Anyone playing DayZ Standalone?

Yea apparently the servers are not communicating with the Dayz Hive data center and Characters are not being saved, only one South African server can save chars from my experience last night.

The Server admins need to get in touch with the dev's to add them to the list

http://forums.dayzgame.com/index.php?/topic/167343-servers-with-connection-issues-to-central-hive/

Thanks for the info. Seems that they have some odd configurations to take into account with the hosted servers.

Spent a little over 2 hours last night looking for those damn berry trees and a scattergun (shotgun), and when I finally did, I thought I'd take a quick 30 minute break from the game and return later... only to find out that the server didn't save any progress.

Oh well, there was lotsa fun to be had with all the bambis on the daytime server.
 
**Blocked at work so can't paste any links/content**

There's an incoming update (revision 0.33.114782) around 6-7 Feb with some fixes and new animations/interactions.

Hopefully they'll be rolling out patches every 3-4 weeks from on.
 
Apparently the patch has been released to stable branch today. Here's the changelog:

PATCH NOTES.

Actions: chambering SKS round from pile, loading 10 rounds from pile
Actions: You can uncuff other players with the hacksaw
Actions: Cannot use an item (e.g. drink/eat) if it is "Ruined"
Actions: Interactions with items reworked. Drinking/Eating/etc... more robust and user-friendly
Actions: Restrained players cannot use inventory or action menu
Animations: Player now can take and hide rifle in crouched run
Animations: SKS reload animations
Crafting: FNX45 pistol can be chambered with single round
Crafting: Opening cans with combat knife added
Crafting: Opening cans with machete added
Crafting: Painting Motorbike Helmets to Black and Green
Effects: Magnum revolver ejecting shells when reloading
Effects: Magnum revolver sounds - gunshots, reloading
Effects: Mosin ejecting shells when cycling
Effects: New Mosin sounds - gunshots, cycling, reloading
Gear: Improvised courier backpack added
Gear: Machete added
Gestures: Clapping Gesture added, default F5 key
Gestures: Pointing Gesture added, default F6 key
Login: Player queuing system introduced. Penalty waiting time added for switching server or disconnecting a server quickly. @rocket2guns: "When you disconnect, you character waits around for 30 seconds (currently set in experimental but subject to change) before disappearing. Forgot to include that on patch notes."
Server: Player spawns now cached by engine directly, increasing performance
Spawns: Added Bubble goose jackets into the loot spawns
Spawns: Added SKS rifle, speedloader, ammunition piles and boxes and SKS bayonet into the loot spawns
Systems: Hunger and Thirst slightly modified.
Systems: Notifications added to UI for hydration and high energy
Zombies: Different types of Military zombies now have tougher attack values and improved durability
Zombies: Engine dynamic obstacle checking (zombie, another player)
Zombies: Svetlojarsk zombie spawns added

Fixed:
Action: morphine injection can be used on other player effectively fixing his broken legs and item correctly positioned in hands
Actions: Keys won't disappear after uncuffing
Actions: loading ammo works for sprayed Mosin variants
Actions: Read/Writing notes with paper and pen now works again
Actions: reviving with epinephrine or defibrillator works also if player blood is below 500 units of blood
Animations: fixed an issue where reload in prone would leave some residue sound clutter at the end of the reload animation
Animations: Weapon reloading for magazine was not working properly when no magazine fitted
Animations: Rifle Aimed Walk Updated, diagonal animations fixed
Animations: sidesteping through doorway with rifle while crouching should not cause the player to get stuck now
Config: Berries have more nutrition now
Crafting : You can no longer saw off sawed off shotgun
Crafting: Can spraypaint M4 to green or black
Crafting: Damage is now transferred when items are painted
Crafting: Improved Backpack creation only possible when Courier Bag is empty (previously items accidentally deleted)
Crafting: Weapon cleaning kit can't be used when it's "Ruined" and won't reduce condition of a gun
Effects: Dazed effect plays again when a player is hit/damaged/shot
Effects: Some effects were not active locally when a player was restrained
Fixed: Missing texture error dz\weapons\data\weapons_damage_metal_smdi.paa
Fixed: Popping up texture error for beret models
Gear: Spraycans won't deplete after relogging
Gear: Book, radio, pot, pan, gas canisters, matchbox, paper, firewood and stone can be placed in hands
Gear: Headlamp beam raised slightly
Gear: Painted items now retain their previous quantities (i.e. Magazine ammo won't reset)
Gear: Various item descriptions and notifications fixed for grammar, typos, more detail
Gear: ZSh-3 Pilot helmet fixed and updated
Gestures: Taunt defaults correctly to F4 key
Graphics: "god rays" could cause overloaded post-processing and graphical corruption
Graphics: fix of removing shining object from hand (switch off)
Graphics: Roads have per pixel lights
Graphics: Dynamic lights should be now defined with "radius" value which is maximum radius of light in meters
Loot: Splint position in hand was wrong now corrected
Spawns: Drastically lowered chance of backpacks spawning on the construction site
Spawns: Loot spawn tweaks in some civilian structures
Weapons: Mosin recoil increased
Weapons: Sawed-off shotgun can be loaded with ammo (was broken due to changed inheritance)
Weapons: Sawed-off shotgun: reduced size in inventory, reduced spread
Zombies: Better filter/check of attack hits directly in engine
Zombies: Military zombies made tougher

