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Revival system

9 replies [Last post]
Mon, 09/02/2013 - 12:19
Jammy-Jam's picture
Jammy-Jam

Remove auto-revives, raise the cost of Sparks of Life and reduce or completely eliminate their drop rate, and reinstate health sharing revives.

Just a thought. I don't see why this wouldn't work and I think it would greatly improve gameplay.

Mon, 09/02/2013 - 12:39
#1
The-True-Cake's picture
The-True-Cake
So basically make the game

So basically make the game harder? No thanks.

Mon, 09/02/2013 - 12:45
#2
Modicu's picture
Modicu
The automatic revive is quite

The automatic revive is quite a useful feature, and I don't see exactly how removing a free revival up to 30 HP bars is a drag. The Sparks of Life, if anything, are fine the way they are. I would suggest, though, that for each terminal/safe haven the player(s) reach, that they recieve a Spark or two, in return for braving the dangers they had to face. Finding them lying around during an expedition is like their type: a Rarity.

However, what I was thinking of was sort of a "Get back in the fight, soldier!" aiding revival, where you 'pick up' a fallen ally and they come back to the fight with 3 - 5 health bars (For instance, if you have less than 11 HP bars, you will be 'picked up' with 3 HP bars. Less than 21 will give you 4 HP bars, and anything more than 21 will grant you 5 HP bars), to do what they can to assist. This will help to promote proper teamwork to assure the success of the mission. It'll also give it a sort of unique feel to it, and you can imagine your knight pulling your allies up and yelling at them, "You're not dying on my watch, soldier!"

Mon, 09/02/2013 - 13:12
#3
Jammy-Jam's picture
Jammy-Jam
`

In my eyes it seems like a viable way to reinstate health sharing revives, which I sorely miss.

If players are diligent in reviving teammates I don't think it would make the game any harder.

Mon, 09/02/2013 - 13:15
#4
Nova-Royal's picture
Nova-Royal
no

but im ok with the health sharing

Mon, 09/02/2013 - 13:26
#5
Juances's picture
Juances

They added a difficulty option and improved the loot system (no teammates stealing pills for seeing them first) to counters the lack of skills so even the most inexperienced player shouldn't be missing health revives.

One free revive per level is enough. If you die too much, you're playing a level you're not ready for (either too deep or in the wrong difficulty)

Mon, 09/02/2013 - 13:53
#6
Donald-Jtrump's picture
Donald-Jtrump
n+o=

no

Mon, 09/02/2013 - 13:55
#7
Gary-The-Greedy's picture
Gary-The-Greedy
I think the health for heat

I think the health for heat rev was the best idea. And yes delete the auto rev, ppl arent getting up so they auto rev on the next lvl!

Mon, 09/02/2013 - 15:35
#8
Thunder-The-Bright's picture
Thunder-The-Bright

gary, if you don't want to use a spark and your team reaches the elevator while you are dead, you use the emergency revive next floor. it's the rule. you don't get any loot from the moment you die and loot quits spawning after a while, so they are not even carried. on the old system, you revived with 3 pips of health.

Tue, 09/03/2013 - 00:47
#9
Gary-The-Greedy's picture
Gary-The-Greedy
Still they make mobs harder

Still they make mobs harder and are pointless party members. In the old system you had do wage, more health or more heat, now its just pure economy.

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