[Problem]How to deal with Ghosting in server?

General discussion of the Project Reality: BF2 modification.
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: [Problem]How to deal with Ghosting in server?

Post by Murphy »

That's all good for a retarded ghoster, but there are plenty of ways to keep it from being so blatant. If you have played DBs changes you know the cache went down with defenders, but for servers not running the gameplay tweaks you have the double edged sword of spawning on the unknown to defend from possible ghosters and risk giving it away to legit players.

There is ALWAYS, and I am 100% certain, at least one cache that will be ghosted by teamstackers who simply cannot play anything but blufor. They see where the unknown is before the swap teams and promptly inform their buddies of the cache location, it's a sad reality that only the one cache system can remedy.
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Jamaican
Posts: 184
Joined: 2007-05-27 21:04

Re: [Problem]How to deal with Ghosting in server?

Post by Jamaican »

I think smart balance or auto balance whatever its called can cause this too. Ive been auto switched as many as 5 times in 1 game. Its annoying and ruins the game when your on one side defending cache, then get switched and are now attacking the cache you was defending, or building a secret fob as blufor then get switched to redfor.
[508th_PIR] Grey
Posts: 313
Joined: 2011-09-12 02:31

Re: [Problem]How to deal with Ghosting in server?

Post by [508th_PIR] Grey »

Jamaican wrote:I think smart balance or auto balance whatever its called can cause this too. Ive been auto switched as many as 5 times in 1 game. Its annoying and ruins the game when your on one side defending cache, then get switched and are now attacking the cache you was defending, or building a secret fob as blufor then get switched to redfor.
It all comes down to self-control in that situation. While the intel is handed to you on a silver platter, there is no reason why you must accept it.
Jamaican
Posts: 184
Joined: 2007-05-27 21:04

Re: [Problem]How to deal with Ghosting in server?

Post by Jamaican »

'[508th_PIR wrote: Grey;1763338']It all comes down to self-control in that situation. While the intel is handed to you on a silver platter, there is no reason why you must accept it.
Im not saying i do it. What i meant to try to say is that there is alot of auto switching so what might seem like ghosting is just the odd player who has been switched by no fault of his own and now has that intel.
[508th_PIR] Grey
Posts: 313
Joined: 2011-09-12 02:31

Re: [Problem]How to deal with Ghosting in server?

Post by [508th_PIR] Grey »

Jamaican wrote:Im not saying i do it. What i meant to try to say is that there is alot of auto switching so what might seem like ghosting is just the odd player who has been switched by no fault of his own and now has that intel.
Copy that, wasn't trying to imply anything!
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: [Problem]How to deal with Ghosting in server?

Post by Tim270 »

Would be interesting to see if it was workable through python to remove the cache icon until someone has spawned for the first time, it would not completely fix the issues, but stop people who join, see where the cache is then switch to where their friends are playing.
SmoothIsFast6
Posts: 141
Joined: 2011-02-21 20:48

Re: [Problem]How to deal with Ghosting in server?

Post by SmoothIsFast6 »

saXoni wrote:Drive it in full speed out of the map and behind a slope so the opposing team won't find it.

Problem solved.
the cache would destroy if it went OOB

Solved
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WeeD-KilleR
Posts: 792
Joined: 2009-11-01 13:32

Re: [Problem]How to deal with Ghosting in server?

Post by WeeD-KilleR »

'[R-CON wrote:Tim270;1763404']Would be interesting to see if [...]
as far as i remeber ppl have to spawn in to be able to switch back again. So this would be useless.
CopyCat
Posts: 353
Joined: 2010-12-24 19:02

Re: [Problem]How to deal with Ghosting in server?

Post by CopyCat »

Just brainstorming... out of curiosity, is it possible to make the purple defend marker on unknown caches to "spawn/appear" the same second it appears as "known" ? Basically, you won't see the purple marker on the map as long as it is unknown, this gives great increase in building hideouts as much as possible. (Oh and remove the spawn point on unknowns for that matter, hence why building alot more hideouts comes in)

As admin recommendation, I say the same as any other here - Use BR, use "ghost" accounts to keep track on squads/players and keep the communication between other admins for better intel and map/movement control of all players (in that case any possible ghoster)
/CC
IINoddyII
Retired PR Developer
Posts: 2268
Joined: 2008-02-06 03:12

Re: [Problem]How to deal with Ghosting in server?

