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Stay safe out there,
Your DayZ Team
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Posts posted by Tonyeh
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You have to learn to love DayZ, warts and all.
But it can be a super frustrating game when you're starting off no doubt and understanding the game can be tough. However, when you learn the ropes, there really is no other game like it. Despite its many flaws, it has turned into the longest game I've ever played and the best.
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17 hours ago, Sid Debian said:Man let me explain. Idk about battlemetrics or something, but Steam has 2 ports: 1st is game port that all users shall set for connection and 2nd is query port - is was created for requesting Server information like A2S_Players (players list with how long playing in current session+ scor, A2S_Info (full server info) and etc.
That may be the problem you can knock in steam query port (knock-knock-knock in steam query port... kno...), sorry, well that might be an issue. but I'd queried Steam about your submitted IP:Port and Steam repord me the server for now it's full (map Esseker, name The walking blah-blah-blah).
That's quite odd actually, but server not responding on A2S_Players, that's bit not normal but nothing special i guess...
Battlemetrics com is a site that allows you to see servers for online games.
On there you can get the IP addresses for DayZ servers. Such as the game port example below

I used to be able to cut and paste the IP address into the Direct Connect button on the DayZ launcher and get into a server with that IP address.
Now I cannot because the button doesn't work and hasn't since the update before last.
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On 7/3/2024 at 1:26 PM, Sid Debian said:Idk man I used that button abou 7 minutes ago and it's working. I was aboe to connect to my server but in launcher it was gray (the server)...
Well, unless I'm doing something wrong, it's not working for me.
Was there anything special that you did?
I used to be able to take an IP address, like this 178.63.41.159:2491 from the Battlemetrics and paste it into the Direct Connect button and it would connect to the server. Now, nothing happens. I, literally, just tried it right now.
Having that Direct Connect button was a godsend cos the launcher sucks so bad.
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When are you guys going to fix the Direct Connect button in the launcher?
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Can someone explain to me the wisdom of putting a soundtrack into a game where listening out for other player's movements are so important?
I mean, really, a soundtrack is absolutely the last thing this game needs.
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Are people really that pissed off with the infected in DayZ? They're weak as piss.
FFS they don't even kill you any more. 🙄
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The launcher has always been an absolute joke. But the "new" server pop counter is another layer entirely...
49 of 50 players.

Except it's actually not.

What's the point in having this if it isn't even remotely accurate?
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People's footsteps are already too quiet at the moment.
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On 1/15/2024 at 11:37 AM, Kyiara said:PC Experimental 1.24 Update 1 - Version 1.24.157302 (Release on 16.01.2024)
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.
GAME
ADDED
- Vikhr rifle
- 30rd 9x39mm magazine for the Vikhr, ASVAL and VSS rifles
- Camouflage variants of the ballistic helmet
- Updated book shelves with the winning entries of our #DayZBook contest
- Sounds for crafting improvised clothing from rags
- Sounds for crafting base-building kits
- Sounds for crafting a bone knife
- Sounds for wringing out clothing
- Sounds for splitting firewood
- Sounds for breaking down bushes with hands
- Animations for cleaning hands with the cooking pot and gasoline canister
FIXED
- The heavy melee attack was displayed with the wrong key assigned in the settings
- Weapons could desynchronize when modified outside of the players network range
- Item interaction by a player who just left another players network bubble could result in item desynchronization
- The microphone icon could be displayed on-screen with no microphone connected when in voice activation mode and lowest voice threshold
- Bolts attached to a door wouldn't move or animate with a vehicle
- Unloading a bolt with full inventory would reset the bolt health to full (https://feedback.bistudio.com/T177396)
- Corpses could not be pulled out of vehicles properly
- Fixed an exploit to glitch the camera through walls
- Weather could be desynchronized for players
- Bolts shot on players or creatures would attach in the wrong direction (https://feedback.bistudio.com/T173208)
