Ambulance Life: A Paramedic Simulator

Ambulance Life: A Paramedic Simulator

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Mavout 28 dec, 2024 @ 10:43
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NOT FOR THE EUROPEAN MARKET
Let me just say this: This Game is perfectly fine for the US market.

However, noone in Europe can relate to anything in this game and im urging tell you why:

First of all, it is EXTREMELY reliant to the US EMS system called "Load and go". Meaning you arrive, load the patient to the stretcher and drive to the hospital. Maybe, and just maybe you also apply a bandage for the bleeding that the patient has. The US is one of the verry few countrys that employ this system which itself came from the Medevacs in the Vietnam War.

However, in Europe the "Stay and Play" system is used. Meaning, you do A LOT more at the scene. Thats also why in Europe theres an emergency doctor that can be called to the scene.
The tools in the ambulance in this game are so mundane that i have better Equipment at home. Literally...
A bandage, a stetoscope and bloodpressure set??
Its basically a "First Responder" set and thats how the game should be called, "First Responder" because you do nothing deeper. It is also verry obvious because your "Teammate" is constantly screaming at you for taking to long and doing an actual diagnostic.

Some problems that ive found in the current version with the kit you have:
-You can intubate somone who isnt uncouncious. Stick a tube down your throat and tell me how it feels...
-The syringes that you use to apply medicine have a needle, but you put put it into an IV.
-You cant remove the clothes of a patient to assess wounds.
-You cant fix the posture of patients which will cover theyr wounds with theyr hands all the time.
-Theres no encyclopedia which tells you what the exact effects of medicine are.
-Theres no Horn.
-Theres no turn indicators.
-Mute your NPC "Teammate".


Stuff i wish it would be in the game to be more realistic:
-EKG Devices with electrodes to read out cardiac arrhythmia.
-Oxygen bottles with flow regulators.
-Neck, arm and leg braces for fixing fractures.
-A spineboard to retrive the patient.
-More ways to immobilize the patient.
-Actual different IV bags like Blood.
-Tools and kits to bring to the patient so you can do an assessment there.
-Preassure bandages for bleedings.
-Tourniquets for arterial bleedings.
-More medicine like adrenaline.
-An EEG to defibrilate the patient.
-A torch to look for dialated pupils.
-More diagnostic tools like bloodsugar readouts.

Otherwise please change the title to "First Responder Simulator".
Ursprungligen skrivet av Troy_Aesir:
Ursprungligen skrivet av Mavout:
Let me just say this: This Game is perfectly fine for the US market.

However, noone in Europe can relate to anything in this game and im urging tell you why:

First of all, it is EXTREMELY reliant to the US EMS system called "Load and go". Meaning you arrive, load the patient to the stretcher and drive to the hospital. Maybe, and just maybe you also apply a bandage for the bleeding that the patient has. The US is one of the verry few countrys that employ this system which itself came from the Medevacs in the Vietnam War.

However, in Europe the "Stay and Play" system is used. Meaning, you do A LOT more at the scene. Thats also why in Europe theres an emergency doctor that can be called to the scene.
The tools in the ambulance in this game are so mundane that i have better Equipment at home. Literally...
A bandage, a stetoscope and bloodpressure set??
Its basically a "First Responder" set and thats how the game should be called, "First Responder" because you do nothing deeper. It is also verry obvious because your "Teammate" is constantly screaming at you for taking to long and doing an actual diagnostic.

Some problems that ive found in the current version with the kit you have:
-You can intubate somone who isnt uncouncious. Stick a tube down your throat and tell me how it feels...
-The syringes that you use to apply medicine have a needle, but you put put it into an IV.
-You cant remove the clothes of a patient to assess wounds.
-You cant fix the posture of patients which will cover theyr wounds with theyr hands all the time.
-Theres no encyclopedia which tells you what the exact effects of medicine are.
-Theres no Horn.
-Theres no turn indicators.
-Mute your NPC "Teammate".


