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Player details

This page explains the player detail view for staff. It covers core admin actions and links to observability workflows without duplicating them.

Navigation path:

  • Server Admin โ†’ Players โ†’ Open player

Access requirementsโ€‹

  • admin.players.view opens the dossier.
  • admin.players.edit changes player data.
  • admin.players.change_access_rights opens Rights & groups.
  • admin.players.whitelist, .ban, .unblock drive the moderation actions; admin.players.warn gives warnings.
  • admin.players.change_money allows balance changes; admin.players.give_free_items allows placing free items in a cart.
  • admin.players.manage_link attaches or detaches the web account; admin.players.manage_devices links or disconnects a device; admin.players.delete deletes the player; admin.players.manage_variables reads and writes script variables.
  • admin.players.see_alt_accounts reveals the device list and the other accounts on those devices.
  • admin.audit.view opens the Audit trail spoke.

Positional data is gated twiceโ€‹

admin.players.see_position is a master switch. The three facets below each need it as well, and a denied see_position is absolute โ€” it is enforced outside the rights map, so nothing else overrides it.

  • admin.players.see_places โ€” saved places and subscription spawn coordinates
  • admin.players.see_routes โ€” position pings, movement routes, the map view
  • admin.players.see_contacts โ€” who the player was repeatedly near
The positional rights were deliberately not granted

app:players:backfill-rights handed manage_devices, see_alt_accounts, manage_link, delete, give_free_items and manage_variables to everyone who already held edit. It left out see_position, see_places, see_routes and see_contacts on purpose: these were previously implicit in view, and "may open a player" is a much weaker permission than "may see where that player walked". Anyone holding view without an admin.* wildcard now sees none of it until you grant it by hand. The command lists the affected groups.

Rights are applied per section, not per card. Someone with no right in a whole area does not see a disabled section โ€” it is absent from the page entirely.

How the page is laid outโ€‹

The dossier is a hub with seven spokes, not a row of tabs. Each spoke is a real URL, so browser back, forward and swipe-back move between them and the scroll position is restored.

The hubโ€‹

  • Header โ€” name, id, username, linked Discord handle, and status badges (ban, whitelist, blocked, linked, faction). It stays visible on every spoke.
  • Verdict card โ€” only shows lines that need a decision: an active ban, the number of tickets waiting, a conspicuous Cheating index, and the newest active note. Nothing to decide means nothing to read.
  • Vitals โ€” balance, online status, days played in the window, first seen. On desktop these sit in the top right; on mobile they sit under the verdict.
  • Time window โ€” one window for the whole dossier, held in the URL, presets 24h, 7d, 30d, 3m, default 7d. There is deliberately no "all time" preset, because it would mean an unbounded scan; use a custom fromโ€“to range instead.
  • Recent decisions โ€” a merged timeline of system actions with the filters All, Moderation, Money, Presence, Written. This is not the in-game log feed; raw log events live under Presence.
  • Section doors with a tally each ("12 transactions", "clean"). At desktop width the same list becomes a permanent left rail.

The spokesโ€‹

Most spokes open with a row of number tiles โ€” Moderation: Cheating index, active restrictions, warnings, open tickets; Economy: balance, orders, active subscriptions, transactions; Presence: playtime, sessions, contacts, first seen; Identity: devices, alt accounts, factions; Technical: variables, custom mods, wheel prizes. A tile leads to what it counts: it sets the matching filter, switches the view or scrolls to the list below. Rights & groups and the audit trail have no tiles.

SpokeWhat it holds
ModerationThe Cheating index, then one merged feed of restrictions, support reviews, notes and tickets, filtered by All / Restrictions / Notes / Tickets, plus a toggle for expired restrictions. Notes are always listed: expired ones are dimmed and marked, warnings carry a red mark and the number of active warnings sits in the header
EconomySegmented into Transactions, Orders, Subscriptions and Places
PresenceTime played per day, routes with a map view, the "Seen with" contact list, and doors to the session calendar and the raw log feed
IdentityNames, linked Discord account, faction membership, possible alt accounts, devices, referred-by
Rights & groupsGroup checklist and the allow/deny rights matrix โ€” the only place with an explicit Save button
TechnicalScript variables, custom mods, wheel-of-fortune wins
Audit trailThis player's slice of the audit log, switchable between actions affecting them and actions they performed

Where the old tabs wentโ€‹

If you know the previous layout, this is where things moved:

Old tabNow
Settingssplit between Identity (names, notes) and Rights & groups
Transactions / Orders / SubscriptionsEconomy, as segmented views
PlacesEconomy, as a segmented view
DevicesIdentity
SessionsPresence โ†’ Open calendar
RoutesPresence โ†’ the per-day route list
ContactsPresence โ†’ Seen with
Notes / Restrictions / TicketsModeration, as filters
Variables / Custom mods / Wheel winsTechnical
Embedded logsPresence โ†’ Open raw log feed

There is no ?tab= parameter any more, and no single "Settings" page.

Actionsโ€‹

Primary actions sit in the bar at the bottom of the hub: Note and Ban (on the Moderation spoke also Warn). Everything else is behind Player actions: warn, whitelist, unwhitelist, unblock, send a DM, sync from Discord, impersonate, magic link, link or unlink the user account, switch the main account, delete the player.

Warning a playerโ€‹

Warn writes a note marked as warning. You enter what it is for, optionally when it expires and a ticket, and choose whether the player is told by Discord DM (on by default). For a player with a linked Discord account you can also pick a Discord timeout. Needs admin.players.warn.

