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  1. Hola, no sé si este sea el lugar correcto para publicar el problema que estoy teniendo, así que pido disculpas de antemano. El problema es que después de cada raid, al curarme se ve que todas mis extremidades están full vida de nuevo, pero luego al ir a mi personaje tengo todas las extremidades sin curar. ¿Alguien mas está teniendo este problema?
  2. TheFlyingPig

    Suggestion about bosses' health

    I wonder why the bosses have extremely high HP. I cannot find any logic behind that and it's totally unrealistic. How can someone be twice even triple resistant to a bullet without any protection? Using an equipment is acceptable. Whence, for instance, killa's armor and helmet are so logical. But other bosses feels me like half an hour world of warcraft boss raid. Briefly, the bosses' health should have been similar to the pmcs' where their resistance comes from their equipment
  3. RooZvonBooZ

    6 Hits, No Kill

    Ok, I usually dont rage at forums, but this has got to stop. People are insane bullet sponges. Just hit some dude 6 times with my SKS, did over 340 damage, but he didnt die. He might have had time to heal up after my first few rounds, but come on.... I even hit him while he sprinted for cover, but he just kept sprinting like it was a sunday afternoon, and nothing happend. LOL I think if I was hit with a 7.62 round, even wearing body armor, I would not be able to sprint after that... Is this ever going to change in EFT?
  4. I know the health system is discussed in great volume, however I feel my suggestion is aimed more towards realism which I believe is the main goal for the developers. My suggestion is not to change the way damage is applied, or how armour protects you or anything like that. I would like to propose that the health stats are removed from the overview, and as you train in medical-related skills, you can check your status (similar to a magazine ammo check). This skill will also change how medical treatment is applied, and allow for players to treat their team-mates with an emphasis on combat roles, as discussed by Nikita in a recent "Team" podcast. Values and descriptions etc. are obviously just examples. You would be able to tell if you've been shot in the leg etc. but unless you're a surgeon or a trained combat medic, you realistically wouldn't know the severity right away. As you train in this particular skill, you become more adept at analysing wounds and their severity. For example "Fully operational limb" could turn to what we know as 50% health. and a status check would indicate "Major wound - gunshot/shrapnel etc.". If it's nearly blacked out, it would state "Critical wound - Gunshot/Shrapnel etc.". As you become more specialised in treatment, it would become more specific in the actual health of the limb and display it as a % value with the damage type. This could also open doors for diversity in team based combat, where certain players focus on medical treatment and can be the medic of the group, and certain skill levels are required to operate different forms of medical equipment such as surgical kits requiring level 10 and AI-2s requiring level 1. Additionally, this could improve the effectiveness (per use) that can be healed in a single cycle. Scavs will have to be considered in this implementation as well - although it seems Scavs currently do have their own level system in play at the moment, so this could just carry over directly! Opinions welcome
  5. Hi everyone, after watching today's official stream from Battlestate on twitch I got a really bad feeling about the current situation. I am not talking about the state of the game or the current server problems: I am worried about the hours they are dumping into this project and the toll it might take on some individuals or the whole team. Now I want to be clear on one thing: Yes, the constant server crashes are annoying as heck. I get that. I am with all of you guys complaining about it and yes, I also lost a ton of good loot after killing players just as the servers went down before I had the chance to loot stuff. But having the developers work 24/7, basically living inside the office just won't help anyone longterm and that is what is happening right now, as they have posted on twitter themselves. Yes, I want to have all these server problems be sorted out, but I just don't want them to risk losing essential coworkers from burnout and fatigue because they want to make everyone raging on twitter happy. It is just not worth it. I feel like at this point, the normal development of the game can take a bit of a break, while the devs try to sort out the immense increase in their playerbase while also, and this part is important, maintaining humane working conditions. Sure, I'd like to see all the new features they are planning coming into the game, but heck, in my opinion as a relatively new player (about a month on the clock), the basegame itself is working great as is, apart from the servers. I don't know how the rest of the community feels about all of this, but I just hate to see people suffering from overworking themselves to keep a very vocal minority on twitter in check. I'd like to suggest taking things a bit slower, fix the issues in due time, maybe take a break and then continue to further develop the game. This will be better for everyone involved, even the players, since the game might never get to the point we all want it to be, if important talent just gets wasted in the dumpsterfire that is prolonged crunch. Just my thoughts.
  6. IDankSinatra