Stuff i wish it would be in the game to be more realistic:
-EKG Devices with electrodes to read out cardiac arrhythmia.
-Oxygen bottles with flow regulators.
-Neck, arm and leg braces for fixing fractures.
-A spineboard to retrive the patient.
-More ways to immobilize the patient.
-Actual different IV bags like Blood.
-Tools and kits to bring to the patient so you can do an assessment there.
-Preassure bandages for bleedings.
-Tourniquets for arterial bleedings.
-More medicine like adrenaline.
-An EEG to defibrilate the patient.
-A torch to look for dialated pupils.
-More diagnostic tools like bloodsugar readouts.

Otherwise please change the title to "First Responder Simulator".
Thanks for all this detailed feedback! I can't address everything since I'm still on holiday but I wanted to answer what I could!

The number ONE feedback we get is the ability to toggle between metric and imperial measurement systems, which most directly addresses your primary topic! There are also available options for European ambulance styles, which drive differently than the American ambulance (brakes, steering, width, etc.).

I think a lot of what you might be experiencing can be distilled down to the locked progression within the Demo itself, which is only a small slice of available content in the final game.

For example, there are dozens of tools unavailable to Demo players which will be unlockable in the final game release, but we didn't want to reveal EVERYTHING just a few weeks before the final release. Off the top of my head, here are just some of the tools you wish-listed which are already in the final game: Neck brace (Demo), tourniquet (Demo), bandages (Demo), epinephrine, glucometer, and more!

We want players to take the necessary steps to treat their patients as close to 100% as possible, but still feel the pressure of time against them. This is where the grading system comes into play, challenging players to find their own balance. This is where the in-game Player Manual, listing interventions; conditions; vitals gathering; and game mechanics, is incredibly important, especially when playing "Simulation Mode"!

Along this line of thinking, players are given all the unlocked tools at their disposal to use how they see fit. Player agency was very important to us--you can certainly intubate conscious patients or administer 10 doses of morphine, but there will be consequences in your performance review.

The NPC partner is ABSOLUTELY WAAAAAY overtuned where they never stop talking and this is already addressed in the final game. This might actually have been #1 feedback with imperial/metric as #2 now that I think about it lmao.

Either way, your whole post has lots of helpful information, whether it's stuff we need to make more clear or address after a successful release of the game in February. I've passed this all onto the devs to take a look at once we all return to office.

Thank you so much for sharing your insight!
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En utvecklare av denna app har angett att detta inlägg besvarar det ursprungliga ämnet.
Troy_Aesir  [utvecklare] 28 dec, 2024 @ 16:41 
Ursprungligen skrivet av Mavout:
Let me just say this: This Game is perfectly fine for the US market.

However, noone in Europe can relate to anything in this game and im urging tell you why:

First of all, it is EXTREMELY reliant to the US EMS system called "Load and go". Meaning you arrive, load the patient to the stretcher and drive to the hospital. Maybe, and just maybe you also apply a bandage for the bleeding that the patient has. The US is one of the verry few countrys that employ this system which itself came from the Medevacs in the Vietnam War.

However, in Europe the "Stay and Play" system is used. Meaning, you do A LOT more at the scene. Thats also why in Europe theres an emergency doctor that can be called to the scene.
The tools in the ambulance in this game are so mundane that i have better Equipment at home. Literally...
A bandage, a stetoscope and bloodpressure set??
Its basically a "First Responder" set and thats how the game should be called, "First Responder" because you do nothing deeper. It is also verry obvious because your "Teammate" is constantly screaming at you for taking to long and doing an actual diagnostic.

Some problems that ive found in the current version with the kit you have:
-You can intubate somone who isnt uncouncious. Stick a tube down your throat and tell me how it feels...
-The syringes that you use to apply medicine have a needle, but you put put it into an IV.
-You cant remove the clothes of a patient to assess wounds.
-You cant fix the posture of patients which will cover theyr wounds with theyr hands all the time.
-Theres no encyclopedia which tells you what the exact effects of medicine are.
-Theres no Horn.
-Theres no turn indicators.
-Mute your NPC "Teammate".


