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Rapportera problem med översättningen
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!
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.
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!
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.
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.
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.
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!
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.
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
There isn't always someone to blame. Sometimes it's just circumstance and that's okay! 🤗
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...?
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!
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.
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.
Exactly.