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Re: Increase healing time

Posted: 2013-06-25 15:45
by IWI-GALIL.556FA
I just noticed on the skirmish 1.0 vids the devs just released had a roughly 25 second heal time after revive. Much longer then previous, but in the video description, he says that the heal time is too long and it was changed back. It seems just right to me.

NM, didn't read previous posts. Sorry :(

Re: Increase healing time

Posted: 2013-06-25 16:09
by saamohod
Heavy Death wrote:Hmm, i expexted that... however, when one is wounded to b&w, he cant run, so maybe keep the stamina effect for longer, and visual effect goes away when your healed, as it does now.

So everythime you get healed from B&W, you cant run for 2 minutes or so? Maybe thats possible.
My 5 cents - that's a very good thought. More realistic and encourages self-preservation.
:m1helmet:

Re: Increase healing time

Posted: 2013-06-25 17:04
by Pvt.LHeureux
frydad5656 wrote:I just noticed on the skirmish 1.0 vids the devs just released had a roughly 25 second heal time after revive. Much longer then previous, but in the video description, he says that the heal time is too long and it was changed back. It seems just right to me.

NM, didn't read previous posts. Sorry :(
Nah it was 25 seconds in the video, they might put it to like 15 seconds instead. Because 25 seconds was pretty long indeed.

Currently it is around 5 - 8 seconds in PR 0.98, so next version should be double that at least :razz:

Re: Increase healing time

Posted: 2013-06-25 17:22
by AncientMan
Yeah, sorry for the confusion. At the moment in 0.98 it's around 7 seconds for a full heal. In those gameplay videos, it was around 25-30 seconds for a full heal. It's been changed now to about 15 seconds, and we'll see how that goes :)

Re: Increase healing time

Posted: 2013-06-25 17:38
by IWI-GALIL.556FA
[R-DEV]AncientMan wrote:Yeah, sorry for the confusion. At the moment in 0.98 it's around 7 seconds for a full heal. In those gameplay videos, it was around 25-30 seconds for a full heal. It's been changed now to about 15 seconds, and we'll see how that goes :)
Ah, TY for clarifying. 15 will be perfect :D ... hopefully lol

Re: Increase healing time

Posted: 2013-06-28 19:49
by a3dboy1
Ok, what if we approach the "reviving"system from another perspective?
  1. Reduce the time window when the "wounded" player can be healed. From my point of view this is the main aspect of gunfights being so frustrating. I can't stress it enough how "unrealisitic" it sounds when I tell my squadmates to "shut up" and wait when enemy pass so I can move out from the rock/bush I am hiding and revive them 7-10 min later. Hooray, our team has a squad behind enemy lines.
  2. Increase the chance of being "Dead" (dead-dead) instead of wounded by small gun fire. Will also help to eliminate the situation when barricaded in the (T-shape) building Squad, which sustained heavy casualties due to MG/sniper fire, face up the "cleaning" enemy squad in full strength. That's ridiculous and actually makes no sense to me.
  3. There is a feature in PR when you get shot again after being revived before 2 minutes pass you are "Dead" (dead-dead). But player doesn't "feel" that nor enemy can see that. What I suggest is that during this time period revived player should have some kind of "post-wounded injury": lack of stamina to sprint, no marks on the map when map is opened to simulate confusion. I do not suggest blurry vision as this feature causes headache :-P . Of course, after 2 minutes pass player is back to normal condition. Player character can notify everyone in the squad by saying "I am OK now. Let's move" or something similar.
Feel free to discuss.

Re: Increase healing time

Posted: 2013-06-29 04:54
by waldov
I totally agree with every point you just made this would improve the gameplay so much.

Re: Increase healing time

Posted: 2013-07-06 11:25
by saamohod
a3dboy1 wrote:Ok, what if we approach the "reviving"system from another perspective?
  1. Reduce the time window when the "wounded" player can be healed. From my point of view this is the main aspect of gunfights being so frustrating. I can't stress it enough how "unrealisitic" it sounds when I tell my squadmates to "shut up" and wait when enemy pass so I can move out from the rock/bush I am hiding and revive them 7-10 min later. Hooray, our team has a squad behind enemy lines.
  2. Increase the chance of being "Dead" (dead-dead) instead of wounded by small gun fire. Will also help to eliminate the situation when barricaded in the (T-shape) building Squad, which sustained heavy casualties due to MG/sniper fire, face up the "cleaning" enemy squad in full strength. That's ridiculous and actually makes no sense to me.
  3. There is a feature in PR when you get shot again after being revived before 2 minutes pass you are "Dead" (dead-dead). But player doesn't "feel" that nor enemy can see that. What I suggest is that during this time period revived player should have some kind of "post-wounded injury": lack of stamina to sprint, no marks on the map when map is opened to simulate confusion. I do not suggest blurry vision as this feature causes headache :-P . Of course, after 2 minutes pass player is back to normal condition. Player character can notify everyone in the squad by saying "I am OK now. Let's move" or something similar.
Feel free to discuss.
All the points make sense. I vote for them. Point #3 sounds the most interesting. I wish Devs could consider some of it.

