Doctor Archive

Thread: Resuscitation: Would Changes be Good?

Erithil
Tue Jun 08, 2004 8:51 pm
#1


Recently I've seen an issue crop up that bristles some fur, even on the relatively hairless species, so let's talk about it.


Covert Doctors rush into battle for their faction, and rescuscitate covert TEF'ed combatants, bringing them back into the fight immediately. Since the dead opponents are no longer TEF'ed, they can be raised without fear of the doctor getting a TEF in turn. Now, on the surface, I don't necessarily have a problem with that, but it's got me wondering if the entire resuscitation power should realistically be an 'instant' power; that is, should it be a quick use power that you resuscitate and heal, allowing you to move on without any significant delay? And beyond that, is the doctor truely intended to be a mobile cloning lab?


I guess I sort of think that something as significant as resuscitation should take more time than a second or two, possibly involving a semi-complex animation of kneeling over a corpse and perhaps a X second timer for resuscitation to complete. Now, X could be whatever is balanced to be...3 seconds, 5 seconds, 10 seconds, or whatever.


Frankly, it's been very convenient in PvE to bring back a companion right away and then hit him witha Stim-E and get him fighting again. Granted, he has lost his buffs (if he had any) but he can usually pop food or stims. But hearing some of the PvP talk about covert doctors and covert TEF PvP'ers, I'm not sure the insta-revive is exactly what was envisioned by the development team.


As for the rezzing a formerly TEF'ed person, what are thoughts on this? Do we think it makes sense that, for instance, turrets can be taken down by a covert fighting it, dying, getting rezzed by a covert doc, continuing to fight, dying, getting rezzed, fighting more, etc? Perhaps I'm just not involved in this process enough, but that seems to me to be bending the intent of the doctor. The quick fix might be extending the TEF flag until the character is respawned instead of ending it when they die. This would make the act of rezzing a covert PvP'er more dangerous...just like healing someone is.


Would a delay and/or extension of the TEF be viewed as a nerf? Or would it be a realistic and justifiable modification to help out balance how PvP works?




---Kalavar Rihn
Agent001
Tue Jun 08, 2004 9:37 pm
#2

This is a TEF issue, not a rezz issue. Sounds like, yes, TEF should be extended to after cloning. If your focus here is to fix the turret exploit then im all for helping push the changes to TEF. If your here cause you want to change our rezz skills functionality (slowing soen the application), then you wont get any help from me....
AgentDib
Tue Jun 08, 2004 11:12 pm
#3


I would absolutely oppose any changes to adding some sort of rez kit delay. The real solution here would befor SOE to listen to the people who actually PVP andremove the gTEF system all together... any sort of TEF extension is really only a hotfix that misses the much larger problem PVP problems.


Edit: At the least in JTL SOE could introduce a few zones that forced you to temporarily declare Overt before entering. Kinda like the PvP battlefields they added except where somebody might actually go.

Message Edited by AgentDib on 06-08-2004 11:13 PM



AgentDib -X- Canceled -X-
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Ytsniea-culsin
Tue Jun 08, 2004 11:53 pm
#4

The rez system is fine, no need to change it. In fact removing the buff is a veavy penalty to pay.
Quick and easy fix to the TEF system is to immediately add a TEF to the entire group when any member fires at another factional NPC or PC. It makes the whole group a target when any member fires at another player.



I gotta have more cowbell.
Erithil
Wed Jun 09, 2004 3:45 am
#5

[quote]If your here cause you want to change our rezz skills functionality (slowing soen the application), then you wont get any help from me....[/quote]


I'm not precisely looking for your help. What I was looking for is discussion. The mechanic always seemed a bit forced in my opinion, and I've bee rezzing people for a long time. Hit a key, and the dead is walking again. Doesn't that seem somewhat contrived to you, in a universe where people are supposed to spend hours and days in bacta tanks to heal grevious wounds?


Perhaps I might understand your opinion better if you explain why you think instantaneous rezzing is a good thing.



At least it looks like a few here understand that resuscitating a fallen covert is an issue that should be addressed.




