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Re: Natural Healing

Posted: Fri Apr 02, 2010 9:26 am
by SekoETC
Indeed. I don't think a person should be able to ignore critical wounds like "meh, I'm not going to pay for healing food, it'll go away in time". One of my characters had a friend who got hurt, I don't remember if it was by animals or a person or a combination of both, but she had 99% damage, and she was just walking around as usual even though she would die if anyone even sneezed on her. And then a newspawn punched her and she died. But the thing is, it would've made more sense if she would've bled to death in the first place. It might seem unfair from the player's perspective but life is rarely fair. If healing was connected to eating and tiredness ticks then it could happen several times a day. Also remember that it doesn't necessarily have to be an exact percent. It could be a tenth or a one-hundredth due to Cantr using a 10000 point system. So it could be that people healed a bit on the tiredness reduction tick if they weren't tired and maybe if they weren't severely wounded, then healed a bit on the eating tick if they weren't hungry (or maybe even if they had a little bit of hunger from past starvation but ate enough on that particular tick).

Re: Natural Healing

Posted: Fri Apr 02, 2010 5:25 pm
by Piscator
Miri wrote:
Piscator wrote:Severe wounds would have to be treated like usual, while little scratches could be safely ignored.

just like IRL, ne? :roll:


Seriously, let's no't start about realism. If I have two cuts it takes me the same time to heal them as just one, although a deep cut might take me longer. Any system that works with hit points has nothing to do with realism at all. It's at best a pretty rough approximation.

What I was trying to point out has nothing to do with realism. The point is, what does it add to the game is serious wounds have to be treated like usual (with healing food), while a simple scratch would be closed in a day? The only effect would be that the majority of injuries wouldn't have to be treated at all. If that's all natural healing is about, I'm strongly against the whole idea.

What natural healing should be about though is getting a reward for staying in bed and calling in sick. If you don't work, but rest instead, it should pay off by getting you a few hit points back. This would give you a reason for RPing being sick, weak and wounded and would also encourage cooperation between characters, as a combination of resting and eating (another persons) healing food would get you back on your feet fastest. Giving a higher reward to people that are less wounded is neither necessary nor does it improve the system in any way. The same applies to bonusses for not being hungry/tired. As far as I'm concerned, the only important point is that you should only regenerate if you don't work. If that's done by restoring 0.25% health on every project tick you're not working, by transforming excess energy to health or by a completely different system doesn't matter.

Re: Natural Healing

Posted: Fri Apr 02, 2010 6:09 pm
by BZR
Piscator wrote:If that's done by restoring 0.25% health on every project tick you're not working, by transforming excess energy to health or by a completely different system doesn't matter.

That idea seems really nice - the better the bed - the faster you heal.

We could even workout a balance, where if you are seriously wounded and keep working on a project you are getting more wounded every tick.

Re: Natural Healing

Posted: Fri Apr 02, 2010 9:17 pm
by Piscator
Which idea? Restoring health on project ticks or converting energy?

Re: Natural Healing

Posted: Sat Apr 03, 2010 10:02 am
by BZR
Converting energy

Re: Natural Healing

Posted: Sat Apr 03, 2010 10:43 am
by Piscator
I see. I don't think wounded people should slowly bleed to death though. Having 25% health left is an experience that's frightening enough without having additional penalties applied. If any mad cow/newspawn could kill you easily, there's no need to put time onto the list of your enemies, too.

Re: Natural Healing

Posted: Tue Apr 06, 2010 2:14 am
by Doug R.
Agreed.

Re: Natural Healing

Posted: Tue Apr 06, 2010 12:18 pm
by returner
And 5 years later, it was accepted.

:P

Re: Natural Healing

Posted: Tue Apr 06, 2010 12:29 pm
by Piscator
No. 5 years earlier it was accepted.

Re: Natural Healing

Posted: Tue Apr 06, 2010 12:59 pm
by returner
[quote="Piscator"]No. 5 years earlier it was accepted.[/quote]

Woops. :P

I love reading how old threads are though.

Re: Natural Healing

Posted: Wed Apr 07, 2010 4:27 am
by Dudel
[quote="Piscator"]No. 5 years earlier it was accepted.[/quote]

Though its chance of implementation is next to zero. :lol:

What are the hurdles with this, anyway?

Re: Natural Healing

Posted: Wed Apr 07, 2010 9:54 am
by Miri
Maybe not, Dudel, if it was simplified enough, but still kept nice and effective.

I like the idea of calculating the regeneration on each tick of each of its components, I'm not sure if it wouldn't be to much for the server. How are current project, tiredness and hunger ticks proceeding in terms of server performance?

Re: Natural Healing

Posted: Wed Apr 07, 2010 1:13 pm
by Doug R.
Off topic, but I need to ask: Does anyone else but me see both Dudel's and returner's above quotes as broken?

Re: Natural Healing

Posted: Wed Apr 07, 2010 1:28 pm
by Doug R.
Alright, thanks. I have no idea why this happens randomly. I once contacted a player telling them to enable their BBcode, and they said it was and that they saw their code working as it should.

Back on topic.

Re: Natural Healing

Posted: Mon Apr 26, 2010 9:13 am
by Dudel
[quote="Doug R."]Off topic, but I need to ask: Does anyone else but me see both Dudel's and returner's above quotes as broken?[/quote]

Yeah I saw that and went "Bullshit I used the wrong coding!"

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.