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mysticviperx

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About mysticviperx

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  1. mysticviperx

    defibrillator in the game.

    I'm not going for hyper realism, the defib is simply a device required to revive the player, who is not dead dead, but in a passed out state due to lack of blood and other bodily injury. The defib is part of a triage mechanic that would allow groups to revive players that have died under a certain set of parameters. The medical procedure to bring some one back from near death is too complex to add into the game. The defibrillator adds a plausible, and simple tool that can be used in the revive mechanic.
  2. mysticviperx

    defibrillator in the game.

    I am following the rules of the forum by posting my ideas on another forum post with the same concept. Unfortunately the original author's post was severely lacking on specifics and details, something that is greatly needed on such a game changing idea. If you read the quoted text above this post, you can see my logic for the defibrillator and the "stopped heart" argument. In terms of realism, I'm trying to stay as real as I can, in terms of game play, but I'm also trying to keep the game fun. Think of the defibrillator as a key to reviving some one, without it you cant revive them, but with it you still need to meet other criteria. You need your dying guy You need a guy with a defibrillator You need at least a guy with one of all the current medical supply's You need "time" to set up, so out in the open during a fire fight isn't going to workA two man squad (like a spotter/sniper combo) does not become unstoppable because they have a defibrillator, and again, this isn't a all in one mechanic, it still depends on the other medical mechanics and a group mechanic. The defibrillator is also a rare commodity, and one use in my argument. Meaning, even if you are in a situation that meets the defibrillator requirements, you might not have the defibrillator or the group might choose to save it for another situation due to its rarity.
  3. mysticviperx

    defibrillator in the game.

    what part in my posts states the defibrillator Gives Blood? Again, to the "Dead is Dead" nay say'ers, I have left room for certain instances to allow the player to be totally dead. For example, you are shot at close range with a m107 .50cal Sniper round. Fine, you are dead, it doesn't matter if you have 20 defibs and you are out side a hospital. Same thing goes for head shots, or putting more rounds in the body after it goes down. But simply going to 0 blood should not mean you are totally out of the game and you need to restart. This is not a black and white suggestion, there are layers to this mechanic I would like to introduce to the game.
  4. mysticviperx

    defibrillator in the game.

    I wasn't going for extreme realism, yeesh people. On the matter of blood loss or "0 blood means you are dead", you can lose blood to a point and still be alive. The body is a wonderful thing, especially when it comes to life or death situations. I really don't want to go into what is real and what isn't. Again, the current mechanics of the game needs to be changed for a defibrillator to be added in. For those blood loss nay say'ers, I would propose that the "0 blood" indicator on the debug monitor is simply a measure of the amount of blood needed to stay conscious. Not the designator of Death. See, I can link Wikipedia too. And now I'm linking something else. Pay special attention to the symptoms of "hypovolemic shock", most notably unconsciousness, that's all I'm looking for. And a complication from blood loss can be heart attack. There, now we are not just shocking the guy back to life, we are saving him. I have never and will probably never play "Call of Modern Warfare Duty 12: Battlefield Edition", so any similarities to the game are purely your doing. I hear that game has guns, so they need to stop copying DayZ. I simply want to add a mechanic that allows groups to stay groups and give lone banditry less appeal. I don't want to remove banditry, but I also don't want the lone sniper to be a greater force than a group of 5 well armed survivors. If added, my request is the defibrillator be a one use item, and require that the user hold position for a amount of time to prevent use of the item as a means of escape. And that the procedure consume more medical supply's than just the defib. For the sake of realism, lets add the need for other players performing first aid with the guy administering the defibrillator. The defib guy is stuck in a animation setting up the defib, if he moves then he has to start over, there has to be other guys to administer the bandage, epi-pen, blood bag, hell we will add morphine in there too. And all this has to be done while the defib is being setup, or the 60 second window for the defib to charge. If you wish I can go into even more detail on the mechanics, including thwarting some of the bugs and glitches this mechanic may cause. More balancing concepts, and the overall affect of the game. As it has been said many times over and it will be said many times more, this game is in alpha, not all the mechanics are added or even set in stone.
  5. mysticviperx

    defibrillator in the game.

