More Bleeding

Suggestions from our community members for PR:BF2. Read the stickies before posting.
workingrobbie
Posts: 188
Joined: 2007-02-22 23:45

Post by workingrobbie »

2ACR>Gunther wrote: Well fine as is? Idk what you mean, this is a reality mod. We want it to take hours if you didnt get shot in a bad spot, rather then 1 minute. Isnt that how it is in PR rite now (1 minute)
What?! Aren't you the one the originally suggested that the bleeding should be faster so the bleed time is decreased? Or did I misinterpret your OP entirely?
And now you're arguing that it SHOULD match reality and take hours for a non critical wound?
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El_Vikingo wrote:I understand you're new to the forums... so your "Castle Fortress" would be just...(how can I say this without getting banned...?) not good?
[LTC] Gunther.S [4SFG]
Posts: 97
Joined: 2007-03-29 02:18

Post by [LTC] Gunther.S [4SFG] »

workingrobbie wrote:What?! Aren't you the one the originally suggested that the bleeding should be faster so the bleed time is decreased? Or did I misinterpret your OP entirely?
And now you're arguing that it SHOULD match reality and take hours for a non critical wound?
I didnt really go into detail about the time duration it would take to bleed out.

But I said

"Anyways. Lets have more bleeding from everything. Except the moltov cocktail"

More bleeding from everything means more bleeding and bleeding time.

And I said

"How about even one piece of shrapnel shard in his body will get him bleeding."

AKA slow bleeding

And

"*Can we possibly make bleeding get worse as you take more shots?*"

Not gradual bleeding just a constant bleed until you tend to the wound to a degree.

and

"I don't know about you guys but I don't bleed to death to often in PR and bleeding to death is like the biggest death causer no?"

Once again, saying that bleeding doesn't happen that often in PR, but it really does happen in reality.


Sry for the misinterpret, I kinda didn't give any detail in the beginning to let the idea develop throughout the PR junkies, aka people like you who have opinions on the idea.
workingrobbie
Posts: 188
Joined: 2007-02-22 23:45

Post by workingrobbie »

2ACR>Gunther wrote: AKA slow bleeding
Ahh...ok, sorry mate. Totalllly misinterpreted what you wanted.
Since I thought you meant "we should bleed more", I commented that "it was all fine" since I opposed that idea.

I take it all back :) and instead agree with you. Yes! Slow bleeding!
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El_Vikingo wrote:I understand you're new to the forums... so your "Castle Fortress" would be just...(how can I say this without getting banned...?) not good?
[:NET:]Boondock Saint
Posts: 30
Joined: 2007-03-06 22:52

Post by [:NET:]Boondock Saint »

Do I think bleed times should be longer or shorter? Eh, I don't think it matters. Level of injury can only be represented by hit points currently in this game. I think we are stuck with the current set up and I think it is balanced well. I definately don't think that no matter how slight the injury you should bleed out, even if it is slowly. Some wounds stop bleeding on their own, and like I stated before, tourniquets and field dressings can STOP bleeding in the field as well. Even a soldier who lost a decent amount of blood, but is stablilized, will come to a point where he reaches homeostasis, and his body can continue at a normal rate of work. Granted medical attention may still be needed, if for nothing else then some IV fluid replacement. Again your talking something that may be several hours away in terms of need. Typical PR battles are much shorter.
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

I dont think the body adapts to losing "a decent amount of blood".
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If you are reading this dont stop, cause if you do, I'll kick you in the balls.
Mafney
Posts: 27
Joined: 2007-05-08 15:43

Post by Mafney »

2ACR>Gunther wrote:And mafney, if you play in a squad that knows what teamwork is and you dont go wandering off like rambo, then a medic should be near.
I do play in squads and don't often go rambo, if at all. I meant the times when your squad gets ambushed or a nade takes out quite a few guys and your sat there bleeding because the medic is down or can't get to you.
Mafney


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El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

Pick up the medic kit, if not fall back.

If you're really into the game, make sure you dont die.

