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Showing results for 'ghosting'.
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It's getting rampant. We pretty much employed a scorched earth tactic to keep them from getting all of our vehicles. We have had Cherno and Electro engulfed for days now. When it gets to the point where you can't even play it's pretty bad. I've been on break for about a week now. We don't want to ban everyone that isn't us because PvP is great when everyone plays by the rules. If it wasn't this it would be ghosting or duping. It will get better I am sure.
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I guess it depends on your definition of broken. I would argue that someone ghosting between quiet servers to find blood to supply their clan is giving them an unfair advantage over more honest players, I think 'in the field' blood transfusions would lead to a similar advantage and I hope the goal of DayZ as it moves deeper into development is to make the playing field as even as possible. The self administered blood transfusion in a hospital bed/army tent seems like a nice solution for lone wolves. For now, I'd rather have meat in my backpack for the same reasons as Ampoliros.
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This is a suggestion designed to reduce the impact of 'meta' gaming. Gaining knowledge on your opponents through use of knowledge that you don't gain from the game, per se. I'm talking about zombie spawning. What do you look for when you want to know if a player is nearby? Zombies. You don't look for the people themselves, because where there are players, there are zombies. Where there are no players, there are no zombies. I suggest doing away with this completely to give the game a real sense of immersion. And an ability to stealth through a town without being seen. You get within 200 metres or so of something, and it spawns zombies. This sucks balls. Anyone who sees those zombies knows that a player is nearby. Especially so for those who know what they're doing. What I'm suggestion, is zone spawns. Say you run near Kamenka. There would be an invisible 'zone' around Kamenka restricted mainly to line-of-sight, and anyone in this zone spawns zombies. So, when you look at Kamenka, there are zombies there. Because you're within the 'line of site zone'. That way, you'd never know if a player was in Kamenka. Why? Because whenever you can see Kamenka, there's zombies there. Major cities could be split into 2-3 zones. Like, say, Cherno east, Cherno west, and Cherno north. Any players in these zones would cause zombies to spawn ALL OVER those zones. So anyone looking at Cherno from any distance would ALWAYS see zombies in Cherno. This goes for all installations. The zones themselves would exist within about a 500 metre radius, I assume. And any further out from the zone that has line of sight. Like, say, the hill overlooking the power station at Elektro. Of course, in the big, open cities, like Berezino, this could cause lag with zombies, but two people at different points in Berezino can put themselves in places to spawn zombies across the board. Zone spawns would add an insane amount of immersion, for the following reasons: Zombies wouldn't despawn as fast. they would 'wander' naturally into the wooded area's surrounding the cities. You'll never know if a player is in the area by looking for zombies. You'll only be able to look for bodies or the players themselves to seek players. Sniper rifles will become actual anti-zombie weapons, because zombies will spawn OUTSIDE of their effective sound range. The M107 will never be fired at zombies comfortably. Why? Because zombies spawn within 200 metres. They hear an M107 at 450. The world will come alive. Zombies won't just appear out of thin air when you enter a new region. They'll be there, waiting for you. A veritable HORDE of them. The actual number of zombies will increase, and the choice of weaponry will have a larger impact on your game. This is two-fold. There will be more zombies to kill, and because more zombies are spawned at once, if you fire that dinner bell, you're going to attract a LOT MORE zombies than you would now. Planning a route through the zombies would become more important, as would teamwork/communication. zombies won't just be a fringe threat. They'll be EVERYWHERE. Their locations will also be more 'organic', because they wouldn't have spawned in as you got close and be congregated at the loot points they spawned at. They'd be literally everywhere, because they would wander from point to point long before you got close. Zone spawns would allow 'zone pacification'. Say, a team of people in Cherno starts eliminating zombies. They might reduce the zombie count in Cherno by a significant amount, and because the zombies are spawned by ZONE, they wouldn't respawn immediately, thereby making cherno 'safer' for the time being. Course, this would take a fuckload of coding. But it'd remove the biggest single element of cheap 'meta' gaming. I see people complaining about ghosting and server hopping (And I've done it myself) but I've not seen a single bitch thread about the single most broken mechanic in the game. Think about it. You probably don't even realise just how dependant you are on the game-breaking zombie cues. Imagine if you had to literally check every corner when wandering through Cherno because you never knew if someone was there? Removal of it will make this game a thousand times more immersive and scary, both because of zombies and because you will have no 'zombie cue' to tell you when a survivor is nearby, and especially, when a survivor is far away. This suggestion if borderline for Arma 2 DayZ, but more for the standalone. Not sure if the servers would have a bitch fit with zone spawning.
