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Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

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  • Recent Posts

    • Dear Survivors, On Wednesday, June 25th, at 10:00 CEST, all of the official Linux servers will be temporarily shut down for optimization.
      We will let you know as soon as everything is back up and running.

      Thank you for your patience and understanding.
    • Console Stable 1.28 Update 1 - Version 1.28.159992 (Release on 03.06.2025) NOTES In case of problems, please check the Bohemia Interactive support F.A.Q. or DayZ F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. FROSTLINE EXPANSION  ADDED Heli crash event  Crashed patrol boat event  Crashed Fishing boat event  Medical event  Geysers added to hot springs Ambient sounds added to caves CHANGED Improved D-Pad navigation in character creation  FIXED Sometimes food cans would not open when combined with a knife in the inventory (T189714, T189784, T190046) Dead fallen trees would rustle like bushes when walked over  Missing sound on submarine tower   GENERAL GAME ADDED RAK-37  R12 shotgun PSO-6 scope  Leupold Mark 4 scope Sportpoint Sights New music track added to the in-game credits Updated weapon obstruction system  New crafting animation for: wooden planks, splitting broom, long wooden stick and firewood, firewood from logs CHANGED Updated tail sounds for hunting and sniper rifles Tweaked tail sounds for SMGs Upgraded the networking for Cars, improving most situations when driving at higher ping Automatic gearbox simulation has been improved, affecting M1025 offroad Rebalanced firearm damage against infected Tweaked bandaging animations Reduced optic edge distortion on hunting optics Added damage visuals for 2D optics Reworked range finder optic view Adjusted teeth clattering sound Decrease weapon sway in the prone position Global weapon sway speed decrease Slightly increased weapon recoil for most rifles Dispersion of most weapons increased by moderate amount Adjusted sway and recoil values for several weapons to improve consistency across categories Reduced muzzle flash size to improve visibility while shooting Slightly reduced player footstep volume and restored infected footstep range Improvised clothing can no longer be repaired with rags Reduced probability of certain footstep sounds to play - i.e. stones and branches cracking Repairing with leather sewing kit, sewing kit, tire kit and duct tape does not show items in hand and plays the new animations only while the repair kit is in hands Cleaning weapons while the weapon in hand shows the weapon and plays the new animation. If the kit is in hands, it plays default animation and hides the cleaning kit Items used in certain crafting actions are now visible in hands Mitigated the Camera twitching when walking on rails FIXED PlayStation color output was slightly changed to align it with other platforms Removed snowfall from main menu The "Back" button in the online menu could not be clicked with mouse and keyboard on Xbox (T189301) Weapon and magazine could desync when picked up near distant players Base building kit folding produced no sound Mini sight reticle was visible without battery Reload through the dedicated reload key could occasionally be non-functional after relog (T158378, T164601, T173603, T177030, T179279) Jumping sound in deforested areas was too loud Various clipping issues Incorrect wood grain on house pillars Splint action shown on seated player with broken leg Night vision reticle still worked visually after battery was removed Unable to throw items when another player was checking pulse Vehicles could become partially stuck in terrain after falling Infected could clip through floors Visual issues with some bushes Explosives couldn't be disarmed right after arming Missing collision on lockers in power generator room Flash of white screen when falling unconscious from shock Shock effect not visible when regaining consciousness until standing animation finished Various duplication exploit mitigations Mitigated item teleportation exploits Freeze when spamming filters in server browser Server browser sort by map caused freeze during server load Some indoor sounds were incorrectly played as outdoor Some glasses invisible in 1st person Player could see through walls in 3rd person Knife could fail to open food can in inventory (T189714, T189784, T190046) Plants in garden plots seeded before a server restart could not grow after the restart (T189434) Stones with trail markers were unusable for crafting