Healing Duration


(Shuntro) #1

I’m sick and tired of killing people and right after they fall to the ground, a healer blindly runs in without even caring one single f**k about crossfire and putting them back to their feet not 2 seconds after I killed them. This is infuriating and it breaks the game. I’m serious, I’ve played a few shooters in my time and this is a game breaking mechanic.

I suggest that whenever a healer treats someone, it should take at least 1 or rather 1.5 seconds for them to fully recover.

I honestly don’t care about opinions that aren’t thoughtful, like ‘go play another game’ or ‘it’s been like this since…’ and the like.

Thanks for reading.
Hope you fix this bug ASAP.


(PowerReef) #2

I agree with what youre saying but, just saying, this was a much bigger problem before the phantom update’s changes to the revive system. Just keep shooting the person on the ground because when theyre getting revived they can be killed.


(Shuntro) #3

That still isn’t a fix. The only logical fix is healers needing a bit of time to resurrect. It’s only logical. Look at the real world.


(Gi.Am) #4

It’s not bug.
Medics being able to instantly revive someone is by design. And makes sense in a fast paced shooter like DB where standing still is a bad idea. Look how often helping someone up is a death sentence for everyone involved. Having Medics to stand for seconds ontop of a Merc doing nothing would Nerf the class pretty hard. And a Medic jumping in under fire even tho it might kill him to hopefully get a revive before someone finishes the guy, is his job.

The only thing that was problematic was constant chain revives. And the latest changes (while I don’t agree with them) completely shifts the blame, for them happening, unto the attacker.
You have a short window in which you can still finish someone (something you should have been doing in the first place) even if he has been revived and neither the Medic or the revived guy can do something against it.
.


(Yak) #5

They do need time. Tap reviving only gives 30 hp back, enough for 2-3 bullets to knock them down again. Try killing the medic before they revive the downed player, or shooting the player as soon as they hit the ground so they get gibbed before they can be revived.


(Jojack) #6

Are you only interested in opinions that mirror yours?

I disagree with you. I think it’s a great mechanic and have loved it since ET. It fits the style and flow of the game perfectly.

Sad to say, and I know you don’t want to hear it, but every game isn’t for every person. Instead of trying to make a new game fit with your past experience, try to experience the game for what the devs intended it to be. If you still don’t like it, no reason to stick around. And I don’t mean that in a “Don’t like it? GTFO!” type of way. Just in a common sense type of way. There’s been plenty of games I didn’t like certain mechanics so I played different games.

If Phantom doesn’t get fixed to my satisfaction, and aim punch doesn’t get fixed, and Stoker and Red Eye change the game in the way I’m afraid they will…I’ll be moving on as well. No big deal.


(Shuntro) #7

I thought the point of alpha.beta is to make the game like the players would like it. Guess I’m wrong then, lol.


(Jojack) #8

This is Open Beta, it’s to find bugs and test features, not change core mechanics.

Having said that, they are still tweaking and messing around with balancing revives. So maybe they will land on something you are willing to accept.


(CCP115) #9

This is Open Beta, it’s to find bugs and test features, not change core mechanics.

[/quote]

Still don’t know the difference between Open, Closed, and Alpha. And full release. Someone care to explain?

Now as for what OP said, it is definitely infuriating sometimes, but it used to be worse. Yea yea, I’m like an old guy, “back in my day we had to rocketjump to school up a hill covered in boiling hot lava.”

But as it stands, you can redown them while they’re getting up. If a medic tap revives (which they shouldn’t really be doing) then it’s an easy redown. I am also pretty sure it is a finish, not even a redown, so that’s even better.
However, a smart medic that fully charges the defib will also be more rage inducing for you, but at the same time leaves the medic open to heaps of retaliation.


(Gi.Am) #10

Well in traditional software developing:

  • Alpha - Software not feature complete.
  • Beta - Feature complete only Bugfixing from here on.
  • Release Candidate - Soft release if no show stopping bugs turn up that version gets a full release
  • Full release - All features in. All known bugs fixed.
  • hotfixes/patches - 1 mio bugs and security exploits showed up after the software was released

In the F2P world things became a bit more fluid.

  • Pre Alpha - we have a rough concept or some cool feature showcases
  • Alpha - a lot of core features still missing but things become more solid, uniform
  • Closed Beta - we got a core game and want to build and test more, so we give keys out to gradually build up or playerbase (if the keys are not distributed but instead you can pay money to get a key, you get a payed beta)
  • Open Beta - we are in a state where we have a product we can sell / wanna really stress test the system
  • Full release - Gamestate and content reached some arbitrary milestone that the team set beforehand.

Notice how there is not a feature complete with a F2P title. Well technical there propably is somewhere (hence the full release). But the model hinges on always keeping the player interest up with some new content so the game keeps evolving over time (for better or worse).