Why were wounds removed?

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Gopblin

FNG / Fresh Meat
Mar 16, 2006
124
24
0
While I like a lot of the new features, I don't quite get why the wounding system from RO1 was removed. Yep it was pretty basic and maybe could use some improvement, but I thought it added a lot to the game. I for one always aimed for the legs when camping with an SMG to slow people down, ow I can put a burst into someone's legs and they'd keep running like their leg bones weren't just splintered. Having weapons shot out of hands once in a while was cool as well.

Any rational reason it wasn't implemented? Just too much work?

... Then again, I also liked how you had to pick up individual clips of ammo back in the mod days, so what do I know :/

Best wishes,
Daniel
 

Mack674

FNG / Fresh Meat
Sep 27, 2011
4
18
0
Canada
www.24pz.org
I think the whole thing is a little exaggerated, not very realistic and hard to implement into a video game effectively.

I've seen people be perforated by 5.56 rounds and keep on running and not miss a beat like nothing happened and just fall down later on.

People can get crazy wounds and keep on ticking while theyre fighting for their lives. For the sake of a video game , it's just easier to say you're either a casualty or you arent.

If you took a burst of SMG fire to the legs, you probobly wouldn't "slow down", so much as you would fall down and probobly die from your wounds pretty quickly.

I just dont see the point really... so you get your legs shot up and then what happens? The game makes you lay onthe ground and scream for a few minutes until you pass out, or do you crawl for a few seconds until somebody finishes you off? ... err...
 

Xile

FNG / Fresh Meat
Apr 24, 2011
51
9
0
I believe one of the Devs said something along the lines of 'to many people just suicided to get around the damage' for it to feel worth it.
 

Sifer2

FNG / Fresh Meat
Sep 16, 2011
207
28
0
Yeah I don't really understand the point of the current bandage system. It's kind of like they just wanted to go with standard regenerating health but knew they would get blasted for it if they did. So instead of Bloody Screen so Real you get to crouch for 2 seconds an your good to go.

I don't see what is so hard to implement really. They already have these hidden stats modifiers in the game now tied to the class levels and weapon levels. I don't think it would be that hard to have leg wounds slow your movement speed. Arm/Shoulder wounds reduce accuracy an weapon stability.

I don't see who would suicide just because they got debuffed slightly. I remember playing Americas Army and it was setup like this plus you had to have a Medic bandage you up.
 
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Rumpullpus

FNG / Fresh Meat
Aug 31, 2011
329
70
0
I believe one of the Devs said something along the lines of 'to many people just suicided to get around the damage' for it to feel worth it.

which doesnt really make since why anyone would do that for a stupid gun shot wound, in RO1 i never did that (though i usually never lived very long anyway) and getting your gun shot out of your hands was awsome. franticly looking for your gun on the ground, sometimes i couldnt find it and i had to crawl around on my belly looking for a new one lol.

i think the real reason they didnt add it into this game was probably because

A: the casual FPS players they were trying to target would get frustrated because they actually had to think about somthing other then running around and shooting the enemy.

B: because they simply didnt have enough time to do it right and are putting it off til later.

personally im hoping its B, but i doubt it.
 

Gopblin

FNG / Fresh Meat
Mar 16, 2006
124
24
0
Well, I might agree Arma-style realistic wounds, when being shot makes you near-useless, might be too much. Although the main reason that was annoying in Arma was that the map was giant and the fights long and you might have to run around wounded for a long time; staggering from room to room in RO2 CQB might actually be pretty fun and if not eh it won't last long.

But RO1-style wounds aren't that annoying. I haven't seen people suicide from them as they did not hurt you permanently, just debuffed you for a few seconds, while at the same time adding another layer to gameplay.

Best wishes,
Daniel.
 

Gopblin

FNG / Fresh Meat
Mar 16, 2006
124
24
0
I think the whole thing is a little exaggerated, not very realistic and hard to implement into a video game effectively.

I've seen people be perforated by 5.56 rounds and keep on running and not miss a beat like nothing happened and just fall down later on.

People can get crazy wounds and keep on ticking while theyre fighting for their lives. For the sake of a video game , it's just easier to say you're either a casualty or you arent.

If you took a burst of SMG fire to the legs, you probobly wouldn't "slow down", so much as you would fall down and probobly die from your wounds pretty quickly.

I just dont see the point really... so you get your legs shot up and then what happens? The game makes you lay onthe ground and scream for a few minutes until you pass out, or do you crawl for a few seconds until somebody finishes you off? ... err...