Missing windowsill in Tisy barracks Ruined suppressors could still partially mute gunshots, making distant shots inaudible even when the suppressor was destroyed (T188571) Exiting a boat as a driver could teleport the player to an unintended location (T189750) The ChemGas grenade could sometimes fail to explode on impact or detonate mid-air immediately after being thrown (T189998, T190002) Players could move while exiting the server under specific input conditions Damaged glass on pistol optic attachments could appear overly bright during nighttime The Steyr AUG scope reticle changed color depending on what it was aimed at Leaning before using binoculars  causes rotated mouse movement (T174629) Visual damage states now appear correctly on various weapons including AKM Assault Rifle, CZ 75 Pistol, FNX-45 Pistol, Flare Gun, Izh 18 Rifle, Makarov IJ70 Pistol, P1 Pistol, VSS Vintorez, Winchester Model 70 Rifle (T174894) The map category label in the server browser was not properly localized across all supported languages Game could crash after reassigning an emote key following a keybinding reset without applying changes first (T186108) Damage on reflex optics was not visible when aiming through them Grey background behind inventory and vicinity tabs was misaligned with the rest of the UI The sound of washing hands continued after canceling the action Failed engine start due to missing battery did not play the correct sound Heat buffer icon could flash and show the breathing animation incorrectly Light melee attack chains could randomly break and not continue as expected Item held in hands would levitate when the player became unconscious while seated in a boat Players could swim while holding heavy items, enabling unintended transport across water Dragging and dropping items into the vicinity bar failed unless dropped on a specific area Vehicles no longer get partially stuck inside the terrain after falling from a height Opening/closing car door would sound like it was coming from the center of the vehicle instead of the door Split items incorrectly went to player inventory instead of the expected container or vicinity Vegetables harvested from garden plots would duplicate after a server restart (T187757) Lighting a kindling item near a wall could allow to see through the wall Weapon was placed into inventory instead of returning to the shoulder slot when using the quick bar It was not possible to change stance when an action/weapon action was performed Aiming Vertical and Horizontal sliders displayed incorrect value (0.999999) instead of 1 at the second lowest setting The water action was incorrectly available on garden plots already fully watered  Extinguished and moved fire barrels left behind invisible damage areas (T190698) Fertilizer application times were inconsistent across platforms (T190020) Stat icons incorrectly refreshed to full when using custom respawn during unconsciousness It was possible to wall clip by leaning and changing stance next to the wall in 3rd person perspective Visual issue where the FAL rifle appeared incomplete in first-person view Players could intentionally freeze others nearby by exploiting a client/server desync (T190904, T191957, T191969) 3D scopes would stop showing the “Looking through” prompt after being viewed in hand Repairing certain car parts with a blowtorch would require restarting the action multiple times Some tooltips titles were not consistently capitalized Restored the on-screen "Get off" message when climbing ladders (T189151) Garden plots were sometimes getting watered even when its only cloudy and not raining Garden plots remained fertilized or watered after removing a plant, causing incorrect slot behavior The plant prompt was still visible even if the gardening slot was already occupied Players were not be able to drink from or fill bottle at Dambog's water tank or when aiming at trees/players SERVER Added: spawnabletypes.xml now supports quantmin and quantmax like types.xml (0-100%) (T178206) Added: spawnabletypes.xml now supports nested item cargo and attachments Added: spawnabletypes.xml now supports nested damage min max Added: spawnabletypes.xml now supports nested presets through equip="true" Added: weapons spawned through spawnabletypes.xml and randompresets.xml can now have a chambered bullet Added: weapons spawned through spawnabletypes.xml and randompresets.xml can now have bullets in internal magazine Added: randompresets.xml can now be appended to with cfgeconomycore.xml Added: "allow_in_water" bool to "generator_params" in "cfgplayerspawnpoints.xml" defaulting