dying


(bacon) #1

It has become apparent that you can accurately predict when you’re going to die (that’s why we have all those /kill’ers!), I hope you’re all as tired of dying at 0HP as I am…so here is the solution!
You can die at random HP! This will make fighting those damn rambo medics easier, and so much more!
Think you have the upper-hand? Think again! You’re dying at 86HP and there’s nothing you can do about it…or losing a duel? You might win if you die at -100HP!!!
I won’t go into detail since this is very self-explanatory.

Just THINK of the POSSIBILITIES!


(Mr_Tickles) #2

I like the idea, in some other way though…
If you just altered the damage that you received form a bullet so that it did a random amount and not a set damage. To be honest if a bullt hit the artery in your thigh, you would most probably die, true not instantly but you would receive more damage than a shot which has skimmed the surface.
So… instead of altering the dying point from 0 to a number around it, just make the damage do random values between two limits. Maybe set a chance for a headshot to kill instantly aswell. Also a chance for a body shot (the heart), but slightly less of a chance for the body seen as though it would be more realistic and from a gaming point of view, the body is a lot easier to hit…


(KingJackaL) #3

hahahhaaha - NICE :smiley:

:rocker2: :rocker2:


(puubert) #4

Remember Saving Private Ryan, that Medic dude was taken down by 3 MG42 bullets. Naturally in the ET you have to deal out an unrealistic amount of damage, to make dueling possible. I like the idea of bullet damage fluctuating between levels. Random instant headshot kills sounds good too. Perhaps you could extend it to something like Dues Ex, if you take enough damage on a limb, you lose the loss of it. Lose a leg you move at half speed, lose an arm you’re spread and reload time increases. All sounds terribly complicated and impractical, but cool nonetheless.


(SCDS_reyalP) #5

oh yeah, adding more randomness to the game is a sure way to make it better. It’s obviously more fun to have kills based on random number from the server, rather than skill. Lets add guns jamming while we are at it.

Heck, we could just roll a d20 to decide who wins each dual. Roll another to see who gets to go first. And you’d get XP based on dice rolls too.

This would allow the the system requirements to be much lower too. All the way down to pencil, paperr, and a selection of dice. Heck, a rock, patch of loose dirt, and a stick would do in a pinch.

:moo: :banana: :moo:

I hope people take my post just as seriously as bacons :smiley:


(Fusen) #6

hope bacon was being sarcastic just like reyal was but even if he is or not I understand where he comes from about dying you get to the point with so many firefights that you can tell whos gonna win theres often instaces when I say to myself okay enough shots hes down in next 1 or 2 and then theres been times when my death timer fell short and I left them standin because I thought hmm he’ll be dead on this shot… I suppose you just get used to how many shots it takes to kill someone :confused:


(Cyber-Knight) #7

I think a small degree of randomness should be incorporated. i mean, face it, luck is a part of anything. as the saying goes, “shit happens”.

I’m sure most of us have heard enough crazy stuff happening like ppl surviving 9mm to the head. or somehow get deflected off the skull cuz it made contact in some weird impossible angle.

but as stated, the randomness should be small, and the better gunners will alawys be the better gunners.

maybe an example of a headshot would be:
80% of headshots will register 50 damage
15% of headshots will register 75 damage
5% of headshots will register 100 damage


(SCDS_reyalP) #8

What does this randomness add to gameplay ? :???:

Would you rather win a duel because you out aimed your opponent, or because you rolled a 20 and a 19 while he rolled a 1. Would you rather lose because your opponent outgunned you, or because he got a better role ?

How would making a higher percentage of encounters decided by random chance make the game more fun ?

Do you just want it because it is ‘realistic’ ? This a game.

I don’t get it. There is plenty of luck required as is. In fact, I’d say there was too much random chance right now, given the double random spread on the guns, internet lag, buggy hit detection and so on.

/me points to his gameplay > realism soapbox.


(Sauron|EFG) #9

I think a small degree of randomness should be incorporated

We already have a HUGE degree of randomness: head hitboxes. :twak:


(Grimmy_EFG) #10

There was a mod for Halflife (possibly The Ochestra?) which simply didn’t display the health or number of bullets you had remaining unless you had a specific skill.


