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New Revival System

6 replies [Last post]
Thu, 03/05/2015 - 22:17
Johnnjlee's picture
Johnnjlee

So I am not overjoyed about the spark system (even though I have about 70) as it really increaces the price of reviving people on long clockwork trips. It kinda takes away from the teamwork and cooperation. I once had a guy beg me for 5 minutes for a spark of life on a vana run over and over and as much as I wanted to rev him, I have a policy to never use my sparks unless a boss is almost dead or its an event.

So here is my idea
Revival would take a while to complete, requiring a player to press a new equipment button (8) to take out some shock paddles/defibrillators. The shock would revive the player to their health they had before the last hit. So if you have 1/100 hp then die and get revived you get 1/100 hp back and if you had 50/100 hp and die in one hit then get revived you get 50 hp. The revival process would also take some time to do, about 5 seconds when the item is maxed out and 10 seconds for the tier 1 version. If you are hit then the process would stop. There is no heath gain so people don't kill themselves and get revived for more health. So imagine this scenario, a knight goes down and the local medic rushes in, his other two teammates close behind. He preps the defibrillator while his team attempts to keep him from dying. The team fends off monsters and the knight is brought back to battle, and charges back into the fray.

Upgrading and Obtaining Defibrillators
- Defibrillators could either be dropped like vials from monsters as one use items, or they could be a mission item that you earn and could be used over and over again.

- If it was a permanent item then it could be upgraded, each time increasing the revival speed and decreasing cooldown, even arching over to other downed knights that are VERY close by and/or shocking nearby enemies.

- There would be a cooldown added to the defibrillator, 1 minute for tier 1 version, and 35 seconds for final version.

Fri, 03/06/2015 - 03:03
#1
Thunder-The-Bright's picture
Thunder-The-Bright
algorithms are the solutions to any problem.

infinite revives would kill the need to use SoLs. players would just stay dead till the end arena and then ask for a revive, thus having the ER for the next level.
would be great rare drop to use on self.

Fri, 03/06/2015 - 14:43
#2
Fangel's picture
Fangel
Eh.

I've been on the train of thought for a new rarity called a "Life Essence" that is essentially the old health revives but cooped up in an item and can only be used on teammates. We would get less spark of life drops but more life essences. This is to encourage teamwork anyways. Since you can only use these revives on teammates, there is no real bonus to holding onto them other than reviving teammates.
It might revive them at 50% HP or a max of 30 pips like the ER. Basically, it's a revive that you can give out without being all "but I might need it".

Like the old system, you would revive players by attacking over their body. Twice as a confirmation this time around.

It's not an infinite revive system and would promote teamwork. You can still revive yourself and others to full health with an energy blast with a spark of life.

Fri, 03/06/2015 - 16:33
#3
Johnnjlee's picture
Johnnjlee
Statement - infinite revives

Statement - infinite revives would kill the need to use SoLs. players would just stay dead till the end arena and then ask for a revive, thus having the ER for the next level.
would be great rare drop to use on self.

Reply - That's how it used to be, and it was very good, up until all the hp was so diluted that everyone died in one hit, that's why they went to sparks in the first place and if everyone died they used energy to revive, much like the sparks. They could always compensate by making sparks 50% more rare.

Fri, 03/06/2015 - 16:36
#4
Johnnjlee's picture
Johnnjlee
Comment - I've been on the

Comment - I've been on the train of thought for a new rarity called a "Life Essence" that is essentially the old health revives but cooped up in an item and can only be used on teammates. We would get less spark of life drops but more life essences. This is to encourage teamwork anyways. Since you can only use these revives on teammates, there is no real bonus to holding onto them other than reviving teammates.
It might revive them at 50% HP or a max of 30 pips like the ER. Basically, it's a revive that you can give out without being all "but I might need it".

Like the old system, you would revive players by attacking over their body. Twice as a confirmation this time around.

It's not an infinite revive system and would promote teamwork. You can still revive yourself and others to full health with an energy blast with a spark of life.

Reply - The reason I didn't want there to be an overall health gain is that you would not be able to abuse it. With this system people can just kill themselves for more hp unless the item is as common as sparks. Then no one has any or is willing to part with it as it is super rare and they are only going to want to spend it on close friends.

Fri, 03/06/2015 - 17:21
#5
Fangel's picture
Fangel
Except there was a trade off

In reviving in the past, you had to give up some playtime to revive (mist/crystal energy), or rely on a teammate. Now-a-days, you get one free revive per floor, and free items in boxes to revive if you go down more than once.

I still think having a limited but abundant revive (Life Essence) would solve the problem of "my teammates are down but I won't revive them because these are my lives too!" while still allowing for entire teams to fail (i.e., no sparks of life on anyone and everyone is down. Maybe someone has life essences, but can't use them because they're down).
Revives weren't "infinite" in the past, they crippled parties to bring back either unlucky, unfortunate, or unskilled players, the last one here bringing down the whole party. With life essences, you don't lose anything but your teammates gain a lot.

EDIT: Your reply methods are strange to me and you posted a response to my other post before this one was posted, well then.
In any case, my thoughts on life essences are that they would drop around 15% more often than sparks of life currently drop, however sparks of life drop at least 45% less. You'd be getting 4 revives (1 for yourself, 3 for your teammates) in about the same time you would be finding 4 revives for yourself as of right now.

Mon, 03/09/2015 - 08:30
#6
Johnnjlee's picture
Johnnjlee
Comment - Except there was a

Comment - Except there was a trade off
In reviving in the past, you had to give up some playtime to revive (mist/crystal energy), or rely on a teammate. Now-a-days, you get one free revive per floor, and free items in boxes to revive if you go down more than once.

I still think having a limited but abundant revive (Life Essence) would solve the problem of "my teammates are down but I won't revive them because these are my lives too!" while still allowing for entire teams to fail (i.e., no sparks of life on anyone and everyone is down. Maybe someone has life essences, but can't use them because they're down).
Revives weren't "infinite" in the past, they crippled parties to bring back either unlucky, unfortunate, or unskilled players, the last one here bringing down the whole party. With life essences, you don't lose anything but your teammates gain a lot.

EDIT: Your reply methods are strange to me and you posted a response to my other post before this one was posted, well then.
In any case, my thoughts on life essences are that they would drop around 15% more often than sparks of life currently drop, however sparks of life drop at least 45% less. You'd be getting 4 revives (1 for yourself, 3 for your teammates) in about the same time you would be finding 4 revives for yourself as of right now

Reply - I do like this idea, although let's leave it up to 3 rings to decide what is better. I also have kept the page open so if my reply times are off that's the reason.

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