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 (09/2008 - 01/2009 ) General Discussions [Closed]

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Mishotaki

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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Wed 07 Jan 2009, 20:07

well the gun would give the exact same stats as the gatling... so it's just the name that changed...

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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Mon 12 Jan 2009, 06:59

hey i was reading the changelog for the new version and have some things to debate

1) reving available to all characters
i can guess y u put this here, but the ability to revive is pretty much what makes people choose the medic. along with the now revival kits dropping, the medic is now useless. scout could find rev kits and no medic is needed.

2) rev kits dropping
good idea, but in cohersion with above point, again makes the medic useless.

3) idea to balance medic abilities
instead of having revival kits, give the medic a max field aid ability for revive. this would aid the prevention of noobs dying early cause there is no revival ability till later. this could also be implemented with a trigger that prevents the medic from using the ability more than 1 or 2 times each chapter. in reference to the revival kits dropping, at the end of each chapter the medics revive count could be reset after every chaptethe ideas concerning revives are good, but the way theyy are set up renders the medic useless. u might as well replace it with another assault class.
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Mon 12 Jan 2009, 08:20

I dont like much the name 'revival' an old idea i had was 'defebrillator'

http://en.wikipedia.org/wiki/Defibrillator wrote:

Defibrillation is the definitive treatment for the life-threatening cardiac arrhythmias, ventricular fibrillation and ventricular tachycardia. Defibrillation consists of delivering a therapeutic dose of electrical energy to the affected heart with a device called a defibrillator. This depolarizes a critical mass of the heart muscle, terminates the arrhythmia, and allows normal sinus rhythm to be reestablished by the body's natural pacemaker, in the sinoatrial node of the heart.

Defibrillators can be external, transvenous, or implanted, depending on the type of device used. Some external units, known as automated external defibrillators (AEDs), automate the diagnosis of treatable rhythms, meaning that lay responders or bystanders are able to use them successfully with little, or in some cases no, training.


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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Mon 12 Jan 2009, 12:33

That's an interesting picture, lol. But who wants to revive noobs? they shouldnt have left the group in the first place.
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Mon 12 Jan 2009, 15:56

I have renamed the Revival Kit to CPR Reanimation kit a while ago. I think something about defibrilator is mentioned in the tooltip^^

You'll find about 2-4 Kits in the first third of the game. For every new third there's 2 more kits. That makes a total of only 6-8 revives through-out the entire game. An additional 3 kits provided by a medic could really help there. Especially because the scout has to be really lucky to find ALL of them. He'll most likely find half of them.

A medic's revive is also far more efficient than anyone else's.

The issue I saw at the moment was just that the medic was too important. Basically you would give up when your last medic died.

To 3): The revival kits were meant as a limited reviving possibility. Although everyone can revive now, a medic is still best.

@Ninja: I will remind you of this if we happen to play together and you get killed by a Stalker, hound, big monster since there are enough of them in dotd.
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Mon 12 Jan 2009, 18:31

s3rius wrote:

The issue I saw at the moment was just that the medic was too important. Basically you would give up when your last medic died.
The medic IS supposed to be important. ofcourse you'd give up if you don't have a medic to treat the wounds. that's totaly normal.

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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Mon 12 Jan 2009, 20:17

Yea, once you get scratched you're like "zomg medic" and if there's no medic.. then.. well. Serve as the dinner of the next zombie you see. Only humane thing to do.
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Tue 13 Jan 2009, 02:46

hmm Neutral well i reckon that the medic has still become pretty useless now. almost every player that is slightly experienced can get by on the medkits they find and just common sense, even when infected and bleeding. but if you reckon its good, then ill take your word for it.

also by more efficient, do you mean that its faster? or something else Confused
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Tue 13 Jan 2009, 03:01

He revives faster and the revived hero has more initial mana/hp.
The time it takes to revive now depends on the hp of the corpse. If the corpse has only a few hp left, then revival will take some time.
Revival can be speeded up by medkits or heal that are used on the corpse.
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Tue 13 Jan 2009, 06:50

s3rius wrote:
He revives faster and the revived hero has more initial mana/hp.
The time it takes to revive now depends on the hp of the corpse. If the corpse has only a few hp left, then revival will take some time.
Revival can be speeded up by medkits or heal that are used on the corpse.
that's nice... but i'd like to know how much of a difference it takes betweena normal guy and a medic...
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Tue 13 Jan 2009, 16:16

Medic's Revive / Anyone else's

Revival speed: 10 hp/sec / 6 hp/sec
Initial Life: 75% / 50%
Initial Mana: 60% / 25%
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Tue 13 Jan 2009, 17:03

so... if my math is good:
for someone to heal 355hp
a medic would give him 266hp and would take 26.6 secs to do so
a normal guy would give him 177hp and would take 29 secs to do so

3 secs out of almost 30 secs isn't that much of a difference... because anyone else heals less it makes less of a difference... so healing 90hp less doesn't matter that much, well to me, because if the team can handle the zombies for 30 secs, you probably won't get hit much after that, unless you get left behind...

off course, it's based on healing from 0 to max... it would take less time if he healed the body before he tries to revive him... and the medic would make that job a lot faster...
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Tue 13 Jan 2009, 17:32

Lets go through a normal scenario.
Some guy dies but right now you can't ress him because there's a big load of zombies after you.
The guys corpse slowly loses hp, when he reaches 0 hp, he is lost.

