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Bukethead

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Everything posted by Bukethead

  1. Bukethead

    DayZ Stories

    Started out from a previous venture, down to 3,000 blood in the lootable church in Pogorevka. One of my survivor buddies came under the cover of night to the church and gave me a transfusion, as well as a spare Barrett he'd just picked up from a chopper wreck. Upon us leaving the church we heard a heli flying past towards Stary Sobor, and quickly ran out of the church, towards Stary. When we arrived, we proned on a hill overlooking the long white building across from the military tents and found up on the hill, a perfect condition Huey. Keep in mind it's a somewhat bright, but still night server. Both of us immediately opened fire on the Huey with our Barretts as there were only us, and 5 other clan members in the server. The heli then slid down the mountain next to a telephone poll, where it remained inoperable. At this point we thought the ordeal was over since some of the clan members had logged off and there were only about two left in the server. My survivor friend and I made it up the hill overlooking the tents to find that ANOTHER Huey had flown in and landed. I immediately went prone and opened fire in the general direction of the Huey with my Barrett, as to scare whoever was inside. The chopper sat dormant as the gunfire rang out, so I approached. Upon stepping inside and starting the Huey, I was greeted with some sort of .30 cal small arms fire from the tree line, apparently whoever owned the chopper was using it as bait. I was knocked unconscious, bleeding and feel out of the chopper onto the ground. As I laid there helplessly, I heard the gunfire continue. I then somehow managed to come to, and ran into the tree line gushing blood. I bandaged before losing no more than 4,000 blood, now down to 6,000+ total. In a daze, and with blurred vision I ran to the idling chopper and got in, once again greeted by gun fire, but this time I made it off the ground, and flew away. (previous Arma 2 experience ftw) One of my colleagues who was providing cover fire says he heard whoever had flown it here cry out "Nooooooooooooooo!" over direct communication as I flew away. I flew over Pogorevka and some other smaller towns until I felt it safe to land and heal. Unfortunately I was a bit too hasty in my decent and wrecked the engine and rotor. I then got out of the chopper, and ran a distance towards a cow, which I killed, cooked and consumed. I now regained all the lost blood and was back up to 12,000. However still shaky and requiring painkillers, I got back in the chopper and found it had somehow magically repaired itself, everything was green and it started up like brand new. Instead of questioning this miracle, I took off and met back up with my friends in Stary where my friend Hex took over the piloting work. The rest of this story will be shown in video as soon as it's uploaded, and a cheater report has been filed as we found these vehicles were spawned in by the clan [GSUA].
  2. Bukethead

    Friendly Mode - by shouting.

    Unless you're a mute or something, I think people are pretty well able to decide whether or not they want to shout friendly, and whether or not the want to honor their plea.
  3. Bukethead

    Remove the Ghillie suit

    There's also a lot of QQ'ing about how the ghille suit needs to be removed. L2 not walk into open fields, learn to use cover around you, if the snipers can do it so can you. It's not a predator suit, it's only a ghille suit, they need to blend in with their environment just as much as you do. Ever seen a ghille suit sniper up against something that's solidly colored, or isn't green? They are limited to only those areas due to the suit. so in reply to your suggestion NO.
  4. Bukethead

    Reduced AKM/AK74 spawn, replace with SKS

    This is from another Arma 2 Mod, and frankly it's poorly modeled, but if done properly this is what the SKS could look like in DayZ.
  5. Bukethead

    Beards

    There's a few different faces that have beards on them. If you want a bread that badly, choose one of those. http://community.bistudio.com/wiki/ArmA_2:_CfgIdentities
  6. Bukethead

    I know...allow me to poison my beans

    Just how are you going to get a sealed can open, put poison in it, and reseal it? If not then wouldn't there be some mechanic that allows you to check the can for any holes and decide whether or not to consume it? Modern cans are sealed using some pretty heavy duty machinery, I doubt any survivor would happen to find one of those or have one in their possession. This isn't a canning machine for food, but the process is pretty similar:
  7. Rocket was actually talking about something similar, but more in terms of having certain abilities and being able to teach them to other players. Basically you spawn in as say, a medic and can hand the skill down to other survivors, etc.
  8. Bukethead

    Beards

    I thought this was zombie survival, not a beard care simulator.
  9. Amen to that. I killed myself at least 3 times whilst trying to adjust the gamma and brightness during night play, and turning it back down when switching to a day server.
  10. Bukethead

