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Re: Natural Healing
Posted: Mon Apr 26, 2010 9:14 am
by Dudel
....only for it to fail, AGAIN. X|
Re: Natural Healing
Posted: Mon Apr 26, 2010 11:33 pm
by Snake_byte
Dudel wrote:On-Topic: Couldn't there just be a simple set rate of heal per daily food tick or hourly project tick? Just something low like 2% for hourly or less... or more. That seems rather simple to me, to be honest.
I agree. Could make it work with and/or like Tiredness.
Re: Natural Healing
Posted: Tue Apr 27, 2010 12:46 pm
by Doug R.
I also agree, but it should be accelerated by resting, and very slow otherwise.
Re: Natural Healing
Posted: Wed Apr 28, 2010 12:04 am
by Dudel
I was thinking 1% while not resting and maybe 3% while resting and I'm thinking it should be a "3 a day" tick, if possible. This keeps people with little amounts of damage good but doesn't outright replace the current system for nasty attacks/blows.
Re: Natural Healing
Posted: Tue Jan 18, 2011 1:09 pm
by viktor
ya we defenitly don't want ti to be an overpowering monk ability to heal. hourly would be too much, unless you can really drop it down to 0.25% per hourly tick or something. 2% per day overall might be okay, more would be rediculous.
Re: Natural Healing
Posted: Thu Jan 20, 2011 5:50 pm
by RedQueen.exe
Just so long as the healing doesn't make getting killed by animals a virtual impossibility. I don't enjoy having newspawns spawn in 5 towns away from any healing food and get mauled by a bear a half day in, but I personally enjoy the element of danger they provide. (see: Burgeo Island, probably my favorite island)
Re: Natural Healing
Posted: Thu Jan 20, 2011 7:39 pm
by Snickie
GIMPY wrote:Just so long as the healing doesn't make getting killed by animals a virtual impossibility. I don't enjoy having newspawns spawn in 5 towns away from any healing food and get mauled by a bear a half day in, but I personally enjoy the element of danger they provide. (see: Burgeo Island, probably my favorite island)
(Aki is more dangerous, imo.)
OnT:
viktor wrote:ya we defenitly don't want ti to be an overpowering monk ability to heal. hourly would be too much, unless you can really drop it down to 0.25% per hourly tick or something. 2% per day overall might be okay, more would be rediculous.
Agreed. Actually, I think even 2% could be too much. I expect to be shot down by people whose characters are victims are animal deaths, but that's my opinion.
Re: Natural Healing
Posted: Tue Jan 25, 2011 11:46 pm
by phoenixannwn
Uh-uh. We only have 100% health, right? 2% hourly is way alot, for what amounts to free healing (once the bed/cot is built).
And now entire towns are gonna have to change their jail 'cause they have tons of cots in jails for the prisoners.
I still like it though. Any day now... :]
Re: Natural Healing
Posted: Wed Jan 26, 2011 12:06 am
by Doug R.
Maybe 2% per day, tops. That would take a nearly dead person 50 days to heal entirely. Seems reasonable.
Re: Natural Healing
Posted: Thu Jan 27, 2011 10:04 pm
by Joshuamonkey
2% seems fine to me too, at least if we think in terms of Cantr years.
Re: Natural Healing
Posted: Thu Jan 27, 2011 11:10 pm
by Piscator
I'm still not sure if unconditional auto-healing would be such a good idea. From the perspective of game economy, all it would do is reduce the consumption of healing foods to some extent.
Re: Natural Healing
Posted: Thu Jan 27, 2011 11:17 pm
by phoenixannwn
It's better than wandering around injured for years because you can't find healing food. Also, more realistic.
Re: Natural Healing
Posted: Thu Jan 27, 2011 11:28 pm
by Doug R.
Piscator wrote:I'm still not sure if unconditional auto-healing would be such a good idea. From the perspective of game economy, all it would do is reduce the consumption of healing foods to some extent.
Well, consider:
-It seems that no matter which combat system we end up with, we're going to have stomach capacity of some sort. It would stand to reason that it might take longer to heal with healing food under this system, and natural healing would help offset that decrease over time.
-Even now, healing foods are mostly held in stockpiles for major wounds. A character that forgoes healing of a major wound in favor of natural healing is putting themselves at risk, which is a adequate trade off as far as I'm concerned.
I don't think natural healing should apply if you're starving or sick, and I think when we implement a near-death state, there should be reverse healing (bleeding out) until the character dies.
Re: Natural Healing
Posted: Thu Jan 27, 2011 11:30 pm
by SumBum
Maybe resting on furniture could provide some healing instead of it being automatic. Then there would still be consumption of some resources, even if it's only a one-time investment.
Re: Natural Healing
Posted: Thu Jan 27, 2011 11:38 pm
by Doug R.
I would concede that, though I think we could drop that 2% to perhaps 0.5% without furnature, and then vary the healing % of resting by the comfort factor of the furniture, or give the furniture a new healing factor.