Re: Increase healing time

Posted: 2013-07-14 17:24
by qubolo
a3dboy1 wrote:Ok, what if we approach the "reviving"system from another perspective?
  1. Reduce the time window when the "wounded" player can be healed. From my point of view this is the main aspect of gunfights being so frustrating. I can't stress it enough how "unrealisitic" it sounds when I tell my squadmates to "shut up" and wait when enemy pass so I can move out from the rock/bush I am hiding and revive them 7-10 min later. Hooray, our team has a squad behind enemy lines.
  2. Increase the chance of being "Dead" (dead-dead) instead of wounded by small gun fire. Will also help to eliminate the situation when barricaded in the (T-shape) building Squad, which sustained heavy casualties due to MG/sniper fire, face up the "cleaning" enemy squad in full strength. That's ridiculous and actually makes no sense to me.
  3. There is a feature in PR when you get shot again after being revived before 2 minutes pass you are "Dead" (dead-dead). But player doesn't "feel" that nor enemy can see that. What I suggest is that during this time period revived player should have some kind of "post-wounded injury": lack of stamina to sprint, no marks on the map when map is opened to simulate confusion. I do not suggest blurry vision as this feature causes headache :-P . Of course, after 2 minutes pass player is back to normal condition. Player character can notify everyone in the squad by saying "I am OK now. Let's move" or something similar.
Feel free to discuss.

Great ideas! totally agreeing on every point.

Re: Increase healing time

Posted: 2013-07-14 21:55
by Spec
Maybe make a new thread about a new take on revives in general. This discussion is largely about a change that has been done, then partially reverted, and is likely to stay the way it is now.

Re: Increase healing time

Posted: 2013-07-15 02:30
by Arab
I like the Medic Healing, past versions and recently the beta has got it right. If it's longer I will have a heart-attack.

Epipen revives a person, which is somewhat realistic, like 50%. Epipen is administered for people who suffer from a life-threatening allergy, that results in Anaphylaxis Shock, and it has Adrenaline as an ingredient to treat the shock, but not prevent any future occurrences.

In real life, it would probably be like ARMA 2 where you inspect which part is injured, find out what type of damage and administer a dressing and bandage to stop blood-loss, then epipen/adrenaline for heavy bleeding, pain-killers for pain, mouth-to-mouth resuscitation (Hygienic to do it with a mask) for unconscious team-mates and chest presses and rest for some minutes or hours if he's combat ready again, and alright, then off he goes but he will have to take a lesser combat position like spotting/supressing. If he needs professional medical assistance like Evac, then it must be called.

You can make the game more realistic by also suggesting everytime the epipen is used, player is healed with less health than before to stimulate the veins being constricted until a fourth or fifth time it's used, the player dies. That, of-course, was a joke.

Re: Increase healing time

Posted: 2013-07-15 15:59
by Heavy Death
Im all up for 25 seconds or so healing time. It would be cool if it could be random from 15-25.

Re: Increase healing time

Posted: 2013-07-15 16:33
by =-=kittykiller
1./ 15 sec heal time
keep current effects
can be made dead dead for 5 mins after
cant hold kit or weapon for 1 minute.
for one minute he makes that cry in pain noise audible to those nearby.

just to cut down on the hold a t building forever / hide until enemy move past

Blufor all to often just press forward like a rugby team scrum when 2 conventional armies meet.

2./ Remove the alternate teams status as dead or alive from the RIGHTT HAND SIDE of the score board during game it sucks.

what do you think? id love to try this. mite make hiding when wounded and falling back more favourable.

Re: Increase healing time

Posted: 2013-07-15 23:19
by Vicious302
:lol: I'd like to see something even more crazy realistic where a medic bag takes way too long to effectively heal someone to combat readiness, say 30 minutes so people aren't sitting in a building for an hour healing a squad, patches heal faster then medic bag but are limited, and true healing only occurring in APCs, Aid Stations, or nearby fobs where ammo is available to replenish the medics patches but I would save that for an ultra hardcore mini-mod of PR with no friendly positions as well. bleedout should also take much much longer.

Re: Increase healing time

Posted: 2013-07-16 00:05
by =-=kittykiller
Vicious302 wrote: :lol: I'd like to see something even more crazy realistic where a medic bag takes way too long to effectively heal someone to combat readiness, say 30 minutes so people aren't sitting in a building for an hour healing a squad, patches heal faster then medic bag but are limited, and true healing only occurring in APCs, Aid Stations, or nearby fobs where ammo is available to replenish the medics patches but I would save that for an ultra hardcore mini-mod of PR with no friendly positions as well. bleedout should also take much much longer.
first underline no way dude

second underline very interesting!

Re: Increase healing time

Posted: 2013-07-16 00:11
by Vicious302
well you couldn't really have one without the other, medic bag would basically only be for getting someone up to 15%-25% and then moving them to an apc that would heal people at a much faster rate.

Re: Increase healing time

Posted: 2013-07-17 16:30
by qubolo
Or just remove the medic bag(my suggestion was rejected from suggestion forum), and give the medic reasonable ammount of patches, then healing to complete health would be possible only with some ammount of supplies or in the apc etc. And you couldn't heal people infinitely while holding the building now. :P Just saying.

Re: Increase healing time

Posted: 2013-07-17 19:19
by xambone
No Medic bag? that would be the most annoying thing in the game. A longer healing period is much more respectable than removing the bag. 30 seconds and Dead Dead before 5 mins if shot again. That sounds good

Re: Increase healing time

Posted: 2013-07-17 19:33
by qubolo
xambone wrote:No Medic bag? that would be the most annoying thing in the game. A longer healing period is much more respectable than removing the bag. 30 seconds and Dead Dead before 5 mins if shot again. That sounds good

Noo the most annoying thing in this game is the fact that shots are just irrelevant, what wins is who rushes the most, dies, gets revived healed up and the madness starts over and over.

When you shoot someone it should have some effect on the opposite players, not just a text over the screen "you got shot, but dont worry you are ok, you can still pwn everyone, and the guy who just exposed his position to shoot you is not really going to be ok"