    Idea to sort out some trust issues

    Well wait, isn't something like this already in place? I mean you start out as a survivor whether you want to or not and if your end goal is to become a bandit then you will be, and if you wish to stay a survivor, you will make an honest effort to do so. I don't think having a team system that you can switch from would at all save anyone from having to kill someone or be killed by someone, and I doubt anyone else here thinks that either. 99% bandits? There aren't that many I can assure you. it's over 50% currently but I think that will balance out as we continue to get new players, and the mechanic that makes you a bandit is improved.
  11. Bukethead

    Idea to sort out some trust issues

    Eh, the more we turn this into team deathmatch the worse it will get. Choosing whether or not you want to be a Survivor or Bandit may sound like a good idea, but it's not realistic. Consider the first time someone plays, they probably do not a have a bloodlust or a thirst for new gear via killing someone, they're just happy to have a Czech pack and a shotgun. Where as down the line they may develop such a thing and would become a bandit. Having it be a choice from the git-go detracts from the transformation shall we say, and would cause people to either be super nice or super evil, no happy medium in between. You can't just consider those who have been playing for some time now, you have to also figure in first timers and such. As I've said in other posts, this latest update limiting respawn to when your character physically dies causes people to have to find their way to Elektro or Cherno, which before was accomplished by simply repeatedly pressing respawn. Having this in the game means people will be far less likely to kill someone if they think there's a reasonable chance they'll shoot back and kill them, forcing them to start all over. Starting over was fun when it was really easy to get to a decent starter area, but now that respawn is restricted, if you spawn in say Kamenka, you'll have to find your way to Cherno without getting eaten or shot, and fight your way out doing the same. I think due to this, we will see a rise in people asking questions then shooting, not a complete conversion to or anything like that, but so far it seems this has caused people to be a bit more cautious than they were previously. I think this will solve the problem much more efficiently rather than teams.
  12. Bukethead

    Bring ACE to DayZ

    You sir have my beans. You guys are over reacting to this so hard, it's not even funny. The guy suggests some aspects be brought into DayZ and you instantly think it's going to be AceZ or something. Funny thing is DayZ and Ace already share at least one concept: The splitting of first aid into bandages, morphine, epinephrine, pain killers, antibiotics, etc exists in both mods. This was not ported over from Ace like some of you think it would be or has been. Just because they are similar does not mean the source code, models, or even the core idea came from the same source. So calm yourselves, and learn to take a grain of salt with the suggestions. Just because someone makes a thread about it doesn't mean it's going to be put in the game, so there's absolutely no reason to freak out over it to somehow prevent it from making it in, especially when your freak out is caused by a misunderstanding and misconception of what the person is trying to suggest.
  13. Bukethead

    Double wielding..

    +Beans DayZ is built on Arma 2 which prides itself on realism. Akimbo is no where even remotely close to realism, or even realistic fiction.
  14. Bukethead

    Allow respawn again

    You've got to be kidding right? Cherno and Elektro are already hot spots for getting killed and are the best two starting locations to find decent gear. If people were allowed to choose to spawn there it'd be nothing but deathmatch, the other places on the map would be empty. What you're calling for is to make Cherno and Elektro even more dangerous then they already are. In fact, when the respawn button was enabled, about 3 or 4 times I ran into a situation where the person that killed me (and I killed him), ran back to my body at the same moment I did, grabbed a weapon off one of the corpses and killed me again. Granted that doesn't mean people can't keep killing themselves via letting themselves be eaten by zombies or swimming out into the ocean and waiting, but it will slow it considerably, compared to how it was with a respawn button. Respawn now being disabled through the menu means you are forced to travel to one of the larger cities instead of kill yourself repeatedly, which is a good thing. I think we may see somewhat of a reduction in outright PVP for no reason, considering if you manage to kill them, they won't be able to get there as quickly and get their stuff back. I think this may add a stronger sense of mortality into the game.
  15. Did you seriously even try searching before you posted? http://dayzmod.com/forum/index.php?/topic/29792-suggestion-non-lethal-weapons
  16. I'm having the freezing menu problem as well. This is not at all related to the gamespy servers being down, it's something within Arma that's doing this. This also happens on OA, ACE Mod, etc.
  17. Bukethead

    Zombie Speed

    In one of Rocket's many posts, he outlined that the zombies are NOT dead. They are infected.
  18. Bukethead

    Reduced AKM/AK74 spawn, replace with SKS

    What alternative do you suggest? Getting attached to your gear and being extremely ass hurt when you inevitably die? Are you the type of person that Alt+F4s whenever he gets into a little bit of a fire fight? That would explain why you don't start over so often.
  19. Bukethead

    My ideas/suggestions.