Stuff i wish it would be in the game to be more realistic:
-EKG Devices with electrodes to read out cardiac arrhythmia.
-Oxygen bottles with flow regulators.
-Neck, arm and leg braces for fixing fractures.
-A spineboard to retrive the patient.
-More ways to immobilize the patient.
-Actual different IV bags like Blood.
-Tools and kits to bring to the patient so you can do an assessment there.
-Preassure bandages for bleedings.
-Tourniquets for arterial bleedings.
-More medicine like adrenaline.
-An EEG to defibrilate the patient.
-A torch to look for dialated pupils.
-More diagnostic tools like bloodsugar readouts.

Otherwise please change the title to "First Responder Simulator".
Thanks for all this detailed feedback! I can't address everything since I'm still on holiday but I wanted to answer what I could!

The number ONE feedback we get is the ability to toggle between metric and imperial measurement systems, which most directly addresses your primary topic! There are also available options for European ambulance styles, which drive differently than the American ambulance (brakes, steering, width, etc.).

I think a lot of what you might be experiencing can be distilled down to the locked progression within the Demo itself, which is only a small slice of available content in the final game.

For example, there are dozens of tools unavailable to Demo players which will be unlockable in the final game release, but we didn't want to reveal EVERYTHING just a few weeks before the final release. Off the top of my head, here are just some of the tools you wish-listed which are already in the final game: Neck brace (Demo), tourniquet (Demo), bandages (Demo), epinephrine, glucometer, and more!

We want players to take the necessary steps to treat their patients as close to 100% as possible, but still feel the pressure of time against them. This is where the grading system comes into play, challenging players to find their own balance. This is where the in-game Player Manual, listing interventions; conditions; vitals gathering; and game mechanics, is incredibly important, especially when playing "Simulation Mode"!

Along this line of thinking, players are given all the unlocked tools at their disposal to use how they see fit. Player agency was very important to us--you can certainly intubate conscious patients or administer 10 doses of morphine, but there will be consequences in your performance review.

The NPC partner is ABSOLUTELY WAAAAAY overtuned where they never stop talking and this is already addressed in the final game. This might actually have been #1 feedback with imperial/metric as #2 now that I think about it lmao.

Either way, your whole post has lots of helpful information, whether it's stuff we need to make more clear or address after a successful release of the game in February. I've passed this all onto the devs to take a look at once we all return to office.

Thank you so much for sharing your insight!
Senast ändrad av Troy_Aesir; 28 dec, 2024 @ 16:43
UncleRespect 28 dec, 2024 @ 22:26 
i dont think so. its simple ambulance drivers that apear sometimes in EU
Swissski 29 dec, 2024 @ 1:59 
I think there had been these kinds of discussions with Project Hospital before about realism or the medical system represented. I think it's impossible to have a game that accurately represents the medical professions: the game will necessarily be a compromise between realism and accessibility. It is also impossible to reproduce manual procedures (with a keyboard and mouse!) in a virtual game. The result will always be "imperfect", but the goal is also to have fun playing.
Mavout 29 dec, 2024 @ 5:52 
The biggest problem i have regarding realism is that you just arrive, load the patient into the Ambulance and drive to the hospital whitout any problems or complications and probably still get an A+ whitout doing any work in Simulation mode.

More tools would be nice ofc but how are you loading somone with a broken bone or back onto a stretcher whitou any pain medicine or propper stabilisation? That is literally an Assault charge.
Not every Patient is laying on the street, 2 meters away from the ambulance. Sometimes you need to start treatment or reanimating before the patient is stable enough to be brought into the ambulance.

What i think about realism is the following:
You arrive at a Car crash where Patient has a broken leg and his back hurts.
-Do a first assessment by eye.
-Bring the EKG and Blood Pressure device to the patient and check the vitals.
-Give the Patient pain releaving medicine and brace the leg with a rail.
-His back may be broken so you get a shovel stretcher to carefully pick the patient up.
-The Patient gets put on a vacuum mattress to hes immobalized.
-Then you load him in write the assessment in the tablet.
-And THEN drive to the hospital.
Senast ändrad av Mavout; 29 dec, 2024 @ 5:58
twistone1981 29 dec, 2024 @ 8:31 
Just remind yourself this is demo so alot can change.
Troy_Aesir  [utvecklare] 29 dec, 2024 @ 18:59 
Ursprungligen skrivet av Mavout:
The biggest problem i have regarding realism is that you just arrive, load the patient into the Ambulance and drive to the hospital whitout any problems or complications and probably still get an A+ whitout doing any work in Simulation mode.