Post by IINoddyII »

WeeD-KilleR wrote:as far as i remeber ppl have to spawn in to be able to switch back again. So this would be useless.
Not at the commencement of the round.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: [Problem]How to deal with Ghosting in server?

Post by Wicca »

Ghosting. Yeah, its about trust in the end. Alot of work to catch people. But then again, making the effects/rewards of ghosting = 0 makes it perhaps abit easier. Such as "removing" ability to see stuff on the map as grunt.

Remove ability to see friendly troops for SLs. And only make it for COs. This would be one way of doing it, and would coinsicst with a few suggestions. :) I can only dream.
Xact Wicca is The Joker. That is all.
Vista
Posts: 1282
Joined: 2011-04-30 10:36

Re: [Problem]How to deal with Ghosting in server?

Post by Vista »

[R-CON]Wicca wrote:Ghosting. Yeah, its about trust in the end. Alot of work to catch people. But then again, making the effects/rewards of ghosting = 0 makes it perhaps abit easier. Such as "removing" ability to see stuff on the map as grunt.

Remove ability to see friendly troops for SLs. And only make it for COs. This would be one way of doing it, and would coinsicst with a few suggestions. :) I can only dream.
No.

Can you imagine the number of TK's?
SmoothIsFast6
Posts: 141
Joined: 2011-02-21 20:48

Re: [Problem]How to deal with Ghosting in server?

Post by SmoothIsFast6 »

good idea wicca

@vista - you still would be able to see friendly players on the map

but yeah sounds great if only a squad leader and CO could see objectives, can you imagine being forced to use mumble for intel?(awesome) or with insurgency if you spawned on a hideout you would have to ask someone, "hey where's the cache?"

this is a great idea, denying the ability to effectively see objectives ect. to grunts who shouldn't see it on their map anyways is an amazing way to promote teamwork + communication.
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Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: [Problem]How to deal with Ghosting in server?

Post by Cassius »

Jolly wrote:Using 3rd communication software....Cheating
Can PB do something?
People who induldge in a$$hattery to that degree probably do more than ghosting and will get busted for SOMETHING eventually. Think of drug dealers, they might be very cautious to not raise attention, but eventually they will get busted for something, posession of firearms, murder, etc. , theft.

Just keep your pimp hand hard and tell your admins to do the same. If your server gets the reputation of a low tolerance servers, eventually people who prefer a far more lax approach in every aspect will congregate on a server where they are more welcome.
|TG|cap_Kilgore
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Marcio
Posts: 59
Joined: 2011-06-07 11:24

Re: [Problem]How to deal with Ghosting in server?

Post by Marcio »

cyprezz wrote:I have suggested in the past to include the player name to the yellow text that show up when the cache is destroyed. Often, if the same name keeps showing up after several unknown cache has been destroyed, it's pretty obvious what's going
It would be very interesting ...

...but, with [R-DEV]dbzao's changes, one cache to defend, no more ghosts!!
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Disseminating Project Reality in Brazil, Since 2006
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: [Problem]How to deal with Ghosting in server?

Post by ma21212 »

You rage quit from the crappy server and hope it dies. but it never does.
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Wicca
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Joined: 2008-01-05 14:53

Re: [Problem]How to deal with Ghosting in server?

Post by Wicca »

One cache is quite good. I like that too.

The population of an entire server should not be dictated on a few lumps of inbreeds not able to behave.
I really hope PR will be more about how players behave, rather than how administrators act, or dont act.

Beacause a good game of PR is always something I can ride on. I just dont want players with no experience to stay away. But the generall problem is that someone is cheating/ghosting/griefing/glitching, and its simply ruins the game too much.

I really wish that everyone was as truthfull as possible, and not dishonest enough to do these things. Then again, its not a common thing to "ghost". And it is not a common thing to experience bad admins either.