to "false" Fixed: Random damage from spawnabletypes.xml had more chance to be the maximum or minimum value than a value in between Fixed: "[CE] :: WARNING :: Preset "..." is EMPTY." message now correctly reports empty presets instead of always the first attachment and cargo presets even if they were not empty Fixed: Possible server freeze when player character was aligning to position while moving Removed: "Flags reset for type:" redundant message which was being wrongly displayed KNOWN ISSUES Incorrect collisions placement on some walls and fences Bullet crack sounds may not be played when the shooter is prone Cars may stutter while driving on concrete panels Engine start sound playing when leaving or switching seats in a running vehicle Occasional gear skipping when shifting to any gears while having less than 40fps Dead bodies decaying and flies appearing on Sakhal despite cold conditions Unnatural behavior when two cars collide Inconsistency of gunshot audibility at long distances when fired from indoor locations Players could not be able to drink when aiming at trees/ players above Dambog bunker Visual issue with the CZ75 weapon texture when in pristine state
    • PC Stable 1.28 Update 1 - Version 1.28.159992 (Release on 03.06.2025) NOTES Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update. Consider de-fragmenting your HDD after downloading large updates. In case of problems, please check the Bohemia Interactive support F.A.Q., DayZ F.A.Q., or BattlEye F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. We recommend a storage wipe for modded community servers, as our changes could introduce storage corruption of horticulture plants   FROSTLINE EXPANSION  ADDED Heli crash event  Crashed Patrol boat event  Crashed Fishing boat event  Medical event  Geysers added to hot springs Ambient sounds added to caves CHANGED   FIXED Dead fallen trees would rustle like bushes when walked over  Missing sound on submarine tower   GENERAL GAME ADDED RAK-37  R12 shotgun PSO-6 scope  Leupold Mark 4 scope Sportpoint Sights New music track added to the in-game credits Updated weapon obstruction system  New crafting animation for: wooden planks, splitting broom, long wooden stick and firewood, firewood from logs CHANGED Updated tail sounds for hunting and sniper rifles Tweaked tail sounds for SMGs Upgraded the networking for Cars, improving most situations when driving at higher ping Automatic gearbox simulation has been improved, affecting M1025 offroad Rebalanced firearm damage against infected Tweaked bandaging animations Reduced optic edge distortion on hunting optics Added damage visuals for 2D optics Reworked range finder optic view Adjusted teeth clattering sound Disabled Gamepad in Server Browser  Decrease weapon sway in the prone position Global weapon sway speed decrease Slightly increased weapon recoil for most rifles Dispersion of most weapons increased by moderate amount Adjusted sway and recoil values for several weapons to improve consistency across categories Reduced muzzle flash size to improve visibility while shooting Slightly reduced player footstep volume and restored infected footstep range Improvised clothing can no longer be repaired with rags Reduced probability of certain footstep sounds to play - i.e. stones and branches cracking Repairing with leather sewing kit, sewing kit, tire kit and duct tape does not show items in hand and plays the new animations only while the repair kit is in hands Cleaning weapons while the weapon in hand shows the weapon and plays the new animation. If the kit is in hands, it plays default animation and hides the cleaning kit Items used in certain crafting actions are now visible in hands Mitigated the Camera twitching when walking on rails FIXED Weapon and magazine could desync when picked up near distant players Base building kit folding produced no sound Mini sight reticle was visible without battery Reload through the dedicated reload key could occasionally be non-functional after relog (T158378, T164601, T173603, T177030, T179279) Jumping sound in deforested areas was too loud Various clipping issues Incorrect wood grain on house pillars Splint action shown on seated player with broken leg Night vision reticle still worked visually after battery was removed Unable to throw items when another player was checking pulse Vehicles could become partially stuck in terrain after falling Infected could clip through floors Visual issues with some bushes Explosives couldn't be disarmed right after arming Missing collision on lockers in power generator room