1st World War, 100s of methods of crossing barbed wire been developed, electrified wire or mined wire or razor wire entanglements.. you name it.. - I don't see that putting barbed wire in the game and leaving out all the 100 methods of crossing it, will make the game more "realistic" or exciting? & I guess the fort owners will need some way of getting in and out too ? And if THEY can lay wire, why cant YOU roll it up? Let"s see what solutions the devs come up with. They will be looking at every online FPS game with bases in it, right now. .. (betcha) It has already been suggested that public hive servers should ALL be made private to stop ghosting. Enough servers are on private shards ALREADY, why make more ? If you want private shards they are not difficult to find. there are plenty - then you don't have to deal with ghosting or hopping. Many players made this choice 2 or 3 years ago. But private shards limit their players and bases to "private wars".. I (personally) always thought the interesting thing about the game was Public access to official servers. Private servers are IMO just mini boys-clubs with subsets of rules and boy-scout/tyrant Admins. Unless they are public shard they are boring. The REAL game happens on Official Servers ... IMO .. and so Bases have to deal with that environment.
  16. Bramblevines

    base destroyable?

    I would suggest just making half the public servers non-hive servers to give players a choice if they are willing to deal with ghosting on public or not. Also make walls take at least a few minutes to dismantle; make electric wire prevent basic tools from dismantling wood walls at all due to electrocution, so bases are invulnerable to basic tools until the power generator runs out of fuel; and add in very rare explosives that can get through even electric wire.
  17. pilgrim*

    how to fix base building

    He should have taken a LADDER Or maybe a ROPE Seems your liquor store was designed to be proof against Idiots.. Where I come from an 8 year old used forklifts to break into industrial units at night, ripping the whole side of the office out of the floor, and break open the safe by lifting it and bouncing it off the concrete until he could get his hand in, for sweet money. He did this regularly, and he was caught by a teacher who noticed he was giving away spare change at school. But you know in DayZ we cant climb over walls or through windows, we can only server hop. (that's logical, right?) As long as your base is idiot proof, stay happy. Most DayZ players will just stand outside drooling. I remember that kid with the forklift - I WONDER : Is it still as easy to kill players by shooting up through the floor of mil watchtowers as it used to be? Or shoot them off their LADDERS .. if so, how do they defend their base against a siege or a sniper ? They hunker out of sight until the enemy gets bored and goes away? Or does the enemy post a couple of friends to shoot defenders when they show themselves, while the third guy hacks the gate down in safety? We don't know the BI answers to any of these questions. But look back through the blogs and you'll see player ideas by the score.. and all different. For 3+ years a base has been whatever anyone imagines it to be, and everyone imagines different stuff. Now Xbox players are doing the same in a Big Way. But BI hasn't still discussed it. -1 ) You wanted "base-building" - you got it. - 2 ) Now you want "base-defending" too ? <<There is more to be done in terms of ghosting, protection and general usability>> and p.s. How come Bases don't attract zombies from the surroundings (seeing as they attract idiots) ?? Each base ought to have a crowd of idiot zombies and idiot players outside the gate, brainlessly wishing they could get in.. (and the ones inside could wish thy could get out?) - let's hope it works out as good ..as ..all ..the other FPS Base games.
  18. xzDIABLOzx

    Player bases

    Yes I understand your point is for them to “fix” ghosting, I just don’t think it’s going to happen anytime soon. From what I have researched, this has been a problem with base building in Dayz since its inception on PC 0.61. I think the biggest problem that can’t or won’t be fixed is when you leave the game it saves your exact location right? Yes. Unless they somehow fix or change where you spawn back in game after leaving then ghosting is going to be a constant issue. There is a lot of suggestions from the community on how to address this issue but with zero feedback from developers, it doesn’t seem like anything is going to be done anytime soon. But even minus the ghosting into bases issue, there’s a lot more issues with base building. There are several discussion threads about base building, advantages, disadvantages, ect on this forum, this being a few of the things mentioned: Nobody can "own" a base other than being online 24/7 or having friends to defend it 24/7 Bases and barrels seem to de-spawn approx. every 3 days or so. Bases are no different from gameplay around any standard military structure already a part of the core map other than they can be destroyed in seconds. They are fragile sandcastles to kick over, and nothing more. The amount of material and time it takes to build a base just to have someone stroll along and destroy it in mere minutes or seconds on a public server seems silly to me but lots have fun doing it. The only thing I could imagine any sort of current base building to be viable would be a temporary small base, that will give a loot stash advantage or maybe a vantage point somewhere on the map. Possibly barricading existing structures on the map or accessing rooftops that you don’t normally have access too. The modding community will definitely be able to add more value when it comes to actual bases that have a use, right now there is just no meaning to it and no word on any fixing of the issues anytime soon.
  19. DayzDayzFanboy

    Player bases

    I'm not sure exactly how you expect them to fix it. Ghosting is always going to be an issue in dayz. The only solution is to have lockable safes on your base to keep gear in. It's also worth watching Deadly Slobs dayz survival series. He tracks down some barrels and finds some good hiding places for them. I personally don't think it's that big a deal. I just think it's funny that people scream out for more content and then when it arrives they moan about it. Everyone's a critic!
  20. Dopplerman

    base destroyable?

