Healing of wounds over time
Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)
-
rklenseth
- Posts: 4736
- Joined: Fri Aug 22, 2003 12:46 am
Healing of wounds over time
I think wounds as they are now should heal over time. Slowly but they should definitely heal eventually. Then bandages and or medicines can speed up healing considerably when we add them to the game.
- the_antisocial_hermit
- Posts: 3695
- Joined: Thu Sep 23, 2004 4:04 pm
- Location: Hollow.
- Contact:
- kinvoya
- Posts: 1396
- Joined: Sun Mar 28, 2004 9:31 pm
- Location: The Wide, Wide World of Web
Players have been begging for natural healing for many months without even a response of any kind that I'm aware of. I know the intention is for healing medicines to be made eventually but that probably won't be happening for quite a while. In the meantime, chars without access to healing foods just limp along for years with unhealed wounds. At least with the extreme tiredness the chars had the ability to get untired even though it might take a long time.
If The Powers That Be have no intention of reestablishing self-healing why not just say so and we can give up asking for it? This lack of communication is very frustrating and makes me, personally, feel like the players request's are just ignored. Could there be any possible reason for keeping this aspect of game mechanics a secret?
If The Powers That Be have no intention of reestablishing self-healing why not just say so and we can give up asking for it? This lack of communication is very frustrating and makes me, personally, feel like the players request's are just ignored. Could there be any possible reason for keeping this aspect of game mechanics a secret?
<a><img></a>
-
rklenseth
- Posts: 4736
- Joined: Fri Aug 22, 2003 12:46 am
- The Sociologist
- Posts: 878
- Joined: Mon Sep 06, 2004 11:54 pm
This has never been a big issue with me. Surely all charries have at least some access to healing foods, either by travelling for them themselves, or else by trading? The whole idea, surely, is to encourage trading.
Paradoxically the KDF region now shows the reverse phenomenon. MWS inc used to trade iron tools for healing foods at what were actually very good prices. Now they've slashed their prices paid in half, and are even selling healing foods for less than they paid for them a while back. Heck, I guess they could pave the road from Seatown Forest to Krif in crushed onions!
Which is in itself a sign of the total lack of danger in the game. No pirate attacks thereabouts and even the Mac Gregor lions are now sweet little pussycats by comparison to the standards of old.
Paradoxically the KDF region now shows the reverse phenomenon. MWS inc used to trade iron tools for healing foods at what were actually very good prices. Now they've slashed their prices paid in half, and are even selling healing foods for less than they paid for them a while back. Heck, I guess they could pave the road from Seatown Forest to Krif in crushed onions!
Which is in itself a sign of the total lack of danger in the game. No pirate attacks thereabouts and even the Mac Gregor lions are now sweet little pussycats by comparison to the standards of old.
- the_antisocial_hermit
- Posts: 3695
- Joined: Thu Sep 23, 2004 4:04 pm
- Location: Hollow.
- Contact:
You have a point, but I still think it would be nice. When a char is hit for a very small amount and doesn't have immediate access to healing foods, chances are, I'm not going to send them in search of them. It wouldn't be worth it. So in cases like that, it'd be nice to eventually get their health back without sending them off to find foods to heal a measly 12%, ya know? Not that they'd necessarily have problems that would end up killing them after that loss, but who likes to see their char constantly at less than 100%, even if it's not enough to be alarmed about?
- SekoETC
- Posts: 15526
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
It doesn't even have to be one point a day, one every two days, five days, maybe even ten days but something has to be done. Maybe infections and bleeding could be added though so that people would keep losing health even after being hit. Primitive way of desinfection is peeing on the wound. Everybody could do that.
Not-so-sad panda
- kinvoya
- Posts: 1396
- Joined: Sun Mar 28, 2004 9:31 pm
- Location: The Wide, Wide World of Web
Thanks, Richard.
I have a char in a remote forest who is 27 and has been 50% to 75% wounded almost her whole life. She was hurt by several animals when she was young. Right after she managed to accumulate a few mushrooms and heal a little she was attacked by a guy with a sabre and had to run away from the only source of nearby healing foods.
It takes her a long, long time to do even the simplest things. She has slowly limped to a bigger town to try trading for healing foods with no success. She doesn't own anything anyone else wants. It is everything she can do to keep from starving much less travel long, dangerous roads to uncertain destinations. No one with healing foods to trade has ever been through her forest.