More tools would be nice ofc but how are you loading somone with a broken bone or back onto a stretcher whitou any pain medicine or propper stabilisation? That is literally an Assault charge.
Not every Patient is laying on the street, 2 meters away from the ambulance. Sometimes you need to start treatment or reanimating before the patient is stable enough to be brought into the ambulance.

What i think about realism is the following:
You arrive at a Car crash where Patient has a broken leg and his back hurts.
-Do a first assessment by eye.
-Bring the EKG and Blood Pressure device to the patient and check the vitals.
-Give the Patient pain releaving medicine and brace the leg with a rail.
-His back may be broken so you get a shovel stretcher to carefully pick the patient up.
-The Patient gets put on a vacuum mattress to hes immobalized.
-Then you load him in write the assessment in the tablet.
-And THEN drive to the hospital.
Please consider there are not-insignificant limitations when building a video game, including our team's size and the time/money scope we worked within to bring this project to life.

As much as we would love to recreate a first response simulation capable of training medical personnel, we are still an independent video game studio. We had the vision to create a fun and engaging experience for players and give a glimpse into this vital and impactful profession.

Much like Police Simulator: Patrol Officers, the Ambulance Life: A Paramedic Simulator game releasing in February is a foundation to what we pray will be a successful, evolving project for Aesir Interactive. The more successful this game is, the more we can build onto this foundation together with our community.

Thank you for your understanding! :steamhappy:
Spartan Wolf 30 dec, 2024 @ 7:40 
Sorry to tell you but my brother was an EMT for a while in America and he spent more time correcting the games features then admiring them. He spent more time saying, we would never do this or we would never do that.

1. You would NEVER strap a person to a gurney unless they are combative or Bakers Act (Crazy People)

2. You already addressed the AI but yea her haha

3. Cars need to actually move out of the way completely

4. the only information you need from the police is the 5 Ws (who, what, where, when, why) nothing else, the officers feelings are not important in an emergency situation

5. "Why am I putting in an IV tube to forcibly and violently inject medication into the IV port, wtf?! Might as well just inject them" - my brother

6. You cant remove the clothes of a patient to assess wounds.

7. you would NEVER see two people holding or guiding a gurney, only ever one.

We don't really have the supplies or the manpower for one ambulance to handle multiple people simultaneously which is why we have the tags. One doctor on-site of a catastrophic event is about as useful as one EMT driver. The only way to actually save a life is the hospital. Our job is to stabilize the patient in order for them not to die and then the hospital with the equipment fixes them, they get saved somewhere in the middle.




Since we are on the topic, Aesir, I want to tell you about your flawed logic. whatever the real reason is, it is good to tell your community so they are aware. the coop speech you have said in various discussions is not logical in any way in reference to literally another gamer you created "Police Sim Patrol Officers". With reference to that, I enjoy driving around as a partner as much as I enjoy handing the arrested. Many enjoy that, but if that is your flawed logic then just add in another ambulance with call-outs similar to police sim.

I can make comparisons to police sim all day that make much more sense then whatever pretend excuses you came up with to make this solo with an AI companion more useless and annoying then Ashley from Resident Evil 4, and the fairy from the Legend of Zelda. The front desk cops in Police Sim Patrol Officers were more useful then this lady. And could all be fixed by either completely removing her or adding coop.

For a completely singleplayer experience, $40 is incredibly steep, Police Sim Patrol Officers is fun as hell but I wouldn't have bought it as a singleplayer experience. Even with that game, only 2-player coop is flawed logic and should be at least 4 player coop but its clear that your servers can just barely survive with 2 people in the same area but that is an argument for another time.

