Ambulance Life: A Paramedic Simulator

Ambulance Life: A Paramedic Simulator

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had fun playing
i had a lot of fun playing this im interested to what is add i hope there a lot more stuff had per shift and not just the same thing each shift hope there more different med stuff to do to people hopefully the piss poor optimize is fix by release because atm it feel like im playing a ps2 game with having to put it on low and everything to get a smooth game play hope to the best nacon never let me down so let see how it goes
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Showing 1-11 of 11 comments
Troy_Aesir  [developer] Jan 3 @ 7:11pm 
Originally posted by riksoz:
i had a lot of fun playing this im interested to what is add i hope there a lot more stuff had per shift and not just the same thing each shift hope there more different med stuff to do to people hopefully the piss poor optimize is fix by release because atm it feel like im playing a ps2 game with having to put it on low and everything to get a smooth game play hope to the best nacon never let me down so let see how it goes
Thanks for the feedback! The final game is a lot larger, including dozens of tools, 15 Callout archetypes, and two more full Districts. The progression system is a lot of fun.

Indeed, we are aware this Demo is heavily unoptimized. We knew it was going to be a struggle but wanted to give fans a chance to try the game out, anyway. The final game is in a better state than this old build.

Here are some tips that have helped others getting more out of their systems!
https://steamcommunity.com/app/1926520/discussions/0/601891059816024871/
riksoz Jan 4 @ 12:49pm 
Originally posted by Troy_Aesir:
Originally posted by riksoz:
i had a lot of fun playing this im interested to what is add i hope there a lot more stuff had per shift and not just the same thing each shift hope there more different med stuff to do to people hopefully the piss poor optimize is fix by release because atm it feel like im playing a ps2 game with having to put it on low and everything to get a smooth game play hope to the best nacon never let me down so let see how it goes
Thanks for the feedback! The final game is a lot larger, including dozens of tools, 15 Callout archetypes, and two more full Districts. The progression system is a lot of fun.

Indeed, we are aware this Demo is heavily unoptimized. We knew it was going to be a struggle but wanted to give fans a chance to try the game out, anyway. The final game is in a better state than this old build.

Here are some tips that have helped others getting more out of their systems!
https://steamcommunity.com/app/1926520/discussions/0/601891059816024871/
That cool so will you be able to do multiple person pick up like going back to get the others if not will there be a system that tell with person should be took out of all of the 3 or 4 people at the scene because that part confused me the most idk if i pick the right one or the wrong one
Troy_Aesir  [developer] Jan 4 @ 8:07pm 
Originally posted by riksoz:
Originally posted by Troy_Aesir:
Thanks for the feedback! The final game is a lot larger, including dozens of tools, 15 Callout archetypes, and two more full Districts. The progression system is a lot of fun.

Indeed, we are aware this Demo is heavily unoptimized. We knew it was going to be a struggle but wanted to give fans a chance to try the game out, anyway. The final game is in a better state than this old build.

Here are some tips that have helped others getting more out of their systems!
https://steamcommunity.com/app/1926520/discussions/0/601891059816024871/
That cool so will you be able to do multiple person pick up like going back to get the others if not will there be a system that tell with person should be took out of all of the 3 or 4 people at the scene because that part confused me the most idk if i pick the right one or the wrong one
Yes, it can be confusing, which is why I think we need to add more player guidance to the game to help clear up confusing scenarios such as that.

In the game right now, when a scene includes multiple patients, you as the paramedic are able to find, assess, diagnose, and treat patients using limited first aid on the ground. Once you triage all your patients, you may pick one to take with you to fully treat and transport to the nearest hospital.

Many people choose the worst-off patient to make the most impact on lives and also achieve the most possible progression points, but that choice is entirely up to you with full player agency. With a 15-minute Shift for example, your entire Shift would only consist of 1 single Callout if you had to manually transport 4+ patients from one scene.

This ended up feeling more like a chore than a fun, engaging experience. It actually felt punishing if you reached this scene at the tail end of a Shift and *had* to leave behind other people or be penalized for going into Overtime, for example.

