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2

Item dropping on floor

Character
2

State

No action taken
Issue key
DZEXP-83
Access
Public
Space
DayZ
Project
Experimental Feedback
Creator
dread_pirate_arrrz
Created
Sep 16, 2026
Views
266
Platform
PC Steam
What happened?

When you have a 'saved' slot item in your inventory / in your hand and you pick up an other item, the item in your hand drops on the floor instead of returning to your inventory

Reproduction steps

Happens every time

Exact build version (optional)
1.30 Experimental
Where did it happen?
Official
Is it modded?
No
Expected result

Item should return to inventory not drop on the floor

Reactions

Activity

    about 2 months ago
  • dread_pirate_arrrz
    created issueabout 2 months ago
  • l909
    changed state to
    AWAITING INTERNAL TESTING
    about 2 months ago
  • 89commented
    about 2 months ago
    89commented
    about 2 months ago

    If this is the behavior, it is different than it was before; but honestly it is better this way.
    For the rare occassion when you are swapping a live grenade that was on your vest and no where else, with an item on the ground, like a rifle (common when solo raiding bases, or PvP,) the nade would swap back onto the vest, a run ender.

  • about 2 months ago
  • traqucommented
    about 2 months ago
    traqucommented
    about 2 months ago

    @89

    I think he means the hotbar no? So i.e.
    - AK on key 1
    - Bandage on key 4

    carry ak get cut click 4 → ak drops


    That is how I understand it, as for grenades not gonig back to eq it is bad, you sometines want to kamikaze. If that were to be implemented then only as a granualr check if the item is an unpinned grenade, but still meh.

  • about 2 months ago
  • 89commented(edited)
    about 2 months ago
    89commented(edited)
    about 2 months ago

    @traqu


    I've noticed some behavior in the experiemental build;

    1. Have items in "vicinity"

    2. Have an item in the players hands

      • which is or isn't hotkeyed

      • has a transparent "memory" slot in the inventory

    3. Swap item in vicinity with item in hands

    4. Item in hands goes to ground, not memory slot in inventory


    I agree that sometimes someone may wish to have the nade go onto their vest which is live; but don't you agree it is more logical that an item swapped with an item which is on the ground should go to the ground and not back to the inventory?

    I have not noticed the issue you are suggesting he may be describing; for my tests that behavior was not present.


    The bigger run killer isn't even related to anything in this post; (and maybe it shouldn't change), but it's when you have a live nade; you are going to throw it. You change your mind, and then swap to a firearm. The nade is still live and it will detonate on your player, dealing lethal explosive damage normally. Of course the other side of this coin is when you accidentally press a hotkey button with a live nade because of hyper active keystrokes; some of these are almost certainly run enders, but not everytime. Eventually you will learn how to recognize and survive in such situations.


    I like the idea of swapping an item in hands goes to the ground; even if it has a hotkey slot, it seems more logical to me,

    (opening the way for a possible "Hold to swap" hotkey:

    1. There is something in your hands

    2. There is something on the ground you want to hold in your hands

    3. Hold the "pick up item" key to swap the item in your hands with the item on the ground

      (There are lots of situations you can imagine this would be helpful and simplify / streamline the gameplay loop))


    ----------------------------------------------------------------------------

    On the topic of granular checks:

    The idea you suggested about there being a granular check for grenades, lets take for instance my report in this comment about live nades going back to the vest when a hotkey is activated; I'm actually against a granular check that would stop the nade from going to the vest. On one hand, it could introduce innapropriate complexity for the code base.

    Also, I feel if you make that mistake it represents carelessness, and is true to realism because it's representative that you weren't paying attention and mistakes like that could happen. So actually, I think I enjoy this mechanic even though it has ended some of my runs at not great times in less than admirable ways.

    It doesn't sound like you're a fan of them either, do you think it would be good for the player base, or do you think it would be a good mechanic? Do you like the idea of such granular meta checks in the game?

  • about 1 month ago
  • l909
    changed state to
    CONFIRMED INTERNALLY
    about 1 month ago
  • 8 days ago
  • l909
    Moderator
    commented
    8 days ago
    l909
    Moderator
    commented
    8 days ago

    Hello.
    According to the team this is intentional design choice

  • l909
    changed state to
    NO ACTION TAKEN
    8 days ago
  • dread_pirate_arrrzcommented
    8 days ago
    dread_pirate_arrrzcommented
    8 days ago

    So if this is an intended feature 1909, why is it now listed in the patch notes under 'Known Issues'? Seems odd that something that is intended is also considered a known issue.

