p1xel 0 Posted May 18, 2012 Had this idea for a while now, when your buddy dies you can revive him with the Defib Unit, it only works 75% of the time and when you are back alive you have all the wounds you died with, plus 2k health.So what do you guys think? :) Share this post Link to post Share on other sites
thegarcia 12 Posted May 18, 2012 This would then lead to needing to add batteries to loot to be able to power the defib. I would also say the defib would probably take up like at least 4 slots in packs if not more to prevent abuse. Share this post Link to post Share on other sites
That Lamer 0 Posted May 18, 2012 This would then lead to needing to add batteries to loot to be able to power the defib. I would also say the defib would probably take up like at least 4 slots in packs if not more to prevent abuse.I'm fine with this if I get a few uses out of each battery. Not much point if you need an entire coyote/alice pack worth of med supplies and batteries to get your group of friends back on their feet. Share this post Link to post Share on other sites
kyriel 45 Posted May 18, 2012 I don't really have a problem with dieing and trying to run back to your corpse or just plain restarting, but I'm not against the idea of a defib. I'd prefer it needed parts to be repaired before use, and honestly want it to be very very rare or hard to repair. Share this post Link to post Share on other sites
Stealth Pyro 3 Posted May 25, 2012 I like the idea of defibrillators. There is such thing as solar powered defibrillators, so that can be used as the power source. If implemented into DayZ I would propose that they should have a 1-shot emergency charge or something, and you must be in direct sunlight for X amount of time for them to recharge. You would also have to get to the downed player within a minute or two of them "dying." Great idea overall. Share this post Link to post Share on other sites
Lady Kyrah 1110 Posted May 25, 2012 Defibrillators don't revive people tho... they tend to put you in cardiac arrest if you didn't need to get your heart restarted...DOn't we have epinephrin syringes already? Share this post Link to post Share on other sites
sgtsnug 26 Posted May 25, 2012 Defibrillators don't revive people tho... they tend to put you in cardiac arrest if you didn't need to get your heart restarted...DOn't we have epinephrin syringes already?Epinephrin only revives an unconcious player, not a recently killed one.I've previously started a post regarding the revival mechanic idea and stated a defib is a good way around it, the defib can be balanced in many various methods as you've all discussed such as battery or solar power recharge.it shouldn't take up inventory space we have enough to carry as it is, instead perhaps add different requirements, my own theory was put it with the other accessories such as watch, compass, map etc, but make the act of revival via defib consume a blood bag, why? cause players die by blood loss so you need to put blood into em and get that heart thumping. Other mechanics if any more restriction feel necessaries could be like the entrenchment tool I believe you need an engineers backpack? then why not pair it to a medic backpack? then teams of survivors will generally protect their medic closely and offer a more defined sense of roles in a group.The act of reviving a player should only be available say post 5 minutes of death, where a player has the choice to wait for help or die and re-spawn. While a player is being revived like when applying a bandage the process should occupy the medic for about 10-15 seconds of animation to complete, so you need to ensure your safe before starting.(if any info in my post is incorrect I've been gone a month, so unintentional) Share this post Link to post Share on other sites
Stealth Pyro 3 Posted May 25, 2012 +1 on the above, great creativity you have there. It would be very nice to have some sort of class-like system. It would encourage more people to be friendly rather than bandits, since they are more likely to survive if they have a medic at their side, or an engineer to fix up their ride and set up a base. Nothing stops them from killing them after they got what they need, however. ;)I think 5 minutes is a bit long and more on the surreal side. The defibrillator is used in an emergency situation and must be used in response to a dead player very quickly, much like the Battlefield games work. This would mean your teammates have to work quickly to secure the area around you and get you back up.I agree that you should have to perform a blood transfusion, I'd say that should be done after the defibrillator. The defib would get the person's heart going, which would leave them in a low-blood passed out state with the player looking at an hourglass. You would have a minute to perform the transfusion which would then get them some blood and get them up. I also agree that the defib should take up a "special item" slot rather than one of your regular slots, though I feel it should take up two, implying one slot for each paddle. Share this post Link to post Share on other sites
Lady Kyrah 1110 Posted May 25, 2012 Hmmm...At the same time i tend to practice double tapping, and putting two extra bullets in a downed player should ensure that he isn't going to rise again, alive or (un)dead.It's only my opinion, but death should remain final in most cases, this mechanic mostly advantage large groups that could keep on truckin' for quite a long time this way. Share this post Link to post Share on other sites
strayshadow 81 Posted May 27, 2012 The idea of having a defibrillator just came up while playing in NY5, went to post it on here and found this post already. I think it would be cool, just add a 5-10 second count down before death if a player wasn't too severely maimed when they were killed and of course if the player disconnect before that they get there usual fresh respawn without having to wait for some one to try and revive them. Also have a percent chance of it working, I remember when I trained as a First Responder I was told the depressing statistic that only 3% of CPR is actually successful though for Defibs I'm sure its higher. Maybe add CPR as an ability all players can administer? Share this post Link to post Share on other sites