Hotfixed:
Engine: Irregular crash of server in corpse garbage collector consequence of this is that the bodies will not disappear if other player is in vicinity

I tested the patch on experimental branch:
Combat logging should be a thing of the past, which will lead to gameplay dymanics changing (again).
Zombies are much tougher now, so don't haphazardly attack them with an axe and basic kit, especially the military zombies. You might actually come second.
SKS is pretty potent. Still can't weigh up which rifle is better though (they both have their merits).
Couldn't really notice a difference between hunger and thirst, but then again, either didn't live long enough for it to be a problem or too well stocked to notice.
 
My char always breaks his legs when running down stairs.
Anyone else have this issue?

Other than that and random acts of banditness against me I'm loving running sim v2.0
 
I bought the Standalone a while ago. But recently i am unable to play the game on any of the servers. It is lagging really bad... My Teamspeak is dropping when chatting to friends that is playing with me. Im unable to change guns and items. I have a 4Mb uncapped line with Afrihost and a Netgear N600 gaming router and port forwarding is done for the game NAT open on all my other games. Anyone have the same issue? Anyone knows how to get it resolved?
 
New update - 0.42.116181 - released to stable branch today

Known Issues:

Physics: Item throwing physics is currently disabled

Melee: Cannot conduct melee attack from "lowered" melee stance (press space to chance stance to "raised")

New:

Actions: Vomiting have associated sound effects
Actions: Ballistic helmet variants can be painted to black and green color with spraycan
Actions: Can check pulse on unconscious players
Actions: Searching for berries will now add berries to your inventory
Actions: Eat All now supported for consumables
Actions: You can catch rain into canteen and water-bottle from inventory

Animations: New Ruger 10/22 reload animations
Animations: New Ruger MKII Reload animations.
Animations: Player now can sit with gun/weapon
Animations: Completely new two-handed melee animations. New right-handed poses, moves and attacks for axes, baseball bat, pipewrench, crowbar, fire extinguisher, shovel, farming hoe. "Low" and "Aim" stances introduced for stand, crouch and prone.

Crafting: SKS painting recipe
Crafting: You can paint firefighter axe black and green
Crafting: Blaze 95 painting recipe

Environment: New rock textures

Food: Sambucus berry item added
Food: Canina berry item added

Gear: added black and UN ballistic helmet variants
Gear: Sickle added into loot spawns
Gear: 1911 engraved version configure added to loot spawns
Gear: Can opener can be used as melee weapon
Gear: Box of 10 bucks shots added configured and added to loot spawns
Gear: Wool Coat red/black/brown/blue/green/grey/check variants added
Gear: Green and black variant of SKS
Gear: Green and black variant of firefighter axe added
Gear: Flat Cap red/black/brown/blue/green/grey/check variants added
Gear: Rabbit leg, boar steak and chicken breasts added
Gear: Fresh and rotten tomato configured and spawning on the server
Gear: Fresh and rotten potato configured and spawning on the server
Gear: Fresh and rotten Green Bell Pepper configured and spawning on the server
Gear: Canned Peaches configured and spawning on the server
Gear: Tactical bacon configured and spawning on the server
Gear: Hard headgear (ballistic, moto, construction and pilot helmets) cannot be wear together with masks
Gear: Sporter 22, CR75, Amphibia S, 1911 and respective magazines and ammo (22LR and 9mm) added to spawns
Gear: Wool Coats and Flat Caps added to spawns
Gear: Farming hoe configured and spawns
Gear: Long wooden ash stick
Gear: M4 attachment green variants added