Instead, we chose to imply all patients are being transported after you leave the scene. This implication is not very clear in the game and is something we are considering options for after release. Perhaps an option of calling in Backup as you're leaving a scene, knowing that those patients will be treated shortly after you depart.
riksoz Jan 5 @ 9:30am 
Originally posted by Troy_Aesir:
Originally posted by riksoz:
That cool so will you be able to do multiple person pick up like going back to get the others if not will there be a system that tell with person should be took out of all of the 3 or 4 people at the scene because that part confused me the most idk if i pick the right one or the wrong one
Yes, it can be confusing, which is why I think we need to add more player guidance to the game to help clear up confusing scenarios such as that.

In the game right now, when a scene includes multiple patients, you as the paramedic are able to find, assess, diagnose, and treat patients using limited first aid on the ground. Once you triage all your patients, you may pick one to take with you to fully treat and transport to the nearest hospital.

Many people choose the worst-off patient to make the most impact on lives and also achieve the most possible progression points, but that choice is entirely up to you with full player agency. With a 15-minute Shift for example, your entire Shift would only consist of 1 single Callout if you had to manually transport 4+ patients from one scene.

This ended up feeling more like a chore than a fun, engaging experience. It actually felt punishing if you reached this scene at the tail end of a Shift and *had* to leave behind other people or be penalized for going into Overtime, for example.

Instead, we chose to imply all patients are being transported after you leave the scene. This implication is not very clear in the game and is something we are considering options for after release. Perhaps an option of calling in Backup as you're leaving a scene, knowing that those patients will be treated shortly after you depart.
Fair point i do like the idea of you calling in backup before you leave to give it more of a closer to the callout where you tag the other people so the the backup knows who need the most help also one other suggestion at the end of the shift would be neat to see if your help you admission help the person live or if the person die from his injury even if yoj help them there still a chance they can die would be a neat thing to have tag on to the end shift review anyway thanks for replying
riksoz Jan 5 @ 9:54am 
Originally posted by riksoz:
Originally posted by Troy_Aesir:
Yes, it can be confusing, which is why I think we need to add more player guidance to the game to help clear up confusing scenarios such as that.

In the game right now, when a scene includes multiple patients, you as the paramedic are able to find, assess, diagnose, and treat patients using limited first aid on the ground. Once you triage all your patients, you may pick one to take with you to fully treat and transport to the nearest hospital.

Many people choose the worst-off patient to make the most impact on lives and also achieve the most possible progression points, but that choice is entirely up to you with full player agency. With a 15-minute Shift for example, your entire Shift would only consist of 1 single Callout if you had to manually transport 4+ patients from one scene.

This ended up feeling more like a chore than a fun, engaging experience. It actually felt punishing if you reached this scene at the tail end of a Shift and *had* to leave behind other people or be penalized for going into Overtime, for example.

Instead, we chose to imply all patients are being transported after you leave the scene. This implication is not very clear in the game and is something we are considering options for after release. Perhaps an option of calling in Backup as you're leaving a scene, knowing that those patients will be treated shortly after you depart.
Fair point i do like the idea of you calling in backup before you leave to give it more of a closer to the callout where you tag the other people so the the backup knows who need the most help also one other suggestion at the end of the shift would be neat to see if your help you admission help the person live or if the person die from his injury even if yoj help them there still a chance they can die would be a neat thing to have tag on to the end shift review anyway thanks for replying
Related to the backup would be cool to have it like the police one where you call it and another ambulance show up as your getting redy to leave
This still seems confusing. I have triaged two victims so far in two different shifts. While i get credit on scene for doing this, when i deliver the patient to the hospital i loose points for leaving a victim behind.
First off. I was an EMT for 30+ years so I have some experience.
In general, you triage all the pts then treat the pt with the most serious, but survivable injuries. ex: depending on the injuries and the resources available, you might not do CPR if you have a bunch of people bleeding. Yes, it may mean that the CPR pt dies, but if you are the only one on scene and take time with CPR, the other bleeding pts may bleed out. Triage with limited resources is not fun.
There's more to it, but this is the basic idea. stubbed toe waits, arterial bleeds go quickly..after you tourniquet them. as an example.
There are also triage tags. Maybe you can implement those?
I would definitely implement a backup button. You would not typically leave a pt on scene without someone else there to handle care.
Eitheir have the player call backup and have it arrive before leaving. Maybe even have the player assign the pts? If not, then the player should take the most critical one.
Troy_Aesir  [developer] Feb 8 @ 5:42pm 
Originally posted by riksoz:
Originally posted by riksoz:
Fair point i do like the idea of you calling in backup before you leave to give it more of a closer to the callout where you tag the other people so the the backup knows who need the most help also one other suggestion at the end of the shift would be neat to see if your help you admission help the person live or if the person die from his injury even if yoj help them there still a chance they can die would be a neat thing to have tag on to the end shift review anyway thanks for replying
Related to the backup would be cool to have it like the police one where you call it and another ambulance show up as your getting redy to leave
We are considering something like this, too, but this is a LOT more work. A Call Backup button would be very low labor cost while still having a huge positive impact for players, especially if their gained grade score for doing so!
Troy_Aesir  [developer] Feb 8 @ 5:50pm 
Originally posted by woohoo30ca:
This still seems confusing. I have triaged two victims so far in two different shifts. While i get credit on scene for doing this, when i deliver the patient to the hospital i loose points for leaving a victim behind.
It is possible the patients you triaged and left behind could have still been treated with basic first aid. For example, a neck brace or a tourniquet to hold them off until the next team arrived. If you still see this happening to you, please report it, because this is how the game was designed to work so it may be a lesser-known scoring issue!
https://my.nacongaming.com/en-US/support/game/ambulance

