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Reviing someone should take a maximum of 4 health bars from you

9 replies [Last post]
Thu, 05/12/2011 - 14:12
Algol-Sixty's picture
Algol-Sixty

Right now, when you revive someone, they get half your health. That's a lot of health being given to someone who may very well go do stupid stuff again. Or, of you need to revive several players, you need to decide which one should get half your health, and the other one get a quarter.

I think giving the other player a maximum of 4 health bars (but never over half your health) would encourage people to revive others more. Four bars is enough to survive long enough to get out of danger, collect the hearts on the floor, or pop a few health pills. It isn't enough for most people to feel they can just go charging in again.

Thu, 05/12/2011 - 15:13
#1
Fenix-Stryk's picture
Fenix-Stryk
This is a good idea. Often, I

This is a good idea. Often, I hesitate to revive others in a tight situation because I believe I can use my 10 health bars better than they can. If it was only 4 or so, I might reconsider leaving them down and out since I'm not giving as much up for them to potentially throw away.

Thu, 05/12/2011 - 15:58
#2
SirNiko
Legacy Username
Perhaps tie the number of

Perhaps tie the number of bars to the frequency the player has died? A player who dies a lot will slowly get less per revive to balance things out naturally.

It would suck, though, in a situation where I'd want to share with another player to better use hearts sitting around.

Thu, 05/12/2011 - 16:10
#3
Softspoken
Legacy Username
No seriously, I want to drop half my health bar.

Okay sometimes I play a very back-lines role in fights. I drop bombs from a slight difference, plug away with specific mobs with my alchemer. Someone that's keeping the focus of every enemy very effectively & doing heavy damage might die while I'm still at pretty much full health. I want to give 8+ bars of health, because that person will be useless if I were to only give them 4. They've already used up all the hearts on the field while I have not, and if I force them into trying to kite with a melee weapon it'll just be a waste of time. I want them to have confidence that they can take two hits before having to back out again.

Thu, 05/12/2011 - 18:56
#4
Negimasonic's picture
Negimasonic
Softspoken is well spoken

I'm that guy that if you revive him with low health he's going to die again 8D, still earlier I was in a danger room with a newer friend of mine, and I decided to let them stay dead for awhile since I was in control of the situation and reviving them could put me in danger of a 1 hit KO. Not to mention going out of my way and putting myself in danger to revive them. This occurs at Jelly King more often (save yourself first).

BUT when I work with my shivermist buster bomb, I tend to not really get hit, everyone else does when they get too close. So if they die, they need to take half of my health. Not like I'm doing anything with it =x Everyone got wiped out in a Vanaduke match earlier but I was just doing my little freeze him to help keep him busy, when they finally died, it wasn't a big deal since I could just go heal them, and they got back up and went back at it (this was my first Vanaduke win btw).

Anyway, cool story aside, I have a feeling opinion on this issue is basically down to support people vs offensive people.

Thu, 05/12/2011 - 20:10
#5
Jerakal
Legacy Username
Since I already get 1/3 of

Since I already get 1/3 of their heat for that for reviving them, I don't really see the need for adding an incentive to reviving people. Even if they're bad, I'll revive them at least once.

Fri, 05/13/2011 - 02:51
#6
Raul
I am somewhat in agreement

I am somewhat in agreement with this however, I always revive someone, even if it drops me to 2 health, you should see what I can do with 3 XD.

However I can see why OP would suggest this. In T3 you tend to die quite a bit or get walloped on and it might make it somewhat easier for people if it only took 4 health bars max per revive.

If you can't do anything with 4 health bars after being revived you are doing it wrong, I can take down or damage up many an enemy with 2 health bars remaining.

I'm in favor of OP.

/agree

Fri, 05/13/2011 - 05:03
#7
Algol-Sixty's picture
Algol-Sixty
I can understand that no

I can understand that no fixed system will do exactly what you want in all situations. I don't think any sort of slider to control how much health you give would work since time is too critical.

My thoughts are:

* if you give too little health, you often can drop health pills to give them more. In the worst case, you can always revive them again. You can also change your play style a bit to help out that player more until they have recovered.

* if you give too much health, there really isn't much you can do, and half your health is often too much. It can easily mean reviving only one player instead of several.

Getting their lost heat is nice and all, but it doesn't help if you don't live to the elevator.

In a somewhat related game design thought: why is it that you can only give health to another player when they are dead? Is there a reason you shouldn't be able to do it when they are alive? What if you could drag from your health bar to another player and give them 4 units of health at a time?

One last thing, the official documentation on reviving says: Reviving is not meant to be a substitute for good equipment and skillful play. Are the tactics of feeding aggressive players lots of your health while you play defensively in conflict with how OOO has intended the game to be played?

Fri, 05/13/2011 - 16:08
#8
Tanonev
Official Documentation?

That line in the wiki was added in by Pauling, who is not (AFAIK) affiliated with OOO. In any case, it's the opening sentence to the section on *energy* revives, which makes perfect sense; it's not a good idea to throw good energy after bad just to try to make it through a level. Making tactical decisions on spending your health for team revives is a different matter entirely, and a perfectly legitimate example of skillful play.

FWIW, I've never personally regretted the amount of health given away in a revive; I *have*, however, gotten screwed over by the fact that "revive" and "attack" are mapped to the same key. I would greatly prefer for "pick up" and "revive" to be mapped to some key besides "attack" and for their binding distances to be increased slightly.

If we do want to introduce more options with revive amounts, as long as we get a separate key for it, I wouldn't mind being able to "charge" a revive to determine the amount of health I give away, so long as there's some fast way of doing the half-health revive, e.g., double-tap.

Sat, 05/14/2011 - 07:52
#9
Starcadet's picture
Starcadet
"FWIW, I've never personally

"FWIW, I've never personally regretted the amount of health given away in a revive; I *have*, however, gotten screwed over by the fact that "revive" and "attack" are mapped to the same key. I would greatly prefer for "pick up" and "revive" to be mapped to some key besides "attack" and for their binding distances to be increased slightly."

^ I agree with this one at least. There have been times that I and a buddy have been mobbed by a lot of enemies. Buddy goes down and I am still trying to get rid of the enemies before I revive said buddy. When oops, pressing the attack button accidentally brought my buddy back and halfed my health, which I was going to save while fighting the monsters.

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