Graphics: Adding lights to currently rendered scene changed
Graphics: Lighting from objects now is rendered during daytime also
Graphics: HDR improved and tweaked slightly to perform better with bright lights in scene (i.e. flashlights etc...)
Graphics: Engine supported point source light objects (e.g. Gaslamp) now working correctly

Map: Olsha has been updated
Map: Khelm has been updated
Map: New rock formations outside Svetlo have been created
Map: New Orthodox Chapel has been created
Map: Police Stations & Medical Centers have been placed across the map
Map: Village pub configured for spawning loot
Map: New villages surrounding Svetlo
Map: Chernaya Polana town + surroundings added
Map: Signs for "Chernaya Polana" added

Medical: Players can have a heart attack (declared as "irregular pulse" with pulse checking actions)

Weather: Rain, Clouds, Wind, calculated on server and distributed to clients
Weather: Rain now causes items and player to become wet

Zombies: Simple respawn mechanic implemented for zombies, pending more robust method

Fixed:

Actions: Added 'inUseItem' back to action on target function
Actions: Proper nutritional value will be added when eating near empty food
Actions: Berry picking script messages to player improved.
Actions: Removed duplicate option for crafting splint in action menu
Actions: Fixed force drink message for action with waterbottle
Actions: Eat all rice animation length modified
Actions: Force feeding action now depletes right amount of food/drinks
Actions: Water Bottle stays in hands after force drinking
Actions: Eating cereals won't leave you with 0% box in your inventory anymore
Actions: Fluids deplete properly after force drinking action
Actions: Removed force feed action for disinfectant and alcohol tincture
Actions: Crafting splint from bandages now uses whole disposable bandage and half of dressing bandage
Actions: Ruined rags/bandages and wooden sticks doesn't produce infinite splints
Actions: Clicking on Eat All action if amount of food is below 1/4 will result in playing only short eating animation
Actions: Edited player messages in force drink action and fixing broken limbs
Actions: Force feed/drink doesn't use whole quantity of some food/drink items also canteen is not destroyed after action
Actions: Player message for drinking from well

Animations: Bandage and eating pills animation glitch fixed.
Animations: Holding animations of various weapon magazines correctly linked
Animations: Player can now be properly knocked out while in water.
Animations: New M4A1 reload animations.
Animations: Various glitches when moving / changing stances fixed.
Animations: Rolling left/right while zoomed in sights makes player zoom out for the duration of the roll.
Animations: Evade animations in prone (Q and E) are faster now.

Audio: Subsonic projectiles no longer emit supersonic crack

Balance: Buffed damage of 762x39, 9mm, .22LR. Slightly nerfed shotgun pellets

Gear: Added color variants of ballistic helmets into loot spawns
Gear: Purification tablets package contains ten tablets now. Cholera removing functionality added.
Gear: Painted SKS chambering
Gear: Even lower chance of backpacks spawning on construction sites
Gear: Changed inventory view of pitchfork
Gear: Removed quantity value from burlap sack tooltip
Gear: Display name for t-shirts with stripes

Graphics: SSAO in options saved
Graphics: Rain effect settings changed
Graphics: Rain geometry optimized (28 bytes vs 12 bytes per vertex)
Graphics: Spot light culling fixed
Graphics: Fix of terrain intersections
Graphics: Fix of geometry trace for flares
Graphics: Rain now does not fall inside buildings for those on Lower/Disabled shadow settings

Login: Failure during new character creation could cause player to get stuck as unconscious

