What does this suggestion change/add/remove:
I previously made a suggestion here: https://civilnetworks.net/community/threads/scp-8854-fix-buggy-flaying-mechanics.34194/#post-247779
But it was denied, the response missed the point a bit so I wanted to make another post to clarify the actual issue.
Currently, when SCP-8854 downs someone, the person is ragdolled, but this is very buggy because the ragdoll that SCP-8854 sees CANNOT BE HIT to finish the job. The person playing the SCP has to find where the server thinks the ragdoll is (which is invisible to the player).
The current workaround is to hit where there is a floating gun. This is obviously a bug, and is really frustrating to play around.
I'm not suggesting the removal of the intermediate state between life and death, because as mentioned in the deny response, it adds balance. What I'm suggesting is that the buggy nature of it is fixed.
Somebody mentioned that medics can defibrillate client-side ragdolls, why can't it be the same for SCP-8854?
Has something similar been suggested before? If so, why is your suggestion different?:
Yes (https://civilnetworks.net/community/threads/scp-8854-fix-buggy-flaying-mechanics.34194/#post-247779).
This post is different because it clarifies that I'm not suggesting the feature be removed, just that the bug is fixed (the server-side ragdoll invisible to the player needs to be hit in order to actually kill someone).
Possible Positives of the suggestion (At least 2)
This suggestion should be accepted because the gameplay loop for SCP-8854 is fundamentally buggy and unfun. You can call it a skill issue but skill shouldn't need to compensate for clearly glitchy/unreliable gameplay loops.
I previously made a suggestion here: https://civilnetworks.net/community/threads/scp-8854-fix-buggy-flaying-mechanics.34194/#post-247779
But it was denied, the response missed the point a bit so I wanted to make another post to clarify the actual issue.
Currently, when SCP-8854 downs someone, the person is ragdolled, but this is very buggy because the ragdoll that SCP-8854 sees CANNOT BE HIT to finish the job. The person playing the SCP has to find where the server thinks the ragdoll is (which is invisible to the player).
The current workaround is to hit where there is a floating gun. This is obviously a bug, and is really frustrating to play around.
I'm not suggesting the removal of the intermediate state between life and death, because as mentioned in the deny response, it adds balance. What I'm suggesting is that the buggy nature of it is fixed.
Somebody mentioned that medics can defibrillate client-side ragdolls, why can't it be the same for SCP-8854?
Has something similar been suggested before? If so, why is your suggestion different?:
Yes (https://civilnetworks.net/community/threads/scp-8854-fix-buggy-flaying-mechanics.34194/#post-247779).
This post is different because it clarifies that I'm not suggesting the feature be removed, just that the bug is fixed (the server-side ragdoll invisible to the player needs to be hit in order to actually kill someone).
Possible Positives of the suggestion (At least 2)
- Fixes a bug
- SCP-8854 isn't awkwardly looking for an invisible corpse while you're fighting him (less immersion breaking).
- Improve the quality/polish of this particular SCP/gameplay
- Dev time
This suggestion should be accepted because the gameplay loop for SCP-8854 is fundamentally buggy and unfun. You can call it a skill issue but skill shouldn't need to compensate for clearly glitchy/unreliable gameplay loops.