---Kalavar Rihn
Obata
Wed Jun 09, 2004 5:46 am
#6

The revived player already has a 60 second groggy period, during which he/she can't do anything other than run around. I agree with Agent that the problem you decribed is not a rez issue, it's a TEF issue. A doc who revives a player who died in factional combat should recieve a TEF, and the revived player should still have a TEF. Making the process take longer wouldn't really change anything. As long as the doc can't be targeted, what difference would it really be to make the rez process take 5 seconds?


As for the part about spending hours and days in bacta tanks to heal wounds, I have 2 points for you. First, in the game it takes seconds for a master doc to heal hundreds of wounds. Second, reviving someone can only be instantaneous. The patientis dead one second, the next he is alive. There is no state between life and death, so it can't be done in stages. I think the 60 seconds of grogginess and the lose of all buffs are enough of a penalty.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
Agent001
Wed Jun 09, 2004 6:46 am
#7






Erithil wrote:


What I was looking for is discussion.





Sure, but you have mixed two seperate issues. If you want to discuss them, fine, but seperate them and discuss them individually. 1 = TEF issue 2 = Instantaneous rezz





Erithil wrote:

The mechanic always seemed a bit forced in my opinion, and I've bee rezzing people for a long time. Hit a key, and the dead is walking again. Doesn't that seem somewhat contrived to you, in a universe where people are supposed to spend hours and days in bacta tanks to heal grevious wounds?





This isntreal life, thisisnt even really pureStar Wars life. Its a game. You have to do whats fun, not what always makes sense. If you take the view that it doesnt follow what should be in aStar Wars universe, then half of thisgame should be removed/changed. Besides, as was mentioned, there is already a 60 sec rezz sickness on the patient that more than makes up for instantaneous rezz.






Erithil wrote:


Perhaps I might understand your opinion better if you explain why you think instantaneous rezzing is a good thing.





How exactly is it a bad thing? You need to present your case first on why it should be changed. Then I'll defend why it should not. Your example up their has to do with turrets and exploiting the TEF problems, not about the time it takes to rezz someone.






Erithil wrote:


At least it looks like a few here understand that resuscitating a fallen covert is an issue that should be addressed.



Those other two were commenting about the TEF issue, not rezz delay. Two seperate issues.
vortexala
Wed Jun 09, 2004 8:11 am
#8

60 second grogginess as well as the loss of buffs is already penalty enough for use of a RezKit.

Adding more to it as a way to compensate for the well known TEF issues is not the way to solve things.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Marrow1
Wed Jun 09, 2004 9:07 am
#9

Once a person is "dead" then there are two choices (1) clone, (2) rez. In PvP what is the real difference?


Both will result in no decay.


Both result in loss of buffs and full tummy.


A clone gets sent to clone center which is often bad since then the have to truck back to the fight but if your fighting near a clone center it is no big deal.


Assuming the person has cloned the both will result in no wounds.


A rez for the doc is a loss of mind pool which in PvP is very dangerous.


So all in all more often than not your just as well off cloning as you are getting rezed.


As for the TEF issue, IMO it is trivial. It happens so rarely that it is not worth getting all bent up about. If a non-TEF doc just runs around and rez's people then they really are not helping thier cause to any great extent. IMO a doc should be much more focused on putting out poison/disease etc than just rezing people.


As for the lack of delay, I don't think so. Although it might make for some fun anamation I don't see it helping the game.


If there were any change that I would push for it would be to have Buffs not be removed when a rez is performed. Why? Well, in PvP if you look at it there really is little incentive to rez someone. Remember rez does not mean resurrection, it means resuscitation (ie the person has not really died yet). It is just a stronger version of a stim. So why should they lose their buffs? This would make a great incentive for docs to be in a battle rezing people. This change could be for PvP only just like the removal of decay.


When there was decay in PvP then there was a good incentive to rez someone, now, there simply is not. I do not support anything that makes it even less motivating for me to rez someone but I would love to see some things added to make it more worth while to rez them.