Flash of white screen when falling unconscious from shock Shock effect not visible when regaining consciousness until standing animation finished Various duplication exploit mitigations Mitigated item teleportation exploits Freeze when spamming filters in server browser Server browser sort by map caused freeze during server load Some indoor sounds were incorrectly played as outdoor Some glasses invisible in 1st person Player could see through walls in 3rd person Knife could fail to open food can in inventory (T189714, T189784, T190046) Plants in garden plots seeded before a server restart could not grow after the restart (T189434) Stones with trail markers were unusable for crafting Missing windowsill in Tisy barracks Ruined suppressors could still partially mute gunshots, making distant shots inaudible even when the suppressor was destroyed (T188571) Exiting a boat as a driver could teleport the player to an unintended location (T189750) The ChemGas grenade could sometimes fail to explode on impact or detonate mid-air immediately after being thrown (T189998, T190002) Players could move while exiting the server under specific input conditions Damaged glass on pistol optic attachments could appear overly bright during nighttime The Steyr AUG scope reticle changed color depending on what it was aimed at Leaning before using binoculars  causes rotated mouse movement (T174629) Visual damage states now appear correctly on various weapons including AKM Assault Rifle, CZ 75 Pistol, FNX-45 Pistol, Flare Gun, Izh 18 Rifle, Makarov IJ70 Pistol, P1 Pistol, VSS Vintorez, Winchester Model 70 Rifle (T174894) The map category label in the server browser was not properly localized across all supported languages Game could crash after reassigning an emote key following a keybinding reset without applying changes first (T186108) Damage on reflex optics was not visible when aiming through them Grey background behind inventory and vicinity tabs was misaligned with the rest of the UI The sound of washing hands continued after canceling the action Failed engine start due to missing battery did not play the correct sound Heat buffer icon could flash and show the breathing animation incorrectly Light melee attack chains could randomly break and not continue as expected Item held in hands would levitate when the player became unconscious while seated in a boat Players could swim while holding heavy items, enabling unintended transport across water Dragging and dropping items into the vicinity bar failed unless dropped on a specific area Vehicles no longer get partially stuck inside the terrain after falling from a height Opening/closing car door would sound like it was coming from the center of the vehicle instead of the door Split items incorrectly went to player inventory instead of the expected container or vicinity Vegetables harvested from garden plots would duplicate after a server restart (T187757) Lighting a kindling item near a wall could allow to see through the wall Weapon was placed into inventory instead of returning to the shoulder slot when using the quick bar It was not possible to change stance when an action/weapon action was performed Aiming Vertical and Horizontal sliders displayed incorrect value (0.999999) instead of 1 at the second lowest setting The water action was incorrectly available on garden plots already fully watered  Extinguished and moved fire barrels left behind invisible damage areas (T190698) Fertilizer application times were inconsistent across platforms (T190020) Stat icons incorrectly refreshed to full when using custom respawn during unconsciousness It was possible to wall clip by leaning and changing stance next to the wall in 3rd person perspective Visual issue where the FAL rifle appeared incomplete in first-person view Players could intentionally freeze others nearby by exploiting a client/server desync (T190904, T191957, T191969) 3D scopes would stop showing the “Looking through” prompt after being viewed in hand Repairing certain car parts with a blowtorch would require restarting the action multiple times Some tooltips titles were not consistently capitalized Restored the on-screen "Get off" message when climbing ladders (T189151) Garden plots were sometimes getting watered even when its only cloudy and not raining Garden plots remained fertilized or watered after removing a plant, causing incorrect slot behavior The plant prompt was still visible even if the gardening slot was already occupied Players were not be able to drink from or fill bottle at Dambog's water tank SERVER Added: spawnabletypes.xml now supports quantmin and quantmax like types.xml (0-100%) (T178206) Added: spawnabletypes.xml now supports nested item cargo and attachments Added: spawnabletypes.xml now supports nested damage min max Added: spawnabletypes.xml now supports nested presets through equip="true" Added: weapons spawned through spawnabletypes.xml and randompresets.xml can now have a chambered bullet Added: weapons spawned through spawnabletypes.xml and randompresets.xml can now have bullets in internal magazine Added: randompresets.xml can now be appended to with cfgeconomycore.xml Added: "allow_in_water" bool to "generator_params" in "cfgplayerspawnpoints.xml" defaulting to "false" Fixed: Random damage from spawnabletypes.xml had more chance to be the maximum or minimum value than a value in between Fixed: "[CE] :: WARNING :: Preset "..." is EMPTY." message now correctly reports empty presets instead of always the first attachment and cargo presets even if they were not empty Fixed: Possible server freeze when player character was aligning to position while moving Removed: "Flags reset for type:" redundant message which was being wrongly displayed   MODDING ADDED Documentation for Environment class API in script Documentation for PlayerAgentPool and AgentBase API in script Model optics will now partially support hidden selections Physics: In Contact class, variables 'ShapeIndex1, ShapeIndex2, VelocityBefore1, VelocityBefore2, VelocityAfter1, VelocityAfter2' Cars: 'wheelHubFriction' config variable to define axle drag when no wheels are attached  Cars: 'useNewNetworking' config parameter, default 1. Mods that modify the vehicle physics outside of the 'SimulationModule' config may need to disable the reconciliation system Enforce Script: 'sealed' keyword Enforce Script: 'Obsolete' attribute for functions and classes Enforce Script: Compiler error when script methods exceed the maximum amount of parameters: 16, this has always been a limitation, previously the game would continue with buffer overflows and random crashes  'vector Object.GetSelectionBasePositionLS(string)' to get selection position without animations applied Gizmos to the script API, enabling interaction through the context menu in Inventory. Available only on DayZDiag Functions to get the user animation source names by index for Entity 'int Entity.GetNumUserAnimationSourceNames()', string Entity.GetUserAnimationSourceName(int index)' vector Object.GetSelectionBasePositionLS(string)' to get the position without animations applied  WeaponObstructionData settings to CfgGameplay CHANGED Physics: Bullet Physics updated to the latest Enfusion version Physics: 'PhysicsGeomDef.MaterialName' now takes .bisurf (e.g. 'DZ/data/data/penetration.bisurf') or CfgSurfaces (e.g. '#cp_concrete1' where the config path is 'CfgSurfaces cp_concrete1) Physics: Terrain intersections are now extruded one meter down to improve collision detection against large fast moving objects Physics: In Contact class, 'Material1' and 'Material2' have changed from type 'dMaterial' to type 'SurfaceProperties'. which is now the base class of SurfaceInfo Cars: Suspension is now always active while the vehicle is awake, even when there are no wheels attached Enforce Script: Improved 'Multiple declaration of class' error Enforce Script: Parser now contains more FIX-ME warnings 'CGame.OnPostUpdate' event is now executed after the camera has been updated, ensuring 'CGame.GetScreenPos' uses the correct transformation to prevent UI elements from being positioned based on the previous frames camera data 'SoundObject.SetParent' now takes in the pivot index, allowing attachment to an animated component GameplayEffectWidgets manager inits to help facilitate modding FIXED Physics: Various fixes to dBodyCollisionBlock/dBodyRemoveBlock Cars: Brake/Handbrake was being applied twice, please update the 'maxBrakeTorque' and 'maxHandbrakeTorque' for your car mods by doubling the values in config Enforce Script: Script USER define will now correctly reflect the active user name Calling SoundObject.SetParent no longer crashes the game when used improperly (DZ-23672) Spawning an object outside of the world via ObjectSpawner no longer causes a stack smashing detected crash on Linux servers. Infinite stamina mods could prevent jumping or holding breath after 1.27 Patch 1 (T190645) Crash and restored functionality of ResourceBrowser.GetCurrentFile workbench module script API  REMOVED Physics: In Contact class, variables 'MaterialIndex1, MaterialIndex2, Index1, Index2' Option to change rangefinder color in config (use