Map: Optimizations for Svetlo performance
Map: Forests surrounding Svetlo bugfixes
Medical: Would never actually die from zero health or blood due to medical conditions
Medical: Epi-pens will now wake anyone (briefly) from unconsciousness even if blood very low
Medical: Defibrillator used for restarting the heart of players who have a heart attack
Medical: Unconsciousness had irregular and unpredictable behavior (epi-pens will now always wake an unconscious player, unless they are having a heart attack)
Medical: Melee damage application system changed to better balance
Medical: Chance of bleeding from fists reduced significantly
Medical: Arm and leg ache messages fixed
Medical: Disconnected players avatars did not take shock or blood damage
Medical: Falling from height while sprinting did not kill player when it should have
Medical: Player could vault with broken legs

Network: Dropped items appeared only after a delay (now instant)
Network: Inventory items causing desync due to non-guaranteed update spam (hotfix currently until guaranteed message change is complete)
Network: Optimizations to network messaging updates should result in reduced bandwidth and some increases in FPS for clients/server

Structures: Changed inheritance of barrier structures (due to errors in logs)
Structures: Item disappearing when dropped from inventory on stairs or near walls

Weapons: Long-range scope reticle properly centered

Zombies: Zombies aims mostly for chest area now when attacking (stops the "helmet of armor" change)

Haven't played in almost a month, but heard the local servers are almost always full during evenings and weekends.
 
I bought the Standalone a while ago. But recently i am unable to play the game on any of the servers. It is lagging really bad... My Teamspeak is dropping when chatting to friends that is playing with me. Im unable to change guns and items. I have a 4Mb uncapped line with Afrihost and a Netgear N600 gaming router and port forwarding is done for the game NAT open on all my other games. Anyone have the same issue? Anyone knows how to get it resolved?

Haven't experienced this myself...and haven't been on lately, so don't know if it might be bug related.

Check your line next time it happens, might be shaping or a congested exchange.
 
I have the exact same problem, 4MB uncapped afrihost.

my roommate and i cant play on SA server cause we both get session ended/ cant take out weapons/loot or see each other move.

If we play on EU, US servers we work 100%
 
The local servers were apparently wonky for a while, but seems fixed.

I played over the weekend, after the lag & desync hotfix was implemented, and everything ran fine.

Teamed up with a friendly, almost trustworthy stranger for a while, before I had to put him down**, but neither of us had any glitches during a 2.5 hour tour from the east coast down to south west coast.

I know that some of the guys I use to play with, only play on EU servers now, but that's a combination of some of the local servers and mostly to do with the different communities (EU is apparently more mature than majority of SA players); will ask them to test local.


**
The short of it: he wouldn't listen to me, fell off some stairs and broke his leg, didn't have any splints/morphine to heal him and he didn't want to relog (not sure if the glitch is fixed or if you die on relog). I got tired of fending off zees and a suspicious, kitted out player was heading our way. So I put him out of his crawling misery with an axe to the head, left his body as a decoy for the suspect stranger to ransack, before putting a bullet in his head as well.

Don't call me a bandit or KoS'er; the one was a mercy kill and the other self preservation. If you see a guy beeline towards you, M4 drawn and not responding to you, you're also going to choose survival above benefit of the doubt.
 
Well i have joined the world of Dayz. Played last night but today i cant find any servers. CPT or JHB server not working...
What servers do you guys play on?
 
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Well i have joined the world of Dayz. Played last night but today i cant find any servers. CPT or JHB server not working...
What servers do you guys play on?

Wednesday's are usually maintenance days across the globe. So you might find that the servers go offline for most of the day (somewhere from 9AM to as late as 10PM). And depending on the type and number of changes, some of the local servers will even be off for days at end.
There's usually at least servers up by late Wednesday evening.

This is the price we pay for having early access...
 
How's DayZ been, locally?

Thinking of buying it today, yay or nay? :)

Have a look at some of my previous posts.

It's an Alpha.
Just make sure that you understand that you are buying an alpha (or even pre-alpha in some aspects) version, i.e. an unfinished and buggy program. That being said, it definitely has some bugs in it, but it is playable and there's plenty of content and areas to keep you busy, for atleast 40 hours. It's less frustrating now than what it was when it was first released in December.

