Do You Like The New Revive System?


(Black) #1

I’ve been playing dirty bomb for awhile ever since they new change on the revive where once you revive someone they spend a second getting up and I have to say I feel like that change is going in the wrong direction.

Firstly let’s point out the obvious… DB is fast paced game, and there should never be a point in time where players cannot take action out of their own will or be forced to stay still…Like what in the world…

Secondly, the new revive system makes it easy for players who just get revived to be downed again since enemies will have a easy time aiming at persons head who is being revived…

Thirdly, in which Id like to address the problem of how this change is going in the wrong way. With revive the problem is and what mostly frustrates alot of players is enemies being INSTANTLY (keyword here) revived with half-to-full health when they were just killed.

Completely frustrating and unfair.

Instead of taking one second to get up from a revive, it would be 100 times to prevent players who have just been downed from getting instantly revived so players can have a chance to execute enemies.

So add a ONE second unrevive stage to downed players.

Thanks for reading :).

UPDATE:

They changed the revive system a bit in the Phantom update and it’s pretty cool.
Revive Changes
-Reduced the invulnerability window Incapped players have after dying to 366ms (from 800ms)
This exists so gibbing a player is a separate distinct action, rather than just continuing to fire while a body is collapsing to the ground

-Revive Invulnerability now begins once the player has stood up and can move
This allows players a final chance to Finish the revived player, just before they get-up
Players now spend 0.7s getting up after a revive (from 1s)


(Gestankfaust) #2

But…if you died in the line of fire, why would it be ok for you to get revived and just “get up” and not just get killed right away?

Not realistic (yes I know it’s a game).


(smartIsland) #3
  1. The current set up is how all splash damage games have done it and it has never been a problem.

  2. Your suggestion to add a delay makes about as much sense as having a pause on get up, neither support this idea of a “fast paced game”

  3. The current set up provides a huge number of tactical options (aka ways to build skill) in choosing to down bodies first, target medics first, use revives as human shields etc. Having a delay revive just makes the game clunky when meds run up and attempt to revive and nothing happens and then they get shot. It ruins all the fun of medics running in and saving the day.

Bad idea


(Ghosthree3) #4

Just make ragdolls shootable as they fall.


(RuleofBooKz) #5

stop players spinning when downed


(Viquel) #6

I think they actually are, but the falling isn’t synchronized with the server. Sometimes I gib someone I thought I was just going to kill - they were killed without heavy ragdoll effects and just collapsed slowly.

It’s even easier to spot the other way round, as Sparks.
On most staircases (most notable escalators in subway), the body of a downed player slides down slowly. Sometimes you can hit it while sliding, often there is no way. In that case, you can aim for the bottom of the staircase and revive them despite the body not being there visually.


(Ghosthree3) #7

[quote=“Viquel;36779”]I think they actually are, but the falling isn’t synchronized with the server. Sometimes I gib someone I thought I was just going to kill - they were killed without heavy ragdoll effects and just collapsed slowly.

It’s even easier to spot the other way round, as Sparks.
On most staircases (most notable escalators in subway), the body of a downed player slides down slowly. Sometimes you can hit it while sliding, often there is no way. In that case, you can aim for the bottom of the staircase and revive them despite the body not being there visually.[/quote]
Yes but it’s very messed up. The body should be shootable at all times.


(immenseWalnut) #8

Reviving has a period of invincibility though, so as long as you don’t fire your weapon, you have a short window to get behind cover.

Now, if you were killed in the middle of nowhere, you are going to die again, but that is your own fault. If you die near cover, it is usually enough time if you are quick enough.

I mentioned the other day I wanted it removed, but you are right, after playing over the weekend I gibbed a few players during the death animation (they were grey before they hit the ground).

This inconsistency is apparent in many aspects of DB and is one of the biggest flaws that needs to be corrected.


(watsyurdeal) #9

Am I the only one who didn’t really have an issue with the revive itself? But rather how much effort it was to DENY a revive, compared to how easy it is to do it as a Medic?


(capriRocket) #10

i wish it just healed instead of revived


(Jostabeere) #11

The revive should be changed to "nedic needs to defibrilate the health up. The health should be the same as the body has before it dies completely. Reviving and shooting bodies should be the same time.


(Rjsto) #12

How-diddly do you do rhino-reeno? You look like you could use a hand of a goodily-doodily neighbor!


(Amerika) #13

People wanted a way to nerf medic trains. This was achieved by adding a pause to getting up. So if you bait a medic into reviving somebody you have time to kill them then go back to the other person who was revived but wasn’t able to start shooting you right away (which is what made medic trains so strong). Basically, reviving and revive trains are a lot more risky now as there is a pretty long period where nobody can shoot. Making a 1v2 in that situation a lot more possible.

I am annoyed that I don’t have as much shield time to get out of the way if I’m revived in the middle of a giant mess but I understand why the change was made. It was a pretty subtle touch IMO and I think it mostly achieves what a lot of people wanted who were on the “medic trains are too powerful” side of the fence.

Bodies do need to stop spinning though.


(Ghosthree3) #14

Honestly I don’t have any problem with the revive mechanic itself since the change except for the buggy hitreg on ragdolls. My only issue remains with the REVIVER.


(Black) #15

[quote=“smartIsland;36578”]1. The current set up is how all splash damage games have done it and it has never been a problem.

  1. Your suggestion to add a delay makes about as much sense as having a pause on get up, neither support this idea of a “fast paced game”

  2. The current set up provides a huge number of tactical options (aka ways to build skill) in choosing to down bodies first, target medics first, use revives as human shields etc. Having a delay revive just makes the game clunky when meds run up and attempt to revive and nothing happens and then they get shot. It ruins all the fun of medics running in and saving the day.

Bad idea[/quote]

Do you believe the current revive system is “Ok”?

I don’t care about realism much in the game but a delay revive seems like a very fair thing to do.

Also if there is a ONE second delay, medics can always RUN(which takes time) up to people and revive them.

What medics can’t do is camp in the corner with 5 rhinos or fraggers and revive them as soon as they fall down making it IMPOSSIBLE to execute them unless they are gibbed.
Look me in my face(lol not really) and tell me the above scenario is ok or fair to you.


(ThatRandomGuy) #16

The only thing that bugs me is that incapacitated players moving around… I have seen people flying to the sky after getting shot while jumping…


(Jostabeere) #17

How-diddly do you do rhino-reeno? You look like you could use a hand of a goodily-doodily neighbor![/quote]

You never had a typo in your whole life?


(Rjsto) #18

I have, but sadly they usually aren’t funny ones :frowning:


(honeydewBlast) #19

The revive mechanic is fine for me. I dont have to whine about it.

It doesnt slow the game, it’s like in Ennemy Territory. Nothing to say about it.


(honeydewBlast) #20

Everything is fine about the revive system. Dunno from which game you come but it’s pretty easy to play around and with it.