Now, you manage to get to him when he's down to 100 hp (of a total of 300 hp), and you use your revive kit. The corpse will now slowly gain hp (see: revive speed). When it reached full hp, the hero revives.

Now this is the time until revive is done:
If you are Medic: 200hp / 10 hp/s = 20 seconds.
If you aren't: 200hp / 6hp/s = 33 seconds.

However you can speed it up by administering him a First Aid Kit/Transfusion/Heal/Personal Medkit. Lets take a FAK into account:

Medic with FAK: 200hp / ( 10hp/s + 17hp/s) = 7.5 seconds
Guy with FAK: 200hp / (6hp/s + 13hp/s) = 10.5 seconds

Why the difference in the hp/s of the First Aid Kit? I've added this:

- When a medic uses a First Aid Kit, he heals 45 additional hp.

PS: The revive times are not completely accurate because I've changed the Corpse's hp a little. You can subtract 33% of the revival times. That'd be the right amount then.
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Wed 14 Jan 2009, 13:47

Hey, since medics can administer first aid, why not give medics the ability to make portable first aid for other players. Perhaps by randomly spawning items to make a first aid. However, it wouldn't be fair if it wasn't medic that heals, maybe reduce the efficiency of the pack since it wasn't healed by medic.

You know, who wants to risk his life by going back to the city of the dead. Perhaps adding bounty by killing certain zombies, not all. With this bounty, you can claim a prize (something like that). When colonel white drops by, they should set up a small base (turrets, tents for purchasing items with the bounty). Of course with this base, people will be camping in it. So, by adding time limit, they pack and go after time is up OR gets destroyed by swamp of zombies.


i like the idea of the time difference for revival, but i personal feel that a person should not wait until fully recovered to be revived. they should get an icon to either stand up immediately at any time or he can wait till he is fully recovered. By standing up immediately, the person is able to aid teammates. Also, they should not have full hp (obvious).
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Wed 14 Jan 2009, 19:08

Well, I'd prefer not having another class which is making items. Inventory slots are already few and with another class making items, it'd become even less.

I actually thought about something in the direction of claiming prizes. Whether it's going to be added or not is yet to be seen. There are some game play and technical issues about that.

The thing with choosing when to stand up is a really nice thought, but unfortunately it's not possible because of the things I do with the corpse. Certain triggers make the corpse unable to have abilities that you could use, and I don't want to add a text command to it Mad
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Fri 16 Jan 2009, 06:48

is there going to be any specialty selection (liek the MOS in notd)?

on the note of prize claiming, will any bounty or w/e points carry over when you next load you character?
and i also have some ideas for prizes (if you havent already thought of them):

Permenant increase in either Damage, Health, Mana or Armor. (limits on how much you can increase them by)

random weapons or weapon mods (mods for weapon drops like m16 etc) that increase damage and atack speed etc. (like witht he scope and rifle from 5.2)

what would be rlly cool is if the weapons or weapon mods you purchased carried over into the next time you load, although this raises the problem that s3rius already addressed; inventories are already too small.
you would also have the problem of certain weapons or weapon mods not working for certain classes; ie a machine gun with say, incendiary rounds, then u choose a firebat which wouldnt receive incendiary or rifle bonuses.
buuut, it'd be so cooll to load a character with a shiz awesome modified gun and have all the pvts and stuff go "ooo how did you get that?"

*edit*
and it would be cool to have an option to combine items into 1 mega awesome thing.
like a FAK + Antidote = an item that restores lots of health while removing infectious dieases.
FAK + Med Kit = something that restores full health instantly.
FAK + FAK + Stim = surgery kit or an item that removes bleeding and broken bones after like 10 secs.

also i might have an idea for a shope place; the front carridge of the train. atm its not doing anything (unless you were planning to have it choose unique or custom troop types (hey another idea) later on. it would also mean that if bounty points carried over from last save and any prizes you got didnt, you could buy them from the start and have them through the whole game rather than wait for Colonel White to airdrop (which is like nearly at the end as far as i know)

*edit 2*
this might already be in the new version, bit are you adding a pvp version to the game soon?
if not it would be rlly fun.


Last edited by Big_Red on Fri 16 Jan 2009, 12:48; edited 2 times in total (Reason for editing : recipe idea added, selling spot idea, added pvp question)
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Fri 16 Jan 2009, 17:29

items won't be carried over, it would need the codes to be longer, and s3rious already said he didn't want them too long...

the gun + scope was from 5.3... the mod of dotd he made Razz

having people combine stuff like that would make the medic pretty useless... especially now that everyone will be able to revive in the next version...

other modes will be made after the campaign will be finished...

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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Fri 16 Jan 2009, 19:42

Well said. I have nothing to add except that time will tell what features will be added in which way.
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Fri 16 Jan 2009, 23:30

Change Log updated a last time. Makes the medic a bit more important in terms of healing.
I've tested the new revivals system a few times, and I guess it's doing fine. If any problems arise, it can still be changed.
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