kloust! 0 Posted June 19, 2012 Great idea! Your friend would have to wait on the 'you are dead' screen if he knows you have a defib. If your friend respawns, the defib fails automatically. Share this post Link to post Share on other sites
n4ndoz 20 Posted June 19, 2012 Honestly.. supposing that you had several bites, wounds, gunshot wounds, you're body will be all f*cked up.How does a defib cures a gunshot wound in the head?Or how would you be defib'd if you've got killed by a shot right in the heart?Defibs don't make miracles.Some medical proceedures, like bullet extraction plus defib, etc, would be better explainable than a defib ressurrecting a headshot victim, am I right?This way, one can be beheaded and will ressurrect with a defib. Like on L4D, you get hit by a explosion and a defib is enough to ressurrect you. =)-1 To the idea alone.+1 If a mechanics of medical proceedures would be implemented along with defibs. Share this post Link to post Share on other sites
Riis 22 Posted June 19, 2012 I don't like this idea, when you're dead, you're dead, you messed up somehow and you should not be able to be miraculously (spelling) revived from a gunshot to the head by getting defibbed.Defibrilators are useless in a gunfight, also useless afterwards. People who die from gunshots go into Asystoli (in danish latin, should be the same in english latin), either from bloodloss, trauma, or injury to your CNS, which is a condition where your heart has stopped completely, defibrilators are useful when you have ventricular tachycardia..look it up I can't be arsed to explain it here.and n4ndoz, lets not talk bullet extraction, most rounds in this game are high velocity rounds that go through the body, if anything cleanout of the woundtract should be implanted in the game to prevent infections and bloodpoisoning :).EDIT: forgot something Share this post Link to post Share on other sites
leo235 2 Posted June 19, 2012 NOBad Idea, defibs dont cure open heads. One more item with only one specific use that wont benefit most players.Also bloodbags and epipens are extremely close to that use. Dont bring in more weapons and medicstuff when thats already 70% of stuff in the gameInstead maybe use the "longer unconciousness" idea from another thread. Share this post Link to post Share on other sites
NoogSta 12 Posted June 19, 2012 This idea could work if you accompany it with a double tap function for player deaths,if its a headshot bye bye cya later no coming back and click respawn!!if body shots allow for defib and the player has 1 minute to have someone come and defib him, unless the bandit wants to prevent that he has to put another one in the unconscious player awaiting defib.The bandit would be able to tell from hearing moaning and a possible animation showing the player is down and maybe twitching or something though it also attracts zombies.So the chance of surviving and getting defib is low but special.also add the blood bag idea that has to accompany the defib in order to work so the supplie works in 2 ways.Also you could change the screen when awaiting revive from defib so the player can differentiate that he is in this state.Have the hourglass but red instead of the green.this would also promote survivor co-op play and bandit co-op play and work for and against both sides. Share this post Link to post Share on other sites
n4ndoz 20 Posted June 19, 2012 I don't like this idea' date=' when you're dead, you're dead, you messed up somehow and you should not be able to be miraculously (spelling) revived from a gunshot to the head by getting defibbed.Defibrilators are useless in a gunfight, also useless afterwards. People who die from gunshots go into Asystoli (in danish latin, should be the same in english latin), either from bloodloss, trauma, or injury to your CNS, which is a condition where your heart has stopped completely, defibrilators are useful when you have ventricular tachycardia..look it up I can't be arsed to explain it here.and n4ndoz, lets not talk bullet extraction, most rounds in this game are high velocity rounds that go through the body, if anything cleanout of the woundtract should be implanted in the game to prevent infections and bloodpoisoning :).EDIT: forgot something[/quote']I sure know that in this game most of the rounds are high velocity, but what about pistols? It was just a exemple, not a statement about the game or a suggestion for the the game.And, about your idea, of preventing infections and bloodpoisoning, really nice it is! Share this post Link to post Share on other sites
Pomegranate 83 Posted June 19, 2012 I support this suggestion, but it should only be usable on players who haven't been shot in the neck, head, or heart. Share this post Link to post Share on other sites
sparta436 46 Posted June 19, 2012 This would then lead to needing to add batteries to loot to be able to power the defib. I would also say the defib would probably take up like at least 4 slots in packs if not more to prevent abuse.ehhh forget batteries. each defib unit you find should allow for two revives and they should work 60% of the time rather than 75%. Anything else would be OP. They should also have about the same rarity as antibiotics. You can find them in firestations, medical tents, and hospitals. Batteries are just an uneccessary waste of space. Share this post Link to post Share on other sites
RobbL (DayZ) 26 Posted June 19, 2012 I don't think you should be able to revive people who have died from headshots though, for obvious reasons Share this post Link to post Share on other sites