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Whoa whoa whoa, you think AlexUrban3p is Frijoles Bandito!?!?!?! Wow, and yes, Frijoles Bandito was indeed banned.... Why don't you post your evidence you have against us, I know for a fact he said it, and I know you're lying about it. And when I switch servers I will never be banned unless the same thing happens as it did on your server. Falsely accused and banned without any evidence. And state here what your reason is for banning us then. Until you say your reason, you banned us just for shits and giggles and no real reason. If anyone here reading this goes to US114 Kansas, don't. I guess they think we're hacking because we all 3 had Ghillie suits and had a UAZ and an Offroad Pickup truck. Anyone good at the game will be banned here under a "gut-feeling" and a vote without any evidence. SERVER HOSTING RULES: 11. As a server admin you must not: You are not permitted to ban players for killing yourself or clan members. You are not permitted to shutdown your server when your killed. You are not permitted to shutdown your server when you lose a vehicle. You are not permitted to kick or ban for smacktalk. You are not permitted to ban for suspected cheats or exploits of a non-server-disruptive nature, including but not limited to ghosting, unverified cheating, duping and similar, UNLESS you have solid evidence, IE logs. NO MATTER WHAT ANYONE SAYS OR WHAT SERVICE PROVIDER YOUR WITH THESE ARE THE RULES PLEASE ABIDE BY THEM.Incase you were looking for where I quoted this, here you go. http://dayzmod.com/forum/index.php?/topic/62195-server-hosting-rules/
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Banned from US 1822, Also Kicked/Server Restart. Have complete video evidence.
Devil's Advocate replied to sdhfguih2i3df's topic in Mod Servers & Private Hives
Entire rule: All kick or ban actions must be reported in the forums under section http://dayzmod.com/f...heat-reporting/ You are not permitted to ban for suspected cheats or exploits of a non-server-disruptive nature, including but not limited to ghosting, unverified cheating, duping and similar, UNLESS you have solid evidence, IE logs. Where is the forum post and the evidence of hacking (logs)? -
Banned from US 1822, Also Kicked/Server Restart. Have complete video evidence.
Devil's Advocate replied to sdhfguih2i3df's topic in Mod Servers & Private Hives
11. As a server admin you must not: You are not permitted to ban players for killing yourself or clan members. You are not permitted to shutdown your server when your killed. You are not permitted to shutdown your server when you lose a vehicle. You are not permitted to kick or ban for smacktalk. You are not permitted to ban for suspected cheats or exploits of a non-server-disruptive nature, including but not limited to ghosting, unverified cheating, duping and similar, UNLESS you have solid evidence, IE logs. http://dayzmod.com/f...-hosting-rules/Edit: Of course the double negative might confuse people... Edit Edit: I would report server via support ticket if you haven't -
How Do You Prevent Server Hopping?
random51 replied to Raible's topic in DayZ Mod General Discussion
No it wouldn't. It doesn't prevent you from logging into the SAME server. Read it again. 1. Logout of server A. 1a. Log back into server A? OK - This is your DC, relog example. 1b. Log back into another server -let's call it B-? OK 2. Logout of Server B. 2a. Log back into server B? OK 2b. Log back into server A? NOT OK. This is ghosting. 2c. Log back into any server you've played on in the last hour other than Server B? NOT OK. This could be ghosting. Voila, ghosting rendered useless for most encounters. Can tweak the hour interval to find what works best. Please don't make me draw up a flowchart of this, it isn't that complex to grasp. -
How Do You Prevent Server Hopping?
random51 replied to Raible's topic in DayZ Mod General Discussion
You put in a server history and you only allow people to login to new servers, servers that they last logged out of at least 1 hour ago, or the most recent server they logged out of. That doesn't prevent server hopping itself, but it does prevent effective ghosting. 1 hour is enough to prevent most ghosting attempts. It would have to be much longer if you wanted to prevent people trying to crack fortified buildings, though, assuming the people holding the building in question planned on holding it for more than an hour. -
Us 1544 banned after shooting at admin. (wall hacks) appranetly
Devil's Advocate replied to AntiRob's topic in Mod Servers & Private Hives
As a server admin you must not: You are not permitted to ban players for killing yourself or clan members. You are not permitted to shutdown your server when your killed. You are not permitted to shutdown your server when you lose a vehicle. You are not permitted to kick or ban for smacktalk. You are not permitted to ban for suspected cheats or exploits of a non-server-disruptive nature, including but not limited to ghosting, unverified cheating, duping and similar, UNLESS you have solid evidence, IE logs. http://dayzmod.com/forum/index.php?/topic/62195-server-hosting-rules/ -
To the chumps who Alt F4 and abort.