layout) TOOLS ADDED Script Editor: When using the floating 'Find Symbol' window, the Escape keypress or submit via Return will now close the window Script Editor: Debugger watch search bar Script Editor: Context Menu: Methods: "Overrides" and "Overridden by" Script Editor: Context Menu: Types: "Base Classes" and "Derived Classes" Script Editor: Scrollbar will now draw cursor, break points and bookmarks positions as well as scope and lines with changed/saved changes. Option to toggle this added Script Editor: Search/replace now supports current selection only Script Editor: Lines can be moved in the Script editor via Alt+Up Arrow/Alt+Down Arrow key combinations Script Editor: Status bar info for viewing scope, line and column Script Editor: Selecting symbols in script files will highlight them in the Outline Script Editor: Split view for viewing two script files at one time Script Editor: Reopen last closed tab (Ctrl+Shift+T) CHANGED Workbench: Updated splash screen and icon to reflect the new Enfusion visual identity Workbench: Double-clicking '.layout', '.imageset', and '.styles' files in Workbench no longer opens them in an external application; a new "Open file with" option is available via right-click context menu Script Editor: Improved breakpoints window search, enable/disable/remove all breakpoints options FIXED Workbench: Frequent crashes on widget text field changes Workbench: Frequent crashes on widget property changes Workbench: Crash when clicking into widget viewport while editing a property Workbench: A crash when clicking outside a text field after editing it without pressing Enter  Script Editor: 'super' keyword syntax highlighting   KNOWN ISSUES Incorrect collisions placement on some walls and fences Bullet crack sounds may not be played when the shooter is prone Cars may stutter while driving on concrete panels Engine start sound playing when leaving or switching seats in a running vehicle Occasional gear skipping when shifting to any gears while having less than 40fps Dead bodies decaying and flies appearing on Sakhal despite cold conditions Unnatural behavior when two cars collide Inconsistency of gunshot audibility at long distances when fired from indoor locations Players could not be able to drink when aiming at trees/ players above Dambog bunker Visual issue with the CZ75 weapon texture when in pristine state On Linux servers, client is teleported outside the world upon connecting above the ground
    • Dear Survivors, We are excited to announce that update 1.28 is now live across all platforms! We want to thank all of you who actively participated in the experimental phase, and for your valuable feedback. Read the full article and find out what's waiting for you in 1.28! ---> Read Here <--- Enjoy the trailer!
    • That would be great. If Bohemia developed a ragdoll physics system with advanced locomotion where the character hand goes to the wound automatically, be it a gunshot or a cut, I'm not referring to the players, I'm referring to an infected person or human AI, you could perfectly do that. Both entities would benefit from this, both real players and those controlled by AI. In medical terms, what you say can be done, is real, but the bad thing is that using your hand is dangerous, as you would be at risk of contracting a bacterial infection, which could require antibiotics if you become infected. You have to keep that in mind when making a design like this ¿Are your hands clean? ¿Have you washed or disinfected them with alcohol or bleach? It would even be great to be able to get infected with blood and become infected (zombie) if your hands are dirty with infected blood, for example, if you have crawled on a floor with blood on you, you are stained, then if someone hurts you while you are stained, you have a chance of becoming infected, you can even infect someone if you hit them and they have open wounds. I think this would be going too far, but it would be great. As I specified in the Infected redesign, a manual cutting mechanic where you control your hand would be great to be able to heat a knife over a fire, hold it up, and use it to hold it to an open wound and close it, as well as sterilize it. https://www.youtube.com/watch?v=2oSbxpmMHBE   Looking down would be simple if the game only had first-person perspective, but the game also has third-person perspective, which complicates things considerably. It would be nice if you could drag your hand to the wound in the character menu, like you do with a weapon. The first-person camera could perhaps have that more direct interaction.    