__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
Erithil
Wed Jun 09, 2004 10:37 am
#10

Fine, I've mixed issues. Sorry if it's caused confusion. Let's break them down and tackle each in turn.


Resuscitation Delay:

Ok, I'm very familiar with the two facts some of you are communcating to me. I realize that there is a grogginess timer, and I also know that games can't always mimic reality or fiction continuity.


I, however, don't translate the grogginess timer as being relavent to the doctor applying the resuscitation pack. That is a penalty to the patient, not the doctor. Field rezzing is generally considered a good thing (I presume that is the concept the developers are working with), so the price you pay is being groggy.


But the doctor can have a line of bodies and rez one after the other as long as his mind holds out, and with food and drink and drugs, that can be a long time. The doctor is not really limited beyond his stats on how quickly he can rez (I think if I'm remembering right, the timer on resuscitation use is the same as the wound pack timer, but I'm not positive...still, it's a very short wait).


Honestly, such a system seems wrong to me. Yes, I do base this in part on continuity, but not solely. I think it's a game balance issue. Is the act of reviving a player supposed to be so trivial that a master doctor can pop an entiresquad back up in mere seconds? Or should it be a more involved process to simulate that a complicated process is being undertaken in the field? I also think it's an immersion issue. Compare the current system, a casual wave of the hand and you live again versus a system where perhaps the doctor has to kneel and does a 10 second emote that reflects what he is doing to revive a fallen ally.


What does such a system hurt the gameplay of the SWG Doctor? I know that those who play games by the max/min philosophy will never want anything that they percieve as weakening their character. But I disagree strongly that "in a game you have to do whats fun, not what always makes sense". I think you need to strive to make what makes sense fun. I think there is a happy balance of game mechanics and fun-factor. If you made everything 'fun' we would all be Jedi, or at least a whole lot more of us than there are now. There should be a committment to remain true to the universe that a game is based on (and commonly held attitudes of what is normal and what is not)WHILE making it fun...not sacraficing a sense of reality or continuity just to take the shortcut to the biggest fun.


I thought I had explained why I thought it was wrong, but apparently not. Hopefully now you see why I think it isn't the best way to handle resuscitation. Of course you can still not agree with me, and that's what these forums are all about.


Resuscitation TEF:

I certainly don't experience every PvP session on every server, but I have seen and had reports of plenty of battles. Someone said that if a non-TEF doc runs around rezzing people that it doesn't really help their cause to a great extent? Seriously? Returning combatants to a battle, even if unbuffed, can GREATLY impact a PvP engagement. Not to mention that a player attacking a turret can die, lose a bit of faction, then get rezzed and go right back to attacking the turret and the whole time the doctor is never TEF'ed. Surely you cannot think that such a thing is an *intended* design? Am I bent out of shape? Nah. This is just a game and I am simply presenting my thoughts on matters to get some good opinions going back and forth on it and hopefully help make the game better. If the lack of a TEF on a doctor for resuscitating a formerly TEF dead person is the way the game will forever be, I won't lose any sleep. I just think that such a system isn't very good in this game.



Now, I do agree that Combat Medics and their area poisons and diseases can change the landscape of a battle. It might be worth considering the balance of an area of effect poison cure or disease cure, but that wasn't the point of this thread, so I won't digress further on the subject.




---Kalavar Rihn
Erithil
Wed Jun 09, 2004 10:38 am
#11

Fine, I've mixed issues. Sorry if it's caused confusion. Let's break them down and tackle each in turn.


Resuscitation Delay:

Ok, I'm very familiar with the two facts some of you are communcating to me. I realize that there is a grogginess timer, and I also know that games can't always mimic reality or fiction continuity.


I, however, don't translate the grogginess timer as being relavent to the doctor applying the resuscitation pack. That is a penalty to the patient, not the doctor. Field rezzing is generally considered a good thing (I presume that is the concept the developers are working with), so the price you pay is being groggy.


But the doctor can have a line of bodies and rez one after the other as long as his mind holds out, and with food and drink and drugs, that can be a long time. The doctor is not really limited beyond his stats on how quickly he can rez (I think if I'm remembering right, the timer on resuscitation use is the same as the wound pack timer, but I'm not positive...still, it's a very short wait).