In coop you build experiences and RP situations as if they were real, removing much of the criticism that people see in solo games. its a much better experience to play with a friend, brother, or someone who knows the job/RP and can walk you through experiences rather than hearing a robot ai scream at you every 5 seconds and not helping at all.

multiple Paramedics can:
1. handle multiple people at a call
2. handle multiple calls
3. save a life or drive
4. assess situations quicker, also while another is assessing patients

the list goes on... I cannot see myself getting as involved with this game that I did with Police Sim Patrol Officers which is so unfortunate JUST BECAUSE THERE IS NO COOP. Hopefully you release it at some point so I can play with my brother.
Troy_Aesir  [utvecklare] 30 dec, 2024 @ 16:57 
Ursprungligen skrivet av Spartan Wolf:
the list goes on... I cannot see myself getting as involved with this game that I did with Police Sim Patrol Officers which is so unfortunate JUST BECAUSE THERE IS NO COOP. Hopefully you release it at some point so I can play with my brother.

You have already stated disinterest in the game, but I wanted to respond to you out of respect. For the sake of brevity, I only quoted a piece of your post to save space.

We appreciate the feedback from both yourself and your brother. I covered a similar sentiment in another post, so I thought it would be more helpful to post some of my own quotes to provide context below rather than re-typing stuff.

One thing to keep in mind is as an independent video game developer, we rely on outside funding to bring our visions to life. We do not always have the funds, time, and/or team size to complete everything we want to do and compromises are inevitable.

No game is perfect, and we are certainly not an exception to that. However, we are always listening and learning to inform our decisions moving forward. We appreciate the discussions being had, because there are topics that were blind spots for us or perhaps should have been made a higher priority for the future.

Ursprungligen skrivet av Troy_Aesir:
To start, the game design team included two former paramedics and, later in the process, we also convened a group of volunteer consultants from various areas of medical professions. This gave us a really long-form understanding of what the IRL world of medical first response would look like in the scope of a fun, engaging simulation video game setting.

Taking the expertise and learnings from our Police Simulator team afforded us the opportunity to learn from successes and mistakes, utilize new tools and techniques with Unreal Engine 5, and kick the excitement levels up a notch. After lots of discussion and testing, a lot of it worked and a lot of it wouldn't have worked.

Features which didn't make it into the final game fell into one of three broader categories:
  • Didn't translate well into our video game's vision or scope.
  • Lacking in time, budget, or team size to bring some visions to life.
  • Would make more sense after release in case our vision didn't align with the players'.
    • (This would give us more time to focus on the core mechanics and optimization, updating the game later upon a successful, well-received release)

We know Ambulance Life is not a 1:1 replica of the paramedic profession. Some of that was intentional, some of that was running out of time, some of that was bad decisions. If the game is a success at launch, we can start to address the extensive laundry list of items we and the community would love to change or add to the game.

Further, Police Simulator: Patrol Officers is a completely different team than Ambulance Life: A Paramedic Simulator. They are different projects with different engines with different teams and signed under different contracts with different publishers. What may be possible or even required in one game is not necessarily the same as the second.

Ursprungligen skrivet av Troy_Aesir:
Addressing multiplayer specifically, we thought long and hard about how it would work inside the core gameplay loop of Ambulance Life and ultimately decided to instead create a premier single-player experience for our players. There are many reasons for this:
  • No dedicated servers can create a poor experience for global players.
  • Significantly longer development cycle, leading to a longer release window.
  • Requires significant after-release overhead to properly maintain.
  • Internal testing showed multiplayer was just less fun for players:
    • More engaging to perform both treatment and transport as one player.
    • One person was having "all the fun" treating while the second stuck with "boring" driving.
    • Timing was inconsistent because proper treatments often took longer than driving.
    • Inconsistencies in grading and progression because the driver didn't have control over how someone was treated.

We were not afforded that additional budget of time and money to properly solve all of these problems for the final release and so decided against multiplayer altogether. For context, Ambulance Life was already delayed once without changing any core gameplay elements. Therefore, we'd still be looking at another year or two if something as detailed and convoluted as multiplayer was included from Day One.
Including multiplayer in a game project is not a simple process by any stretch of the imagination. If it is not designed from the Day One, it is an extremely complicated process that significantly increases the development time of a game. Police Simulator: Patrol Officers started as an Early Access game with a much longer development cycle, and did not have multiplayer from launch.

