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Suggestion Medical System Feedback

Cjtn10

Radio Bob Approved
GALUNGA
Joined
Nov 13, 2022
Messages
597
This is my own personal thoughts on the new and overhauled medical system on V3, whilst I'll be listing my own critiques & suggestions anyone else is free to comment (There will be a few bugs mentioned here)


1. Bandages should be allowed to stabilize a person.

Previously on the old system as long as you were healed with any form of medical item, bandages, biogel, surgical kits etc your bleedout would be stemmed, leading to you just needing to wait to get back up to continue with what you were doing, since then the system's been changed where if you're injured a person has to individually dress your injuries to stop the bleeding in the H menu and to regain health, however during the downed menu even if a person does heal all your injuries you keep bleeding leading to potentially (albeit I've not seen it happen yet) a player dying even if adequate medical treatment has been issued.

All I'm proposing is that for a person to use a bandage (either dirty or clean, not no random scrap fabric that you get from crafting) to be used to halt the bleedout timer after a persons injuries has all been cleaned up even if it doesn't forward any further healing bonuses.

2. Make radiation an actual issue.

Another thing recently added was a 'radiation' level where if your character enters a contaminated area, they'll naturally accumulate radiation leading to penalties, alongside this items such as geiger counters, anti-rad medication and an overhaul to gas masks and hazmat suits were added. However despite wandering in areas where you'd assume there would be radiation (the sewers with toxic waste dumped down there, the open radiation pit in District-1 is another example), there's no actual negative effects to blindly wandering in these regions outside of 'Oh, I can tell there's radiation down there' by just mentioning.

Whilst I'm fully aware of the tedium the new grind has implemented, I do think it should be utilized more so we don't have systems sitting at the wayside, alongside giving a person a cheaper alternative to remove rads if they can't afford radiation, something akin to drinking booze or if need be smoking a cigarette.

3. Make injuries not something that can be whisked away with a dirty rag.

Currently, most if not all injuries heal in less than five minutes, be it a broke leg, a graze or I shit you not, a bullet to the head with a literal Chinese takeout box. Yes I *am* aware that this system was made for the pretense of 'roleplay > realism' and we're not playing Escape from Willard. Whilst people are meant to RP their injuries, I do feel injuries as of right now are more of an 'inconvenience' rather than an actual thing that people really worry over. Make certain injuries only be able to be healed by specific medical items, bullet holes with surgical kits, deep cuts with IFAKs etc whilst still being able to stem the bleeding with bandages so you don't keel over dead.


Those are the main three critiques I have right now, the only other thing I can think of currently is a few bugs. Whilst I'm not saying make the gameplay harder for the sake of making it harder as it'll only drive away players, I do think some steps should be taken to maintain a balance between, minor inconvenience and an actual problem.

1. 'Your treatment has stopped, stop moving' even whilst downed.

Something that a few players have encountered is that even whilst your on the ground in bleedout unable to move, a healer has their actions interrupted by a popup saying 'Player has moved away - Treatment Cancelled'.

2. Speed debuff from broken legs persists if you don't heal said broken leg.

This one I've encountered only once and I'm not 100% if it's able to be replicated, but tl;dr is if you get a broken leg injury and don't heal it with a splint, it'll eventually heal in the menu on it's own and go away but the speed debuff will still persist, only rectified by breaking your legs again and using a splint.
 
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