Something I’ve been thinking about while smoking my post-breakfast cig:
I don’t think there should be three med kit’s types, only two would suffice imo. Not only that, but you shouldn’t even have a choice of which one to use: from lvl 1 to 18~20, you get the simple med kit, and above that the standard med kit. Or instead of making that level based, make that dependent on whether or not you upgraded you Health Amount skill.
And there should be a dedicated hotkey for the med kit
I do like the advanced med kit and use it quite often but I wouldn’t really mind if it was removed, the standard med kit is largely enough in fight
Honestly, I’d be okay with Medkits being condensed down to a single tier with a skill controlling how effective it was. Though, this isn’t a huge problem.
There’s the paramedic response pack too which is completely ineffective in my opinion considering it’s weight and rarity. It’s like having 3 simple med kits for the price of 30.
If you don’t like to use all three, it’s your choice. However, just because you don’t see much use in three doesn’t mean other players have to be without one or another.
I, for example, use all three:
when getting hit hard and being below 25 HP, i’ll use advanced first aid kit
when getting hit and being about 50 HP, i’ll use standard first aid kit
when i have less than 25 HP missing from full health, i’ll use simple first aid kit
Using standard or advanced first aid kit just to heal 10 HP is considerable waste. And it takes quite a bit of time to heal yourself from 15 HP back to full health by using only simple first aid kits.
There is use for the paramedic response packs in solo play as well, especially when you play on Guerilla difficulty and try your hardest not to die (drop down). You’d be running out first aid kits quite fast and any item giving HP (including Semla) is a sight for sore eyes.
If your idea is to streamline the game by removing excess items from it then how about removing excess weapons as well?
E.g:
Assault rifles: keep only AG4 while remove AG5 and AI-76.
Sniper rifles: keep .270 while remove .243 and .50 cal.
Shotguns: keep only 12G while remove semi-auto.
Handguns: keep Möller while remove Glock and Magnum.
SMGs: keep HP5 while remove Kpist.
LMGs: keep KVM 89 while remove KVM 59.
I wouldn’t mind the above weapon removals since to me, only one weapon in each weapon class would suffice. But since i don’t play GZ alone and there are other people who play it and like to use different weapons/items, i let them be and enjoy their game. If i don’t want/like to use e.g Kpist, then it’s my choice not to use it, not for the devs to remove it from the game for me. Same goes with any other item, including those that give HP.
One of the reasons why i like GZ is because the freedom of choice i have in it. If i want to be like a rat in the tunnel, without any choice, then i’d be playing some other game.
I don’t mind using all three, as I’ve said I also use the advanced med kit from time to time.
I love having choices in games and Generation Zero has great features for that. However how many HP per second you can heal depending on which item you use really is not the groundbreaking feature of the year lol.
And healing is healing. There’s no mech involved. Don’t compare healing to weapons in a shooting game (even though your point stands, I swap between AG4/AG5/AI-76 depending only of which sound I want to hear when I shoot).
And it was just a thought lol relax Aesyle. Having 3 different types of healing items with two of them being quite similar just doesn’t make a lot of sense, mostly if you have to swap them manually to your hotkey (which I do fast enough to do it mid-fight, not the point). Doesn’t mean I’m braindead and like to be a rat in a tunnel And should one be removed, you’ll do fine. Just like with the new inventory that I love and that so many people hate. Don’t worry Aesyle.
Having 6 different healing items, not 3, in the game, where each has it’s own different effect makes a lot more sense than having 12G and semi-auto shotty in the game at the same time, with only few tiny differences between them. AG4 and AI-76 are also very similar, yet, i don’t see you making a topic about removing similar weapons.
If anything, i see players asking for more weapons, which makes me wonder: don’t we already have enough weapons?
Having several different options to do one task gives flexibility to the game. E.g:
I was just talking about the medical kits (simple standard advanced), which makes 3.
As I’ve said you could argue about the weapon thing. But you’re just extrapolating my logic to another completely different thing to make the former sound absurd.