- Potatoes would yield full quantity when peeled regardless of the tool used
- When standing up from prone with raised hands, the camera would not properly follow the player
- It was possible for players to rotate with their dead bodies until respawn
- All colored skirts appeared blue on female characters (https://feedback.bistudio.com/T175252)
- Some birch trees were offering the option to collect dark bark
- The lab coat was not correctly reflecting damage visually
- The leather duffel bag had wrong buttons being displayed (https://feedback.bistudio.com/T174349)
- The blue hoodie was displayed as red in the inventory view
- The sling bag was clipping with most clothing items on the female model
- Several items were displayed too big in the inventory view
- It was possible to shoot through some corners of the base fence
- It was possible to get stuck in the blocking position if activating it right after picking up a firearm
- Unjamming the AUR AX would play the wrong sound
- The jammed state of firearm models was not synchronized when on the ground
- The camera was briefly in the wrong position after waking up from unconsciousness in a car
- Padded gloves could not be repaired with a leather sewing kit
- No widget allowed to attach barbed wire or camo net to a fence or watchtower (https://feedback.bistudio.com/T169159, https://feedback.bistudio.com/T175010)
- The widget of the watchtower's roof blocked widgets for other walls
- The large entry door of the cement works played the wrong sound (https://feedback.bistudio.com/T175866)
- It was possible for the stagger animation to be skipped (https://feedback.bistudio.com/T174787 - private)
- Infected were reacting to suppressed shots over long ranges (https://feedback.bistudio.com/T161760)
- It was possible to push a car while a gear was clutched
- Firearms would twitch in some cases when too close to obstacles
- An error with despawning base-building objects could result in invisible barbed wire (https://feedback.bistudio.com/T176347 - private)
- The state of the crossbow was not always correctly saved during server restarts
- The inventory view was sometimes cut off in narrow screen resolutions (https://feedback.bistudio.com/T167177, https://feedback.bistudio.com/T174019, https://feedback.bistudio.com/T176060)
- Fixed a game crash that could occur when connecting to multiple servers at the same time
- The combine button did not work when an item was in the cargo of another held item
- Fixed an exploit that created infinite amounts of liquids
- Some item spawn points inside the bus wreck were in the ground or floating (https://feedback.bistudio.com/T176895)
- Two players putting an item from their hands into the same cargo slot could result in desync
- Reduced server performance load on player-(dis)connection and -respawn (https://feedback.bistudio.com/T177400)
- It was not possible to remove items fast from a incapacitated player or infected through CTRL+LMB
- It was possible to get stuck in prone by using the portable map with enabled "use3DMap: true" settings (https://feedback.bistudio.com/T175771)
- Fixed a server crash related to player death
- Items dropped next to a fence or gate could not be picked back up (https://feedback.bistudio.com/T176992)
- Fixed an animation glitch that allowed passing below walls faster than intended
- It was not possible to refuel a torch while it was burning (https://feedback.bistudio.com/T176149)
- The large ship wreck had several collision issues (https://feedback.bistudio.com/T170004, https://feedback.bistudio.com/T172940)
- Ambient fruits from trees were still spawning at their old positions at the NWA (https://feedback.bistudio.com/T178137 - private)
- Items in the Chernogorsk hotel were spawned below the map
CHANGED
- Changed the collision checks for weapon raising for better accuracy
- Reconfigured the calculation of weapon lengths for more accurate collision detection
- Shock damage of blunt weapons will now partially be translated into health damage when fighting infected and animals
- Bandaging is now a continuous action when treating multiple cuts
- Removed outdated server browser filters
- Partial optimizations on the network traffic (https://feedback.bistudio.com/T177400)
- Simplified collisions of trees for better behavior with vehicles and reduced performance impact from penetrating shots
- Gave basic chemical protection to the OKZK cap
- The great helmet, chestplate, tripod and barrel can now be repaired using the blow torch
- Pulling a body from a vehicle is now done by simply pressing F instead of holding
- Adjusted insulation values of tracksuits and police clothing for consistency (https://feedback.bistudio.com/T174705)
- Re-balanced the weight of tools and melee weapons
- Reduced the weight of shovels (https://feedback.bistudio.com/T176615)
- Reduced the weight of plant material (https://feedback.bistudio.com/T175196)
- It is no longer possible to split plant material
- Adjusted the recoil of several automatic firearms
- Reduced the fire rate of the Vaiga and slightly lowered its recoil