Active warnings count toward the server's warning stages, which can ban the player right away โ€” the confirmation says so. A player with active warnings shows them on the hub.

These actions update Nitrado when Synchronize player lists is enabled in Settings.

To issue or manage bans and other restrictions, see the Restrictions panel.

Unlinking a playerโ€‹

Unlink player removes the linked user account. Use it when a player needs to attach their character to a different account, for example after creating a new Discord account.

  • Requires admin.players.manage_link
  • Only shown while the player has a linked account
  • Asks for confirmation first
  • The player can link a new account immediately afterwards
  • If the account holds a balance and has device-linked accounts, the dialog warns you: the balance stays on this account and can no longer be seen. When the player only wants a different main account, use Switch main account instead.

Switching the main accountโ€‹

A player who plays several accounts on the same device has one main account โ€” the one with the linked user account โ€” and alt accounts whose earnings go to the main account's balance. Money an alt collected before its device was linked does not count and stays hidden on the alt.

Switch main account moves the linked user account to one of those device-linked accounts in one step:

  • The whole balance moves to the new main account, including a negative one.
  • The new main account's own balance from before its device was linked is forfeited, so the player ends up with exactly the balance they had.
  • Both steps show up as transactions on the two accounts, and the switch is recorded in the audit trail.
  • Faction, groups, whitelist, bans and orders stay with each account.
  • The dialog lists only accounts without their own link that share a device with the current main account, across all servers of the organization, and shows the amounts before you confirm.
  • Requires admin.players.manage_link and admin.players.change_money

The same switch happens on its own when a player links a different game account of their own โ€” for example after changing the PlayStation or Xbox account connected to Discord. The newly linked account becomes the main account, the old one stays behind without a link, and the switch is recorded in the audit trail as automatic.

Free items in a cartโ€‹

Under Economy โ†’ Orders, admin.players.give_free_items allows placing a free entry into the player's next checkout. Build the item list directly, or copy all items out of a shop item set. The system copies the items; it does not link the row as a paid item set, so coupons and checkout pricing do not treat it as a normal purchase.

Linked accountsโ€‹

The player's identity area shows the accounts this player is linked to by the web-tier signals: a shared browser profile, a shared address. It is drawn rather than listed, because a list of four neighbours looks like four independent findings even when three of them only meet through the fourth.

Game devices are not part of it: they are handled by the device list further down the page, which names them and everyone else seen on them.

Read it like this:

  • The player being viewed is the chip with the heavier border.
  • Between the chips sits one labelled connection per channel. Several shared addresses between the same accounts are one connection; the individual addresses are in its detail. Where more than two accounts sit on the same value, the lines meet in a small hub carrying the label โ€” a browser profile shared by four accounts is one statement, not six lines.
  • Colour and line style say which channel it is; the legend under the drawing says how much each is worth. A shared browser profile is strong; a shared address alone is weak, because flatshares, families, mobile networks and VPNs produce it routinely.
  • Pointing at a chip or a connection puts everything else in the background, which is how one account's own links can be followed through a crowded picture. Keyboard focus does the same.

Clicking a connection's label shows the observation period and how many accounts are on it. For an address it also shows the internet provider and the country, which is what decides whether the link means anything: two accounts on a domestic provider are a household, two on a commercial VPN exit are two strangers using the same VPN. The address itself is never shown, and no place more precise than the country is derived. Provider and country require org.linked_accounts.view; without it the channel and the period are still visible.

Clicking an account chip shows its identity and opens that player โ€” their page on this server when they play here, their organization page otherwise.

The organization-wide version of this picture, with every case at once and ranked, lives under Organization โ†’ Multi-account detection and is described in Reviews.

Cheating indexโ€‹

The Moderation spoke opens with the player's Cheating index: a number from 0 to 100 for how likely the player compensates recoil with a device such as Cronus Zen or XIM. It is a pointer, not proof.

What it measures. In DayZ every automatic shot pushes the aim up by a fixed amount plus a random amount sideways. Landing several hits within a second at 25โ€“200 m therefore needs a pull-down that thumbs rarely deliver and such devices always do. The index compares how often this player lands such hit series with how often all players do โ€” with the same weapon at the same distance. Series with automatic weapons at medium range count most; close range, semi-automatics count little; bolt actions, shotguns, pistols and melee not at all. A single long-range kill never counts as evidence.

Whose fights count. All game accounts of the player's main account, in every community on dzbot. Older fights count less (half after 90 days). Banned players are left out of what counts as normal. The index is recomputed every night.

How to read the tile.

  • The number is coloured by suspicion: neutral below 40, amber from 40, red from 65. A player with 2ร— as many series as normal sits at about 76.
  • The data basis bar under it says how much backs the number: too little data, low, medium, high. With too little data no number is shown โ€” most occasional players stay there.
  • Clicking the tile shows the details: how many fights and series were analysed, how many in the last 90 days, across how many accounts and communities, and the weapons and distances where the player stands out, each with the factor against normal.

When the player is clearly above normal even at the cautious end of the range, the verdict card on the hub shows a line for it as well.

The index cannot see attachments, stance or how many shots were fired, and very good players can come close to it. Use it to decide where to look โ€” watch a clip, check the logs โ€” not as a ban reason on its own.

Investigating a playerโ€‹

Devices and alt accounts sit in Identity; the session calendar, routes, contacts and the raw log feed sit in Presence. How to read them, and how to combine them into an investigation, is described in Player observability.

Also in Discord: the player card (/player or right-click โ†’ Look up player) covers whitelist, notes, money, bans, removing a claim block, Discord DMs, free items and the player's orders โ€” see Discord integration.