    Teammates helping injured players

    I know the addition of teammate healing is possibly coming but maybe make it possible to help an injured teammate move if somebody in the party’s legs are injured, at the cost of using a primary, or even an extremely inaccurate primary hip fire only for the teammate that’s helping, or maybe even since the dragging body mechanic is being implemented, introduced the paracord hook and drag method shown in the raid miniseries
  7. After playing multiple hours of this game I noticed that the servers seem to be lagging between players. What I mean by this is when two people get into a fire fight there seems to be a huge lag time between actions of both players being registered on both clients. I want to blame this on why the peeking advantage and unfair firefights seem to be so rampant. My question is, is there a roadmap or a plan to update or upgrade servers to prevent this from happening? If the problem is not server side, is it a client side problem? If so, what is the plan or roadmap to fix this? As currently I would equate the lag time that my friend and I are experiencing is similar to Battlefield 4 on launch. Thanks for reading, Dough_Boy
  8. Just wondering exactly how many hit points does a person actually have? As I just shot a person from about 3 metres away and the result was this. All headchest area as the guy was caught off guard. He then turned while being shot in the head and one tapped me. Just curious as my head says it has 35 health........ (This was the only engagement the match)
  9. Tspanks


    WHAT IS THE POINT OF RUNNING THE BEST GEAR IF IM GOING TO GET KILLED BY SOME AK74U camper laying prone in a corner 10 minutes after a factory raid starts. PLAY THE GAME LIKE A MAN, AND CAN WE GET SOME HELP ON OUR LEGS?
  10. Hey guys, so a couple of basic questions. (At least I think they're basic, also I'm a relatively new player) So first what does it take to kill/die in this game, I've read lot's of things but really trying to dig deep here. From my understanding if you black out head or chest you die/kill (I've also read that you need to hit the blacked out head/chest one more time after it's blacked out in order to actually kill, looking for confirmation on that), if you black out stomach you don't kill but lose all your hydration. Then if you black out any limbs any damage done to those limbs is evenly distributed among all other parts (also apparently does double damage, confirm?). So can you kill via blacking out limbs (for example blacking out 3 limbs instead of head or chest kills)? Or is the only way to black out head or chest? Now how does armour work? I'm mainly concerned with what happens when you hit but don't penetrate, and when you hit but do penetrate. So for example, hit but no penetration = 0 damage, hit but with penetration = X damage reduced by 20% for example (reduction because you're wearing armour)? Final question is regarding helmets and if your face in game is considered to be armoured? Or can I shot someone in the face while they have a helmet and headshot? Also do backpacks/rigs provide any type of protection?
  11. Sniperswiper

    New key san.308

    FOund this key on a dead scav been to both wings east and west and both 308 doors could not be unlocked looked everywhere no other key forum had this yet. any insight?
  12. Does every body part lose hps if you are hit in (1) of them? lets say you are hit in the left arm why do your legs and both arms lose HP as well ?? This doesn't make sense.
  13. HypraZombie

    Why I Love The New Health System*

    *I dont Carrying 5 bandages and loads of health kits have become the new meta it seems Feel free to post some of your funny health scenario screenshots below
  14. How does "pain" effect your character and what does the other negative effects do, like tremors and such?
  15. So I don't really know what to say about this but yesterday morning, I played 4 hours, had 20+ raids that went well, died twice due to that lovely desync, I come on today, all of the sudden, I am dropping in one shot from Shotgun Scavs at ranges that aren't even effective with the Pump, has something changed since yesterday with health, Kivers and Paca? I literally go in with full armor and drop in one shot from a Scav?? Can someone please tell me I'm going crazy or something because even on Stream I was getting shot once, since yesterday, everything has gone to hell with my gameplays
  16. While I was playing the game, I came across this peculiar bug: https://www.twitch.tv/videos/168046491 What happened was I had my Inventory set to the Health tab, I accessed the Safe, closed and re-opened my inventory and ended up with both my Gear and Health tabs stacked on top of each other. Both are visible and both are functional.
  17. pimba224