Yes, I know that sometimes you have to run after a medic until you die without recieving any attention, only to respawn back at main base.

Tip: 2 medics per squad.
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If you are reading this dont stop, cause if you do, I'll kick you in the balls.
[LTC] Gunther.S [4SFG]
Posts: 97
Joined: 2007-03-29 02:18

Post by [LTC] Gunther.S [4SFG] »

'[:NET: wrote:Boondock Saint']Do I think bleed times should be longer or shorter? Eh, I don't think it matters. Level of injury can only be represented by hit points currently in this game. I think we are stuck with the current set up and I think it is balanced well. I definately don't think that no matter how slight the injury you should bleed out, even if it is slowly. Some wounds stop bleeding on their own, and like I stated before, tourniquets and field dressings can STOP bleeding in the field as well. Even a soldier who lost a decent amount of blood, but is stablilized, will come to a point where he reaches homeostasis, and his body can continue at a normal rate of work. Granted medical attention may still be needed, if for nothing else then some IV fluid replacement. Again your talking something that may be several hours away in terms of need. Typical PR battles are much shorter.

look man. My main concern of this thread wasn't to change the duration of bleeding out. Hence the title "More Bleeding" I want "More Bleeding" so that you have to take cover and patch your wounds up or find a medic. Right now in PR I dont come across bleeding to often. I either Die outright.... Or dont. lol, I want to get shot and get treated more. Or at least attempted treated, and maybe I wont make it. And tourniquets and field dressings usually dont STOP bleeding in the field. In real life. Tourniquets are simply to slow the bloodflow.

and

"Even a soldier who lost a decent amount of blood, but is stablilized, will come to a point where he reaches homeostasis, and his body can continue at a normal rate of work."

Umm lets see, you get shot in the arm. Then lets say you get it patched up and apply a tourniquet. Your telling me that a soldier who had just gotten shot in the arm, his muscle torn up inside of him from the bullet breaking apart and literally tearing his muscle apart, then he has a tourniquet applied, trying to cut off circulation to his arm so it wont bleed as fast. Then the fact that he is thinking about all of that in his head, thinking wow am I going to bleed to death? Or are they going to have to amputate my arm.

You mean to tell me that he will fire his weapon at a normal rate??

I just scratched the surface about that.
ghost_dog
Posts: 80
Joined: 2007-05-14 13:42

More blood yes ..Also how about helping the wounded in turn helps medic

Post by ghost_dog »

More blood.....yes.....AND...
Hi guys, how about being able to drag a wounded man by his webbing by one man or 2, to a safe area where a Medic could get to him. Image looking down your sites to see a enemy wounded on the ground and his comrades running out 1 or 2 and dragging him back to cover where the medic works on him. ( long as it looks real )....

:)
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

Jonny wrote:Of course! Why havn't I been doing this when faced with an unexpected sniper!?!
In general.
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If you are reading this dont stop, cause if you do, I'll kick you in the balls.
Croix
Posts: 94
Joined: 2007-02-09 08:34

Post by Croix »

I disagree to an extent.

Yes, it would be more realistic for cobras and apaches to have even greater powers of ownage, but then the gameplay for the opposing team would suffer quite a lot. Properly done shrapnel would make no area safe from those large guns, and previous hard cover would become semi-soft.

I actually do bleed out a lot in-game as well due to my ultra-quick catlike reaction times and ability to survive in all but the most bullet infested areas. Unfortunately the fact that I'm good says nothing about the amount of medics on our team or in the vicinity, so I don't always survive.

I think there ought to be more visual effects (as in textures) showing a bleedout if at all possible. It's impossible to tell who is injured except for the grunting and yelling, and in a tight knit group it becomes even more difficult to tell...

I want blood textures both on the player and on the ground if possible...

