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Donaghue

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About Donaghue

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    FNQ, Australia
  1. Donaghue

    Hatchet & crowbar "guns" needs much less ammo

    No, for two reasons: 1. The only uses for the hatchet in the game are uses for which hatchets are intended. Degradation at that extreme rate is unrealistic. 2. All other items in the game, with the exception of vehicles, can be used indefinitely without any kind of maintenance. Also unrealistic, but at least it's balanced. Singling out the hatchet seems....odd. This isn't a bad idea in itself, but I think it should either be greatly expanded or dropped altogether. It's also worth pointing out that the topic of weapon upkeep, in more expansive terms, has been touched on elsewhere in Suggestions.
  2. Donaghue

    "burn" tent option.

    I don't like the idea. It's bad roleplay. Just drop them on the ground.
  3. Donaghue

    One Character Per Server

    Much as I think the arguments in favour of this are awesome, I would be against it. I have enough trouble finding servers with room to play as it is, and starting from scratch on each new server would not be enjoyable (probably the main reason I play DayZ :) ). I've never heard of this particular system being used in another game before, and I think it adds to the charm. I can buddy up with friends on another server with an established character if I want to, or migrate to one with less lag without being penalised. There are plenty of other suggestions for clamping down on server-hopping snipers and such that permanently locking down characters seems unnecessarily heavy-handed.
  4. Donaghue

    Crowbars: more damage or get rid of them

    This is the suggestion thread. I'm making a suggestion. To all other suggestions, I would agree with most. As things stand, the crowbar is next to useless, but if it had a clear purpose and was actually good for it, huzzah. Mission accomplished.
  5. Donaghue

    Crowbars: more damage or get rid of them

    Yes, I can find a gun, eventually. They all have strengths and weaknesses that I don't doubt you're more familiar with than I am. Likewise, the empty cans can be thrown to distract nearby infected, so they too have a use. The crowbar's only strength seems to be the ability to kill isolated infected at great personal risk--a task which can be performed faster, more easily and with much less risk with the hatchet. Also, in addition to being a useful tool as well as a weapon, hatchets spawn more frequently.
  6. Donaghue

    Crowbars: more damage or get rid of them

    I would imagine they both are. One without the other is useless. As it stands, they're both screwed.
  7. The title says it all. I admit freely that I haven't used the crowbar often, and after my few experiences I'm glad of it. Most of the time it doesn't hit when you swing it (or it does and you simply can't tell), and seems to take at least half a dozen hits (based on near-miss SFX) before an infected will succumb. It's like like beating someone to death with a limp....noodle. So I'm told. If my experience is accurate, then in my opinion having the crowbar is worse than being unarmed, simply because you don't feel so vulnerable anymore. Kinda like the devs are trolling us. :D I recommend either a damage boost or just ditch the thing altogether. Preferably option B; the hatchet is a much better substitute and, again in my experience, as common as dirt.
  8. Donaghue

    Immersive Roleplay

    I like it all. As with a lot of these suggestions, it seems to be a bit outside the limits of the ARMA 2 engine, but I'm no expert.
  9. Donaghue

    Hordes?

    This has been mentioned elsewhere, but yes--a thousand times, yes. More zombies. Heaps more, everywhere. Nowhere should be safe.
  10. If the game engine could support it, I too would be in favour of more severe climate conditions. Tornadoes and similar events seem a bit beyond the game, but server-wide climate changes, such as a particularly nasty winter? I could see this happening. We sure would be burning through those heat packs a lot faster. And on the subject of burning, why not forest fires? My experience with ARMA2 outside DayZ is extremely limited (first mission of the campaign), but from vids and screenshots online large-scale fires seem to be well within the parameters of the game. Forget to extinguish your campfire, or 'forget' to extinguish your campfire, and there could be a chance of it raging out of control. How to deal with a forest fire? No emergency services in the apocalypse, buddy. Start running your ass off.
  11. Donaghue

