ZERO Sievert

ZERO Sievert

Statistiche:
Bleed : A Request. Updated with more clarification.
Edit
My request now stands as such, Give bleed a time decay but keep that time favorable to damage, able to say cut 35 health off with a single stack. Update bandages to remove double their bleed stacks and update what bleed stacks everything gives across the board, such as Ghouls can now apply 2 bleeds instead. Bleed decay only gets rid of 1 stack at a time, so the massive damage that comes from say 2 bleed will actually damage MORE than 35 health before it decays 1 stack(which then it does another 35 damage at the last stack), meaning mutant bleeds are still life threatening unless you stack HP increasers and require either multiple medkits or finding a bandage.

My overall gripe with bleed is that it can feel often obnoxious later in the game and horrible to deal with early game when so much does 1 bleed and depending on what starting equipment you go with (remember that pistol start is a thing with basically little meds lads) or how much gear you want to be carting since bandages still have weight and take up slots you can find wanting that extra slot or 2 desirable. Currently RATS give the same bleed a boar and ghoul does, that's ridiculous. Hence my request to up the numbers of bleed but add decay, we can have a wider range of bleeders in the game with rats only ever giving 1 stack but ghouls, boars and so on remaining lethal with 2. This can also translate into future stuff like Spiders getting set to 1 bleed with them being more lethal in a venomous method.



--Old post below this, keeping so people know what the original comments are about.--

[Can one stack of bleed not game-end someone just because they happened to not have a bandage? Why does it not wipe itself after doing like 50% of your life or something. Its awkward as ♥♥♥♥ when you just used the last of your bandages and then a random thorn bush or whatever it is that was hidden behind grass sprites clips you, giving _one_ stack of bleed and now you die even though you were still at 80% health because it just never seems to go away.]
Ultima modifica da Abyssal Crow; 28 nov 2022, ore 19:28
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agreed, bleed damage should be capped at like 40 per stack, then go away

In real life all bleeds eventually coagulate except arterial bleeds
Messaggio originale di Psilo:
agreed, bleed damage should be capped at like 40 per stack, then go away

In real life all bleeds eventually coagulate except arterial bleeds

So dev should add arterial bleeds?
Messaggio originale di rando:
Messaggio originale di Psilo:
agreed, bleed damage should be capped at like 40 per stack, then go away

In real life all bleeds eventually coagulate except arterial bleeds

So dev should add arterial bleeds?

Heavy bleed is in Tarkov... hmmm...
Messaggio originale di Psilo:
In real life all bleeds eventually coagulate except arterial bleeds
if we are talking about realism, i wonder how far you'd be able to go after receiving a couple of extra holes in your body
Messaggio originale di rando:
So you're asking for the bleed damage to be capped at say 120% health or something. So your medkit will outheal it. As if the bleeding would stop without the bandage.

Messaggio originale di bfc:
you are basically asking for a removal of a mechanic, just because you fail to prepare for the raid properly, so, no, my sarcasm is justified.

I'm asking for a STACK to decay after X amount of damage, so if you were healthy 1 tiny little itty bitty bleed stack doesn't kill you. It'll just leave you near-death and go away. 2 stacks of bleed? you either need to sacrifice MANY medkits or just hope you find a bandage. 3+ stacks? You either have too many medkits on you to survive this, what the ♥♥♥♥ are you doing with your inventory, or you die. My main issue is with single-bleed stacks, which can be applied from a variety of basic hits and rounds to even bigger hits and rounds applying the same _single bleed stack_ which makes the damage implication of that bleed not very good with such a wide range of applicators. No I don't want the mechanic removed and I don't want some magic cap that removes all stacks. I want a _SINGLE_ stack to remove after a time that it's done sufficient damage to make you consider leaving the ♥♥♥♥♥♥♥ area because you either didn't have bandages (early game) or just didn't pack enough cause too much ♥♥♥♥ happened (late game).
Messaggio originale di rando:
So you're asking for the bleed damage to be capped at say 120% health or something. So your medkit will outheal it. As if the bleeding would stop without the bandage.
Well, technically speaking bleeding should stop on its own because your blood coagulate unless you are hit in artery, at which point bandage would not help much or for long anyway.

Purely as a game mechanic, I would not mind if bleed could be outhealed by medkit. Price of a medkit is significantly higher than of bandage.

Messaggio originale di bfc:
why don't you ask for free health regeneration as well
My character definitely has health regeneration. Unless I receive wound, I slowly regenerate health. I rarely need to use medkit with SEVA suit.
Ultima modifica da Baron01; 27 nov 2022, ore 13:10
Blood, does indeed coagulate over time. So having it decay after a while would be fine.

That or at least don't let bleed damage pool up and tick unless you're moving.
Bandages are so common in-game and easy to make, why would you not have a bandage on you? I used to have have 8 sterilised bandages on me at the start of that run, and that's just for the minor healing, not the bleeds. Since I got Infirmary I don't even use the bandages to heal anymore and they just fill up spaces in the stash. If you're getting more than 8 bleeds in a single run what're doing?
Messaggio originale di Magenta:
Blood, does indeed coagulate over time. So having it decay after a while would be fine.