tomfin replied to tandwan's topic in DayZ Mod General Discussion
It's ongoing. There was an attempt at fixing it in 1.7.1.x but was revoked because of engine limitations. I expect it'll migrate from "must have" to "nice to have" in the Arma2 mod version, and will be addressed properly in the now-confirmed standalone DayZ in September. @Mariote: Yeah, I quite agree. There is a distinction between simply bugging out from a developing situation you don't like and exploiting disconnection to avoid death. I've heard nearby voices on Direct Comms close to the end of an evening's play, and decided "Yep, you know what... I'm going to leave now before any shooting starts." IMHO that's a fair enough way to avoid contact, if you want to. Starting something you can't finish and escaping scot-free is an exploit, as is "server-hopping" or "ghosting" to a more favourable location to rejoin a fight. -
To the chumps who Alt F4 and abort.
Maroite replied to tandwan's topic in DayZ Mod General Discussion
And this is why douches play this game. I don't agree with Alt F4 but if someone wants to play the game for what Rocket claims it is, you know... a survivor game, and doesn't want to death match with people (or doesn't have the ability to because they have no weapon) then they have the option to log out of a server where they're being stalked by another player and logging into a different server. That's how this game is made. Also there will be some major priority issues for this game if people start getting banned for avoiding fire fights before hackers, dups, ghosting and other more serious issues are taken care of. Take away hacking and dups and the majority of the griefing losers won't have inifinite amounts of ammo to sit on hill sides and snipe new players. -
i geared up with my char (3 days old) and sat at balota airfield for about 45min. killed 4 ghosting server hoppers within that time. all of them where trying to loot the military building there. got a toolbox, g17 with like 12 clips ( had a revolver before that) updated coyote pack, left a ak cobra, a dmr without any ammounition and lee enfield. only thing that i miss is gps and nv right now :D
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NL36 looking for regular players
hawken replied to [email protected]'s topic in DayZ Mod General Discussion
What do you mean with ghosting? All i know about that is from cs 1.6, to have one i spec and tell team1 where team2 is moving -
Combat logging: Am I guilty or innocent?
Delta Smoke 01 replied to Travis31's topic in New Player Discussion
Guilty on 1 count of server hopping to find loot, and one count of Combat DC. When in a firefight, or potential fight like this, you should pay attention to people "losing connection". This is an early indicator of ghosting. Either that or fall back and get your back against a wall. Preventing him from ghosting behind you. -
Fort Friendly 2.0 - Social Experiment
Deathcall replied to Milky Johnson's topic in DayZ Mod General Discussion
I think that the idea behind this fort is to help relatively new players and establish a safe-haven for commerce and other social interactions. The camp HAS to be far from high-populated loot locations or we'll be constantly besieged by bandits or opportunist. Stalinsky is far, very far, but still close to the starting locations and in the way to half-interest locations like Berezino or the Olsha Airport. With proper transportation (PBXs) we can make pick ups as far as the canal north of Olsha or even Komarovo (for those who come south by Zelenogrosk). It's a good and logical location for a hub. Away from the mainland and it's constant sniping from the hills. There's only one hill to look out for in Stalinsky (allowing for ghosting), and that problem can be circumvented with some bear traps and clever use of barbed wire to make sniper spots difficult to access (fill the forest outline with barbed wire so they can't get a good position). Hackers and back-stabbers are always gonna be there. No matter where we set up. -
Fort Friendly 2.0 - Social Experiment
Deathcall replied to Milky Johnson's topic in DayZ Mod General Discussion
Meh, I wouldn't call Brent2 a bandit, more like an opportunist. And Vek was only doing it for the giggles. There was no real purpose to blowing up the building for just the two of us who were there getting shot at by Brent. I agree on Stalinsky. You can't snipe people from the far side of the hill, and you can always change the pick-up location so bandits don't camp or kill the boat drivers. EDIT There's also game in the Stalinsky forests and a water well at the small town. The only true danger would be ghosting, but to ghost in, they'd have to swim to Stalinsky, which in most servers means dropping your gear. Even if they go to a server where you don't, it's still a long swim just to bother some guys. The beauty of it is that it's so far away that nobody will really care. Also, if we can find more than one PBX, we can ferry people around and do pick ups along the coast. In my opinion, it's the best location. -
11. As a server admin you must not: You are not permitted to ban players for killing yourself or clan members. You are not permitted to shutdown your server when your killed. You are not permitted to shutdown your server when you lose a vehicle. You are not permitted to kick or ban for smacktalk. You are not permitted to ban for suspected cheats or exploits of a non-server-disruptive nature, including but not limited to ghosting, unverified cheating, duping and similar, UNLESS you have solid evidence, IE logs.