Some content/features are still missing.
See it as one of those games that you'll be playing now and can give it a rest for 2-3 months and come back to more content and all patched up. I took a 30 day break from the game, due to work & study commitments, and was surprised to see new content, functions/actions and bug fixes.

As for the local scene:
We have several servers available to us and you'll often find at least 10-20 people on a server during the evenings as well.

The online community is somewhat divided at this stage with everybody mostly killing everybody else on sight (KoS). Whether it's paranoia, greed, some sick fantasy or opportunity knocking, you'll get blasted away even if you don't have anything of value on you (something that we South Africans should actually be used to?).

I've been force fed disinfectant and rotten fruit and had to wait out the slow death (poisoning) or forcefully pushed off a ladder to get my leg broken and having to crawl to safety. The latter sounds easy, but crawling an inch at a time with a couple of zombies gunning for you...not so much anymore.

It does sound funny, and in a sense it is, but it can be damn frustrating when you actually want to explore the world. But, due to the nature of the game, we can't complain that people are playing it wrong. Going all homicidal maniac is part of the game.

You get your handful of heroes and team players, and being part of a movement is lots of fun and has its perks (safety in numbers) or if you prefer the one man wolfpack (lone wolf), then there's that path to follow as well.

If you decide to buy the game and want to start out, I'll gladly show you the ropes, provide protection and give you all my current gear. I don't get attached to my character or gear anymore, I've learnt the ways of the minimalist.
 
Have a look at some of my previous posts.

It's an Alpha.
Just make sure that you understand that you are buying an alpha (or even pre-alpha in some aspects) version, i.e. an unfinished and buggy program. That being said, it definitely has some bugs in it, but it is playable and there's plenty of content and areas to keep you busy, for atleast 40 hours. It's less frustrating now than what it was when it was first released in December.

Some content/features are still missing.
See it as one of those games that you'll be playing now and can give it a rest for 2-3 months and come back to more content and all patched up. I took a 30 day break from the game, due to work & study commitments, and was surprised to see new content, functions/actions and bug fixes.

As for the local scene:
We have several servers available to us and you'll often find at least 10-20 people on a server during the evenings as well.

The online community is somewhat divided at this stage with everybody mostly killing everybody else on sight (KoS). Whether it's paranoia, greed, some sick fantasy or opportunity knocking, you'll get blasted away even if you don't have anything of value on you (something that we South Africans should actually be used to?).

I've been force fed disinfectant and rotten fruit and had to wait out the slow death (poisoning) or forcefully pushed off a ladder to get my leg broken and having to crawl to safety. The latter sounds easy, but crawling an inch at a time with a couple of zombies gunning for you...not so much anymore.

It does sound funny, and in a sense it is, but it can be damn frustrating when you actually want to explore the world. But, due to the nature of the game, we can't complain that people are playing it wrong. Going all homicidal maniac is part of the game.

You get your handful of heroes and team players, and being part of a movement is lots of fun and has its perks (safety in numbers) or if you prefer the one man wolfpack (lone wolf), then there's that path to follow as well.

If you decide to buy the game and want to start out, I'll gladly show you the ropes, provide protection and give you all my current gear. I don't get attached to my character or gear anymore, I've learnt the ways of the minimalist.

Great reply, thank you!

Bought it yesterday and played around. Realised that your coastal towns are most frequented due to coast spawning. Downside of course is that there's very little loot. Directions are frustrating at times when away from the coast!

Would be great to tag along with you. :)
 
What are the zeds like now?
I stopped playing the add-on a while back when the zeds became like olympic sprinters with bloodhound noses and eagle eyes.
 
@PostmanPot.
Glad you're enjoying it.
Generally the first rule after spawning is to get the hell out of dodge, aka Coast. Move inland.
Survival Tips for new spawns
#1 Take shirt off and create rags
#2 Throw flashlight away (local servers are all daytime servers, so pointless running around with a flashlight)
#3 Figure out where you are, look for closest source of water (wells are generally at all coastal towns) and drink lots of water until you're stuffed
#4 Depending on spawn point, get out of dodge and go inland
#5 Look for any and all food
#6 Find a melee weapon - preferably a fireman's axe
#7 Take a breath, then start gearing up

Once you get to know the map and the mechanics, all of this could take you up to 30 minutes to do. I die every week (either voluntarily by sacrificing myself to newbies or by some thieving bandit bastids) and know this routine all too well.

