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Search the Community: Showing results for tags 'death'.
Found 15 results
Eldiablo1989 posted a topic in Feedback & SuggestionsHi guys! I've played 37 hours of this game as well as playing project reality, and I have to say that this game is nice in quite a few areas, but also needs polishing. One of the areas that, to me, is glaringly obvious, is the current death/medic/revive balance. I think its safe to assume that many people will agree with me that the system is a tad too forgiving right now, and could use a bit more thought.I'd also say that this is a very delicate subject as we are not just talking about simple realism here, we are talking about gameplay; That's what matters most. Now if realism and gameplay can be in harmony that would obviously be ideal but when push comes to shove, gameplay is key. The facts: 80% of wounded soldiers don't die. 99% probably died because of headshots. The current situation: a appeasement of all as the expense of some: casual mode. Proposed solution: "hard core mode" for those looking for more challenging, more tactical gameplay. LONG VERSION Short summary of suggestions: Headshots now do much more damage, and have a chance to kill - see long suggestion notes Players now have "conscious health" (the current system), and "vital health", making it possible but difficult to "insta-kill" someone Players can now be damage for 4 seconds after they go "unconcious". they then become immune to fire as they become incapacitated. Medics now have to deal with a variety of medical situations as players now have lesser or worse conditions regulated by vital health. - see long suggestion notes Being revived now is not a blank check. Reduced conscious health with a 5 minute "cool down" this will please the hardcore players, but keep the game playable, while not making the game unrealistic in making it impossible to kill people.
Greetings, I have a suggesion, when a player dies or is unconscious the voice communication is disabled (both squad and local), this would add some depth to the game and also would remove the exploit of giving information on enemy position when down, I will go as far as calling it "ghosting". Also it would allow for weapon silencers to have a use in game. PS: I checked the forums to find any similar topics, could not find any, but if there is something dont hate. Peace
How about a permanent death game mode. No tickets, or at the very least 3-5 tickets per person. It's only a game mode. It would make it where medics are ultra important, cover and concealment is a must, stop lone wolfing, and just makes it more serious and fun. In real life there is no coming back, why not make one game mode that is the same. Hardcore game mode! If all possible, could make it have more can join like 150-200. Since when you die they are kicked out of server. I can see this being very popular, it's only one game mode that only adds to the game and gives another option. What do you all think?
Devs, im really curious how are you going to solve kills and assists when you implement vechles in the game. 1) If gunner kills someone, who gets kill, if only him, everybody is going to fignt about gunner role. 2)If you put assists in the game, how they are going to be earned, only driver gets or all crew? At the end, if you out assists in the game, PLEASE, do not change current gun kill system (by this i mean, when you shoot somebody and you hurt him and at the end I shot him in the head, I got kill, it should stay that way). This game is not about K/D ratio, but if you are lets say humvee crew, driver, all the game, it would be like you were useless all the time if you look at statistic on the end of the game. Say what you think. Sorry for bad English.
Could we get an instant death warning icon for players. So to help people that don't seem to understand that you will get instant killed once revieved and being in a fragile state. Or make it so you cant fight with your main armament for the 2 mins only your side arm, while your recoup. ◦ Important hint: a player that has been revived, will instantly die for the next two minutes when his health reaches zero again – he will not go into the incapacited state again. After two minutes expired without being severely wounded, his health is normal again.
So I'm not sure how many of you have been experiencing it in this build, but the number of instant deaths seems really high. Doesn't matter which team or class I play as and I can't pin down certain situations when this happens, but it's real. The amount of times I go completely dead and not into the incapacitated state seems much higher since the last build. I don't think I'm the only one. Am I?
I am not certain this has been discussed, and Ive spent some time searching.. so I hope this could be answered. If not, it is a suggestion. When a player is downed and needing a revival, is there, or could there, be a function where an opposing force can continue to inflict damage on an incapacitated player in order to progress their status from incapacitated to KIA (dead-dead)? I've been in positions where I storm into a building and clear it, whith enemy friendlies still in proximity and remain "alive", awaiting revival. I would like to see a feature that would allow me to continue to fire upon their bodies to push them into a state of death beyond revival... any thoughts?
I can't tell you how many times this has happened to me: I'm walking along, until I run into a pack of enemies. As I pull the pin on a grenade, they notice me and I get killed. The end. So I was wondering if, when you pull the pin on a grenade and get killed, it will still explode. I understand that if you and your buddies are in the same area and you get killed, they would have to run or get blown up, but a way to counter this would be to allow teammates to pick up a dropped grenade and to quickly throw them. Thoughts?