  • l909
    Moderator
    replied to a comment
    8 days ago
    l909
    Moderator
    replied to a comment
    8 days ago

    Mistake on our end - removed from patch notes

  • greenplasticwatercancommented
    8 days ago
    greenplasticwatercancommented
    8 days ago

    Intentional?

    That is the dumbest change ever.

  • dread_pirate_arrrzcommented
    8 days ago
    dread_pirate_arrrzcommented
    8 days ago

    Ludicrous - there is even a white highlight to indicate the slot the item in your hand will return to - guess that needs to be removed then so players know that you have added this game enhancing mechanic.

  • dread_pirate_arrrzcommented(edited)
    8 days ago
    dread_pirate_arrrzcommented(edited)
    8 days ago

    Ha ha - it was also listed as a known issue after the previous hotfix - listed twice in a row - so when was it exactly that you realised that it wasn't an issue at all but was an intended feature? Come on - play a straight bat as what you have said makes you look foolish and devoid of integrity.

  • dread_pirate_arrrzcommented
    8 days ago
    dread_pirate_arrrzcommented
    8 days ago
  • greenplasticwatercanreplied to a comment(edited)
    8 days ago
    greenplasticwatercanreplied to a comment(edited)
    8 days ago

    The dishonesty is big on this one.
    "We can't priorize this to be fixed, so let's call it intentional."


    Let there be at least a server-side setting to turn it back on?

  • l909
    Moderator
    replied to a comment
    8 days ago
    l909
    Moderator
    replied to a comment
    8 days ago

    This is not the case.
    We thank you for raising the issue but unfortunately this has been a miscommunication and after longer discussion in the team this is the current intended behaviour. Will be removed from changelog to prevent any further confusion

  • dread_pirate_arrrzcommented(edited)
    8 days ago
    dread_pirate_arrrzcommented(edited)
    8 days ago

    'after longer discussions in the team' lol So I need to understand this becuae it isn't that clear to me. So, a change was made which was intended, but then I guess lots of people either weren't told about this change or that it was intended, some kind of industrial secret or something, thus when I raised it in feedback it got listed twice as a known issue, but now after a long discussion, you have managed to work out and understand that it was an intended feature all along - which obviously only took 48 days to work out. I think I have that right - does that seem credible to you and that is what you want to assert with me as a loyal member of your community, supporter of DayZ and Bohemia - that is what you require me to believe? 'Can I ask you if you are familiar with this line - 'Sometimes Winston, 2+2 does equal 5'? Thanks for your integrity - I feel reassured.

  • 3 days ago
  • callmealex_youtubecommented
    3 days ago
    callmealex_youtubecommented
    3 days ago

    I wanted to provide feedback for this as well. I think it is a bad design choice. It's unintuitive for new players and a middle finger to the muscle memory of experienced players. I also right now don't see the reasoning behind the change. It makes the game slightly "harder" but not in an interesting way, but by adding a non-intuitive inconvenience. In an interview the devs said they want to focus on reasonable quality of life improvements after the Badlands update, which I think is a good thing, but this change seems like a step into the opposite direction to me. Don't get me wrong, I want the game to be hard(core) but it should make sense and be an actual mechanic, not a (seemingly) random inconvenience. Just my 2 cents, I mean this as constructive feedback, don't read this in an angry voice. Much love 💙
    Alex 🙋🏼‍♂️

  • 89replied to a comment
    3 days ago
    89replied to a comment
    3 days ago

    It's better this way, and it makes more sense.

    It's more logical than the previous system, before there was an assumption being made "the player must want to keep their item, that they have in their hands, so I will put it back for them before picking up the new item."
    Now the logic reads like this: "the player has an item in their hands, but has requested to swap this item with an item on the ground, therefore, I will swap the items positions."


    So if you want what is in your hands, then put it away first.

  • 1 day ago
  • foggy_dewcommented
    1 day ago
    foggy_dewcommented
    1 day ago

    This is a silly design choice it is just to frustrate and not to improve anything.

  • about 20 hours ago
  • 89replied to a comment(edited)
    about 20 hours ago
    89replied to a comment(edited)
    about 20 hours ago

    It favors realism, let's hope for more optimization and features the simplify the gameplay loop, rather than hold onto old ideas that are less real and logical.


