Other How do you get your “criteria” fulfilled

ghostchild

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Ah now that I have lured you here, start a conversation, I apparently need to meet criteria so you should totally help me out
 
Are you referring to post limit?
You could of just been straight up with that if so.
 
I guess??? It literally just said criteria and I was very confused but I got that covered I guess..? Thanks...???
 
Got six more posts left to go.
Let's do this, and after I'm done helping with ya I'm out :P.

I guess this could be a convo starter. We could discuss you want to get up to 10 posts and do everything on the site quickly.

So, what's your opinion on damage models, reactive mechanics, and gore in video games? I believe they haven't improved much in years, with only the Indies, and more "ancient" titles bothering to do it. Including some now more public titles such as Verdun and overgrowth actually giving it remote justice.

"However, there are issues." Such as limited avatar states being more common than not. Alive, dying, and dead, with no in-between. I believe that limits the potential, and absolutely guts a multiplayer experience as medical units are worthless for a dying state. As most games tend to, when a character is dying and all on the ground, have the player actually die and respawn. But there should be a perfect chance of a 50/50 resurrection during that state, depending upon bodily damage, blood loss, and what part of the body is affected. But since that's not implemented, and there's a "downed" state in some games instead, any title that penalizes death such as a points game is really skewed.

The originally player avatar while still "living" will eventually die in titles that have the idea implemented, but again the player themselves already respawned or left before they do kick the bucket. But they should be perfectly able to be revived depending on circumstances. Depending on the wounds, they should also have the chance to recover by themselves. Example might be they got knocked out temporarily from a blunt impact and can get back up again. These would give incentive for medics to have relatively pacifistic playstyles where killing other players is not ideal. Whereas in modern gaming, the medic is expected to be suicidal to get kills, or pick up someone else's gun every single match.

It could grant potential from scoring and getting specific rewards for it, to RPing potential. And combat medics could get both without the game technically penalizing them for low kills. As the medics tend to be the saving grace of many MP experiences, and in some cases make it possible for the game to be won in the first place. If a medic is going to be suicidal in a game, it's more likely it is explicitly to get the wounded out of harm's way, or to try getting to the wounded mid fire-fight.
 
I was note expecting this giant w a l l of text *momcomepickmeupimscared*

uhm in all honestly I’m not a huge gamer but seeing this overly detailed idea of medical status in video games has me wondering how much you a) play video games b) research these games and c) rage while you are dying and can’t heal yourself because now you have to rely on other to heal you or you just.. die.

but you do put in a v e r y good point on the idea of healing yourself and not relying on other medic or just other players. I’m scared as to how much research you out into that
 
I was note expecting this giant w a l l of text *momcomepickmeupimscared*

uhm in all honestly I’m not a huge gamer but seeing this overly detailed idea of medical status in video games has me wondering how much you a) play video games b) research these games and c) rage while you are dying and can’t heal yourself because now you have to rely on other to heal you or you just.. die.

but you do put in a v e r y good point on the idea of healing yourself and not relying on other medic or just other players. I’m scared as to how much research you out into that

The only time I have raged in a MP game is when I get one shot by a stray round or shell from like, the furthest corner of the map. And even then it's more akin to trying to figure out and replicate how they achieved such a feat. Some refer to it as hacking, but in reality in a number of games, it's a entirely legitimate and replicable ability most - everyone can do if they had enough time, or enough practice.

And time was originally constant outside of going to events, bathroom breaks, family matters, and when not RPing on a forum. But even a person with for example at most a month of gaming experience depending on what they play can form similar opinions on specific mechanics of a game.

I don't really research them anymore. The mechanics are either already on display from the get go, or they can be found in development blogs and YouTube videos. The games I play most nowadays is strategy games and titles like from the depths. To answer a previous question again, I have over 4,000 hours in that title, with only a month pause and was a daily activity due to not being able to leave the house at the time, and I've only played the campaign for less than 6 hours, as I wanted to build a good starter ship, a destroyer based on the Fletcher. Then many updates happened, I started experimenting with designs and game mechanics, and only 9 hours in that was me spawning in enemy ships to test weapon designs on. This means that when I get my computer back, the new AI and ACB changes, coding, etc, I might get 10,000 hours in before I remotely get bored. Regardless of all of this, I do have enough experience with FPS games to not have some random appear and try shutting my opinion down.

Also the problem with healing is a bit worse than that. Medics can only heal you while you're still registered as alive, which is based on a HP amount. Even ARMA has the health/hit point system. This allows you literally shoot a guy in the finger twice, and if the weapon has a high enough damage value, you could drop dead from finger injury. However it's more than possible to implement a system which you can stop bleeding by yourself. It makes matters worse because most games have regenerating health, making medics even more useless.

Why bother with a specialized medical unit, when you, a single poke away from death, can casually stroll in a forest for a few seconds, and you're back to perfect health. Then of course, there's no true damage condition states in most of these less arcade-styled titles. You can get your kneecaps blown out by a 155mm shell, survive, and still walk around like you weren't hit to begin with. At most, you get hit, flinch for a second or less, and back to normality. There's horrible feedback, both sides feel like there's no power involved with the system, and the lack of proper response actually makes the players agitated because it both feels and appears as if they are doing nothing to each other. This is why in some cases, people literally just try to roam the map, and smack someone with a shovel or random trash they picked up off the ground like a soda can if the game allows that, because it's the only thing that tells you that you're actually doing anything.

though being able to if injured and in varying states of health, such as a downed state and slowly dying, and stopping the bleeding yourself and maybe even being able to barely stand up and drag, limp, and stumble around before falling over again would be cool. Especially if you could heal yourself enough to still be able to defend yourself.

If you're interested in such systems, reviews, etc, there's a YouTube channel that says the same things I do and believe in for gaming. They're called random madness, but they also do music and other things. Especially now that YouTube is considering their content akin to a real life person getting yeeted, and thus for now they've stopped with gore and medical status reviews. For game mechanics in general like environmental destruction, there's also bluedrake42.
 

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