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To the admin of Dallas 49
Zeromentor replied to Hayabusa (DayZ)'s topic in Mod Servers & Private Hives
Dallas 49 / US 598 is still operating, and as far as I can tell nothing is being done about them abusing powers. 11. As a server admin you must not: You are not permitted to ban players for killing yourself or clan members. You are not permitted to shutdown your server when your killed. You are not permitted to shutdown your server when you lose a vehicle. You are not permitted to kick or ban for smacktalk. You are not permitted to ban for suspected cheats or exploits of a non-server-disruptive nature, including but not limited to ghosting, unverified cheating, duping and similar, UNLESS you have solid evidence, IE logs. Everything in blue, the admins of this server have DONE. They are abusing power. Supposedly we were banned for hacking on the server, which isn't true. They have provided NO evidence to support this (and can't, because we were not hacking). I will not let this issue drop. Unemployment makes my days pretty boring, and this is going to be my new hobby. Infact, the server logs will show that right before we were banned we: A- Killed a clan member, B- Blew up their vehicle, and C- The server was restarted not even a minute later. -
US 1857 Admin bans for guns we had
JESUSARIUS REX (DayZ) replied to wurocket's topic in Mod Servers & Private Hives
I SERIOUSLY GET FUCKING PISSED ABOUT SOME OF THESE RULES FOR SERVERS. I love rocket and all he does, but seriously. If it wasn't for server owners spending THEIR money, his mod wouldn't be where it is today. Should player be kicked for no reason, simply because the admin wants to? No Should player be banned for altf4/ghosting? Yes, if you have solid proof of who it was. Should a player be banned if found with hacked weapons? Yes, would you rather risk a scripter kill everyone on your server, or ban a innocent person who has 3000 other servers to play on. Thats just my opinion... -
US 1857 Admin bans for guns we had
[email protected] replied to wurocket's topic in Mod Servers & Private Hives
It doesn't fucking matter "Oh hacked weapons blahblahblah it's bad." It's still not a legitimate reason to ban. It doesn't matter what you guys fucking think about it. It's against the rules to ban unless it's full on spawning in stuff. If you have a hacked weapon you cannot be banned period. I hate how you guys are saying "You should be banned for using a hacked weapon." Theres no rule against it, so don't go around telling people what's right and wrong. This ban is not a right ban either way. Also this: You are not permitted to ban for suspected cheats or exploits of a non-server-disruptive nature, including but not limited to ghosting, unverified cheating, duping and similar, UNLESS you have solid evidence, IE logs. Using hacked weapons falls into this category. Sorry guys, but banning for this is against the Server Host rules, whether you like people using hacked weapons or not. -
What would you like to see in the stand alone?
RuneFire replied to NovaDose's topic in DayZ Mod General Discussion
penalty system for killing innocents; reward system for killing bandits (higher his kill count, the bigger the reward). different types of servers: regular = no perma death (respawn) ; crosshairs, etc. - weaker item spawns hardcore = perma death, no crosshairs, etc - stronger item spawns character saved on server, keeps HC people from mowing down the newbies in regular, and prevents server hopping/farming/ghosting. you know he's stuck in the tower, plant a claymore in it for later. make sniping incredibly complicated, as it should be: bullet drop, wind, etc. scope glint maybe, like battlefield3. dont get me wrong, i love sniping. but i despise the average noob being able to. accessories: suppressors by calibre and grade. example: high grade sniper suppressor.... doesnt overheat too fast, vs cheapy suppressor. types of optics (nightvision, thermal, etc), with respective rock/pape/scissors handicaps to keep it balanced (range and quality limitations) ; booby traps, claymores, landmines, IED's; more populated cities... why would supermarket and store inventories be completely empty? getting past the 100's of Z's is the challenge in the first place. very few people would manage, to stores should be pretty much stocked, in shambles though. like raiding a police office, hospital, armories, etc. the prize should be there. different types/classes of zombies. like JR Bourne's books.... the average zombie is shambling and can even jog a bit... pick up momentum en masse, but irradiated/nuked zombies have slight intelligence... a leader of sorts. can actually engage you, run and flank. both... ONLY HEADSHOTS KILL! keep to the proper mythos of zombies. hit legs will make it crawl; chest will knock it over; head will kill. bite = infection, lose blood even faster. abundance of vehicles. why would 99% of vehicles be broken?! out of fuel, yes. dead battery, yes. why broken/scarce? just find the nearest car park (full of zombies), have your team secure the entrances, and your mechanic repair/refuel one of the dozens of vehicles there. anybody must be able to find a cessna or helo, they should be easy to FIND .... at airports or military camps, duhh. GETTING them must be difficult and require teamwork. equip/carry TWO primary weapons. one for each shoulder. for example: MP5SD and proper rifle. none of that backpack switching BS. making the game too technical regarding medical/toolbox stuff..... will make it exactly that. too technical and complicated, all these features will have to be coded additionally.... more dev time, more money. K.I.S.S. rather specialize.... medic OR technical, with individual tech trees / modules. carrying around a hatchet + toolbox + spade + + + + is silly, imho. have people specialize instead. -
US 366 Chicago, banned during gunfight.
