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B. Suggestions forum, is that a-way. --->
Other than that the idea for storing healing sounds like a prime way for people to hog red sugar with basically no penalty. Also messing with the revive system is a REALLY bad thing and punishes less experienced players (and if someone runs out of revives they're just making things harder for everyone else, so kicking those people will become a common thing). The devs once tried making it so you lose a portion of your HP to revive someone, and yano how that'd go over. If they stuck with it, you'd just see haz 4 and 5 lobbies be extremely toxic to people who die. Doesn't matter if it was a mistake or not, you're out of the lobby.
Best to not encourage toxic behaviour because it will run rampant otherwise.
I don't think the former will be an issue, since everything in the game encourages altruistic behavior. A dwarf that doesn't work for his team is a bad DRG player.
As for the latter, I'd agree that one could be contentious. More challenge breeds more tension and more tension breeds more toxicity. But from what I've seen so far, DRG has one of the nicest communities I've seen, and while there will certainly be THOSE people, I do think that the overall attitude would remain civil.
Of course that could still be a valid reason to veto that idea. After all, we wouldn't want to soil the positive atmosphere of the community with too much individual pressure.
...maybe for Deep Dives, since those are already demanding of a capable team. But also I've yet to run a deep dive for myself so I can't say if that would be putting too much pressure on the team either.
Health is more of a buffer. As you said it rarely decides the game, the most important health point is the last. And ultimately controlling the flow and minimizing damage is key to survival.
You can't be flawless of course but having the waves be bottlenecked, watching each others backs, maintaining good lighting and keeping track of ones ammo pretty much decides if you get swarmed or not even scratched.
I WOULD however like to see red sugar be made EXTRA brittle, so much so that most classes can shoot it down instead of having to hike up a roof just to heal.
Maybe expend a platform if it's in a really cursed location, but instead you could burn a use of hover boots or use the M1000 hover overclock/Boomstick rocketjump overclock to recharge the grapple and land safely.
No need to waste valuable ammunition on it.
Also, what you described exists.
It's called the shield system (as someone pointed out above) with Shield Link, and the Vampire perk.
We already regenerate to like 10% health as it is. If extra health is an issue, we already have an armor upgrade option for extra health at the expense of less shielding. We also have the passive for extra healing received from red sugar as well as another passive that awards +5 health per melee kill, which includes the Driller's Drills and Throwing Axes.
Let's not forget that Supply Drops also give out health when you resupply.
The shield is the indication of acceptable amount of mistakes in a short period. Higher hazard = higher incoming damage = less mistakes allowed. If you find it difficult to maintain adequate health in a certain hazard level, try a lower one.
That's why shield disruption is the most hardcore warning: Every single mistake leaves a record. No exceptions.
There are already perks for ones who seek more chances: vampire, sweet tooth and resupplier. I don't taking any of them in usual gameplay, but perhaps you'll find them forgiving.
There is enemies on Haz5 that can oneshot you if you on minimum HP, like mactera spawn or an acid spitter. So it's important to keep your HP high enough to prevent sudden death. I prefer to spend a couple of secods to get red sugar, to survive in next battle.
Another topic is brought to light though, unlike other Co-Op horde style games that DRG is akin to, there is a definite lack of tension when it comes to the downed individual's state.
Typically, there's some form of time pressure which will truly put the player out of action unless revived, but still allows for them to respawn. I don't see why DRG couldn't implement this, especially since Miners can already spawn in on their own personal drop pod. We could even go so far as to utilize Nitra to respawn a slain dwarf, basically getting "reinforcements".
Almost kills possibilities of clutch plays at extraction.
And trivializes reviving teammates that got killed in bad positions if you can simply recall them after they bleed out.
IMO being unable to contribute to the team is punishment enough