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Old 2011-08-14, 12:44 PM   [Ignore Me] #46
Crator
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Re: The lethality of Planetside 2 is cranked up.


I think it's an assumption made by the comminuty that not everyone will have medkits due to classes. No where does the SOE dev panel say that though. They did mention medkits in the dev panel but nothing other then how they are related to inventory management.
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Old 2011-08-14, 12:58 PM   [Ignore Me] #47
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Re: The lethality of Planetside 2 is cranked up.


It just would be wise to not expect to be able to heal oneself as they do now in PS1. For any prolonged in field combat, a medic will need to be nearby. Medkits will probably just be a back up form of self-healing as they are in PS1. You'll want a medic for some more serious recovery though.

I'd personally prefer a mix between "BLOODY SCREEN! SO REAL!" and old school semi-permanent health loss, with the latter needing to be recovered through outside healing methods (kits, medic) and forcibly lowering the maximum hp one can naturally regen to until then. Sort of maintains the tactical combat without requiring anyone to have a medic glued to their ass for the sole purpose of healing for every moment they're online. People with 12hp after one or two firefights and no immediate method to recover either retreat all the way back to the nearest terminal or go in guns blazing for a quick respawn back to 100%. That would kind of go against SOE's game plan in my opinion.

Last edited by EASyEightyEight; 2011-08-14 at 12:59 PM.
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Old 2011-08-14, 01:01 PM   [Ignore Me] #48
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Re: The lethality of Planetside 2 is cranked up.


You know what would be kewl. Advanced medics have the tech needed to provide AOE heals. Of course with some kewl graphics effects to go along with it.
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Old 2011-08-14, 01:17 PM   [Ignore Me] #49
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Re: The lethality of Planetside 2 is cranked up.


Originally Posted by Crator View Post
You know what would be kewl. Advanced medics have the tech needed to provide AOE heals. Of course with some kewl graphics effects to go along with it.
Only if it also healed enemies in the radius.

And I really liked FarCry 2 Health and recovery system. The only dumb thing about that game really was that enemies took 5+ shots to kill, with no armor on.

Last edited by Krowe; 2011-08-14 at 01:19 PM.
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Old 2011-08-14, 01:20 PM   [Ignore Me] #50
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Re: The lethality of Planetside 2 is cranked up.


I don't see a problem with it healing enemies but why?
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Old 2011-08-14, 01:25 PM   [Ignore Me] #51
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Re: The lethality of Planetside 2 is cranked up.


Originally Posted by Crator View Post
I don't see a problem with it healing enemies but why?
Just the possibility of rushing into a base with X medics throwing those AoE heals. If they time it correctly, they'd simply be able to buffer out most damage with minimal losses. Plus it just makes sense that some form of AoE heal wouldn't be picky about who it healed.
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Old 2011-08-14, 03:30 PM   [Ignore Me] #52
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Re: The lethality of Planetside 2 is cranked up.


Originally Posted by Bags View Post
Higby: lol I think bloodyscreen is a joke
Community: i think bloodyscreen will be in the game!
Source or it never happened.

Originally Posted by Bags View Post
I've watched every bit of PS information so I call bullshit until you can point me to where they said this.
Somewhere during the dev panel, medkits were mentioned at least once. Can't give you any details at the moment.

Originally Posted by Krowe View Post
Just the possibility of rushing into a base with X medics throwing those AoE heals. If they time it correctly, they'd simply be able to buffer out most damage with minimal losses. Plus it just makes sense that some form of AoE heal wouldn't be picky about who it healed.
I think the idea behind AoE heals may have been to emulate the Bad Company 2 implementation, where a medic would speed up passive health regen. Whether the area of effect is centered around the medic, or around an object/device he drops (like in BFBC2) is irrelevant.
Passive health regen typically kicks in when you're stationary, so you wouldn't have hordes of insta-regenerating grunts rushing a base, with wounds healing as they go.
You would have hordes of grunts waiting behind a corner, praying around a magical device that makes the BLOODY SCREEN disappear quicker. :P


Also, what EASyEightyEight is a sure win and it would be cool if someone from the dev team looked at it.
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Old 2011-08-14, 03:35 PM   [Ignore Me] #53
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Re: The lethality of Planetside 2 is cranked up.