I think the death screen could be a little confusing for new players. As it is when you are killed instantly it just goes to the spawn screen with no indication of what happened. To me half the time it feels more like I died by some glitch rather than being killed, even though I'm sure someone just got a nice headshot. I think a combination of the old "DEAD" screen and the current spawn screen would help new players to realize what has happened better. Maybe even a slight fade out for a split second before jumping to the death screen. I liked the suddenness of the old "DEAD" screen but something about this new one doesn't quite feel right in my opinion. I know all of this is still being tweaked but I think adding at least some indication that you were killed will save a lot of new players being confused and possibly thinking it was a glitch rather than a death. Also, many times when I'm instantly killed there is no spawn timer.
1. More blood - Since there´s no kill feed in this game (witch is good) it´s essential understanding if you hitting/missing the target. I Would like to see more blood both on close-range and scoped weapons (like insurgency). I love the fact of you actually have to sneak to the enemy location (where the walls would be blood covered) and confirm the kill, imagine seeing/following a blood-trail in to a nearby room where the enemy trying to heal/survive and finishing him off. Would be cool if you even could here the heavy breathing from the enemy soldier, instead of the heartbeats that now dominate the you are actually bleeding... 2. Death Animations - spinn off from topic above. it could be nice to actually have some more advanced death animations/rag-doll effects when spraying down an enemy close range or hitting them from a midrange ambush. Every time i do kill an enemy from mid-range confrontation i often mistake the visual confirmation of a kill with a "dive to cover". In IRL i´m sure you would make out the difference. 3. Dust & particles. I think the overall game experience would benefit if we could see more dust/particles in a firefight, such as bullets hitting the sand, walls etc. I know the game is in a early stage but i feel the intense firefights could benefit from this simple suggestion. Keep up to good work!
omoplata posted a topic in Feedback & SuggestionsHi, So, even though PR is very realistic, people would still take in game risks that they probably wouldn't take in real life. To make them behave more like real people, I suggest giving players more to lose if they sacrifice their lives. Such as experience points. The more you play (or win), the more points you get, and you become a more effective soldier. For example, your firing may becomes more accurate, you have more sprint, etc. Maybe certain kits and positions are available only to people who have a certain number of experience points. If two players want the same kit, or a certain position, the player with the most experience points gets it. If you die, your experience points go down, or go to zero and you have to start all over again. I understand that this is a big step, since this might affect gameplay significantly. So the devs can give servers the option to implement the experince point system or not. What do you guys think?
So with the new medical system bring wounding / bleeding / unconscious and reviving i thought it might be cool for us to show either yourself or someone else you've captured on video going down in the heat of battle in an epic or funny way. To kick things off here is me on the receiving end of an RPG
Along with the instant black screen upon death (which is very nice!), are there plans to also cut all audio and voice comms during this time? I distinctly remember in ACE for Arma 2, when my character would black out from injuries, how the audio and visual cues would simultaneously fade in and out. Every time my player would regain consciousness, the rush of sight and gradual fade in of sound as my nearby squadmates talking over my body was very immersive! Likewise, when everything cuts out upon death, I could not hear the aftermath of the gunfire and grenades, nor could I hear or speak to my team, so I literally had no idea what happened. To me, this was awesome and substantially increased the sense of presence. Thanks for considering!
This is my first topic post here, guys! I've used the search function and didn't find anything directly related to what I'm about the suggest. They're pretty minor things anyways. Injured Debuffs - I think it'd be nice to have some hefty injury effects on player movement, aiming and visibility. Where the player was hit and how badly should be the main focus, methinks. For example, if you are hit in the leg, your character might move with a limp, and therefore aiming while moving will be harder, as well as the loss of the ability to sprint fast. Getting hit in the arms would affect aiming (even when standing still, or prone without a bipod) and getting hit in the head or having a grenade explode near you would affect visibility (flashing red vignette, blurriness, other psychedelic effects). Basic torso injuries should cause shaking and lesser versions of the debuffs mentioned above. I think that this will be an addition to the realism that Squad is aiming for. As for death screens - I think it'd be interesting to shy away from the classic "time until REALLY dead" countdown style, and do something a bit more interesting and intense. I was thinking along the lines of a heartbeat which starts to slow down over time and varies depending on how badly you are injured. It could even speed up when a defibrillator shocks you (if those are added at all, I wouldn't be rattled if they weren't). Another small thing is that I'd like sound to be muffled when dead or unconscious, instead of pristine or gone entirely. Same goes for grenade hits and basic injuries. The latter paragraph was pretty much entirely assuming that a revive style system is going to be added, or at least unconsciousness. If that isn't going to be added, the only part to be acknowledged is the part about audio muffling. Hell, these things might already be basic planned for features (or already in the game for all I know) but I thought it was worth suggesting. I'm all for the little details in these kinds of games.