There is no hidden meaning to uncover, here; we decided not to code multiplayer into the game to same money, time, and team stress. Ambulance Life: A Paramedic Simulator was already delayed from its original release window in September 2024 and pushing further just wasn't a viable option.

Thanks again for sharing your thoughts!
Senast ändrad av Troy_Aesir; 30 dec, 2024 @ 17:02
Dot 31 dec, 2024 @ 5:58 
@troy thanks for replying but please stop playing the lack of funding card and excpect a milder verdict. if publishers bait their customers creating false hopes and expectations and developers/indie studios start to cover up and play along then sorry, no sorry. they deserve a hard verrdict.

anyhow I hope and believe your game is a labour of love. kudos to you and your team. maybe you'll follow the footsteps of No Mans Sky eventually.
Spartan Wolf 31 dec, 2024 @ 9:26 
@Troy_Aesir

Thank you, this is the correct response that I wanted to hear. I am not being sarcastic or anything, really I love the openness and transparency of your response to what is going on and the decisions that had to be made. I know about sacrifices that need to be made for the betterment of the product. I also did not know that this was a different team but that is ok. There are struggles and challenges that come up that need to be addressed, you address them.

I don't want you to get the wrong idea, i don't detest the game, my brother had a lot of fun playing it and he will probably get it. Openness and complete transparency is a huge factor that helps community around through all the bad problems. Your comment about how the AI companion was the number issue and was being adjusted for main launch is exactly what we seek to know. "Hey guys something is broken and we know, this is why"

Aesir is easily one of my favorite game companies right now. I have played through other thousands of hours on console with your games. thank you for what you do
Troy_Aesir  [utvecklare] 31 dec, 2024 @ 15:11 
Ursprungligen skrivet av Spartan Wolf:
@Troy_Aesir

Thank you, this is the correct response that I wanted to hear. I am not being sarcastic or anything, really I love the openness and transparency of your response to what is going on and the decisions that had to be made. I know about sacrifices that need to be made for the betterment of the product. I also did not know that this was a different team but that is ok. There are struggles and challenges that come up that need to be addressed, you address them.

I don't want you to get the wrong idea, i don't detest the game, my brother had a lot of fun playing it and he will probably get it. Openness and complete transparency is a huge factor that helps community around through all the bad problems. Your comment about how the AI companion was the number issue and was being adjusted for main launch is exactly what we seek to know. "Hey guys something is broken and we know, this is why"

Aesir is easily one of my favorite game companies right now. I have played through other thousands of hours on console with your games. thank you for what you do
I appreciate the discourse! It's not uncommon that folks just don't understand how games as an industry or game development works. I think that, as part of Aesir Interactive's journey to become radically transparent, it's vital to have these conversations.

There isn't always someone to blame. Sometimes it's just circumstance and that's okay! 🤗
Senast ändrad av Troy_Aesir; 31 dec, 2024 @ 15:11
Ursprungligen skrivet av Mavout:
Let me just say this: This Game is perfectly fine for the US market..

as EU member i don't mind.

If you buy Euro Truck Simulator. its EU based, Only later came American Truck Simulator (or vice versa)
I mean you can't have the entire world in one game. The world is a big place.

anyway my issue with this kind of game is. how long will it take when it becomes
repetitive. You have 36 medical issues. It sounds alot...but in reality...?
Troy_Aesir  [utvecklare] 24 jan @ 13:55 
Ursprungligen skrivet av Mavout:
\anyway my issue with this kind of game is. how long will it take when it becomes repetitive. You have 36 medical issues. It sounds alot...but in reality...?
It's a good question! Our new generative Callout system is designed to combat exactly that.

In Ambulance Life, there are 15 Callout archetypes--for example, Injured Homeless Person. However, no two Callouts will feel the same. If a player receives the same Callout three times in a row, we tried our best to make it a variable experience each and every time.

