how to impliemnt healing capacity etc....

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viktor
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how to impliemnt healing capacity etc....

Postby viktor » Sun Feb 13, 2011 6:14 pm

okay the forum is screwed up and i lost my first typing of this so it will likely be missing a couple things !!!!
anyways.......................... if i can frustratedly write what i was thinking..........


thirst meter, hunger meter, healing and drunkedness can all be usefully interacted.

we should need water as a daily drink to upkeep our thirst meter like we do for our hunger meter but it should be a low deterioration so a person with a water skin doesn't have to devote their life to collecting water.
and our hunger meter as it has been

to impliment healing capacities, we should strategically keep a character thirsty and/or hungry. eating a healing food should as it heals you, fill the hunger meter the same amount thus giving you a self determined limit on how much you can heal. same with thirst for healing liquids.
also i have not had any boozers in game to know if the drunkedness meter is in use yet but.. if you drink an alcaholic! healing liquid the meter should go down and should effect either your speed and power in projects and fighting/dragging, OR should just lower your output productivity and increase your misses.

the above does a few things in game
-it gives handheld storages a very important function in helping ration food/water to keep a healing capacity
-it gives the meters all a good dynamic and interactive function
-it causes us to strategically chose less efficient healing liquids if we want to avoid the drunkedness (with reference to apple juice vs cider, grape juice vs wine etc....)
-it makes for a realistic and easily conceivable way to use gage and understand the capacity for healing
-it makes for strategic planning on keeping a hunger/thirst level to maintain a healing capacity
-this defenitley has massive implications on the combat system and ALONE would have a significant impact and could be implimented itself before any other overhauls as it should be somewhat easier to slap in and would be a stepping stone to the 'overhaul' which has myself and a number of others very concerned.

there may be a few points missing or possibly some touching up on this but i think it would be the best way to impliment the healing capacity and get our meters functioning (all we got left is dirtyness)
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Re: how to impliemnt healing capacity etc....

Postby Andu » Wed Feb 16, 2011 11:40 am

I like your ideas, but I think this is a think that be closely looked at together with the revamp of the combat system, and thus not be a separate suggestion. :P
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Re: how to impliemnt healing capacity etc....

Postby viktor » Wed Feb 16, 2011 10:00 pm

ah, the combat revamp topic was removed after it's initial discussion. i woulda posted there but this didn't hit me till.. this week. :lol:
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Re: how to impliemnt healing capacity etc....

Postby RedQueen.exe » Thu Feb 17, 2011 6:14 pm

There's a lot to chew on here, but one that concerns me is thirst, since that's not something a newspawn can take care of in the first day, or possibly even couple of days. What does she/he do when they can't kill an animal to make a water skin, and nobody is willing to help them out?
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Re: how to impliemnt healing capacity etc....

Postby viktor » Thu Feb 17, 2011 11:26 pm

hmm, well, like with food, thirst should take a while to manifest itself, people should have the time to beat down a deer and make a skin before it becomes an issue, or walk to the next town and still be in alright shape trying to seek liquid there. the quantity of water needed to satisfy you for a day should be low enough that a person with a solar still should be able to get by without issue. for the sake of cantring, dehydration should be about as long to occurr as starvation.
milk should be consumable as a liquid too, so you can have some deer milk while you make that water skin :lol:
any place that wants to keep it's newspawns and try to make a strong city/nation of itself, would make it easy to get water, as wells and water pumps are becomming quite common, and the amount of raw animal parts available across populatied regions, out fr free make it relativly easy at this point to impliment thirst as the very vast majority could easily access water, as well as with the warning that it may come so they would be ready.
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Re: how to impliemnt healing capacity etc....

Postby Piscator » Fri Feb 18, 2011 2:40 am

With water available everywhere, I wonder if there's much point in implementing thirst. I doesn't seem to add much to the game except for another easily satisfyable need.
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Re: how to impliemnt healing capacity etc....

Postby DylPickle » Fri Feb 18, 2011 6:36 pm

I have to admit, I'd actually like to be able to consume beer without first injuring myself, so I could keep my local brewmaster in business without having a non-depletable stockpile of booze on my person.
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Re: how to impliemnt healing capacity etc....

Postby RedQueen.exe » Fri Feb 18, 2011 7:09 pm

I'm with Dyl. I'd kind of like to see it have some effect too, though I'm not sure what. Randomly deform typing? Increase damage resistance? (Drunken boxing, here we come!)