- Reduced area in which infected will be alerted by bullet impacts
- Reduced the alert level impact on infected by suppressed shots
- Slightly increased the silencing effect of the pistol suppressor
- Regular infected will keep their alert state for slightly longer periods
- Tweaked the overheating particles of firearms
- Updated sounds of the SK 59/66 rifle
- Updated the game credits
LIVONIA
- Updated the Lukov Airfield
SERVER
- Added: PlayerSpawnEditor now has (?) next to values to tell you more about them
- Added: It is now possible to have player spawn points not generate a grid and stay a singular spawn point by setting density to 0
- Added: Player spawn point editor now saves which subwindows are hidden and what checkboxes were ticked
- Added: Player spawn point editor now has options for the debug shapes being drawn
- Added: Player Spawn Points can now avoid triggers
- Fixed: PlayerSpawnEditor duplicating group points into regular points when saving with <groups_as_regular>true</groups_as_regular>
- Fixed: Servers with verifySignatures=0 should no longer disconnect players in the queue due to validation errors (https://feedback.bistudio.com/T175275)
- Fixed: Linux: Json files loaded through script had capitalization (https://feedback.bistudio.com/T165620)
- Changed: Player Spawn Points will now automatically force change group when no good points are available in the currently selected group
- Changed: PlayerSpawnEditor now saves documentation when saving xml
- Changed: Player spawn gear JSON: If a particular preset has an empty or undefined characterTypes, the character model last set in character creation menu will be used for that preset (Documentation)
LAUNCHER
- Added: The password window now allows to view the password
- Fixed: The Direct Connect window could not connect to LAN servers
- Fixed: The command line parameter could not be removed in the favorites tab
- Changed: Made the Direct Connect button red for better visibility
- Removed: Outdated server browser filters
MODDING
- Added: terrainNormalPower parameter into world config
- Added: Exposed STANCEIDX_RAISED in DayZPlayerConstants
- Added: SurfaceInfo script API
- Fixed: Human.StartCommand_ScriptInst should no longer crash the game (but can trigger a memory leak)
- Fixed: 'CGame.AddActionJuncture' wouldn't setup the replication relationship between the player and the item
- Fixed: Crash with using the DayZPhysics bullet library functions and passing in a skeleton based object as the ignore entity (i.e. static HouseNoDestruct, static ItemBase)
- Fixed: Inventory Commands were dependent on distance checks from a player which would fail when an object still existed on the client but was outside of it's network bubble
- Changed: PlayerIdentity can now be sent over an RPC as a serializable parameter, sent as 4 bytes
- Changed: The steam ID can now be accessed on the client for all identities via 'PlayerIdentity.GetPlainId' directly now, replacing scripted 'SyncPlayer'
- Changed: Moved m_dT and GetDeltaT from PlayerBase to DayZPlayerImplement
- Tweaked: JSONFileLoader: better handling of file errors + throwing those to VME or log; new API + old one deprecated (with warning messages)
- Tweaked: JSONFileLoader is passing all the errors to the caller in new API; displaying is not part of the API anymore
- Tweaked: JSONFileLoader: Commented out ifdef added to show future intentions with old API
- Tweaked: JSONFileLoader: Removed the extra logging from old API
Are there any plans to revert the infected back to being able to kill the player. It's been, what, a couple of years now since they were nerfed making them little better than pointless. They are supposed to be the main antagonist for the player to overcome in the game and yet they do nothing to the player but send them for a nap every now and then.
They might as well not be in the game at all.
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On 12/9/2023 at 12:36 PM, Linker_Split said:I'd like to see an improved and more realistic and immersive medical system with gunshot and stab wounds, some more meds as well
Try the DayZ intenz server.
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On 12/9/2023 at 9:26 AM, DefectiveWater said:I agree, but I also think they shouldn't always 100% aggro on the uncon player to kill him. I feel like there should be some (i just woke up and i'm missing a word here) that would determine wether or not they keep beating you to death.
So let's say they uncon you, but another player is nearby or shooting or whatever. They should lose the aggro on you.
And I also feel like they should have a random max number of attacks they do on you, ranging anywhere from several attacks to beating you till you die. Maybe they could still keep hitting you after you die - makes them seem more deranged and could ruin more of your gear.So there COULD be a chance there is only one zombie on you and you get lucky. It only hits you a few times after you go uncon and you live.