    • If anyone knocks you out they should be able to finish you off with a shot to the head if they want, you are clearly in a position of inferiority. I don't like second chances, not with infected or humans.

      If someone leaves you alive, it's because they want to. I don't see anything wrong with the possibility of being knocked unconscious on the ground, because it's needed for good game play and it happens in the real world, but I see it as very difficult if a player really wants to kill you, and if a player knows that this mechanic exists, they should make sure to kill you if they really know that it happens. I think any player should have the option to perform a QTE finisher to kill a player if they are close, such as by stepping on their head, shoveling them in the head, etc. Another thing is if you are far away and there are infected people and you think that the other player is dead from a gunshot because he has fallen to the ground and you cannot stay there any longer because the infected are going to come for you and the situation arises that the person falls unconscious and then fortunately survives, but if you have that person centimeters away and you have him on the ground you must be able to end his life cruelly to make sure that he will not have the option to get up, just as if you also want you can leave him tied up without clothes. The chances of surviving if there's an infected nearby who wants your flesh, or a player a few inches away who wants you killed, should be almost slim, very very slim.  In short, it's fine for players to be able to knock you out, but during the moment of unconsciousness you won't be able to do anything, and they will know that you breathe, this way they can decide what to do with you, if they want to kill you, if they want to tie you up, if they just want to rob you and leave, if they made a mistake.   Something I do like about PlayDead is the concept seen in MGS V of crawling among corpses and pretending to be just another corpse. You can introduce areas where there are several dead bodies, for example inside a hospital, and if players enter you can lie on the floor and pretend to be a corpse like them. Obviously you can do this anywhere, but you will attract less attention where there are more corpses since the players will not check them all.   This mechanic could be tied to another breath-hold button where it would show if you were breathing, as you would try to hold your breath and become completely inert. Like in MGS V, you lie on the ground, then press triangle to enter playdead mode. Once in playdead mode, you can hold your breath with square. Playdead mode can be executed in a variety of positions. Various animations could be created to fit the infected. You should also be able to execute this animation while lying face up, prone, and even sideways. You should also be able to interact with environmental elements like a wall or sit in a chair and play dead.   When you wake up from unconsciousness, you could easily wake up in playdead mode, as you mentioned, with the option to hold your breath. You decide whether to get up or not, but obviously other players will see that you're breathing in your chest physics if you can't hold your breath. You could develop skill by holding your breath. But obviously it can't be eternal, because it's impossible, you'll be seen to be alive if you can't hold your breath.   Playdead mode wouldn't really be that complex, maybe you could just have a button to enter ragdoll mode and let yourself stay as you want, but of course, for that you have to have a minimally decent ragdoll. This is an example of what I mean with Garry's Mod   If you end up unconscious from a gunshot or a brutal beating, you will not be able to control your breathing and it will be faster than normal. The only way to control it well is to play dead, being in good health from the start and having a decent ability to hold your breath.      
    • Hellscape Diehards, With the DayZ devs' recommendations, we will wipe with the release of 1.28 on June 3rd.
        We plan to have a team blowout mission to the Oil Rig on Sunday, June 1st. Sign up here > https://discord.gg/3mZdD5MM?event=1376992881402843186 A wipe day resets everyone to the same level, allowing us to experience the loot economy in its current design. No more SVDs in Tier4, no more M4s without a blue key. Try to join us on wipe day to help break our server pop record of 20! Tell your friends, Hellscape is easier than ever.  If you have any ideas on changes during 1.28, please let me know. Feedback drives the development of Hellscape. ♥️  Joe
    • Im a console player so sadly dont have access to all of these cool features. 
    • Exactly this what i wanted to suggest also, this would give so much more interactions than just finishing player while his wake up animation starts playing. the option to stay in unconscious animation should be by default until stand up button is pressed. Also while being in unconscious animation and being awake player should have ability to speak but not move. this would give other player time to tie-up hands at least and have a talk without stress to shoot right away.  
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