    health system rework

    so lets see the problems with the health and dmg system before and during the beta the beta limb meta . because the fort armor people just aim for the legs instead of shooting the unbreakable armor, other thing the helps the leg meta is that that the chest and stomach have MORE hp than the limbs (80 for the chest, and 70 for the stomach, idk why the stomach is more letal than the chest , leg has 65 hp and arm 60 ) ''but it is harder to aim for the limbs'' yes, it is but it should be awarded with not being able to run (when your leg breaks) and not having much faster ttk , principally with armor. my suggestions . 1 lets start with a chemotherapy and eliminating the cancer : remove fort armor. this may seen to gamechanging, but if we want a balanced and realistic health and dmg system before the new plate carrier system arrives, we need to remove the fort armor. many can say: ''but now we will die very fast'' to those i say: ''without the limb dmg the paca is very resistent'' (it doesnt make any sense a soft armor taking multiple ak AP rounds, but okay) and it will feel more consistent because you wont be 1 hitkilled with armor and a helmet. 2 limb instakill and hp : the hp of the limbs IMO should be increased to 70-75 ( i am okay with the leg having 5 more hp than the arms , but it shouldn't have less than 70 ) and the instakill from limbs shouldn't be a thing . instead of being dead after getting shot on a dead limb, what about a bleeding? for example your leg is at 0 hp and you are bleeding 4 hp per second , you get shoot in the leg by an AK and instead of dying ,the bleeding increases and you are now losing 7 hp per second and it stacks (mutiple shoots mean worse bleeding). this will result in limbs with more health and that wont instakill you , but shooting at these will still be useful because it will slow you down and you cant fix a broken limb. what do you guys think about this system? 3 chest and stomach health points: chest should be always more letal than the stomach area ( because the chest has the lungs and the heart) . what about 65 health for the chest? with this health it will be easier to kill someone aiming to the chest than the stomach (i fell that the stomach at 70 hp is in a good spot). with 65 hp most guns will be 2 shoots to kill to the chest , but with much more consistency . last thing that i would like to add is that according to the EFT wiki Ammunition - Escape from Tarkov Wiki the 5.56x45mm m193 ball (type of ammunition) does 65 dmg , if this is true it may need some nerfs ( reduce the dmg , increase the price ....) but idk how trustworthy this site is. i dont want reputation, i dont want that the devs take only my suggestion , i want that they read all the Civilized discussion in the comments and that we reach to a mutual agreement and make EFT better Ammunition - Escape from Tarkov Wiki this the link of the wiki
  18. Omgsasquatch

    Damage icons

    I can't find anything on what the icons, on the damage interface, mean. I bandage, splint, medkit, vas, everything. Nothing seems to work. Is it possible to restore yourself back to battle ready or just enough to slug along to the exit?
  19. Rex_Hilverstone

    Realistic healing and health system

    The game has a pretty good damage system,but I don't know...I don't know how detailed the hitbox is,especially in EFT there are so many variables. Also,another thing that boughters me is the heal system,for now the damage one it seems ok from the gameplay,but is weird how the heal one works,all i've see is that the player drags a bandage or a bloodbag on the damaged body part and "puff!" hes ok,the should make that thoose are usable only for stopping bleding,and for blood loos(also the player should heal slowly,like a normal wound0,and lets make a scenario on how it should work:The player is hit on a non lethal part of the torso,or anyway more importamt,so not the legs and arms,and he losses blood and has a ouite low hp,hes get somwhere safe and,he bandages himself,this stopps the bleding,and even if he will suffer from some blood loss,he don't lose hp anymore,gets a little hp,and continues with his stuff,as long he will eat and take care to don't get an infection,hp will slowly regenerate as the wond is healling and he recovers slowly from the blood loss,like in real life,now the game is a game and time pass diferent,but it will take few good minutes untill hes ok,depending on how the time will work,maybe a day or two in game time;now in the same scenario,if he have a bloodbag after he bandages himself up hell recover a good amount of hpand he only have to wait a while untill his wound heals to.Now we don't take in consideration the bullet in his body,that should be taken out,but to be honest is a game,and it will get to complicated,so if what i mentioned above is good all should be right. Now,it will sound to hard and you will die to much,but this is not BF of COD or anything like this,here the ideea is to not be shoot,like irl if you got shoot is pretty bad,so players should fear bullts like hell...like in real life! Also the last thing is that there should be animations for healing and eating,plus not generic beeing shoot in the leg and bandaging the arm,the character sould at least bandage the art beiin shoot in;even if you would be shoot in the lower part of the leg but you bandage the middle of it,it wil still be ok,blood bag,and other medications should get propper animations to. So devs....plese take into the consideration! Now I know I've posted this on weapon implementation befere,but i didn't thouth it fits the topic,so i guess is better to put it here to.Also,I don't espect all of this to be implemented,but as a hardcore realistic game a part should be seen in the geme.
  20. It would be a cool addition if at the start of each op for you and your squad that you could personalize your own kit ie. 5 inventory items in a kit like IRL compass,map,bandage,morphine,iv,strker.
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