    IIRC there are/were plans to include dogs in the next update. However they are not friendly trainable dogs to my knowledge, but infected feral dogs that will make life even harder in DayZ.
  20. Bukethead

    No Servers appearing on list

    UTC -7 hours
  21. Bukethead

    Camo Tarps For Vehicles

  22. Bukethead

    Reduced AKM/AK74 spawn, replace with SKS

    I haven't had DayZ nearly as long as most other people, however I am already getting tired of the routine so to speak. It's become a regular thing to start in Elektro or Cherno, run to Stary, check out the NW airfield and after that be killed because boredom causes us to try and ambush someone for lack of better things to do. New weapons would certainly remove that feeling and cause us to be a bit more careful since we'd want to find those weapons and use them.
  23. Bukethead

    Fixing Bandit System

    According to NIJ standard-0101.04: Type I (.22 LR; .380 ACP). This armor protects against .22 long rifle lead round nose (LR LRN) bullets, with nominal masses of 2.6 g (40 gr), impacting at a minimum velocity of 320 m/s (1050 ft/s) or less, and against .380 ACP full metal jacketed round nose (FMJ RN), with nominal masses of 6.2 g (95 gr), impacting at a minimum velocity of 312 m/s (1025 ft/s) or less. Type I body armor is light. This is the minimum level of protection every officer should have, and the armor should be routinely worn at all times while on duty. Type I body armor was the armor issued during the NIJ demonstration project in the mid-1970s. Most agencies today, however, because of increasing threats, opt for a higher level of protection. Type II-A (9mm; .40 S&W). This armor protects against 9mm full metal jacketed round nose (FMJ RN) bullets, with nominal masses of 8.0 g (124 gr), impacting at a minimum velocity of 332 m/s (1090 ft/s) or less, and .40 S&W caliber full metal jacketed (FMJ) bullets, with nominal masses of 11.7 g (180 gr), impacting at a minimum velocity of 312 m/s (1025 ft/s) or less. It also provides protection against Type I threats. Type II-A body armor is well suited for full-time use by police departments, particularly those seeking protection for their officers from lower velocity 9mm and 40 S&W ammunition. Type II (9mm; .357 Magnum). This armor protects against 9mm full metal jacketed round nose (FMJ RN) bullets, with nominal masses of 8.0 g (124 gr), impacting at a minimum velocity of 358 m/s (1175 ft/s) or less, and .357 Magnum jacketed soft point (JSP) bullets, with nominal masses of 10.2 g (158 gr), impacting at a minimum velocity of 427 m/s (1400 ft/s) or less. It also provides protection against Type I and Type IIA threats. Type II body armor is heavier and more bulky than either Types I or II-A. It is worn full time by officers seeking protection against higher velocity .357 Magnum and 9mm ammunition. Type III-A (High Velocity 9mm; .44 Magnum). This armor protects against 9mm full metal jacketed round nose (FJM RN) bullets, with nominal masses of 8.0 g (124 gr), impacting at a minimum velocity of 427 m/s (1400 ft/s) or less, and .44 Magnum jacketed hollow point (JHP) bullets, with nominal masses of 15.6 g (240 gr), impacting at a minimum velocity of 427 m/s (1400 ft/s) or less. It also provides protection against most handgun threats, as well as the Type I, II-A, and II threats. Type III-A body armor provides the highest level of protection currently available from concealable body armor and is generally suitable for routine wear in many situations. However, users located in hot, humid climates may need to evaluate the use of Type III-A armor carefully. Type III (Rifles). This armor protects against 7.62mm full metal jacketed (FMJ) bullets (U.S. military designation M80), with nominal masses of 9.6 g (148 gr), impacting at a minimum velocity of 838 m/s (2750 ft/s) or less. It also provides protection against Type I through III-A threats. Type III body armor is clearly intended only for tactical situations when the threat warrants such protection, such as barricade confrontations involving sporting rifles. Type IV (Armor Piercing Rifle). This armor protects against .30 caliber armor piercing (AP) bullets (U.S. military designation M2 AP), with nominal masses of 10.8 g (166 gr), impacting at a minimum velocity of 869 m/s (2850 ft/s) or less. It also provides at least single-hit protection against the Type I through III threats. Type IV body armor provides the highest level of protection currently available. Because this armor is intended to resist "armor piercing" bullets, it often uses ceramic materials. Such materials are brittle in nature and may provide only single-shot protection, since the ceramic tends to break up when struck. As with Type III armor, Type IV armor is clearly intended only for tactical situations when the threat warrants such protection. Body armor is not bullet proof, it is bullet resistant. Even the higher rated type 3 and 4 vests/plates are only rated to stop 3-4 rounds before shattering or giving way to a bullet. However in every case, the target will feel some shock, which may be enough to kill the person if the shock is delivered in the right area.
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