DaysOfDoom replied to katt's topic in Mod Servers & Private Hives
I take it you didn't read my previous posts, so Ill explain it again. I am an ADMIN TOO. The reasons we were banned are not on the list of bannable offenses. Food if you were to ban with as little evidence as they presented I would support someone reporting your server for admin abuse. My fellow admins and I spend hours every day going through our logs to improve our script protections to stop hackers and spend lots of time making sure the actually have logs to the supposed hack. We even go further than only logs, we make sure to get pictures or at best videos of the hackers using whatever hacks they may be using because we understand that the DayZ dev team is very strict about who you're allowed to ban. I am unable to go on DayZ for the next few days (personal stuff) but when I come back ill make sure to attempt to get into your server and If my friend time and I are banned you can count on me reporting your server. Admins like you make me sick because you don't give a shit about the actual rules and make admins like me and my team look bad. Admin abuse is a real problem and so are hackers and exploiters, so maybe instead of banning people for not breaking the rules we should work together to actually stop this shit. Oh, and a side note yeah I did combat d/c but I attempt to be as careful as possible when moving and I was getting shot through a tree so thats why I combat logged, I wish I had my fraps running at the time so I can upload a video of it but I didn't. Guess what else would be nice, if the US 366 admins presented more evidence than just a log screen cap of one illegal weapon. You know like a vehicle or weapon spawn script log, a teleport log or even the slightest shred of evidence that I ghosted. Know what evidence of ghosting would be? If I logged out after time was shot and then logged right back within a few minutes, but guess what I DIDN'T. During the time I was supposed to be ghosting I was up on the hill north of our base looking for time's shooter with my gun, but you don't care about that Food. You hear admins say hack and ghost and you immediately believe them. You are a bad admin, you should be with us requesting actual evidence from them not just taking their word over ours. Last thought, if you ever saw someone appeal a ban from an NWO server there would be a mountain of evidence supporting the admins not just hearsay and one log. We make sure we have solid proof before banning and even if we know who is hacking but can't prove it we don't ban because thats not the way it works. So please, mind your own business and learn how to be a better admin. -
Calling you out FTW Static Proof
Ridley (DayZ) replied to Doc_Wreckshop's topic in DayZ Mod General Discussion
I'm a "clan hunter" if you would call it that. I join servers in hopes of finding their bases, while quickly taking them all out from close range. (I enjoy sniping, but there is something sweet about seeing their faces before they die.) 80% of the time, I'll take out a team of 4-5 at the base, only to be greeted by other members who suddenly teleport to my location. The amount of ghosting, QQing, and Alt-F4ing that goes on is unreal. What really gets me excited is when I see the person I just killed back at his body all the way up north within minutes. Don't even get me started on the invincible people. -
It seems impossible that BI could possibly have a new game engine ready, so what is actually going to be in the feature set of DayZ standalone? Will any major engine improvements be achieved with this release, or are we just going to pay for the same DayZ with its own hard disk footprint? This is what DayZ needs to be worth paying for: - Larger servers - Elimination of duping and hacking - Logoff timers - Anti-ghosting measures Is any of that actually going to happen?
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A current solution to ghosting, hopping and more
Lin (DayZ) replied to paratus's topic in DayZ Mod General Discussion
FYI Duping does not work on a private hive (except for tents+server reset). It stops ghosting and people who Alt+f4, have no other server to get back on to. You can also get their name and make a mental note about that player. Get almost zero Desyncing issues. It's the way to play.