Agro issues have been around since DayZ was in its infancy. It's always been a problem. For instance, I've lost count of how many times I've been fired at and the infected start chasing me instead of the guy that fired his pop gun. But I'll put this down to the infected just being, well, infected people and not exactly thinking straight.
In any case, I don't think some dodgy aspects to infected agro should eliminate the fact that they should be able to kill the player. Having a RNG chance that they'll just beat the crap out of you and lose interest for another target is an ok idea. But that will never be implemented.
But they really need to be a threat again. Otherwise they're pointless.
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They infected should be un-nerfed and be able to kill the player again.
Dumbing down the infected was one of the worst decisions the devs have ever made and it needs to be reversed.
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Since the last patch I cannot use the "direct connect" option.
Anyone else having this problem?
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On 11/7/2023 at 8:41 PM, hfphx said:Exactly. There is absolutely no reason DayZ couldn't run on Windows 7 for the rest of its life!
And yes, it would have been nice to announce the termination of Windows 7 support in DayZ before. I knew that Steam drops support at the end of the year, but I really hoped I could play for some more weeks... 😒
As Microsoft's plans with Windows are obviously going into the direction of SaaS and Windows365 crap I really hope that game publishers will finally wake up and switch to a friendlier gaming platform (like an open source OS).
They day that MS switches to any kind of 365 bollocks for Windows is the day I stop using it.
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On 10/24/2023 at 2:27 PM, I like doing great suggestions said:Then why you play dayz?
It's fun and unique.
But there's nothing "real" about it. It's a game.
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On 9/29/2023 at 11:44 PM, Matheus1111 said:The main meaning is that according to the caliber of the weapon, each caliber creates a greater or lesser wound depending on the damage caused, be it knife, rifle, sniper, grenade, so when the player finds a dead player, analyze and deduce which weapon was used. and kill another player near that area, he can deduce according to the caliber that was used on the deceased that it was the player who killed the corpse found.
The existence of burns on the dead player demonstrates that the wound was caused by shots at close range, ruling out the possibility of being a sniper, do you understand the level of realism I want to reach?
There's no "realism" is any part of DayZ.
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What would the point?
90% of the time the feedback will be death by murder.
As far as "the existence of enemies" in a particular area of the map. You should ALWAYS assume that you are not alone.
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On 9/27/2023 at 8:04 AM, Sid Debian said:Well idk but maybe in next patch instead of killing of zombies you should drink with 'em . So it might be a new undiscovered feature xD
The infected are a great bunch of lads really.
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On 9/5/2023 at 12:12 AM, St. Jimmy said:Haven't played the game well for a long time, but if it's true that the durability is even worse than before then oh my... It has always been way too low on everything even before any changes.
It's worse than that. The infected don't even kill you any more.
🤣
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On 5/24/2023 at 9:04 PM, clickptg said:isnt that the point. I keep play other games. Im trying to say that the game need more action. The most part of the time is run on forest. Even tisy and vybor is booring, too easy and no players there.
That's the game.
If you're not happy with that, don't play it.
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If you're bored, play something else.
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17 hours ago, my_nick_was_taken said:there's a general misconception that 308 and 7.62x54r are big calibers... they're not, in fact all calibers in unmodded dayz are small bore calibers!
308 is actually the smallest round allowed to hunt the big 5 and only allowed in some countries, most countries requires bigger rounds.Perhaps. But, in game, when you shoot someone who's unarmed at point blank range with a Tundra, one would (at the very least) expect them to go down. Not just run off as if you gave them a love tap.
And up til the last few days, I'd not seen that happen before in 9 years of playing the game.
Bizarre stuff.
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What the hell is going on with this game? I literally just shot an unarmed player point blank with a Tundra and they didn't even go uncon.
WTF?
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The game doesn't need anything like helicopters or airplanes.
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DO Not Shrink the Slots in Clothes in Update 1.26!!!
in General Discussion
Posted
I like the idea of the slots being reduced. Very much so...and it should have been done years ago. Nobody should be walking around with an M-16 in their trousers and a Glock in their T-Shirt and a Mosin in their backpack. It's fucking stupid.
And while your at it Devs, make the fucking zombies lethal again. It's absolutely ridiculous that the main antagonist in the game cannot kill the player.
Thanks. 🙂