Me and amanto are in the process of losing all our shit to hackers. This game man, I'm done. Fuck it.
http://dayzmod.com/forum/index.php?/...orting-people/
Ok brb going 100 on flat roads
edit: I feel the dreal, just got session lost and bike dissapeared![]()
Read on a wiki that they can reappear after the next server restart so I guess I need to squad the spot I was logged out in for a while. Least its on a huge hill overlooking some shit so I can practice using the SVD camo scope, which is kickass with its inbuilt rangefinder diagram.
eu41 is gone, an argument with the hosts annoyed me enough to tell them to go fuck themselves
In the last 30 minutes we've lost full loadouts for two people. NVG's, fals, DMR, a tractor filled with spare parts for vehicles and just right now, the motorcycle I was using to bring amanto back to base.
I'm not even mad, just cba anymore.
well the server was meant to stay until the 28th but it seems they took it to heart and killed it straight away
Honestly ... I'm surprised it took this long.
(ofc it still blows, to be sure)
lolhostingDayZ
Anyone know what the real pipe/CPU requirements are?
I have a Sandy Bridge Mac Mini quad core server hyper threaded @ 2.1ghz /w 16gb ram that I could use to run a VM or an old Q6600 box w/ 4gb ram and 2 SSD's in RAID 0 that I could dedicate to this with a 35/35 pipe and dedicated IP's.
According to Dayz site they want 3.0ghz quad core and a 100/100 pipe which seems a bit much for a game server? Not sure if they are overestimating just because or what?
Also if people would be willing to donate to the cause I could always upgrade my pipe to 150mbps.
I kind of came to the same conclusion with the server hosting crap. Can't kick can't ban so apart from setting the timezone and restarts its not worth hosting a hive connected server. Especially as there seems to be tons of servers where ppl are happy pay for you to leach on.
PRIVATE HIVE.
MAKE IT SO.
I don't think we have enough active FHC'ers that we could have it passworded (because fuck hackers) but IDK.
This is just going from what i've read on dayz server forum over time:Anyone know what the real pipe/CPU requirements are?
I have a Sandy Bridge Mac Mini quad core server hyper threaded @ 2.1ghz /w 16gb ram that I could use to run a VM or an old Q6600 box w/ 4gb ram and 2 SSD's in RAID 0 that I could dedicate to this with a 35/35 pipe and dedicated IP's.
According to Dayz site they want 3.0ghz quad core and a 100/100 pipe which seems a bit much for a game server? Not sure if they are overestimating just because or what?
Also if people would be willing to donate to the cause I could always upgrade my pipe to 150mbps.
Arma 2 server apparently doesn't use more than 2 cores and one of those maxed out whilst the other is like 20%.
Ram less than 2 GB per instance.
Bandwidth i think i saw it as 15-20 mbit up and down for each instance.
Still they want the 4 core 3ghz with 8 gb ram with lots of bandwidth so w0w.
With the retarded vps hosting set ups around with up to 6 instances on a box you should be fine for a private hive.
The only real thing i'd worry about is bandwidth. 40/50 man servers regularly go through 3-5tb of traffic per month so.... Even if a new FHC server had 10 man constant it'd still be 800gb or so.
And a few posts from rocket:Target date:
* Wednesday 25 July 2012 (GMT)
Current Changelog (WIP):
* [NEW] Respawn button is disabled during DayZ play
* [NEW] Optimized authentication process on login
* [NEW] Singleplayer mode disabled when DayZ is loaded
* [NEW] DayZ Logo and Version Number appear in game when DayZ is loaded
* [NEW] Hive now tracks login/logout (for use with preventing ALT+F4)
* [FIXED] Infected cannot hear weapon firing (now they actually hear again)
* [FIXED] Clothing no longer spawning (now it spawns as it used too)
Firstly, we will do what DayZ always does... we will collect data.
At the same time, initially, login cooldown will be applied (and grow) where you transfer to another server, and cooldown will be applied significantly if you try and reconnect to the same server (with an alive character). Once we have enough data, we will use that to determine algorithms that detect a players behavior over a period of time. This will allow us to then start applying warnings > punishments > database bans; to those players who continue the behavior.I am experimenting with adding back the 5 second "alive in world" mechanic that we had before. This should also be there, in addition to the tracking of login/logout.It would start too, and it would warn you. What we have found from previous data sweeps is that if someone is conducting one "anti-social" mechanic, they are tending to do others. I'm designing some algorithms that will hopefully reduce the number of false-positives. There will be some, therefore we will need to implement a way for players to check their status online, so they can raise tickets for a manual review. This is going to take some time, but in the meantime - 5 second alive after disconnect + cooldowns on multiple logins should have some effect.Talking about taking away the respawn button.Login is only recorded when your client broadcasts a "success" message to the central server.
Logout is only recorded when you use the "Abort" menu item.
On a server crash - you will have no "logout" so your login will be ignored.
On ALT-F4 - you will receive a "disconnect" entry, affecting your reputation.
On a client crash - you will receive a "disconnect" entry, affecting your reputation (over a period of time). You can use RPT files to ask for a manual review.
I accept it is going to be a, well, bitch.
But we need to see what affect this kind of forced spawn will have on players. It will make dying more significant. We need to see what response this will actually have with the data, not just the QQ from people on the forums. It is like previous updates where we had to try controversial things. This update will, unfortunately, come in before we have had a chance to look at group spawn mechanics.
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