She's probably not a naturally skilled hunter but it's hard to tell since she's never had a decent weapon or had much strength due to her injuries. She has to rely on help from the few people she lives with for meat to cook.
I'm sure this isn't the kind of problem you have to deal with Sociologist since all of your inferior chars have been purged. I like my chars who have to struggle, though. They don't have exciting lives but they have a lot of heart. I think my little char deserves a break in the form of what every creature that has ever existed has been able to do - self-heal.
The Sociologist wrote: Surely all charries have at least some access to healing foods, either by travelling for them themselves, or else by trading? The whole idea, surely, is to encourage trading.
I have a char in a remote forest who is 27 and has been 50% to 75% wounded almost her whole life. She was hurt by several animals when she was young. Right after she managed to accumulate a few mushrooms and heal a little she was attacked by a guy with a sabre and had to run away from the only source of nearby healing foods.
It takes her a long, long time to do even the simplest things. She has slowly limped to a bigger town to try trading for healing foods with no success. She doesn't own anything anyone else wants. It is everything she can do to keep from starving much less travel long, dangerous roads to uncertain destinations. No one with healing foods to trade has ever been through her forest.
She's probably not a naturally skilled hunter but it's hard to tell since she's never had a decent weapon or had much strength due to her injuries. She has to rely on help from the few people she lives with for meat to cook.
I'm sure this isn't the kind of problem you have to deal with Sociologist since all of your inferior chars have been purged. I like my chars who have to struggle, though. They don't have exciting lives but they have a lot of heart. I think my little char deserves a break in the form of what every creature that has ever existed has been able to do - self-heal.
<a><img></a>
- SekoETC
- Posts: 15526
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
Or euthanasia?
(No it wasn't my sabre guy but he might do something like that.) Anyway I feel sorry for your character, great to know at least someone keeps struggling to survive and doesn't go the easy way.
On the Swedish region we managed to heal a guy that was over 50% damaged, I don't remember how much but probably 70-90%. At first it felt impossible but then animal attacks toned down and we were able to gather enough nuts to heal everybody and there was some extra left too. But alone it's very hard to survive.
On the Swedish region we managed to heal a guy that was over 50% damaged, I don't remember how much but probably 70-90%. At first it felt impossible but then animal attacks toned down and we were able to gather enough nuts to heal everybody and there was some extra left too. But alone it's very hard to survive.
Not-so-sad panda
-
rklenseth
- Posts: 4736
- Joined: Fri Aug 22, 2003 12:46 am
- nitefyre
- Posts: 3528
- Joined: Sat Nov 22, 2003 3:29 am
- Location: New York City
- Contact:
Yeah, anyone who knows anything about Aki.Serenity wrote:Aki is exactly that. If you get hit out there you are sure to carry your damage around forever unless you're crazy enough to go out into the wilderness and anyone who knows anything about Aki knows that that is suicide.
Do you think we're stupid enough not to settle somewhere where there isn't a large supply of healing foods?
C'mon here, RKL. This is just a prime example how when people realize they're getting raped by animals, that they adapt and move (or retreat) to locations that have healing foods. Natural selection, or what not. Because the rest get screwed.
There's always an alternative.
By the way, my character on that island has remained constantly at 100% full health, whether it be during natural healing or healing food only healing.
-
Robert Shmeashter
- Posts: 47
- Joined: Fri May 27, 2005 4:34 am
kinvoya wrote:Thanks, Richard.The Sociologist wrote: Surely all charries have at least some access to healing foods, either by travelling for them themselves, or else by trading? The whole idea, surely, is to encourage trading.
I have a char in a remote forest who is 27 and has been 50% to 75% wounded almost her whole life. She was hurt by several animals when she was young. Right after she managed to accumulate a few mushrooms and heal a little she was attacked by a guy with a sabre and had to run away from the only source of nearby healing foods.
It takes her a long, long time to do even the simplest things. She has slowly limped to a bigger town to try trading for healing foods with no success. She doesn't own anything anyone else wants. It is everything she can do to keep from starving much less travel long, dangerous roads to uncertain destinations. No one with healing foods to trade has ever been through her forest.
She's probably not a naturally skilled hunter but it's hard to tell since she's never had a decent weapon or had much strength due to her injuries. She has to rely on help from the few people she lives with for meat to cook.