    This idea is just one step away from "swap item on grounds with item in hands" making into the official game.

    Imagine you have a gun in your hands, and a gun on the ground.

    Your gun is empty (from shooting at a player) and there is a full gun on the ground (of another player you shot) and you can now swap them out and take the gun with ammo, freeing your back slot even so you can put the gun away and grab a different gun or just keep the slot free.


    I think this is a step in the right direction, even if it feels new or uncomfortable right now.

  • greenplasticwatercanreplied to a comment
    about 17 hours ago
    greenplasticwatercanreplied to a comment
    about 17 hours ago

    Realism, in a zombie apocalypse game with guns that damages after 60 shots. And that allows you to do a half liter blood transfusion in 5 seconds...

    If you want to use it go for it, but some if not most don't. Make it a server option just like dark nights. Server owners are just going to install mods to overrule the change.

    In my opinion its just a lazy change that brings nothing but frustration. I sincerely believe it is in fact just a bug they dont want to prioritise solving, since it made the known issue list twice before being purged. They have their hands full with all the game crashes the last updates are causing.

  • 89replied to a comment(edited)
    about 14 hours ago
    89replied to a comment(edited)
    about 14 hours ago

    So you don't want realism at all?
    Are you saying that you want to play community servers and you're going to just remove the feature anyway? But you still want it out of official?

    Modding the game is great and perfectly fine, the more modders the better.
    I would like to see mods that favor and enhance the vanilla game, these are the kind of mods I make.


    Everyone is going to use the feature, unless they play on a server that has disabled this feature.

    It's not lazy, it's intelligent and more logical than the previous loop.

    Your opinion is making an assertion about the reality, and that assertion is incorrect.

    It brings nothing but frustration to you, that's a local effect, not global.


    The Devs are pretty open about what is a bug and what is not a bug.
    You don't like it, but this is intended behaviour, and it makes more sense than the system that has been replaced, which I understand you find frustrating.


    This is a step in the right direction.

    I feel your expectations are already poorly met, you want a zombie game that isn't realistic, but catering.

    You are playing a game that takes place on the first day of a mysterious outbreak that has infected the population, you're immune for some reason.

    You are playing a game that wants to be a realistic hardcore survival experience.


    That's what the game wants to be, you should applaud it any time it makes progress on this journey.

    As you've said the option and support to make mods is always close as well, with this feedback tracker and the DayZ Modding Tools, you can make the game anything you want.


    Good luck

  • traqucommented
    about 3 hours ago
    traqucommented
    about 3 hours ago

    Currently is the only logical design :)

  • greenplasticwatercanreplied to a comment
    about 3 hours ago
    greenplasticwatercanreplied to a comment
    about 3 hours ago

    GG's on downvoting all my issues, even the ones that would actually make the game harder or favor realism.

    I feel your expectations are already poorly met, you want a zombie game that isn't realistic, but catering.

    I guess this is why I've provided feedback on Nasdara being not harsh enough and you can just run straight to the high tier loot without penalty. Not to mention I've been advocating against bright nights because it takes away from the experience and gives gamma abusers more room.

    Or Pox-grenades not breaking on impact, also very realistic and definetly worth the downvote.


    But I guess one specific issue tells me everything I need to know about you.

  • dread_pirate_arrrzcommented
    about 2 hours ago
    dread_pirate_arrrzcommented
    about 2 hours ago

    I don't understand this 'realism' argument and I think it surely must be a troll. So in my view the regular situation with the item swap is when you have a gun in your hand and you say find a can of drink. Is it really realistic that you wouldn't notice or realise that you have swapped your AK onto a table and left because you picked up a drink? And also, isn't it just pointless - if we are talking realism, if are hands were really occupied by a weapon preventing us from picking up an item, wouldn't we return the weapon to our shoulder before picking up the item? But whatever - gaslight away you realism warriors lol

  • foggy_dewcommented
    32 minutes ago
    foggy_dewcommented
    32 minutes ago

    My compass also drops if i inventory drop a weapon in to my hands, this is not realism its frustrating, If you want "realism" allow me to paracord it to my neck so it will never drop on swap.

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State

No action taken
Issue key
DZEXP-83
Access
Public
Space
DayZ
Project
Experimental Feedback
Creator
dread_pirate_arrrz
Created
Sep 16, 2026
Views
266