And as such this is not a major problem In my oppinion. In the end its a game of kills. We make it what we make it. Lets not make it about who has the most gamebreaking ideas.
Xact Wicca is The Joker. That is all.
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: [Problem]How to deal with Ghosting in server?

Post by SGT.Ice »

SmoothIsFast6 wrote:best way to fix insurgency is to have a ammo truck be able to load up the cache and drive it around and/or drop it off in a building

problem solved
I suggested that a while ago. Everyone shot it down to the the possible exploitation.
vistamaster01 wrote:No.

Can you imagine the number of TK's?
People can't memorize camos/figure out distinct differences that stay the same between armies regardless of kit? Absurd!

SmoothIsFast6 wrote:good idea wicca

@vista - you still would be able to see friendly players on the map

but yeah sounds great if only a squad leader and CO could see objectives, can you imagine being forced to use mumble for intel?(awesome) or with insurgency if you spawned on a hideout you would have to ask someone, "hey where's the cache?"

this is a great idea, denying the ability to effectively see objectives ect. to grunts who shouldn't see it on their map anyways is an amazing way to promote teamwork + communication.
How'd that not come up before...?

Only the SL's getting the intel/CO would be great for inter squad communication as well. Which is quite lacking, mainly when you're trying to ask a squad for intel and all you get back is the awkward turtle of death.

You should also go post that suggestion in the suggestion forums.
Marcio wrote:It would be very interesting ...

...but, with [R-DEV]dbzao's changes, one cache to defend, no more ghosts!!
Not necessarily. It's still possible to ghost, just not going to be as easy to take out caches, for the most part.
Last edited by SGT.Ice on 2012-05-02 01:27, edited 8 times in total.
Reason: For the awesome that ensued.
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Human_001
Posts: 357
Joined: 2008-08-02 10:26

Re: [Problem]How to deal with Ghosting in server?

Post by Human_001 »

I have a Silver Bullet for Ghosting:

Unknown is Known.

Treat Unknown as Known. When ghosters try to ghost a cache, this will effectively make going for a unknown same as going for the known. I believe this will severely discourage the ghosting because it will take away the whole point of Ghosting; Destroying unprotected cache swiftly without resistance.

No need for framing true ninjas, No need for blaming TS, and for IP and so.

I personally am for against restriction on IP, because playing side-by-side in same house
is no more ghosting than using third program to communicate.

And I personally am also against restriction on third program, because I believe it is honestly over reaching.

The same philosophy also applies to IP restriction, in which it denies two persons from playing in same server (often family or friend) spontaneously on different side. (not everyone who do this is trying to ghost) However I personally believe on IP restriction in paticular is server side decision. Because it is only denying access to their property.

As mentioned above Ghosting will still happen even with one cache (although probably much less) because of team balance, team switch, flash of enemy side map when server switch you to other side when you join etc. Protecting unknown as known, or FOB or mortar or anything for that matter will work.


Now, Ghosting also calls for completely different problem. Completely different but not off topic. Because of fear of unknown being found so easily, and to alibi that unknown was truly unknown, some server limits spawn on unknown using server rule. Which effectively denies acess to 2 RPGs and 2 LMGs which was put in because of arguments few years ago that Insurgents should have more AT.

I for one did not realize this fact untill few weeks ago after CAPS LOCK-ing new players for so long not to spawn on the purple shield.

BTW, We almost never see any Ghosting in other areas. Such as against FOB, Heli, or Armor.
DDS
Posts: 820
Joined: 2008-03-27 22:52

Re: [Problem]How to deal with Ghosting in server?

Post by DDS »

WeeD-KilleR wrote:... tell clans they should play on the same site. BUT this could cause a heavy unbalanced teams.

Sorry, but this really gets me everytime.
How is it that players with identical tags somehow makes them better players?
It makes no logical sense.

One way is to not allow teamswitching and only have admin's teamswitch on request.
I also think that use of Mumble will preclude the use of other comm programs.
I find talking through other comms distracticting and useless

Tactical Gamer was an Excellent Server. Yeah that's right, I said that, go a head and BAN ME from your server now!
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