Can we make it make people around your character suddenly appear more interesting, or at least correct spelling errors? (i.e. you no longer notice them) Cause you to sometimes hit the wrong person when you attack someone, cause your character to work on random projects each tick? Trigger hiccups or other involuntary RP similar to how sneezing works/worked? (e.g. You see a man in his thirties stagger and fall into a well)

How about cure faintness? (although it's pretty unrealistic, it would be an idea of something else we could have certain medicines/tea do instead until we're able to implement tiredness reduction)
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Re: how to impliemnt healing capacity etc....

Postby Piscator » Fri Feb 18, 2011 7:43 pm

I think we should try not to confuse voluntary consumption of drinks with introducing thirst or drunkenness. You can easily have one without the other.
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Re: how to impliemnt healing capacity etc....

Postby RedQueen.exe » Fri Feb 18, 2011 8:48 pm

I'm just not certain how many people would voluntarily consume drinks if it doesn't do anything, but maybe I'm just being pessimistic.
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Re: how to impliemnt healing capacity etc....

Postby EchoMan » Tue Feb 22, 2011 2:57 pm

Considering the number of drunks that turn up when someone has a party in a town, I'd say rather many. ;)
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Re: how to impliemnt healing capacity etc....

Postby viktor » Thu Feb 24, 2011 5:24 am

Piscator wrote:With water available everywhere, I wonder if there's much point in implementing thirst. I doesn't seem to add much to the game except for another easily satisfyable need.


ah, well it was meant as just part of the package, to give a way to impliment healing capacities,, your statement on the commonality of water reinforces that thirst wouldn't become a big drag to fulfill in itself :wink: and since it would be nice and slow to deteriorate, if you want to get ready for battle, you'll have to purposefully go thirsty for a bit to be able to heal up ;)

of course like i mentioned, there's surely a few things needing ironing out, like... being able to drink alcohol when you are thirsty but not injured just to get drunk, not rp drinking, but actual consumption of it without having to be injured, just to quench thirst.. water and milk should go automatic for drinking like we eat food, but... come to think of it... we could allow for forced eating "feasting" of regular food to fill the hunger meter... i know it has been mentioned before but in light of this i thought it might be worth rementioning..
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Re: how to impliemnt healing capacity etc....

Postby RedQueen.exe » Thu Feb 24, 2011 2:22 pm

You don't see any issue with people keeping themselves within inches of dying from thirst or hunger just so they can keep themselves ready to ingest the maximum amount of healing food possible?

Plus I assume that means you're getting rid of automatic eating (and no auto drinking), which in and of itself creates a fresh batch of problems and irritations.

I don't quite know that I understand what this gains us over something like a straight stomach capacity for healing food.
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Re: how to impliemnt healing capacity etc....

Postby viktor » Fri Feb 25, 2011 11:34 pm

GIMPY wrote:You don't see any issue with people keeping themselves within inches of dying from thirst or hunger just so they can keep themselves ready to ingest the maximum amount of healing food possible?

Plus I assume that means you're getting rid of automatic eating (and no auto drinking), which in and of itself creates a fresh batch of problems and irritations.

I don't quite know that I understand what this gains us over something like a straight stomach capacity for healing food.


i would never suggest removing auto eating :lol: thought i better post this to clarify that rumor

if they wish to risk being on the brink of dying just to have the capacity to heal, thats their business, and it still maintains a capacity,
automatic eating of daily foods would still be as is now, a person would have to empty their hands of regular eating food to be able to increase their capacity(get hungrier), and we would have auto drinking, but there would be some things that get auto drank and others that are strictly for healing/energy,
hence this gives great use to holdable storages, store some regular food and regular drink in it, so you can ration it to maintain a level, of hunger/thirst, while not starving or dehydrating.
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Re: how to impliemnt healing capacity etc....

Postby RedQueen.exe » Sat Feb 26, 2011 2:11 pm

So under normal circumstances, the player would have no healing capacity?

I guarantee you what is going to happen is people are going to starve themselves intentionally so they have the healing capacity, and people will forget to eventually eat and characters will starve to death because they players are now used to ignoring the "you are hungry" messages, and people will start quitting rather than spend all this additional time micromanaging their characters.

It sounds like a lot of busywork, and I see no real advantage over a straight stomach capacity for healing/energy foods that isn't tied to hunger (or thirst).
"What I really don't understand is what kind of recipe do you want because you talked about porn, phones and cooking and I became lost" - Vega
"Fate loves the fearless" - James Russell Lowell

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