But one last time : healing has nothing to do with shooting and this thread is about healing.
If someone makes a thread about removing weapons I would disagree but of all things I wouldn’t call the OP a rat nor tell him to play another game
In a game, where there is multiple choice to do one thing, i don’t see why there is need to streamline only one aspect of the game (healing) while leaving everything else as it was. If you’re to streamline the gaming experience from freedom of choice to linear gameplay, then it would make sense to go all the way (weapons, distractions, explosives, EMP).
When it comes to healing, quite a bit of people would like to see it expanded (with added layers of survivability), rather than contracted.
I didn’t call you anything. Instead, i referred that line to myself:
With the main point of your streamlining idea ruining the game for those (e.g me) who like multiple choices in a game.
Listen if you just refuse to understand my logic on the healing aspect without extrapolating it to every single features of the game and take me for a pre-school kid by playing on words, just don’t say anything. You disagree and that’s fine I didn’t impose anything to you nor the devs. I just threw an idea to discuss and maybe hone in on. That’s what that section of the forum is for. Sometimes people will want things you don’t want, your only right is to argue with class and respect, not making shady metaphors of your interlocutor.
The problem this logic is that Simple and Standard Medkits are functionally the same. One heals for 25pts and weighs 1/20th of a unit. The other heals for 50pts and weights 1/10th of a unit. In both cases you’re getting 500pts of healing per unit carried. The only meaningful difference is that in order to get the 50pts of healing, you need to click twice instead of once, after equipping it. The irony is that the advanced kits are less efficient, with only 375pts of healing per unit carried.
Speed would be a relevant factor in differentiating these, except when you have multiple medkits stacked, each one applies a separate HoT.
Given the current inventory system, it would make sense to consolidate this into a more coherent structure, with less micromanagement. Such as having a “single” medkit loaded with the supplies we’re carried which applies a single HoT based on missing health when activated. With each point of health restored being part of the resource stack.
In contrast, there are significant differences between the weapons in a given class. The biggest example of this are here:
The semi-auto shotgun dumps ammo far faster, but does less damage per shell. The actual value of the individual shells is higher in a pump action, but the overall DPS is lower. Lower DPS can easily lead to suffering more injuries in combat, looping back to the healing system.
The handguns all carry different ammunition types, so this is the most similar to the medkit situation. Except, again, there’s a choice between low DPS and lightweight ammo. Higher DPS with heavier ammo, but a much larger magazine capacity. Or, very high damage, with long range precision, at the cost of heavy and rare ammunition, with no option to expand the magazine capacity at all. So, these are all distinct decisions. Each one carries an identity where the medkits are, literally reskins.
A better analogy would be saying they should remove quality levels from (non-experimental) weapons. Which, if you’d gone that route as an argument for streamlining, you’d have a point. Though, I think it would be better to add the capability into the crafting system to improve lower tier weapons to higher tiers (again, without being able to reach experimental via that system.)
That’s a good point. And efficiency is pretty much the reason why I opted for the idea of letting the advanced kit go, but after focusing on the similarities of the simple and standard kits, doesn’t really make sense to have the two be the ones remaining. HOWEVER while writing this, I’m thinking I could definitly get around the idea of having only simple and advanced medkits, but while the latter has a worse efficiency, it could come with a bonus (like you get a very temporary melee/bullet-resistance/speed boost - I’m talking between 3 and 5 seconds). Now that’s almost digressing unfortunately, I doubt this feature could ever be added.
I like that idea. I can see it as an undropable item being picked up in Yttervik along with the flashlight. And it would still be upgradable in the skill tree. There could also be a rare / unique ameliorated version of that medkit somewhere in the Marshlands / North Coast region (which I believe are the last regions players tend to visit)
Ironically, the flashlight is something I kind of wish there were multiple versions of. Ranging from fairly weak handheld ones that could only be equipped with the pistol, variants of the worn version we have now, or even more powerful ones that are which are also 2h restricted.