Honestly, such a system seems wrong to me. Yes, I do base this in part on continuity, but not solely. I think it's a game balance issue. Is the act of reviving a player supposed to be so trivial that a master doctor can pop an entiresquad back up in mere seconds? Or should it be a more involved process to simulate that a complicated process is being undertaken in the field? I also think it's an immersion issue. Compare the current system, a casual wave of the hand and you live again versus a system where perhaps the doctor has to kneel and does a 10 second emote that reflects what he is doing to revive a fallen ally.


What does such a system hurt the gameplay of the SWG Doctor? I know that those who play games by the max/min philosophy will never want anything that they percieve as weakening their character. But I disagree strongly that "in a game you have to do whats fun, not what always makes sense". I think you need to strive to make what makes sense fun. I think there is a happy balance of game mechanics and fun-factor. If you made everything 'fun' we would all be Jedi, or at least a whole lot more of us than there are now. There should be a committment to remain true to the universe that a game is based on (and commonly held attitudes of what is normal and what is not)WHILE making it fun...not sacraficing a sense of reality or continuity just to take the shortcut to the biggest fun.


I thought I had explained why I thought it was wrong, but apparently not. Hopefully now you see why I think it isn't the best way to handle resuscitation. Of course you can still not agree with me, and that's what these forums are all about.


Resuscitation TEF:

I certainly don't experience every PvP session on every server, but I have seen and had reports of plenty of battles. Someone said that if a non-TEF doc runs around rezzing people that it doesn't really help their cause to a great extent? Seriously? Returning combatants to a battle, even if unbuffed, can GREATLY impact a PvP engagement. Not to mention that a player attacking a turret can die, lose a bit of faction, then get rezzed and go right back to attacking the turret and the whole time the doctor is never TEF'ed. Surely you cannot think that such a thing is an *intended* design? Am I bent out of shape? Nah. This is just a game and I am simply presenting my thoughts on matters to get some good opinions going back and forth on it and hopefully help make the game better. If the lack of a TEF on a doctor for resuscitating a formerly TEF dead person is the way the game will forever be, I won't lose any sleep. I just think that such a system isn't very good in this game.



Now, I do agree that Combat Medics and their area poisons and diseases can change the landscape of a battle. It might be worth considering the balance of an area of effect poison cure or disease cure, but that wasn't the point of this thread, so I won't digress further on the subject.





---Kalavar Rihn
Songe
Wed Jun 09, 2004 10:50 am
#12

I'm fine with the delay, the 60 seconds grogginess and the loss of buff is a good penalty for dying IMO. But to the people who say that rezzing is often useless in PvP, well first you get less wounds and less BF, second it's much better than cloning sometimes 5km away. So it's still useful, even if I wouldn't rez someone overt in a city knowing that the cloning factory is close.


For the TEF I have mixed feelings because even if what you said sounds wrong, it would be too dangerous for a doc to rez at all as you can't know if someone has aTEF or not. But I see your point... Maybe we could get a box telling us we will get a TEF for it, are we sure we want to do that etc. I agree that TEF is a seperate issue, but TEF on rez seems appropriate to discuss here.





------

Novice Lekku Stomper
Raam
Wed Jun 09, 2004 1:13 pm
#13

I definately see a delay proposal as a welcoming change as well. I have to agree on that.


Bringing someone back to life does in no book of mine seem like someone you can do in an instant. Doing something like a delay on resurrections would seem so much more right.



I woulddefinately approve ofa kneeling animationand after this, I could imagine a bar coming forth, just like the incapitation bar. 60 seconds until resurrection is completely on <individual>.


This would also make it (not only seem more "realistic") an improved balance in large scale PvP battles.



As a side note, I think that there should be a flag of some sort. Ie. a TEF'd/overt player would have this flag 3-5 minutes after being killed. _IF_ a doctor chooses to resurrect that player within that time, the doctor will get a TEF as well.


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