Suggestion talk:20090326 Putrification: Difference between revisions
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I am putting this back up now that I have had chance to amend it, what do you lot think... have I ironed out most of the flaws or does it still need work? --[[User:Honestmistake|Honestmistake]] 13:39, 23 March 2009 (UTC) | I am putting this back up now that I have had chance to amend it, what do you lot think... have I ironed out most of the flaws or does it still need work? --[[User:Honestmistake|Honestmistake]] 13:39, 23 March 2009 (UTC) |
Latest revision as of 10:46, 26 March 2009
Discussion moved from developing suggestions
Discussion (Advanced Rot)
I am putting this back up now that I have had chance to amend it, what do you lot think... have I ironed out most of the flaws or does it still need work? --Honestmistake 13:39, 23 March 2009 (UTC)
I don't think it's a skill that's really needed. It seems that essentially all the skill does it make it harder to do a Rot Revive, and I don't think there is exactly an epidemic of those happening. --Maverick Talk - OBR 404 15:25, 23 March 2009 (UTC)
- I think you would be surprised at how common they are, from my experiences I would say that it is by far the most common way of dealing with rotters in a live break in and its at least 50/50 when squatting inside a ruined NT.--Honestmistake 17:06, 23 March 2009 (UTC)
So do these failed revives work the same way as regular failed revives? That is, 1 AP cost and waste a syringe? Also, I don't know the warning would be clear enough that revives could fail/infection could result, especially for newer players. It's a start, though --Bob Boberton TF / DW 17:14, 23 March 2009 (UTC)
- Oops, I should have made it clearer that the failed revive would cost the full 10AP... anyone trying to revive without first scanning pretty much deserves to lose out. As for the warning part, I was aiming for intentionally vague after all most people will soon work it out and those playing when (if) it got introduced would have read the full details in the update log.--Honestmistake 18:23, 23 March 2009 (UTC)
I still greatly dislike the self-infects, I think only bites should infect someone. As for the syringe failure...that's a pretty steep penalty with not too much warning. What if there's a high rate of failure, but it only costs 1AP and doesn't use up the syringe. "The zombie is so rotted you fail to find a place to inject the revivification syringe." Then you could try again. This would just give reviving the same failure rate as scanning a brain rotter. --A Big F'ing Dog
- I think the primary purpose of this (and I could be totally wrong here) is to hurt Combat Revivers in powered NTs vs. Rotters. Now, it's just 10 AP to kick someone out. If it only cost 1 AP and didn't waste the syringe, it would just be 10-12 AP to kick Rotters out (50% chance, will likely have happened after 3 tries), which makes this suggestion have very little actual impact. I do agree that there should be no such thing as self-infection, though, and as for warning - people do learn fast, and if you're not going to scan first, you might as well be slapped upside the head. --Bob Boberton TF / DW 19:59, 23 March 2009 (UTC)
Why should zombie players have to pay XP for this? Why isn't this just made an update of Brain Rot? The current warning already covers this, so doesn't need amending. -- . . <== DDR Approved Editor 00:58, 24 March 2009 (UTC)
- Zombies would have to pay xp for this for two reasons. 1st: the survivor side has become used to doing the 'Powered NT Combat Revive Boogie' and will scream "NERF" if we take it away for free. 2nd: (because I tend to agree with you) I have included a slim chance that those trying the revive will not only waste their AP and syringe but will also become infected! --Honestmistake 08:12, 24 March 2009 (UTC)