An Injured Homeless Person Callout could mean any number of things: Is it weather exposure? A heart attack? A mugging gone wrong? A random act of violence? A drug overdose?

Does each homeless person have any pre-existing conditions to take into account? Comorbidities like obesity, seizures? Do they take medications which might complicate your diagnosis and treatment? Are there environmental factors that should be considered, like a cup of coffee on the ground?

This system is amplified further as players unlock even more content, opening up new archetypes, new conditions, new tools, and new pre-existing conditions that will continue to complicate every situation. Hope this helps!
E.B. 25 jan @ 5:36 
Ursprungligen skrivet av Mavout:
Let me just say this: This Game is perfectly fine for the US market.

However, noone in Europe can relate to anything in this game and im urging tell you why:

First of all, it is EXTREMELY reliant to the US EMS system called "Load and go". Meaning you arrive, load the patient to the stretcher and drive to the hospital. Maybe, and just maybe you also apply a bandage for the bleeding that the patient has. The US is one of the verry few countrys that employ this system which itself came from the Medevacs in the Vietnam War.

However, in Europe the "Stay and Play" system is used. Meaning, you do A LOT more at the scene. Thats also why in Europe theres an emergency doctor that can be called to the scene.
The tools in the ambulance in this game are so mundane that i have better Equipment at home. Literally...
A bandage, a stetoscope and bloodpressure set??
Its basically a "First Responder" set and thats how the game should be called, "First Responder" because you do nothing deeper. It is also verry obvious because your "Teammate" is constantly screaming at you for taking to long and doing an actual diagnostic.

Some problems that ive found in the current version with the kit you have:
-You can intubate somone who isnt uncouncious. Stick a tube down your throat and tell me how it feels...
-The syringes that you use to apply medicine have a needle, but you put put it into an IV.
-You cant remove the clothes of a patient to assess wounds.
-You cant fix the posture of patients which will cover theyr wounds with theyr hands all the time.
-Theres no encyclopedia which tells you what the exact effects of medicine are.
-Theres no Horn.
-Theres no turn indicators.
-Mute your NPC "Teammate".


Stuff i wish it would be in the game to be more realistic:
-EKG Devices with electrodes to read out cardiac arrhythmia.
-Oxygen bottles with flow regulators.
-Neck, arm and leg braces for fixing fractures.
-A spineboard to retrive the patient.
-More ways to immobilize the patient.
-Actual different IV bags like Blood.
-Tools and kits to bring to the patient so you can do an assessment there.
-Preassure bandages for bleedings.
-Tourniquets for arterial bleedings.
-More medicine like adrenaline.
-An EEG to defibrilate the patient.
-A torch to look for dialated pupils.
-More diagnostic tools like bloodsugar readouts.

Otherwise please change the title to "First Responder Simulator".


One this is a game. You can only do so much with what is available to you. Devs have a limited budget to produce a game. How can you judge how much they have to work with.
This is a personal observation, not all U.S. EMS is load and go. I have no idea where you got your info from. Also I have seen UK teams and sometimes they stay was too long on scene. I was a Medic with the LAFD and FDNY and there are times you rock and roll and treat en route which is a skill in itself, and other times you stay on scene for a few minutes, not hours to stabilize and then move out. I find it odd these Merit Dr that are needed for serious patients. Makes no sense if you have qualified medics. We can do our own intubations under sedition without a doc present and in my day we handled enroute surgical procedures as well.

These devs have done the best they can do and if the release is successful they will expand the game play.
Senast ändrad av E.B.; 25 jan @ 15:52
Niliu 30 jan @ 13:13 
Ursprungligen skrivet av Troy_Aesir:
Ursprungligen skrivet av Mavout:
Let me just say this: This Game is perfectly fine for the US market.

However, noone in Europe can relate to anything in this game and im urging tell you why:

First of all, it is EXTREMELY reliant to the US EMS system called "Load and go". Meaning you arrive, load the patient to the stretcher and drive to the hospital. Maybe, and just maybe you also apply a bandage for the bleeding that the patient has. The US is one of the verry few countrys that employ this system which itself came from the Medevacs in the Vietnam War.

