SCP-8854 Fix buggy flaying mechanics (Round 2)

Bananaa

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Aug 26, 2025
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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)
  • 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
Possible Negatives of the suggestion:
  • Dev time
Based on the Positives & Negatives, why should this suggestion be accepted:
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.
 
Hello @Bananaa,

Just to clarify, you are only suggesting that the hitbox follow the bodies of downed players, and not for victims of SCP-8854 to be revivable?
 
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Hello @Bananaa,

Just to clarify, you are only suggesting that the hitbox follow the bodies of downed players, and not for victims of SCP-8854 to be revivable?
At the moment, this is how it works:
  1. SCP-8854 Hits someone
  2. They become a ragdoll
  3. SCP-8854 must hit the SERVER-SIDE ragdoll to flay/kill, which is in a completely different place to the CLIENT-SIDE ragdoll that the person playing SCP-8854 sees
I'm suggesting that somehow that is fixed, because right now, it is really awkward to locate where the server thinks the ragdoll is, because you have to aim for some glitchy floating gun/nameplate, which isn't always even there... for example when a containment beam is held.

I'm not proposing any changes other than fixing that bug. Someone in the last thread said medics can defib client-side ragdolls, which would be the best solution in my opinion, if it were possible.

If anyone is unfamiliar with server-side/client-side ragdolls, when someone dies/falls over, everyone sees that ragdoll in a slightly different place, the server is the same.
 
SCP-8854 must hit the SERVER-SIDE ragdoll to flay/kill, which is in a completely different place to the CLIENT-SIDE ragdoll that the person playing SCP-8854 sees
Fairly certain there isn't such a thing known as a "server side ragdoll", the comparison for defibs is using clientside ragdolls anyway.
The thing 8854 is actually supposed to hit is the entity of the player, which has been turned to Alpha == 0. You can tell because Pac3s and weapons stay in place, and that's the actual hitbox.
 
Fairly certain there isn't such a thing known as a "server side ragdoll", the comparison for defibs is using clientside ragdolls anyway.
The thing 8854 is actually supposed to hit is the entity of the player, which has been turned to Alpha == 0. You can tell because Pac3s and weapons stay in place, and that's the actual hitbox.
Ah, well, either way, it's suuuuper weird/jarring to try and hit, surely it can be changed to what the SCP sees as the ragdoll on the floor as you said with what combat medics defib