User talk:MechanicalYeti

Thanks for starting up The Sewer's walkthrough! It's looking good, and it saves me so many run-throughs of the chapter. I'll fill in the blanks and fix things up a little more later. Also, if you can, it would be great if you got Dead Air and Blood Harvest's walkthroughs started, as I'd like to finish No Mercy and Death Toll's before I get to those. Thanks again. - §tigma-231 ¤ ৳ here's a hole in my neighbourhood [ talk  ][ cont ] 03:06, 20 January 2009 (UTC)

RE:The Sewers
Thank you. Your guide was nicely done, as well. Excellent sentiments, too; let's! - §tigma-231 ¤ ৳ here's a hole in my neighbourhood [ talk  ][ cont ] 04:20, 21 January 2009 (UTC)

Healing Teammates Causes More Health Kits to Spawn
You stated on the To-Do List that you'd be willing to help out on whatever needed help.

From a bit of amateur experimenting I have consistently found that the more teammates heal each other the more health kits spawn, at least in L4D2 which is all I have to play. There is no entry that specifically addresses this issue except the ones I have inserted where I thought appropriate. Experiment: pick any campaign and whatever difficulty you prefer and play through once without healing anyone and insisting that your teammates are equally selfish. Then, play it again and chase people to heal them if you have to while insisting on the maximum number of teammate healings. Count the number of kits both times and note their locations either mentally or literally. I guarantee more kits the second time; I have been able to affect kit spawning by myself just by being very aggressive about healing others and dying rather than healing myself. Just make sure to check every single nook and cranny on the map every time as sometimes kits spawn in out of the way places. The questions are:

How many times do teammates need to heal each other in order to spawn 1 kit? 2? etc.

Does that rate change as more kits are spawned?

Does that rate vary per campaign, difficulty, or map?

What about versus and other mods/mutations?

What is the maximum number of kits per map on each difficulty?

Obviously this will require an awful lot of raw data to analyze; just to answer the third and most pertinent question I'd say we need 6 playthroughs of every campaign on every difficulty, half with everyone healing each other and half with selfishness, a total of 288 complete playthroughs for both games (12 campaigns times 4 levels of difficulty times 6 playthroughs each). I would, however, settle for 4 playthroughs for every campaign on every difficulty giving a grand total of 192 for both games but it doesn't allow proper averaging.

Of course, the skill of a team affects the amount that they are damaged and thus the amount that they heal so it would be preferred for a single team to take up this entire task. I do not consider that likely, however. I do not have a consistent group that I play with so I can't do it. If I manage any controlled experiments (i.e. run a whole campaign with consistent behavior from my team) I will record the data and share it. I will be asking a number of people on here to take up this task so we can compile the information and get started analyzing it. Post a response to the thread with this same name on the To-Do List if you want to claim any parts. I will also be starting a new article for this subject called "Healing: Director's Response to Teamwork" for the purpose of compiling data, please post any you have there. Once that data is compiled and analyzed I will fold the information into the Director/Adaptation section.

Ogrecorps 07:35, July 1, 2010 (UTC)