As always, there is some middle ground that is still fun while being more realistic. Obviously having full wounding effects would be more "survival horror" type deal than a fun FPS experience, but I feel RO1 style wounds, updated, would add both realism and fun to the game.

For example, getting shot in the chest should really cut your stamina (lung hole), leg shots should drop you and drop your movement speed later on, arm shots should make you lose your weapon and drop your aiming skills. Not a horrible debuff but maybe 25-50 percent reduction, possibly depending on how wounded you are.

Best wishes,
Daniel
 

wooki

FNG / Fresh Meat
Sep 22, 2011
150
30
0
hhgallery.blogspot.com
It was fairly usual that a-hole teammates would shoot your gun out of your hands to take it. Often managing a tk in the process.
But it was a nice feature.
Doing a silly shuffle to manage to get ammo targeted is something I do not miss on the other hand.

Getting wounded in a firefight is pretty cool. Some people (who don't know better) try to bandage immediatly so you can just pop them. But being wounded and having to dispose of enemies before bandaging while bleeding out is quite exciting and in my opinion an asset to the game.
 

OnTheGun

FNG / Fresh Meat
Sep 22, 2011
209
0
0
Yeah I don't really understand the point of the current bandage system. It's kind of like they just wanted to go with standard regenerating health but knew they would get blasted for it if they did. So instead of Bloody Screen so Real you get to crouch for 2 seconds an your good to go.

Neither the old way nor the new way is even remotely realistic. They are both phoney game mechanics that are simply there to get around the fact very few people actually want realism, even the RO1 old hands.

If they wanted realism, they would be demanding that the respawn mechanic be removed and you only get one life per game. If you get wounded, you have to carry on living with the wound. So if you lose a leg, you don't die, you just get to lie at the bottom of the crater for half an hour.

What you are doing is calling one totally fake thing more realistic than another totally fake thing. NEITHER of them are realistic.

No one wants full realism. Not really. With full realism, 90% of what 90% of players do in game would be impossible. We like to hide in smoke, but in the real world if you run into smoke, your lungs will fill up with it and you'll start coughing and sputtering and eventually pass out. That stuff is pretty toxic. In the real world, they use smoke to screen their forces. So they put the smoke on the enemy position which not only obscures their vision, it messes with their breathing and will drive them away eventually.

"Let's go full realism man! How come smoke doesn't make me cough? This game SUCKSSSSSSS!!!!1111ONE"

That is what YOU are doing.
 

Sifer2

FNG / Fresh Meat
Sep 16, 2011
207
28
0
It was fairly usual that a-hole teammates would shoot your gun out of your hands to take it. Often managing a tk in the process.
But it was a nice feature.
Doing a silly shuffle to manage to get ammo targeted is something I do not miss on the other hand.

Getting wounded in a firefight is pretty cool. Some people (who don't know better) try to bandage immediatly so you can just pop them. But being wounded and having to dispose of enemies before bandaging while bleeding out is quite exciting and in my opinion an asset to the game.


I thought that at first but there really isn't that much depth to it when you think about it. I mean yeah if your still in combat an you get hit an start bleeding you obviously can't stop to bandage. So you just fight on. If you kill them then you bandage. If your sprinting an you get hit then you just sprint on until your behind something then bandage. It eventually loses excitement an becomes more of a chore.

There isn't much all that strategic about it because it doesn't take that long to do. Takes longer to reload than treat your bullet wound which is kind of silly. If the bleed out time was increased to some realistic amount of time like at least a minute. An bandaging took 20 seconds that would be better cause then it would be a strategic thing trying to find a safe spot. Though that would probably annoy the casual player even more than wound debuffs.
 

origination

FNG / Fresh Meat
Sep 30, 2010
115
47
0
I would like to see more of a system that America's Army uses.

When you take damage and are actively bleeding, you must rely on a teamate to bandage you. If your wound if is severe enough and teamate doesn't bandage you in time you will bleed out. After you take damage you get some sorts of "wounded" effects. You can't run as fast(limp if your legs are hurt) and your ability to stabilize your weapon drops slightly/significantly based on how severe your wound is.
 

bobsynergy

FNG / Fresh Meat
Jul 8, 2010
607
118
0
I believe one of the Devs said something along the lines of 'to many people just suicided to get around the damage' for it to feel worth it.

I think they said that with permanent damage they tried....

They should bring back the RO1 system as that worked well, but keep the bandaging system as well. It will slow down gameplay and bring a lot more tactics, Squad Leaders may actually use smoke now and think before they do something, no more just running around aimlessly shooting people on sight.