Originally posted by Punisher:
First off. I was an EMT for 30+ years so I have some experience.
In general, you triage all the pts then treat the pt with the most serious, but survivable injuries. ex: depending on the injuries and the resources available, you might not do CPR if you have a bunch of people bleeding. Yes, it may mean that the CPR pt dies, but if you are the only one on scene and take time with CPR, the other bleeding pts may bleed out. Triage with limited resources is not fun.
There's more to it, but this is the basic idea. stubbed toe waits, arterial bleeds go quickly..after you tourniquet them. as an example.
There are also triage tags. Maybe you can implement those?
I would definitely implement a backup button. You would not typically leave a pt on scene without someone else there to handle care.
Eitheir have the player call backup and have it arrive before leaving. Maybe even have the player assign the pts? If not, then the player should take the most critical one.
That's exactly how we designed Ambulance Life. Triage tags exist for any scenario where players find multiple patients, whether it's a standard Shift or a Catastrophic Shift.

The new update made it a little easier to understand with a new triage tag widget, but once you assess and diagnose a patient, players should assign a tag based on their urgency:
🟢 Not in need of care
🟡 In need of care, but not emergent
🔴 In need of care, emergent
⚫ Dead or can't be saved

The order of care in a multi-patient scenario is designed like the following in Ambulance Life:
  • Respond to call and arrive at scene
  • Locate all patients on the scene
  • Anamnesis all patients for verbal evidence
  • Observe all patients and environment for physical evidence
  • Apply basic first aid if needed
  • Apply triage tags to all patients based on their needs for care
  • Take one patient with you (player choice, higher score for more critical care)
  • Transport to closest medical center

Our idea would add one more step to these scenarios, which would be "Call for Backup". Or, also, possibly adding more detailed player guidance to make it more clear what players are expected to do and how to perform well based on this gameplay loop.
Last edited by Troy_Aesir; Feb 8 @ 5:51pm
OK.
That's cool.
I should have mentioned that I don't actually have the game yet, my response was in general without knowing that you actually implemented already!
Looking forward to picking this up...eventually..
It's been a minute since I rode and I do miss it so this should hopefully scratch the itch.
Will most likely be a while until I can afford it though so I'll have to live vicariously through videos and discussions! :steamhappy:
Troy_Aesir  [developer] Feb 8 @ 10:26pm 
Originally posted by Punisher:
OK.
That's cool.
I should have mentioned that I don't actually have the game yet, my response was in general without knowing that you actually implemented already!
Looking forward to picking this up...eventually..
It's been a minute since I rode and I do miss it so this should hopefully scratch the itch.
Will most likely be a while until I can afford it though so I'll have to live vicariously through videos and discussions! :steamhappy:
Oh HAHA that's okay! This post won't go anywhere if and when you decide to jump into the driver's seat. If you wanna check it out, our official Discord has tons of medical professionals who play the game if you just wanna talk shop, too.

No pressure, but I'll drop it here in case you wanna stop by: https://discord.gg/AesirInteractive
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