However, in Europe the "Stay and Play" system is used. Meaning, you do A LOT more at the scene. Thats also why in Europe theres an emergency doctor that can be called to the scene.
The tools in the ambulance in this game are so mundane that i have better Equipment at home. Literally...
A bandage, a stetoscope and bloodpressure set??
Its basically a "First Responder" set and thats how the game should be called, "First Responder" because you do nothing deeper. It is also verry obvious because your "Teammate" is constantly screaming at you for taking to long and doing an actual diagnostic.

Some problems that ive found in the current version with the kit you have:
-You can intubate somone who isnt uncouncious. Stick a tube down your throat and tell me how it feels...
-The syringes that you use to apply medicine have a needle, but you put put it into an IV.
-You cant remove the clothes of a patient to assess wounds.
-You cant fix the posture of patients which will cover theyr wounds with theyr hands all the time.
-Theres no encyclopedia which tells you what the exact effects of medicine are.
-Theres no Horn.
-Theres no turn indicators.
-Mute your NPC "Teammate".


Stuff i wish it would be in the game to be more realistic:
-EKG Devices with electrodes to read out cardiac arrhythmia.
-Oxygen bottles with flow regulators.
-Neck, arm and leg braces for fixing fractures.
-A spineboard to retrive the patient.
-More ways to immobilize the patient.
-Actual different IV bags like Blood.
-Tools and kits to bring to the patient so you can do an assessment there.
-Preassure bandages for bleedings.
-Tourniquets for arterial bleedings.
-More medicine like adrenaline.
-An EEG to defibrilate the patient.
-A torch to look for dialated pupils.
-More diagnostic tools like bloodsugar readouts.

Otherwise please change the title to "First Responder Simulator".
Thanks for all this detailed feedback! I can't address everything since I'm still on holiday but I wanted to answer what I could!

The number ONE feedback we get is the ability to toggle between metric and imperial measurement systems, which most directly addresses your primary topic! There are also available options for European ambulance styles, which drive differently than the American ambulance (brakes, steering, width, etc.).

I think a lot of what you might be experiencing can be distilled down to the locked progression within the Demo itself, which is only a small slice of available content in the final game.

For example, there are dozens of tools unavailable to Demo players which will be unlockable in the final game release, but we didn't want to reveal EVERYTHING just a few weeks before the final release. Off the top of my head, here are just some of the tools you wish-listed which are already in the final game: Neck brace (Demo), tourniquet (Demo), bandages (Demo), epinephrine, glucometer, and more!

We want players to take the necessary steps to treat their patients as close to 100% as possible, but still feel the pressure of time against them. This is where the grading system comes into play, challenging players to find their own balance. This is where the in-game Player Manual, listing interventions; conditions; vitals gathering; and game mechanics, is incredibly important, especially when playing "Simulation Mode"!

Along this line of thinking, players are given all the unlocked tools at their disposal to use how they see fit. Player agency was very important to us--you can certainly intubate conscious patients or administer 10 doses of morphine, but there will be consequences in your performance review.

The NPC partner is ABSOLUTELY WAAAAAY overtuned where they never stop talking and this is already addressed in the final game. This might actually have been #1 feedback with imperial/metric as #2 now that I think about it lmao.

Either way, your whole post has lots of helpful information, whether it's stuff we need to make more clear or address after a successful release of the game in February. I've passed this all onto the devs to take a look at once we all return to office.

Thank you so much for sharing your insight!

I'm sorry, but basing this game in the US was a mistake. It's going to be EXTREMELY controversial to those of us from nations with EMTs that do not care about your insurance, social class, or background. They just respond.

Unfortunately, the bias in the American medical system is deeply ingrained, so using it is, as the OP said, wrong.

https://pmc.ncbi.nlm.nih.gov/articles/PMC4638275/#:~:text=across%20these%20groups.-,Although%20some%20associations%20between%20implicit%20bias%20and%20health%20care%20outcomes,interactions%20with%20health%20care%20providers.

Ursprungligen skrivet av Spartan Wolf:
in America

Exactly.
Senast ändrad av Niliu; 30 jan @ 13:20
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