7 Days to Die

7 Days to Die

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Leon Dec 17, 2019 @ 3:10am
Revive System
Like when your playing online with someone should you able to revive someone when they are health 0 then to a timer like 30 seconds increase it with skill to 120 seconds
would it make sense
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Showing 1-11 of 11 comments
Aesir Dec 17, 2019 @ 3:15am 
Meh. Unless you revived them as a zombie. In my opinion its not needed nor does it make sense when you can instantly res pawn on your bedroll.
JimmyIowa Dec 17, 2019 @ 3:41am 
Originally posted by *EGN*FrankGamerWest:
would it make sense

Well, for one thing, it would have to be conditional on what they died from. Like if death from infection or hunger should not be able to revive. Otherwise it would just be a free way to clear infection and hunger, etc, which would be insanely abusable. Hungry and infected? Eat glass and have your buddy revive you. Yeah, no.

The person would have to still have all the debuffs they had before dying, and would have to revive at 1 health, not full health. Otherwise revive would be like a full heal and clear all debuffs spell, which is also insanely OP.

If TFP did anything, it should be part of the physician perk. Like a 10% chance per physician level to try to revive someone who died of normal health loss from getting hit (and nothing else). But it would have to have severe limitations to avoid being ultra-abusable.
Last edited by JimmyIowa; Dec 17, 2019 @ 3:43am
Sir Duckyweather Dec 17, 2019 @ 12:04pm 
Originally posted by JimmyIowa:
Well, for one thing, it would have to be conditional on what they died from. Like if death from infection or hunger should not be able to revive. Otherwise it would just be a free way to clear infection and hunger, etc, which would be insanely abusable. Hungry and infected? Eat glass and have your buddy revive you. Yeah, no.

The person would have to still have all the debuffs they had before dying, and would have to revive at 1 health, not full health. Otherwise revive would be like a full heal and clear all debuffs spell, which is also insanely OP.

If TFP did anything, it should be part of the physician perk. Like a 10% chance per physician level to try to revive someone who died of normal health loss from getting hit (and nothing else). But it would have to have severe limitations to avoid being ultra-abusable.
I wouldn't be opposed to the Physician skill being the only means of reviving someone from combat-related injuries, to give the skill more weight. I'm not entirely sure if it's possible to make such a system at this stage in the game because most games with a revive mechanic essentially have two health pools. The common thing is to have someone in a "downed" or "bleedout" state where they're helpless for a time but not yet dead, but in 7DtD you die the instant you reach 0 health.

The only way I can think of for this to work is for Physician to gain an aura like the one from Charismatic Nature which will prevent a nearby ally from dying right away if they would have been killed by an attack (and perhaps traps if they can fit that in too). The aura has the dual purpose of mechanically offering a way for the player to be saved and metaphorically implying that only the urgent care of someone trained and very close by could potentially save a life. Once someone is spared by the aura, the Physician would only have a small number of seconds to apply a first aid bandage or first aid kit (or perhaps a new item exclusively used for reviving) to the dying player in order to properly revive them. The main issue is that TFP would have to figure out a way to create a state for the defeated player to be neither dead nor able to fully act, to represent that downed position. I suppose it might be possible to have the aura buff inflict a new status upon the victim when reduced to 1 or 0 health wherein the player is essentially invincible for a short duration but also under a more severe Stun effect that prevents all actions and movement.

To prevent the revive mechanic from being an exploit to remove infections, broken legs and the like, the victim would simply have to not have those status impairments be cleared until actual death, while the above aura and subsequent stunned status would be more of a deathless state that precedes possible death. And again, the aura should only protect from taking damage in combat. I'm under the impression TFP can at the very least have the game tell whether or not a damage source was combat-related because the Adrenaline Rush status from Urban Combat Vol. 6 is only gained by dealing or receiving damage to and from enemies.

The only other possible exploit is having someone repeatedly reviving a player to make them essentially immortal in combat so long as a friend is close by with medical supplies. Most games with reviving like this offer a baseball ruling of "three strikes and you're out." I think it might be too complicated to have the game keep track of how many times you've been downed recently, and I also feel that revival mechanics in this game could be considered stronger than in most high-action FPS games where you're expected to be more fragile and reliant on teammates. I'm a little unsure of how to combat this sort of exploitation. Perhaps when the downed/stunned status is cleared by a medic it will then develop into a new status effect (like infections becoming treated infections) which prevents them being revived for a time such as for another 10-20 minutes.
Chaoslink Dec 18, 2019 @ 6:35pm 
I feel like the system could be a fun addition to the game and be much more simple than the above post mentions. Effectively, the buff system would handle most of it, and downs would happen always, regardless of whether you could be revived or not. An advanced fortitude perk could offer solo players potential self-pickup should they be downed in a safe area, while having it take considerable time to do, only with a first aid kit available. Zombies would still try to finish you off however, meaning that you’d never last long enough unless some outside assistance like a turret or trap got them off of you.

Even if that wasn’t the case, there could be a simple check if any other player is connected to determine if Downs are enabled.

Downed players would be picked up with 1hp and 10 max health, requiring immediate treatment to fix. All statuses would remain if downed, including bleeding, meaning that the physician would have to clear what statuses they can prior to picking up the downed player to prevent instant death/down again. Buffs would track recent injuries like this and could come with stat debuffs or other temporary effects until the recent downing effects wear off. How many and how long it lasts would be editable in the XML files just like other buffs.
ShuFlngPu Dec 18, 2019 @ 7:31pm 
I love this idea and also think we should have auto revivors for solo play. One use per day. Itd be fun and help with all the annoying bugs that randomly kill you.
Chaoslink Dec 18, 2019 @ 8:34pm 
Originally posted by ShuFlngPu:
I love this idea and also think we should have auto revivors for solo play. One use per day. Itd be fun and help with all the annoying bugs that randomly kill you.
Yeah, it'd be useful for outside of combat downs only and you'd need a ton of meds to get back to full. In a combat scenario, you'd just get finished. Simple on/off setting to enable or disable it for those that prefer not to have it.
CellNav Dec 20, 2019 @ 12:28pm 
I think all you guys have good ideas, but ... The only problem would be how sometimes the entities clip the ground when they rag doll. If we get our head stuck in the ground with our butt sticking up wiggling, then our friend might favor pressing the record button before the revive button ... :P
SylenThunder Dec 20, 2019 @ 12:37pm 
This would work with the dev's plan where your dead body turns into a feral zombie.
It was also suggested at one point that you would turn into a zed, and would play as a zed.

Not sure if they still have plans for either of those things though.
Sir Duckyweather Dec 20, 2019 @ 1:32pm 
Originally posted by CellNav:
I think all you guys have good ideas, but ... The only problem would be how sometimes the entities clip the ground when they rag doll. If we get our head stuck in the ground with our butt sticking up wiggling, then our friend might favor pressing the record button before the revive button ... :P
https://steamcommunity.com/sharedfiles/filedetails/?id=731838579
Flippy Dec 20, 2019 @ 1:54pm 
A revive system would be great for npc allies. So yes, +1.
Last edited by Flippy; Dec 20, 2019 @ 1:55pm
Lena Dec 21, 2019 @ 4:51am 
Originally posted by SylenThunder:
This would work with the dev's plan where your dead body turns into a feral zombie.
It was also suggested at one point that you would turn into a zed, and would play as a zed.

Not sure if they still have plans for either of those things though.

this sounds so great...hope they keep this in mind for the future. fingers crossed! :winter2019coolyul:
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Date Posted: Dec 17, 2019 @ 3:10am
Posts: 11