Left 4 Dead 2

Left 4 Dead 2

Progress based respawn health
12 Comments
Moon 28 Jun, 2024 @ 6:03am 
Anyways, I'll stop yapping :tank:
Moon 28 Jun, 2024 @ 5:58am 
And I especially don't like how because players respawn in closets so quickly with essentially nothing limiting it, the defib is rendered useless most of the time in non-realism campaign since you may as well just wait for the respawn closet because it's usually much easier and takes less effort with the same results. I never liked how the game was designed in that way.
Moon 28 Jun, 2024 @ 5:50am 
I also don't like how L4D2 brought the respawn closet mechanic from L4D1, and you'd think the devs would've gone away with it once the defib was added. Like I can understand it from L4D1's point of view, since L4D was basically a beta to test the game's main concept and not worry about smaller thing, so it serves as an alternative so that players don't have to stay dead the whole map when there were no defibs in the game. But it's really kind of bizzare that they decided to add both, and the more you think about it you realize just how goofy it is that one moment they're dead and the next moment their body has teleported somewhere else further in the map XD
Moon 28 Jun, 2024 @ 5:37am 
Smart idea -- I've been recently trying to think of ways that the game could be designed to incentivize players to make it to the saferoom alive, since that's basically the entire point of campaign. I never liked how way it is now makes dying preferrable if you have low HP so that you respawn with perma hp instead of low temp hp, since the goal should be surviving as much as possible, so you shouldn't be put at a disadvantage from doing so. Best idea I could come up with is like if you die and respawn in saferoom, it's as if you were just revived from incap, but if you make it you get some kind of health bonus. But I like this idea a lot more :coolstar2022:
Zaden 12 Jun, 2024 @ 6:28pm 
THIS IS SO COOL!
:quick:
mournful cameraderie12 5 Jun, 2024 @ 11:21am 
cool
Nescius  [author] 5 Jun, 2024 @ 9:38am 
I am not thinking of it as punishment though but rather just different rules for respawn health logic and that's why I don't really want to differentiate in any way how the survivors have died. It is meant to increase the difficulty a little this way
kurochama 5 Jun, 2024 @ 9:09am 
I wonder if you can make certain exceptions, like this:
1. Death by other survivors or suicide will follow the default rules.
2. But if survivors die during play or near the end of saferoom by common/ special infected/ tank/ witch, the penalty would be less severe than getting killed by other survivor or suicide.

Sometimes people got unlucky to survive long enough just to die close enough to saferoom during panic events or getting captured by SI. So, giving them the default penalty would look unfair for the hardworking survivors. So if there are some exceptional rules for survivors who die because of zombies, that would be better & more balanced for those who put everything to survive but die in the end, I think.
Morsch 4 Jun, 2024 @ 7:27pm 
Fair enough, i do understand your point, it is really hard to get any pub player to stay spectating either way.
Henrietta 4 Jun, 2024 @ 6:43pm 
I just politely but firmly ask the people who do this to leave.
Nescius  [author] 4 Jun, 2024 @ 3:30pm 
If you want to put it as punishment that's on you. And it's fair considering player that died earlier is probably less exerienced so gets more hp. Also can think of it as compensation for the time they have to watch the game doing nothing. The main point though is to prevent exploiting death in end saferoom to gain easy 50hp in the next chapter
Morsch 4 Jun, 2024 @ 3:11pm 
So, this script punishes people who die too late on the level, and helps those who died early?