(pgh) #11

Duelling = Requires Skill and Practice (like in any game, not just ET) therefore Randomness = Unskilled.

Sheesh look at CS for randomness… :wink:


(Rain) #12

I am SO adding that when BayonET happens.


(pgh) #13

/cg_gamesworkshop 1

kthxbye. :x <3 Rain


(pgh) #14

/cg_gamesworkshop 1

kthxbye. :x <3 Rain


(petameta) #15

Some thoughts about this:

First, isn’t that what a 3D shooter is about ? The better one wins. I don’t like the idea that some less skilled player wins because he has good luck (that might already happens anyway). I practiced a long time, and I like to win (which I don’t do all the time because there other good players :).

Second, think about it statistically: If you add random damage, it will even out over many hits. So you’ll only have an effect if you’re low on HP. An example:

  • You’re have 90 HP

Every shot does, for example, about 10-20 HP damage, so on average 15. There’s a high chance that 6 shots will kill you, even with randomness added, because every shot does 15 HP damage averagely. The first maybe does only 12 HP damage, but the next may does 18, the third 10, the fourth 20 and so on . Random damage has a low effect, because it evens out if you repeat random damage often enough.

  • You have 15 HP

Chance of dying is 50:50, so random damage has a high effect.

The only thing to cope with this would be to add a random percantage of damage, but that’s a very bad idea I think.


(Mr_Tickles) #16

Do you have a split personality petameta? I can’t quite work out whether you are for or against this.

True, I understand everyones concerns about being killed by a random shot. Just remember that you will have the random shots aswell. Unless of course you never fire your gun…
Also, an idea when playing FPS’… try to avoid bullets.
No, seriously though, TPAM point is well made, I think, about the randomness evening out anyway. To be honest, the randomness won’t be that much of a large deviation. Just about 5 hitpoints eitherway and a possible chance for a head shot to kill. If you really are that much better than your opponent you should be able to kill him anyway, regardless of whether he statistically may do an extra 15 hitpoints than you if you have dealt an equal number of bullets.
I think the main idea is to so that you don’t look at your health and think, “Oh, I have 46 health, that means I can survive being shot three times before I release my nade”. The point is that extra uncertainty that you’ll find in war.
That idea above about getting rid of the health entirely sounds cool aswell, but maybe just have a colour meter which shows you how badly hurt you feel, after all, we don’t measure pain in numbers. (Or colours for that matter, maybe we should hook everyone up to electric chairs).


(bacon) #17

I love the sense of humor we have here :wink:


(petameta) #18

OK, to say it more clearly, I don’t like random damage. Games aren’t about realism, they are about fun. ET is not a war simulation. A real war is a very bad thing, far from fun, something I wish noone had to take part in. And it’s truely random, like real life. A good game is about not being random, to some degree.

There are of course some situations where certainty is annoying, for example:

  • Someone with a Panzerfaust at full health will almost always fire before you can kill him
  • I like playing covert ops. Against a good medic, I usually don’t have a chance. But that’s the way it’s supposed to be: Covert Ops aren’t an offensive class. So I’ll live with it and avoid fighting enemy medics 1 on 1.

Anyway, I don’t like random damage. Also, it’s a good thing that a sniper headshot doesn’t kill you. This is the most annoying thing about RtcW (non ET). Spawning at beach and being killed instantly isn’t fun.

Actually, you can measure pain in numbers. For example, you can give people a scale from 0 to 10. 0 is no pain at all, 10 is the most horrible pain they can imagine. If they have pain, they can rate it. That work’s quite good in clinical use. Well, back to topic … :slight_smile:

Some time ago I played action quake. It simulated a shot leg by a slower movement. When your leg is shot, you can bandage it, and it “works” again. I like full motion fire-fights, not bandaging my leg in the middle of a duel. Again, this kind of realism doesn’t add fun to the game.


(=DaRk=CrAzY-NuTTeR) #19

why is every1 laughing?

this would be a good feature


(Cyber-Knight) #20

why does everyone think a deviation damage system is gonna favour the n00bs?

fact: if you land more bullets, you will most likely do more damage becuz you’re both getting teh same percentile on damage per shot.

and with my example above, it’s not really random. most of the bullets will be at normal rate damage. if you graphed that, it would be something like a bell curve damage system.