I'm sure this isn't the kind of problem you have to deal with Sociologist since all of your inferior chars have been purged. I like my chars who have to struggle, though. They don't have exciting lives but they have a lot of heart. I think my little char deserves a break in the form of what every creature that has ever existed has been able to do - self-heal.
Wow, that's almost like the permanent damage thing someone proposed. You'd think someone would be nice and lend her some healing food...
- wichita
- Administrator Emeritus
- Posts: 4427
- Joined: Mon Jan 17, 2005 6:46 pm
- Location: Suomessa!
Yeah ditto to Kinvoya's post.
My second character spawned and has been a traveller for over six years now. The only healing food he has come across in his entire life was about a kilo of bananas and some corn, which doesn't really matter because it's harder to find wood than healing food in the region. Should have written him off and deleted him long ago because he is clearly worthess to me for any productive means. Darn that habit I have of actually roleplaying based on my characters situation and environment.
No chance of society developing out there.
My second character spawned and has been a traveller for over six years now. The only healing food he has come across in his entire life was about a kilo of bananas and some corn, which doesn't really matter because it's harder to find wood than healing food in the region. Should have written him off and deleted him long ago because he is clearly worthess to me for any productive means. Darn that habit I have of actually roleplaying based on my characters situation and environment.
"Y-O-U! It's just two extra letters! Come on, people! This is the internet, not a barn!" --Kid President
- SekoETC
- Posts: 15526
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
Thinking about this and permanent damage, maybe there would be natural healing but the level to which you could heal (your max HP if you prefer) would lower if you get seriously wounded. At the moment Cantr healing is like, Judge McFlair limps inside rp'ing his foot had been eaten by a lion. Caine Nanazaki said (pretty emotionlessly), It will grow back. And I think it did. It's not natural that you can eat many kilos of healing food and heal deep wounds almost magically in a matter of seconds. When my characters are wounded, I prefer to play slow healing and eat only small amounts but if there was an attack or another crime, I would instantly use all the healing food I can to recover my strenght for fighting / chasing a thief. It's also unnatural that you can sit safely inside eating every day and your wounds still stay.
How about dividing the body into sections, not too detailed but 2 arms, 2 legs, torso and head, each with limited hit points. Head would have less points than other parts but aiming at head would cause a bigger chance to miss. Missing might mean hitting an arm or torso instead, but in over half the cases, missing totally. Torso would have more HP but would also be a dangerous area because of the internal organs. Arms and legs would be the easiest to hit (and small animals would probably only be able to attack a person's legs unless we can define someone was lying down for resting or after being knocked down by a harder attack). Limb wounds would be easier to stop bleeding and you might survive even after totally losing a limb. But maybe arm wounds decrease inventory capacity and leg wounds make travelling slower. If one of the legs was totally destroyed, the person could only travel with help of a person supporting, or with a walking stick. If one of the arms was destroyed, they couldn't work on all project. But you can still for example keep a stick between your knees and sharpen it with a knife.
How about dividing the body into sections, not too detailed but 2 arms, 2 legs, torso and head, each with limited hit points. Head would have less points than other parts but aiming at head would cause a bigger chance to miss. Missing might mean hitting an arm or torso instead, but in over half the cases, missing totally. Torso would have more HP but would also be a dangerous area because of the internal organs. Arms and legs would be the easiest to hit (and small animals would probably only be able to attack a person's legs unless we can define someone was lying down for resting or after being knocked down by a harder attack). Limb wounds would be easier to stop bleeding and you might survive even after totally losing a limb. But maybe arm wounds decrease inventory capacity and leg wounds make travelling slower. If one of the legs was totally destroyed, the person could only travel with help of a person supporting, or with a walking stick. If one of the arms was destroyed, they couldn't work on all project. But you can still for example keep a stick between your knees and sharpen it with a knife.
Not-so-sad panda
- Oasis
- Posts: 4566
- Joined: Tue Aug 19, 2003 5:30 am
- Location: Ontario, Canada
That sounds very complicated to me, and likely difficult to program.
I just want natural healing back. Bandages and healing medicines would be nice. However, it is my understanding that these healing medicines will not be located on any of the old islands. (which irks me to no end) Therefore, healing foods must remain in place, and not be replaced by them.
I just want natural healing back. Bandages and healing medicines would be nice. However, it is my understanding that these healing medicines will not be located on any of the old islands. (which irks me to no end) Therefore, healing foods must remain in place, and not be replaced by them.
Who is online
Users browsing this forum: No registered users and 1 guest
