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It's supposed to make it so that you are able to quickly revive someone and so that the game won't last very long if you don't. That means the dead player doesn't have to sit out for very long, which was a weakness of the old system. The health penalty is because death is still supposed to be a big deal and punishing.
Buuut the whole getting-the-player-back-in-the-game thing is undermined by the fact that you lose ALL your ammo upon death. So, the dead player might be revived quickly, but it's still going to be quite a while before they're able to get enough ammo to actually DO anything.
Of course, the ammo system in co-op doesn't work very well in other regards either.
How does the ammo system not work in those other regards? I don't know a lot about the game's systems to really figure this out on my own.
I'm not really sure how they could fix it. I wish the revived partner would at least retain their ammo even if they drop both of their weapons. Also, it'd be nice if the revived character didn't lose their mutations since the rads system in coop is tied as one thing instead of both players having their own collection of rads and levels.
In fact, sometimes it's simply impossible to continue. The very first time I had to deal with this new system, we were in the Palace, with a couple of dog monsters left to kill. Essentially, I died, was revived, and then, very shortly after, my friend died and was revived. Well, that's it, isn't it? No ammo. No chests.
Nix the ammo penalty and it'll be fine. Having your health halved is absolutely plenty in terms of penalty - particularly as the player doing the reviving will often be having to break cover and jump into the lion's jaw to revive their comrade.
This is just my personal opinion but I am not a game developer so I don't have a good idea of how this would affect the overall coop game strategy but nixing the ammo penalty and getting rid of the timer that starts hurting the character alive would be nice. The ability to revive your partner should always be an option available, but if you have 1 health point left, you'll die reviving your partner. Have both the old way of reviving (find a large medkit) and the ability to give up half your health to revive your partner instantly.
Again, maybe this is asking for too much. I know the game is supposed to be challenging, but as JonSkeletone says, sometimes it's simply impossible to continue as soon as someone dies. In that case, they might as well just make it a one life only situation for both players in coop.
or it could just remember what they had when they died and return them with it.
The timer thing is just bad, maybe they could instead make a larger penalty of some sort the longer you wait. IDK, I could see co-op being discarded for the final version.
I agree, big problem
This sucks a bit, but doesn't happen that often. It's a really frustrating death though and should be fixed imo.
This also happens a lot, and is generally not very fun.
1. Only one player can pick a character at the start.
This results in several re-starts until both players are satisfied with their characters. So if this was meant as some sort of crude feature - it doesn´t work out and is just annoying.
2. Upon reviving the revived players looses all ammunition.
Much has been said about this. It just is unfun and as a sort of compensation for death losing hp is punishing enough in my opinion. Several other problems also arise from this...
3. Currently revived players can instantly be killed again.
This might seem as intended, but with several enemie types - laser crystals for example - this is just unfair since they can multily hit and have a range longer than what a player can see. I suggest to implement a second of invulnerability - and a proper indicator for it. A blinking character model for example.
4. Sometimes reviving just results in picking up a dead players weapons.
This just feels clumsy.
5. If a dead player touches a button on a controller the game will crash.
6. Some mutations won´t remain if a player died and gets revived.
This would only be fine if both player would level seperately. The leveling system is fine the way it is in my opinion. That way the players don´t have to fight over rads.
[...] I believe I forogt something :)
Suggestion: Leave the revive mechanic as it is, fix the bugs and negate the reviving penalty if a player just has 1 hp, maybe resulting in the second player also just has one hp. Additionally just let no weapons drop on player death. If a player gets revived he starts with the weapons and ammunition he has had before. I believe this is the way it was intended, but a tight schedule got in the way of it being implemented properly.
This pretty much speaks to all of my issues with co-op currently. I imagine a proper menu for co-op is in the works, one in which you don't have to pick a character one at a time and the big character portraits don't stack ontop of each other. Also how about having mutation icons on the hud? That'd be nice.
I much prefer the revive system now opposed to the big health chest way of the past, leaving it up to RNG to decide when the second player can return was frustrating and there are too many instances in which a big health chest isn't able or likely to spawn.
Being revived to return to 1 health and 0 ammo is the biggest problem right now that I see, that isn't a bug or unintentional. To be honest it just incentives Long Arms, Trigger Fingers and holding onto that Sledge for longer than you'd like just so you'll have a weapon if you both bite the dust one after another resulting in both of you having 0 ammo.
Rhino Skin only lasts until you die, then you will respawn with your characters default health.
These are the only issues I still have with co-op.