Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!

Denied Healthy QOL change on combat downs

Status
Not open for further replies.

ultima

meow
Banned
Joined
Mar 4, 2023
Messages
449
Current ruling dictates that your character is to simply DIE if you are downed twice in combat.
1733341266479.png
Most people who have ever been in combat can agree that this is kinda silly from both sides, ignoring the technical difficulties it kills any form of RP when you suddenly just get slayed and sent to the main menu by a staff member without being able to get ANY form of closure for your character and instead you just turn into a suitcase.

SO!!! I propose this:
Upon your second down, you will be met with THIS screen.
1733341519126.png
This way, the only one able to take you out of it will be a staff member who can dictate whether or not combat has ended, allows for your allies to be able to take you out of the fight PERMANENTLY without dying AND it lets people interact with you whenever you get downed twice instead of having to rush to loot your items before the suitcase inevitably despawns.
 
in times like these you might as well just enable bleedout godmode
 
Bleedout godmode is on actually, this is a completely seperate thing.
ngl now that i re-read it i missed the 'second down' part which yeah this whole thing is about
m'bad lmfao
 
I agree that the current "second down" system isn’t working as intended. We’ve encountered situations where players weren’t slain after going down a second time and continued to fight, which undermines the mechanic.

But relying on GM or staff availability to manage an injury state isn’t an ideal solution either. This approach creates issues when no GM or staff member is online, particularly if someone enters a bleed-out state due to unforeseen circumstances like bugs or props. It also increases dependence on GMs, which I’ve consistently argued against.


As a potential fix, I’d like to propose this:


Instead of automatic instant death upon a second down (which has its own drawbacks), implement a Heavy Injury State. In this state:

standing up from the second down, you're heavily slowed (limping).

Senses are impaired (e.g., blurry vision, reduced hearing).

The character’s health is capped at 50%.


This would serve as a severe penalty for reaching the second down state, discouraging reckless behavior. If you die after entering the Heavy Injury State, it results in an instant death no bleed out perhaps even a auto pk.

The only ways to recover from this Heavy Injury State would be:

1. Allowing time to pass while limping.


2. Being carried by another player to the CMRU, where they receive medical roleplay (MedRP) and recover. (this might even give cmru that much needed importance it's been requiring for a long while now

The cmru is quite useless due to how easy units cna heal with their own equipment, the only thing making us go to the cmru is having to rp out injuries, nothing really stops you from chugging some painkilers and going to sit down. Giving the cmru a way to remove the injury state and only cmru WL characters can do this would be quite the importance that faction has been requiring.)

Tldr:

It punishes risky behavior without being overly punitive.

It prevents abuse of the second down mechanic.

It removes the need for constant GM/staff oversight.

It encourages engagement with MedRP and provides a natural reason to visit the Cmru outside of Injury rp rules.



What are your thoughts?
 
I agree that the current "second down" system isn’t working as intended. We’ve encountered situations where players weren’t slain after going down a second time and continued to fight, which undermines the mechanic.

But relying on GM or staff availability to manage an injury state isn’t an ideal solution either. This approach creates issues when no GM or staff member is online, particularly if someone enters a bleed-out state due to unforeseen circumstances like bugs or props. It also increases dependence on GMs, which I’ve consistently argued against.


As a potential fix, I’d like to propose this:


Instead of automatic instant death upon a second down (which has its own drawbacks), implement a Heavy Injury State. In this state:

standing up from the second down, you're heavily slowed (limping).

Senses are impaired (e.g., blurry vision, reduced hearing).

The character’s health is capped at 50%.


This would serve as a severe penalty for reaching the second down state, discouraging reckless behavior. If you die after entering the Heavy Injury State, it results in an instant death no bleed out perhaps even a auto pk.

The only ways to recover from this Heavy Injury State would be:

1. Allowing time to pass while limping.


2. Being carried by another player to the CMRU, where they receive medical roleplay (MedRP) and recover. (this might even give cmru that much needed importance it's been requiring for a long while now

The cmru is quite useless due to how easy units cna heal with their own equipment, the only thing making us go to the cmru is having to rp out injuries, nothing really stops you from chugging some painkilers and going to sit down. Giving the cmru a way to remove the injury state and only cmru WL characters can do this would be quite the importance that faction has been requiring.)

Tldr:

It punishes risky behavior without being overly punitive.

It prevents abuse of the second down mechanic.

It removes the need for constant GM/staff oversight.

It encourages engagement with MedRP and provides a natural reason to visit the Cmru outside of Injury rp rules.



What are your thoughts?
Your suggestion while good requires a lot more in terms of actual dev work while mine is as simple as a small check inside the code. I think this would be fine but I'd rather a small change is implemented quickly rather than waiting months for something like this to be added.

But relying on GM or staff availability to manage an injury state isn’t an ideal solution either. This approach creates issues when no GM or staff member is online, particularly if someone enters a bleed-out state due to unforeseen circumstances like bugs or props. It also increases dependence on GMs, which I’ve consistently argued against.
Also I don't see players getting downed *twice* to be in this "999 hp to get up" mechanic unless they're being very silly. You can also just make the get-up HP be a toggle in the admin panel if it's that big of a fear.
 
I understand your point, but we need to prioritize creating a well-thought-out system that works effectively in the long term, rather than rushing to implement a quick fix that could lead to more problems down the line. A hastily implemented solution, while faster, often ends up causing complications that require us to revisit the issue and ultimately opt for the more complex idea we initially avoided. It’s about focusing on priorities and building something sustainable from the start.

Regarding the mechanic, I agree that players should only face it if they’re being excessively reckless. However, the example I gave was just a framework. This can be adjusted by the devs as they see fit—for instance, triggering the heavy injury state after the first down and making the second down result in instant death or auto-permadeath.

As for toggling the get-up HP in the admin panel, wouldn’t that reintroduce the same issue we’re trying to avoid? If players get stuck in that state, staff would still need to intervene manually to resolve it. A more automated, balanced solution seems like the better approach to prevent such dependency. Specially when carrying bodies are something that has been proved to be very buggy and unreliable, specially in vertical maps.
 
Status
Not open for further replies.
Back
Top