So have it where say you are shot in the leg and you are bleeding and your movement is severely slower (just like in RO1) but make it so it takes longer for you to bleed out so instead of like RO1 where you get shot in the leg and your walking across the battle field bleeding like a moron....

You bandage to stop the bleeding but your movement is very slow for a short amount of time and then you can run fine again.

It would also be great to bring back the weapon dropping when you got shot in the hand, it added a lot of intensity to the game personally. I remember when I ran from one house to the other on I think it was Smolensk Stalemate and I got shot in the hand so I made it to the other side but my weapon was lying in the middle of the open.

The Germans were getting really close moving up and if I didn't get my weapon I would of been dead, so I ran into the open and got shot out by riflemen with the bullets barely missing me and with me freaking out I quickly got my gun and ran out of there. It added a lot to the game and it was amazing, it was part of my main decision to buy RO1 because it was just filled with moments such as that.
 

Insurance Salesman

FNG / Fresh Meat
Sep 17, 2011
45
14
0
I don't see who would suicide just because they got debuffed slightly. I remember playing Americas Army and it was setup like this plus you had to have a Medic bandage you up.
Well, in America's Army you had only one life to live, so people did the best they could with what they were given. In RO2, though, you respawn - so people killed themselves to get back into the action. I wouldn't mind seeing a temporary modifier again like in the first game, but permanent damage would imo be a bad idea.
 
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Torio

FNG / Fresh Meat
Sep 1, 2011
258
55
0
Vancouver, BC
I think they said that with permanent damage they tried....

They should bring back the RO1 system as that worked well, but keep the bandaging system as well. It will slow down gameplay and bring a lot more tactics, Squad Leaders may actually use smoke now and think before they do something, no more just running around aimlessly shooting people on sight.

So have it where say you are shot in the leg and you are bleeding and your movement is severely slower (just like in RO1) but make it so it takes longer for you to bleed out so instead of like RO1 where you get shot in the leg and your walking across the battle field bleeding like a moron....

You bandage to stop the bleeding but your movement is very slow for a short amount of time and then you can run fine again.

It would also be great to bring back the weapon dropping when you got shot in the hand, it added a lot of intensity to the game personally. I remember when I ran from one house to the other on I think it was Smolensk Stalemate and I got shot in the hand so I made it to the other side but my weapon was lying in the middle of the open.

The Germans were getting really close moving up and if I didn't get my weapon I would of been dead, so I ran into the open and got shot out by riflemen with the bullets barely missing me and with me freaking out I quickly got my gun and ran out of there. It added a lot to the game and it was amazing, it was part of my main decision to buy RO1 because it was just filled with moments such as that.

My sentiments exactly. Implement both. The game needs to slow a bit. I know I take way too many sprint now bandage later gambles.
 

Sifer2

FNG / Fresh Meat
Sep 16, 2011
207
28
0
Well, in America's Army you had only one life to live, so people did the best they could with what they were given. In RO2, though, you respawn - so people killed themselves to get back into the action. I wouldn't mind seeing a temporary modifier again like in the first game, but permanent damage would imo be a bad idea.


That's true but I still don't understand the mind of a person who would rather suicide than live with a slight movement speed or aim stability debuff. I always felt cool getting kills in AA when I was badly wounded. Cause you were on deaths door but still kicking ***.

Who would choose instead of that to say "Oh well I run at half speed now this blows. I will just go get shot so I have to wait 20 seconds to respawn, and then run back to where I was an maybe get shot an wounded again on the way."
 

Actin

FNG / Fresh Meat
May 19, 2009
1,453
250
0
Netherlands
In my opinion the mechanism in the game is actually more realistic than in RO1. One post in this thread already explained why a shot in the leg doesn't mean you drop to the ground immediately, so I am ignoring that in my post.



In RO1 you was wounded but I never felt I had a penalty for being shot. No extreme sway or slower running speeds and so on. (although the sway was already big, so maybe I just didn't notice). You just got shot... and that was it, no being 'gimped' as in Raven shield or something.

In RO2 you have the same lack of penalties, the only difference is that you need to bandage, which makes getting hit slightly more of a pain than in RO1.
So in that sense I think it has become more realistic compared to RO1 anyways.


I still would like some more severe penalties (e.g. sway terrible when hit in the arm), but compared to RO1 it's not 'dumbed down' or anything.
 

Rak

FNG / Fresh Meat
Nov 23, 2005
3,538
677
0
34
D
Any rational reason it wasn't implemented? Just too much work?

I bet it was deemed "too frustrating" for a mainstream player to handle, and was removed from the game. I actually remember Ramm saying that in an interview or a forum post.