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Re: Patches. Too easy healing?

Posted: 2010-04-16 20:10
by Grauers
Haha you Ebay noobs whine because the lonewolves are owning you? :D

That is what this thread is really about correct? rofl

Edit: User was warned for "Attitude problem". This is not an acceptable language nor behavior here, please recheck the reasons for your presence on these forums.

Re: Patches. Too easy healing?

Posted: 2010-04-16 20:23
by Wallz
If you're lone wolfing, 1-2 patches will not save you anyways.
You may stop the bleeding and continue shooting, however when your injured, there's that long and miserable bleed out.

Re: Patches. Too easy healing?

Posted: 2010-04-17 03:52
by Beowulf2525
Grauers wrote:Haha you Ebay noobs whine because the lonewolves are owning you? :D

That is what this thread is really about correct? rofl
Lonewolfing has nothing to do with this and foul language like that is not necessary for a simple forum post.

Since the patches, can't just stop bleeding, I say leave them be for now and hope they can be worked on when PR upgrades to a new engine.

Re: Patches. Too easy healing?

Posted: 2010-04-17 13:09
by Celestial1
For the "just stop bleeding" issue, refer to below.

https://www.realitymod.com/forum/f18-pr ... ing-1.html

Re: Patches. Too easy healing?

Posted: 2010-04-18 04:34
by =]H[=TangFiend
There is a flip side to this argument, it's the fact that your person gets injured way too easy in this game. The occasional true battlefield accidents are one thing. Being run over by a friendly vehicle in your main, or injured by negligent weapons discharge.

However we all I am sure have plenty of experience with all the lame ways you can induce a bleed in this game due to the wackiness of the vanilla beef engine. For instance twisting your sliding down a not so steep hillside. Jamming your elbow on a vehicle as it accelerates away. Brushing against razor wire. Firebase and asset construction mishaps. If any of these were to happen to say your baby sister, she would likely cry and run home to mommy for a bandie. She wouldn't end up dying without immediate medical attention.

Having field patches readily available via supply crates etc offsets this nonsense and ads to the gameplay value even if it detracts from the realism end of the spectrum. Regardless, you are still rendered combat ineffective while you heal from heavy wounding. So my point is, it aint broke; don't fix it.

Re: Patches. Too easy healing?

Posted: 2010-04-18 11:47
by Sgt.Garvie
This is a reasonable point. Although patches do make a big difference in certain scenarios, and I sure as hell never use them if I can get to a medic instead. As much as I hate to say this the system in Flashpoint: Dragon Rising is pretty spot on. Use a tourniquet to stop bleeding, so you won't die, but you're seriously vulnerable until you can get a medic. It's just as shame the rest of that game blows hard.

Re: Patches. Too easy healing?

Posted: 2010-04-18 12:00
by mat552
Took forever, but Tang touched on the correct point. It's pretty rarely that you're hit but not absolutely boned. (The patch saves your life in combat) Think to yourself, how often in the average map do you suffer a catastrophic compound ankle fracture, spraying blood EVERYWHERE simply because rope physics failed or a hill became suddenly too steep to stand on? That's what a patch is for. It won't save you in combat, but it will keep you from dying due to faults in the game.

Re: Patches. Too easy healing?

Posted: 2010-04-18 13:13
by Potilas
I got fresh idea, but method is probably impossible to code. What if patches work just like medibag? Difference is limited healing energy (~20hp?) and no "energy" regeneration. "Reloading" happens as usual when previous patch is dopped by right clicking it. Medibag style bandage using simulates that player have to pay attention and time for taking care of wound. Im not seeking super slow and complicated system. healing could be quick and getting new one could be much faster than how long currently reloading a patch takes.