    Cannibalism

    You are, of course, correct--not in assuming that I haven't read your posts, but in the inherent suggestion that I might have missed some gem the first time through. I'm only human, I make mistakes. I admit freely that there was something in between all the accusations, raving and hate that might have been worth reading that I was simply too inferior to notice with a single examination. So, having trawled through all your childish drivel a second time for these mythical pearls of wisdom, a difficult task that reinforced my conviction that you don't really give a damn about the feature you yourself are proposing, I conclude that you're referring to your reply to this post by Thorgold.... ....after which you say this: Are you satisfied that I've read your posts? This is one of your posts, right? It's got your name next to it, so I'm going to assume that it is. And you can safely assume that I have indeed read your posts because I've taken the time to single out the so-called supporting opinions for your side of the debate--something you couldn't be bothered to do yourself when you replied to the very post that asked for them. Yes, I'm fully aware that the answer given to one of the points is actually Moofactory's (sorry for getting your name wrong before, Moo), and no, I'm not going to quote it again. His theory was debunked to my satisfaction, I see no reason to contest Thorgold's point that he was simply disorganized or plain out of luck when he starved to death. That is just the nature of the game. Now, if I'm wrong about you not caring about the topic at hand--and I hope I am, because it's your topic--maybe you could offer some evidence to back these points up--something you probably should have done in the first place. To be clear, what you've given is not evidence: it's unfounded opinion, something you seem to expect us to accept as gospel in spite the apparent lack of thought that's gone into it. Give us facts. I've already gone further than I care to to cater to your laziness; from now on you can do your own legwork--starting by reading the preceding posts, as you hypocritically accuse myself and others of not doing. And if you can find time in between rants to do a spell-check and use some punctuation, I'm sure we'd all be a lot more likely to read your posts in future.
  12. Donaghue

    Cannibalism

    If you want to be taken seriously, back up your point of view with evidence, or failing that, common sense. You've just quoted a post in which Thorgold has done this. Your response to it does nothing but make you sound juvenile and lazy. Rather than restate what he has already said in a clear, categorical manner (though with probably a bit more savagely than I think was warranted--sorry, Thor), perhaps we could re-examine your points in favour? 1. It's quicker and easier than finding food (basically). Agreed. And in an actual survival situation this could be a valid, if extremely difficult, decision. In this survival simulator, is it really a good thing to take the controversial approach (the reasons for which have already been given repeatedly), of making eating people easier than foraging or walking into a supermarket? If so, why? 2. It's darker and more edgy to be a canniballistic bandit. Depends on your point of view, but fair enough. Also agreed. Is this a good thing? More to the point, why is it necessary? If murder isn't doing it for you anymore, is it really necessary or appropriate for the developers to add 'features' that will likely exacerbate what seems to be a deep-seated psychological issue for you? 3. Lots of people want it. So far I count you and....can't remember. Moojuice? No doubt there are others out there, but that's really up to you to prove, right? Let's see you support your arguments with something other that 'Massicor slap your argument in face lolololol now he covers ears!'
  13. Donaghue

    Root of the problem

    DayZ is a simulation, an imitation of a real thing--in this case of a survival situation. In what real-life scenario can someone simply snap their fingers and vanish off the face of the earth to escape a difficult situation? Naturally, DayZ isn't and never will be a perfect imitation of real life. People have to leave sometime, and a number of methods for making it more realistic have been proposed. Whatever the case, the ability to instantly escape injury/death without any consequence has no place in a simulation which is founded on survival in a hostile land. It's got nothing to do specifically with 'this person started a fight and quit when it went bad' or 'I ambushed that guy and he quit so he wouldn't lose his gear'. Both actions are equally inconsistent with the simulation.
  14. Donaghue

    Root of the problem

    Because it's cheap, bad sportsmanship, and not in keeping with the spirit of the mod. DayZ does not appear to have been designed with the intention of making the consequences of one's actions easily escapable. The sooner Rocket brings in a reasonable counter to this garbage the better.
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