    The defibrillator is a great idea, but it needs to be expanded on to better sort out the balancing of the game mechanics. First off, we need to clean up some of the medical actions in the game. Epi-Pens and Morphine injectors. I don't think its fair that players can hold 10 and 5 round clips for the M107 and AS50 when one bullet from a clip is the same size of a Epi-Pen or Auto-injector. It would be nice if they stacked or could be placed in a medical bag, similar to the the space where hand gun ammo, m203 grenades, and bandages go, but separate. No, this would not make finding them any easier, just storing them less of a hassle. Then there is the defibrillator, is it one use? or a tool? or some thing that can go into your medical bag? And finally, we get to how it works. The situation is, your buddy's and you are hanging out at North West Airfield and the group happens apon another group. Fighting breaks out and your group comes out on top, but sadly one man down. Thankfully, it wasn't the medic, but now you have to revive your slain friend. Your buddy was shot, But instead of the "You are Dead" screen we all know and love, he is met with that green hour glass only it is red. So, in the time he got shot to the time the fight ended he was looking at the "red" hourglass waiting to see if his buddies made it through the fight before it runs out. The team was quick in its extermination of the other team and back in time to save "Buddy". Now you can't just use the defib and he will be up and ready to fight another day, you have to perform triage. First, you have to Put the defibrillator down and let it charge, noted by the high pitch charging sound. (Takes about a min) Second, while you are waiting, tend to his wounds. Bandage the poor guy. Third, give him a blood bag, he bled out during the fire fight, he needs to be topped off. Forth, administer adrenaline to get his heart going. Finally, the defib is charged, use it. That will put his heart in sinus rhythm and bring "Buddy" out of the "Red" Hourglass State.If all this is done before the "Red" Hourglass counts down then "Buddy" gets to live to fight another day. If the "red" hourglass counts down, or if he chooses to just die (a option that needs to be added on all hourglass screens) he will be greeted with the "You are Dead" screen. Some consideration can be made on whether he can be revived from certain situations like; Did he get a head shot? Was he sick before he was shot? Bandit or no? What Ever. Understanding the sheer amount of effort to revive a person, and the spawn rates of the needed items, mixed with the need for them out side of reviving players, one could keep this idea from being to over powered. There are currently 4 reply's written by me that go into extreme detail about the mechanics and balancing of the defibrillator mechanic, please scroll through the entire forum post and read the commits written by me, or with the "Zombie Bait" avatar to there left as I have done my best to address the remarks and issues brought up by survivors against this idea. The reply's include: 0 blood equals death mechanic the defibrillator doesn't do that in real life its too over powered of a mechanic this isn't bf3, wow, l4d, insert game with defibrillators in it where is the realism
  6. mysticviperx

    Displaying User Disconnects?

    There are situations where players have been mistakenly banned due to a error in our ability to read the lobby screen, that's why we have a appeals system on our dedicated forums. And, yes, even with the addition of disconnect messages, mistakes can still be made. But, if you are in a fire fight and you see the player disappear right in front of you, then you would instantly see the disconnect message. If two names showed up you would have to make your decision from there.
  7. So with the latest update out (1.7.2) our server's admin team was looking into server settings and happened across the onUserConnected="" in the server.cfg file. What would be the script to make it so when a user leaves it tells the whole server, something akin to the error messages from bad .pbo files and users losing connections. Enabling this message would help greatly with combating "night-crawlers" and "combat-loggers" as it would give a instant report when some one left instead of watching the lobby for players. I'm trying to make sure this would conform to the rules set by the dayz devs, and not cause any problems. Information on the subject is almost non-existent. what i have found: http://community.bis...wiki/server.cfg http://community.bis...A:..._Scripting http://www.armaholic...m=posts&q=18136 None of these links really help.
  8. So with the latest update out (1.7.2) our server's admin team was looking into server settings and happened across the onUserConnected="" in the server.cfg file. What would be the script to make it so when a user leaves it tells the whole server, something akin to the error messages from bad .pbo files and users losing connections. Enabling this message would help greatly with combating "night-crawlers" and "combat-loggers" as it would give a instant report when some one left instead of watching the lobby for players. I'm trying to make sure this would conform to the rules set by the dayz devs, and not cause any problems. Information on the subject is almost non-existent. what i have found: http://community.bistudio.com/wiki/server.cfg http://community.bistudio.com/wiki/ArmA:_Server_Side_Scripting http://www.armaholic.com/forums.php?m=posts&q=18136 None of these links really help.
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