As for finding your way around - download IZurvive on your smart device (phone/tablet) or go to dayzdb.com. The app is useful if you don't have a dual monitor or don't want to alt-tab (which is dangerous!), but dayzdb.com is fairly complete, comprehensive and indicates where and what the loot is. Use the roadsigns ingame and you'll quickly figure out where you are. Both are pretty helpful, not only when you begin, but even later on.
Some of the more immersed, hardcore squads, will have a dedicated cartographer in their team to actually plot a course for their journey.

Also, if you don't have a microphone, I'd suggest getting one. I forgot that most people freak out (read: kill you) if you don't respond to them in 5 seconds. That seems to be a trend both locally and internationally. Also learn the difference between the (default) F1-F5 keys ;) It could save your life.

I'll maybe be online tomorrow otherwise definitely Wednesday and will PM you my SteamID.

What are the zeds like now?
I stopped playing the add-on a while back when the zeds became like olympic sprinters with bloodhound noses and eagle eyes.

Zeds are incredibly strong, more populated and they also respawn now. Previously they were more of a hindrance than scary or worth keeping an eye out for; now they're a real challenge and difficulty will be increased. They swarm now as well, so a quick axe to the head here and there tactic, doesn't always work. I've had 4 chase me out of Krasnostav until I was about halfway from Solnichy.
The floor/wall glitch still exists (the one where a zed will run underneath a building or through a wall and attack you); so they are pretty imba, but I rather like it. You now feel forced to choose whether to run or to fight (and risk drawing more zeds, or worse, people).
Makes for some hair raising moments when you're a bambi near Cherno, Elektro and Berezino.
 
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But is it still a situation of having to prone everywhere?
Can you run uphill to escape like before?
I got a bit tired of proning so much to avoid the zeds.
yes it has its moments but too much proning annoyed me.
Proning for kms is not fun.
 
@PostmanPot.
Glad you're enjoying it.
Generally the first rule after spawning is to get the hell out of dodge, aka Coast. Move inland.
Survival Tips for new spawns
#1 Take shirt off and create rags
#2 Throw flashlight away (local servers are all daytime servers, so pointless running around with a flashlight)
#3 Figure out where you are, look for closest source of water (wells are generally at all coastal towns) and drink lots of water until you're stuffed
#4 Depending on spawn point, get out of dodge and go inland
#5 Look for any and all food
#6 Find a melee weapon - preferably a fireman's axe
#7 Take a breath, then start gearing up

Once you get to know the map and the mechanics, all of this could take you up to 30 minutes to do. I die every week (either voluntarily by sacrificing myself to newbies or by some thieving bandit bastids) and know this routine all too well.

As for finding your way around - download IZurvive on your smart device (phone/tablet) or go to dayzdb.com. The app is useful if you don't have a dual monitor or don't want to alt-tab (which is dangerous!), but dayzdb.com is fairly complete, comprehensive and indicates where and what the loot is. Use the roadsigns ingame and you'll quickly figure out where you are. Both are pretty helpful, not only when you begin, but even later on.
Some of the more immersed, hardcore squads, will have a dedicated cartographer in their team to actually plot a course for their journey.

Also, if you don't have a microphone, I'd suggest getting one. I forgot that most people freak out (read: kill you) if you don't respond to them in 5 seconds. That seems to be a trend both locally and internationally. Also learn the difference between the (default) F1-F5 keys ;) It could save your life.

I'll maybe be online tomorrow otherwise definitely Wednesday and will PM you my SteamID.

Epic! Look forward. :)
 
If any of you were at the NW airfield last night (think it was gamezone 2), and got a crazy shot on me as I was crawling in the trees outside the gate to tent city... please let me know how.

I was crawling BEHIND two bushy trees, you were 400metes away and not only spotted me but one-shot me too. Is there some graphics setting that removes foliage?
 
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