Left 4 Dead 2

Left 4 Dead 2

Revised Revival [VScript]
BOT Jon Doe  [developer] Mar 30 @ 3:12am
Adrenaline Rework Response
Originally posted by Miolant:
IMHO, this mechanics possibly make game unplayable. But I have an idea: script which allows to revive incapped teammates to those survivors only, who's carrying adrenaline (tribute to tomaz), or if incapped survivor himself has adrenaline in his inventory (then autorevive acts - tribute to Geebanger0). And reviving acts immediately (short revive duration). What do you think?

How strange! you and me must think alike, because I tried a similar idea a while ago.

Back in February while stress testing the mod's compatibility with other workshop addons. tomaz's 'Quick Revive', and Geebanger0's 'Use Adrenaline While Incapped' also 'Adrenaline Revive Assist' were all tested. I appreciate mod's that attempt to give adrenaline shots more utility in-game, and thankfully these recent additions have been great to experiment with.

Though if it were the ONLY method to rescue fellow survivors... Well, here's what I found: conventional use of the item (for a health/speed buff) would deprive your team of a potential revive, putting the survivors at a massive disadvantage overall. Adrenaline is best saved for clutch situations were you're the last survivor up. But requiring the expenditure of shots to save others, effectively negated this original use case. Players would safely leave the item to sit in their inventory until it was time to spend it on a revive. Which could be interesting in a resource management kind of way but with such few item slots: the change resulted in a less exciting item. One you'd cautiously carry around but never feel comfortable pre-emptively deploying.

I can't say I'm a fan of self-revive mechanics (outside of singleplayer scenarios of course). I understand it's rarely fun to be helpless but affording players more independent survivability, just strengthens uncooperatively strategies; in my experience.

My personal findings should hopefully shed some light on why the script ultimately never left the drafting stage. Thank you though, it's reassuring to hear someone else besides myself was curious about such an idea.
Last edited by BOT Jon Doe; Mar 30 @ 3:12am
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Miolant Mar 30 @ 7:36pm 
However defibrillator implements the same mechanics. That item is the only that allows to resurrect players. And it takes first aid kit slot.
BOT Jon Doe  [developer] Mar 31 @ 1:08am 
You raise a very fair point of comparison; defibrillators do serve a utility that no other item provides. Though defibrillators are often derided for good reason: rescue closets.

Not only do they fulfil the same role but can return multiple teammates at no cost of an item slot. They're littered throughout all maps (especially after mid-level panic events), and respawn timers are ludicrously short. Versus and realism both disable rescue closets (thankfully), which is where I think defibs fare better. But even then, I often see players resort to using defibs more like first aid kits with greater set-up. Intentionally killing a survivor to momentarily bring them back up to 50hp.

The defibrillator remains an awkward item, balance wise. Its role to resurrect dead teammates is overshadowed by its more useful capacity to heal. And I think players tolerate this because the tactical decision of WHEN to execute this risky heal manoeuvre beforehand, is more rewarding as a preventative measure than waiting around for someone to organically die; like Valve had anticipated.

I say all this as someone who actually enjoys the 1 defibrillator + 3 first aid kits composition: I can't speak for others, but I do suspect most players overlook the item because their intended use is very restrictive. Similar to how I think adrenaline would suffer, if reworked as the only way to revive incapacitated survivors. John Guthrie makes a really good point when discussing their implementation of adrenaline in Left 4 Dead 2's developer's commentary:
Originally posted by John Guthrie:
"replacing the pain pill item was a challenge. Initial versions of Adrenaline allowed players to run faster, and perform certain actions faster, such as reviving other players. But the pills already give 50 temporary health points, which is enough health for injured players to run to full speed again, so the adrenaline needed something extra. We expanded the actions that could be affected by adrenaline [...] Although it doesn't give as much health as the pain pills, we found many interesting strategies began to emerge from the well-timed use of adrenaline."
Expanding the item's potential is a far more agreeable approach than stripping mechanics away in order to force players to rely on said item. I'm grateful you did mention defibrillators though... it's given me a fair bit to mull over. And I think this discussion has now provided me with some new ideas, I to want further explore concerning both the defibrillator and adrenaline.
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