Your link is a link to what is a restricted area of the forum for me ("you do not have permission to access this page"). So I think we can safely say that outside an esoteric circle of devs and pre-pre-release betatesters this was actually news.
Sorry you are having issues viewing it, I'm not always the most computer savvy lady. Dont fret, if you are interested in reading it I've copied that post for you below, its a general explanation of the system as it was during the beta.
[TW]Ramm-Jaeger 06-25-2011, 12:06 PM
I think you guys are missing something here. It is not that you can't hurt people by shooting them in the hands, feet, calves, forearms, etc. When you shoot someone in those areas you do indeed do damage. But you can only do so much damage to those areas. So here is how it works:
- Each hitzone on the player has a ZoneHealth associated with it. Hits on that zone can reduce the ZoneHealth to zero. After that, subsequent hits on that zone cannot make the health of that zone less than zero.
- If the total damage to all hitzones is more than 100, the player dies.
- All critical areas have a starting ZoneHealth of 100, which means that you can always kill a player by shooting them there.
- Some areas are instant kills, regardless of bullet damage, these are the head, neck, heart, and nuts.
- Some areas critically injure the player (femur bone, upper arm bone, etc), and when their ZoneHealth gets to zero the player dies slowly (screen goes black but you can take a few shots).
- All areas that aren't instant kill zones can cause you to bleed. The player takes half the bullet damage instantly, and then bleeds out the other half. If the player bandages they prevent themselves from losing the rest of that bleeding damage.
So here are some examples of how this plays out:
Example 1:
- Player gets shot in the instant kill zone Head
- Player dies instantly
Example 2:
- Player gets shot in the right hand for 5 health
- Player gets shot in the left thigh for 35 health
- Player gets shot in the left upper arm for 25 health
- Player gets shot in the right calf for 20 health
- Player gets shot in the right upper arm for 25 health
- All of the total damage has crossed 100 (110 in this case), so the player dies
Example 3:
- Player gets shot in the right upper arm bone for 50 (out of 100) health
- Player gets shot in the abdomen for 50 (out of 100) health
- All of the total damage has crossed 100, so the player dies
So as you can see, critical and lethal areas can always kill you, and cumulative damage to lots of non-critical areas can also kill you. But the idea here is, that if your big toe is sticking out the edge of a wall, someone can't kill you by continuing to shoot you in your big toe.
Also, the system rewards the player for skill in their aiming. It also give the player a bit more survivability (realistically) than they had in RO1. If we make it where subsequent shots to non-critical areas keep doing damage, the net effect will be that it is easier to die in the game. And I don't think anyone would really want it to be EASIER to die in RO2
(although there are some sadists out there)