Originally Posted by Krowe View Post
Just the possibility of rushing into a base with X medics throwing those AoE heals. If they time it correctly, they'd simply be able to buffer out most damage with minimal losses. Plus it just makes sense that some form of AoE heal wouldn't be picky about who it healed.
A chance to think outside the box a bit with this one. Perhaps the tech only links to nearby friendlies. I would design it this way if it were possible. The possiblity of rushing can be countered by the other team having just as many medics.
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Old 2011-08-14, 04:34 PM   [Ignore Me] #54
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Re: The lethality of Planetside 2 is cranked up.


Originally Posted by FIREk View Post
Source or it never happened.

Q: Can you confirm that there will not be face blood splatters ala Call of Duty?

Matt: you guys don't like the strawberry jam???

https://docs.google.com/document/d/1.../edit?hl=en_US
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Old 2011-08-14, 06:40 PM   [Ignore Me] #55
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Re: The lethality of Planetside 2 is cranked up.


Originally Posted by Bags View Post
Q: Can you confirm that there will not be face blood splatters ala Call of Duty?

Matt: you guys don't like the strawberry jam???

https://docs.google.com/document/d/1.../edit?hl=en_US
Oh yeah, I recall this one. I assumed it meant that CoD has excessive blood particle effects when you hit someone in the head... :P Bloody screen is so mainstream nowadays, I wouldn't have guessed CoD would be used as a symbol for it.

This quote doesn't really contain an answer, though, at least in my opinion. It might as well mean "we'll probably have bloody screen; what, you guys don't like that sort of thing?".
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Old 2011-08-14, 06:55 PM   [Ignore Me] #56
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Re: The lethality of Planetside 2 is cranked up.


CoD may be the symbol, but Halo afaik was the originator of the "health regen" mechanic, as CoD 1 had actual health. It was replaced in CoD 2 because they didn't want people scrounging around for medkits in the middle of a battlefield. BTW, I'm not looking for anything to back that up Won't change anything.

In CoD, you're a typical soldier whom seemingly has super fast regeneration. At least other games tend to make an attempt to explain it away:

Halo: shields.
Resistance: chimaera metabolism.

Okay so nothing else comes to mind. At least in Planetside we can justify it with nanites! We only deconstruct on death and reconstruct in a tube multiple times a fight after all
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Old 2011-08-14, 07:01 PM   [Ignore Me] #57
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Re: The lethality of Planetside 2 is cranked up.


In PlanetSide it can either be nanites or BENDING!
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Old 2011-08-14, 11:22 PM   [Ignore Me] #58
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Re: The lethality of Planetside 2 is cranked up.


Well in these games with high lethality the players are much less than those in Planetside and the maps are created for the numbers in those games.

I don't think high lethality would work very well in a game like Planetside, every battle would be a massive massacre.
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Old 2011-08-14, 11:54 PM   [Ignore Me] #59
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Re: The lethality of Planetside 2 is cranked up.


Originally Posted by Crator View Post
The possiblity of rushing can be countered by the other team having just as many medics.
Having both teams be equally unbalanced does not mean that everything is balanced.

I think AoE healing doesn't really fit the game, you end up with medics being more buffbot than, you know, medic.
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Old 2011-08-15, 12:00 AM   [Ignore Me] #60
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Re: The lethality of Planetside 2 is cranked up.


My personal view, is that a faster TTK is a good thing. It will encourage playing smart through the fact that if you stack yourselves in a nice straight line you deserve to be mowed down by one guy spamming a corridor. Faster TTK's also encourage situational awareness and positioning before attacking someone.

As long as PS2 removes the horribly claustrophobic spam inducing linear narrow hallways, one guys spraying a corridor shouldn't be an issue.
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