It'd also make the 'tracking' aspect quite a bit more interesting - instead of following 'where you think they might have gone' you follow the blood trail. :D

Gruesome I know.
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ayjazz
Posts: 84
Joined: 2006-12-23 20:10

Post by ayjazz »

Blood trails seem pretty sweet, but its really not the smartest idea to follow them. You might run into either a wounded enemy by himself, or a wounded enemy, surrounded by his squad...
Croix
Posts: 94
Joined: 2007-02-09 08:34

Post by Croix »

ayjazz wrote:Blood trails seem pretty sweet, but its really not the smartest idea to follow them. You might run into either a wounded enemy by himself, or a wounded enemy, surrounded by his squad...
In PR... probably the former :D

Teach those bleeders to stay with their squad.
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ghost_dog
Posts: 80
Joined: 2007-05-14 13:42

Jonny jonny joonny

Post by ghost_dog »

Jonny wrote:Who wants to write HARDCODED in really big letters this time?
Is there anyway guys like you, the very informed and up to date with it all actually read where it says give new guys some flexibility, well in here goes the same.
I have no idea about HARDCORE code or half the abbreviations in here.
give us a break, its tiring to hear some people always having to make some comment on someone’s lack of knowledge in some area, or that its been mentioned.
Lets just get on with the real stuff and if you see something that has been said before or should have read before . THEN IGNOR IT and move on…..
See YOU on the battlefield!!!! ;)
ghost_dog
Posts: 80
Joined: 2007-05-14 13:42

Post by ghost_dog »

No worries jonny, its just not so user friendy finding things on this page. Im not sure about some of the abbreviations on he, like whos DEV and whos in contact with them, also the guys that are doing the maps and design etc who are they? can they be listed? or is that on here and I can;t find it.
So when it starts to take to long to find something I switch off.
See ya on the battle field still hehehehe
[LTC] Gunther.S [4SFG]
Posts: 97
Joined: 2007-03-29 02:18

Post by [LTC] Gunther.S [4SFG] »

lol you guys, lets talk about bleeding not dragging wounded off the battlefield, or blood trails.



Croix wrote:I disagree to an extent.

Yes, it would be more realistic for cobras and apaches to have even greater powers of ownage, but then the gameplay for the opposing team would suffer quite a lot. Properly done shrapnel would make no area safe from those large guns, and previous hard cover would become semi-soft.

I actually do bleed out a lot in-game as well due to my ultra-quick catlike reaction times and ability to survive in all but the most bullet infested areas. Unfortunately the fact that I'm good says nothing about the amount of medics on our team or in the vicinity, so I don't always survive.

I think there ought to be more visual effects (as in textures) showing a bleedout if at all possible. It's impossible to tell who is injured except for the grunting and yelling, and in a tight knit group it becomes even more difficult to tell...

I want blood textures both on the player and on the ground if possible...

It'd also make the 'tracking' aspect quite a bit more interesting - instead of following 'where you think they might have gone' you follow the blood trail. :D

Gruesome I know.
Firstly "Yes, it would be more realistic" {Project Reality} Idk about you but I seek realism. Anyways, I don't think it will make the game play unbalanced at all. Yes the helos, will have more damage, but so will RPG's and Carbombs and such. In addition, this will add both team play and a fear factor to these weapons. If you're bleeding more you will go to your squad medic more, (if you PR devs do decide to do this and everyone loves medics because of this, limit them) and that adds team play to it, and the medic might actually heal you because he will have a job constantly. Sometimes medics don't have to heal anyone for a while and then they switch to combat mode and forget to heal people :roll: grr I hate that. Also, explosive weapons might have a fear factor because of the hassle of bleeding and going all blurry and funky. Therefore, they wont want to get shot by those weapons and people might hide like little girls (gals don't take offense please) in a basement like some people do in real life just because they don't want to deal with it. Yes it is a game, and we do want to have fun but I think its fun as hell to work as a team and actually see people playing roles. This will expand the role of the coreman or medic.


Well you don't always survive because your team sucks, your squad sucks, or you just play like rambo. Visual effects, seems a little difficult. I think it could be done though I agree with that if it isn't difficult. Tracking blood is kinda silly, in my opinion. You don't track human blood when you're getting shot at. You just shoot back at the guys shooting at you.
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