Healing foods

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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Elros
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Postby Elros » Sat Jul 18, 2009 3:05 am

Doug R. wrote:I'd also like to see healing over time, but not so much that it would make healing food obsolete, and not if you're starving.


Yeah, completely agree with this.
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Cogliostro
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Postby Cogliostro » Sat Jul 18, 2009 6:11 am

Limitations on healing will only slow the overall healing process in the game, something I can't say I'm sure is good. Note how it does nothing whatever to help with problems that people are having due to "clickfests" being necessary because of how healing food works. It only slows things down.

Consider: which would you prefer, to have your wounded character recover instantly or painstakingly over a few days? The latter sounds more "realistic" and everything, and seems like it would improve the combats, but really would it? Combat remaining the same (clickfestered insta-hitting of each other), a slow recovery from wounds would only make those heal foods everyone collects several orders of magnitude more useless, as if removing them from the game completely. That's all that would really happen.

Question being, what's the big exciting gameplay gain we get out of making the healfood useless that way? Or what does it really to improve in the balancing of things?

Thinking of that, I'm reminded of how stuff like limited resource gathering slots and item decay were added. I still have no idea what was the point of either, but people were excited at the time, hailing it as a realistic long-awaited addition. Many were convinced this was the ultimate solution to spur moneyed "economies" into developing. Needless to say, none of that happened except in places where players jumped out of their skins to make it happen artificially, and there it all falls apart after the players tire of deluding themselves with it.

For each thing being put out there, we've really got to consider it from a gameplay point of view (how does it make the game more exciting), not only conceptually "wouldn't it be cool if...".
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Postby Cogliostro » Sat Jul 18, 2009 6:36 am

I suggest that on a conceptual level combats should be seen NOT as they currently have come to be: as clicking contests between two or more players, perhaps involving some simple strategies with local buildings and locks, in which everything is really decided by who micromanages his character more.

This "micromanaging" is not strategy at all, as some want to think. It's pure silliness, where you are wasting your life away on a computer game character when really there's no reason to be doing that, and still enjoy fantastic RP experiences the game offers, including exciting combats.

Or there wouldn't be, if we really looked at combat situations as contests between characters (instead of players), their skills and maybe histories, their specific unequal experiences, training, and available support in the form of items or other characters. It should be completely irrelevant to the outcome of a fight what the player is clicking and how fast, and how often he refreshes, and strategies should come into play in outfitting and matching your character to the enemies he or she faces.

So this means there can't be a button with which players hit players. A character attacking a character is not something instant, but a kind of "everything darkens and they enter into a fight" protracted time event in the game world, the outcome of which isn't dependent on which player was or wasn't physically awake at the time.

We can dream, right?

But for now, still from this point of view, how would nerfing heal foods make the game more fun? And wouldn't it make it less fun, since due to critical importance of "who hit who first" in these conditions, you are indirectly forced to be a micromanaging monkey for your characters even more.
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Elros
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Postby Elros » Sat Jul 18, 2009 7:05 am

I am not suggesting getting rid of healing food. I was against that. However, I had no problem with adding gradual health replinishment with time(like 2-3% per day). That would be a good idea I think, but it doens't matter either way to me.
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Caesar
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Postby Caesar » Sat Jul 18, 2009 8:39 am

I actually refuse having my characters eat healing food.
They eat a bit every day, as it seems too unnatural to me to have them instantly heal due to eating a load of onions that would make your stomach explode.

Even if that would mean the demise of one of my favorite characters.
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Elros
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Postby Elros » Sat Jul 18, 2009 10:32 am

Caesar wrote:I actually refuse having my characters eat healing food.
They eat a bit every day, as it seems too unnatural to me to have them instantly heal due to eating a load of onions that would make your stomach explode.

Even if that would mean the demise of one of my favorite characters.


Well I respect your dedication to realistic roleplay. I however would rather eat a lot of onions and keep my favorite charcters alive. I just attribute the unrealism to Cantr realism. ;)
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Slowness_Incarnate
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Postby Slowness_Incarnate » Sat Jul 18, 2009 8:14 pm

My response to this is and always will be ...Leave the healing foods just like they are, leave them alone! :evil:
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Arenti
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Postby Arenti » Sat Jul 18, 2009 8:18 pm

Slowness_Incarnate wrote:My response to this is and always will be ...Leave the healing foods just like they are, leave them alone! :evil:


I agree.
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joo
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Postby joo » Sat Jul 18, 2009 8:36 pm

Now isn't that a bit reactionary? Have you considered that the same general system could be retained with some improvements to make it more realistic and balanced?
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Caesar
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Postby Caesar » Sun Jul 19, 2009 9:39 am

Imagine being wounded just a bit. Wouldn't your body be able to heal by itself?

Or do you fully rely on magic onions?
- Every person lost in war is two too many.

- Respect comes from two sides and must be earned. Nobody has the right to it because of a title, sex, age, race or birth.

- What doesn't kill you makes you stronger.

- I believe in True Love, do you?

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