That or at least don't let bleed damage pool up and tick unless you're moving.

Coagulation of blood literally does NOTHING upwards of a specific size/kind of injury. I COULD now say that you should just give it a try, shoot yourself in the calf and time how long the bleeding goes on before it stops on it's own but that's probably a bad idea xD

Bleeding just stopping is a bad idea but a change to Medkits would be nice
Messaggio originale di =M$= Oroberus:
Messaggio originale di Magenta:
Blood, does indeed coagulate over time. So having it decay after a while would be fine.

That or at least don't let bleed damage pool up and tick unless you're moving.

Coagulation of blood literally does NOTHING upwards of a specific size/kind of injury. I COULD now say that you should just give it a try, shoot yourself in the calf and time how long the bleeding goes on before it stops on it's own but that's probably a bad idea xD

Bleeding just stopping is a bad idea but a change to Medkits would be nice

Well durr, but Realism doesn't have to be the fore front of every single game mechanic in a game.
• Bandages are supercommon, can't imagine how you could not find at least one on a raid
• Medkits (Standard & Modern) heals Bleed - if you use lower quality medkits you have to carry bandages too - you decide if you want to spend more money & save some space or do the opposite
• Talking about relism of wounds in this game is madman's cry
Messaggio originale di fda:
• Bandages are supercommon, can't imagine how you could not find at least one on a raid
• Medkits (Standard & Modern) heals Bleed - if you use lower quality medkits you have to carry bandages too - you decide if you want to spend more money & save some space or do the opposite
• Talking about relism of wounds in this game is madman's cry

Realism of wounds? I suppose suggesting that bracing against a melee attack by moving away from the motion of said attack should blanket the damage a bit due to the change in velocities and that moving into it should instantly murder you if we're going for realism. (Yes i'm being sarcastic, upping normal medkits to atleast 1 bleed would still be nice though.)
Ultima modifica da Magenta; 27 nov 2022, ore 13:57
Messaggio originale di Magenta:
Realism of wounds? I suppose suggesting that bracing against a melee attack by moving away from the motion of said attack should blanket the damage a bit due to the change in velocities and that moving into it should instantly murder you if we're going for realism. (Yes i'm being sarcastic, upping normal medkits to atleast 1 bleed would still be nice though.)
Self healing/limited bleeding which you talk about is unnecessary. Sterilised Bandage heals 1Bleed & enough HP to recvover from small bleeding. Got worse bleeding - use 2 or 3, thoose are cheap and widely found. Adding Bleed Healing to cheapest Medkits would make Bandages useless crap even in early game (which is the only one & quite short period of game when player is in moderate danger & struggle with equipment).
OP cry on game mechanic is caused by a single combination of bad luck & bad preparation for raid. Changing anything because of such reason would be nothing but a clown fiesta. Fails happen, learn from them, after all you loose nothing when you die.
Messaggio originale di fda:
OP cry on game mechanic is caused by a single combination of bad luck & bad preparation for raid. Changing anything because of such reason would be nothing but a clown fiesta. Fails happen, learn from them, after all you loose nothing when you die.
"OP's crying yo, he didn't prep enough yo, what a clown fiesta." what a ♥♥♥♥♥♥♥♥ way to look at a conversation and a simple request.
"Bad prep" yes its bad prep when something rushes around a corner or a bush and hits/shoots you with a bleed before you can even react since it was making no sound due to a lack of movement. It's an early access and the only change doesn't HAVE to be just bleed based. ♥♥♥♥ rework the entire health system for all I care, all I give a ♥♥♥♥ about is bleed not being annoying. This isn't a skill issue, I've already made quite alot of progress in the game and do have a good source of steril bandages and have yet to die to any bleedout for a looong while, point still stands regardless that it's an annoying mechanic.


Also you lose time when you die.
Messaggio originale di Abyssal Crow:
"Bad prep" yes its bad prep when something rushes around a corner or a bush and hits/shoots you with a bleed before you can even react since it was making no sound due to a lack of movement. It's an early access and the only change doesn't HAVE to be just bleed based. ♥♥♥♥ rework the entire health system for all I care, all I give a ♥♥♥♥ about is bleed not being annoying. This isn't a skill issue, I've already made quite alot of progress in the game and do have a good source of steril bandages and have yet to die to any bleedout for a looong while, point still stands regardless that it's an annoying mechanic.


Also you lose time when you die.
You admitted that this whole problem is based on one single accident. Ain't that riddiculous? Not saying it's a skill issue. Died few times from boars behind the corner myslef - I'm taking corner from a distance since then.
100% chance for Bleed is ♥♥♥♥♥♥♥♥, should not be like this. Armor could also lower the chance for receiving Bleed. Bleed from Rads occuring again right after you patch it up is also messed up.
Melee combat is wrong in this game as player can no melee & fast enemies can run thru a character back & forth, being hard to aim at and dealing ton of wounds/bleed/damage quickly.
That time issue is out of place too, death consequences looks like loading a quicksave, yet time has passed.
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Data di pubblicazione: 26 nov 2022, ore 18:56
Messaggi: 54