    Easy concept (maybe not so easy to implement) to prevent people from ghosting into bases; add something such as a "Base layout" where when you place it and add "x" amount of resources to it, it would claim something like 50 sq ft of area. Make it hard to craft so people can't go around claiming the whole map, and make the item model something like a functioning fire place for example. This "Base Layout" would have options to add or remove players to the whitelist, deciding if someone can or cannot log into the server inside that "base layout" area. If someone un whitelisted tries to log into the server on your "Base layout" area it would simply spawn them like 5-10 feet outside of the edge. They would clip together nicely making expanding your base easy (if you have the resources). This item would only prevent people from logging in inside the base though, making sneaking or breaking in the only way to enter someone else's base on a public server. This item would also not be required to build a base, as it would then give people more incentive to craft one so they don't have people ghosting into their base. Mind you this entire idea is pointless until the integrity of bases is worked on, as it would be faster to just saw down the walls then it would be to ghost in as of right now.
  21. emuthreat

    base destroyable?

    Yeah, I think we are on the same page. Bases have not been very viable because it is too easy to exploit poorly designed game mechanics to remove bases in a matter of minutes. Ghosting is a major problem with the public hive in general. The advice I've always gotten was "try playing on private servers." It's on the developers to decide if they want this to continue to be a possibility. To a certain extent this is still the preferred manner of unsporting griefing tactics used even on private servers. Go to a known base in the middle of the night, don't despawn anything, just log out in a corner and wait until the server is full. Log back in, spray everyone down with automatic fire, and log off. Repeat until dead, and then gear up and try again. These problems are more than just basebuilding, and not easy to solve in a way that won't cause other issues. But to me, the simple solution is to make a selection of public servers that are not part of a hive. Problem solved, as far as ghosting goes. As for combat logging as an ambush tactic, I remember when players would make a weapon action cycle noise upon login; but in cases of accidentally logging in near another player, it gives an unfair advantage to the static player. Assuming that hived servers are to simply be avoided for basebuilding, we are only left with durability and difficulty of forced entry. Sure people can come to visit all friendly and then "crash," only to log back in to kill people cheaply later, but once you kill them, they need to come back and do it again; and you might just let them in far enough to shoot them in the head in the comfort of your base. In the village, we told visitors not to log off in the base, because combat logging attackers were a daily occurrence. I've shot dozens of players in the head, just because their game crashed while they were standing in a corner. What can one do, but apologize and store their gear? This is a simple enough fix for login issues in a base. if i don't know and trust you, and you log off in my base, you will log back in on the coast. Problem solved... Unless their game crashes or the server kicks them. Do we need something like @Arthur Dubrovka suggested, by which a player can only be given server permission to log back in in a defined area by some shared ritual of confirmed base owners? It would be nice, but I wouldn't say necessary.
  22. emuthreat

    base destroyable?

    You've been around long enough to know that private servers are the longstanding answer to the problem of ghosting. Perhaps BI will support a number of official servers that are independent of any hive, to prevent ghosting into bases. But thank you nonetheless for the sarcastic and disingenuous response. The advantages of building a base on the public hive are aligned with the needle in a haystack principle and reliance on the notion that people only server hop military areas, so your forest compound should take at least a few weeks for anyone to discover. At which point they will tell all their friends, and host a special twitch stream in which they dismantle the base and despawn all of its contents. Because let's be honest, that's all bases are good for, right? Sandcastles to kick over, and nothing more. The degree to which you have no idea what you are talking about is staggeringly hilarious to me. I've easily had 90% of my entire PvP experience on this so-called peaceful cooperative server. Believe it or not, some players come there because they found out that there is a place where they know people will be; because these dumb fucks actually advertise their presence. Did you hear that? A group of players is dumb enough to actually tell people where they are in DayZ; and after getting killed, they go back to do it again. I suppose if they were useless people wouldn't build them. But hey, somebody's gotta put in the work for salty cunts to come and despawn, amirite? That's at least one approved use by your standards...
  23. FunkInYourTrunk

    base destroyable?

    best way to keep your base safe will always be the same. have someone online to defend it, or keep it small and hidden. other than that expect that it wil be raided/trolled/destroyed. to avoid ghosting just make sure u are on a private server. don't feel bad if you lose everything, it happens to us all. it will teach you new wayd to defend and will give you a reason to rebuild. safety is great because you never lose any of your own stuff but stockpiling will only eventually get boring.
  24. Mantasisg

    Status Report - 23 October 2018

    I think core community didn't play the game for a few years. Because collecting weapons in lifeless servers and then ghosting to full but still lifeless servers aren't what core DayZ players used to do some years ago. I remember watching Puhdado streams a lot ! There were plenty of entertaining streamers, I remember watching DanielFromSL when DayZ was in 0.59 or around the time when player interactions ware going somewhere away from the game... I remember him running around cherno for 20-30mins and not meeting anyone, that was about the time of weapon collectors, server ghosters, bushmasters time of DayZ.
  25. TheYetiBum

    Status Report - 23 October 2018

    I'll take you at your word & wish you and the team the best of luck. Just remember that you don't have to manage community expectation, they only expect what you tell them they'll get. and remember that base building is great but with the pervasive ghosting issue it'll only cause mass aggravation being implemented until there's fix or work around to stop players abusing it, but it's your teams baby though and you can raise it anyway you see fit. I personally would have focused on updating & adding in all legacy features from 0.62 & the original mod and getting that stable before anything else as a base model for 1.0 . ive played for only two months barely & already feel like I've had my fill, without much weapon choice, ghillies, spraypaints more craftables and what feels like half a health system the game feels empty and tbh spending a fifty hours building a base that someone's gonna ghost into and fighting over vehicles isn't going to make the game come alive. good luck with your endeavours and I guess I'll check back In a year from now, probably around when the new consoles arrive. thankfully the PC guys get modding to pass the time unfortunately us console chaps might get a hold breathe function if were polite.
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