How to heal Fell Slash ?Bruise?

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Re: How to heal Fell Slash ?Bruise?

Postby Haba » Wed Sep 02, 2015 6:51 am

jorb wrote:Players have never had much respect for animals, and I think they should have.


It is kinda hard to respect something with the collective intellect of a bucket of tar.

My current encounters with boars and beavers hasn't evoked any fearful respect, despite the fact that I am left with 1/5th of my HHP. Getting mauled while carrying boat, getting stuck in trees while attempting to run away, being helplessly torn apart after clicking on the wrong pixel on the boat... As I cower in a cave, unable to venture further for the fear of death in the hands of the (non-existant) path finding of the game, I am mainly filled with boredom.

Making animals more dangerous is fine and dandy, but they shouldn't be dangerous just because how easy it is to get stuck in a tree stump or a bush...

If you make wounds permanent, it will just force us even further to the direction of single-purpose disposable alts.
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Re: How to heal Fell Slash ?Bruise?

Postby Zesi » Wed Sep 02, 2015 7:50 am

I love the concept of permanent damage!

However, I find that healing takes such a long time and it actually discouraged me from hunting with such low HHP.

I made an alt specifically for hunting only. My main (originally hunter, now with only 48HHP) will now focused on gathering resources. Should my hunting char goes down to low HHP again, I will have to make new one.

My idea is that, we can make serious permanent wound healed up till a certain point, taking away the HHP permanently.
For example, blunt trauma (14 dmg). After 24 hours it reduced to (8 dmg). This -8 HHP will be permanent. Small wounds such as scratches takes 48-72 hours? I think it will make it more interesting.

Just my 2 cent.
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Re: How to heal Fell Slash ?Bruise?

Postby jorb » Wed Sep 02, 2015 8:35 am

Haba wrote:
jorb wrote:Players have never had much respect for animals, and I think they should have.


It is kinda hard to respect something with the collective intellect of a bucket of tar.

My current encounters with boars and beavers hasn't evoked any fearful respect, despite the fact that I am left with 1/5th of my HHP. Getting mauled while carrying boat, getting stuck in trees while attempting to run away, being helplessly torn apart after clicking on the wrong pixel on the boat... As I cower in a cave, unable to venture further for the fear of death in the hands of the (non-existant) path finding of the game, I am mainly filled with boredom.

Making animals more dangerous is fine and dandy, but they shouldn't be dangerous just because how easy it is to get stuck in a tree stump or a bush...

If you make wounds permanent, it will just force us even further to the direction of single-purpose disposable alts.


I lol'd
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Re: How to heal Fell Slash ?Bruise?

Postby Archiplex » Wed Sep 02, 2015 8:46 am

jorb wrote:
Haba wrote:
jorb wrote:Players have never had much respect for animals, and I think they should have.


It is kinda hard to respect something with the collective intellect of a bucket of tar.

My current encounters with boars and beavers hasn't evoked any fearful respect, despite the fact that I am left with 1/5th of my HHP. Getting mauled while carrying boat, getting stuck in trees while attempting to run away, being helplessly torn apart after clicking on the wrong pixel on the boat... As I cower in a cave, unable to venture further for the fear of death in the hands of the (non-existant) path finding of the game, I am mainly filled with boredom.

Making animals more dangerous is fine and dandy, but they shouldn't be dangerous just because how easy it is to get stuck in a tree stump or a bush...

If you make wounds permanent, it will just force us even further to the direction of single-purpose disposable alts.


I lol'd


When will you add limb-loss and disabled use of equipment tiles due to lacking said limbs?

Rare, permanent scars from incredibly strong attacks should certainly be a thing (Mostly in terms of pvp, but perhaps a lucky bear attack on an unarmored piece of your body would provoke this? Maybe it could be used on people who are KO'd?)
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Re: How to heal Fell Slash ?Bruise?

Postby jorb » Wed Sep 02, 2015 8:51 am

I also wouldn't mind it if the vast majority of wounds could theoretically be healed if there's a more or less constant trickle of new ones coming in.
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Re: How to heal Fell Slash ?Bruise?

Postby Archiplex » Wed Sep 02, 2015 8:55 am

jorb wrote:I also wouldn't mind it if the vast majority of wounds could theoretically be healed if there's a more or less constant trickle of new ones coming in.


Honestly, in terms of 'grind down' for pvp, the current system is great. I personally think all wounds should be healable (With rare, severe scars coming in from attacks that do mostly HHP damage over a % of your maximum health, that just cannot ever be healed as an exception), only at the same, incredibly slow rate that it is now (with those penalties for healing them during the heal time)

While it might just encourage players to raid and idle for weeks on end (And perhaps make combat alts again) in between raids, I love it currently.

I just wish the early game wouldn't be a source of horrible wounds that you'd never be able to recover from.
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Re: How to heal Fell Slash ?Bruise?

Postby jorb » Wed Sep 02, 2015 9:01 am

It is arguably a bit harsh right now.

I also want to see more wounds from civilian activities. Splinters and blisters and such.
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Re: How to heal Fell Slash ?Bruise?

Postby Vigilance » Wed Sep 02, 2015 9:02 am

jorb wrote:It is arguably a bit harsh right now.

I also want to see more wounds from civilian activities. Splinters and blisters and such.

As long as they don't take (not literally) literally a century to heal, when playtime is actually valuable now (literally.)
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Re: How to heal Fell Slash ?Bruise?

Postby Archiplex » Wed Sep 02, 2015 9:06 am

jorb wrote:It is arguably a bit harsh right now.

I also want to see more wounds from civilian activities. Splinters and blisters and such.


I've been on/off recovering from about 80 hhp damage (I float around 30-50 right now) since I have many wounds that can't be healed just yet, and I find the system to be fine (Aside from the lack of a way to heal certain wounds, but It's pointless considering that into a judgement). I only have such a high wound counter since I've been experimenting(Read: Very unsafely!) with combat, archery and trying to find ways to optimize killing wild animals.

It could be unfair to casual players/those who opt for a verified account instead of monthly sub though, since healing is based on playtime and you can't opt to stick to lighter activities since it all rips into your weekly quota.

Wounds from civilian activites sounds fine too, so long as they are just as easy to heal as they are to receive!
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Re: How to heal Fell Slash ?Bruise?

Postby Ashghan » Wed Sep 02, 2015 12:27 pm

I'd say that healing while offline should be a thing. After all, you get hungry while offline, then why not heal? While you are offline all other life happens around you - people work, crops grow, fish respawn and so on.

The argument about bleeding is a valid one, but it could be worked around. For example you could make it that you character does not heal while offline if he logged out with a bleeding wound, essentially freezing his health while offline (no damage, no heal). That way he would have to deal with the bleeding sooner rather than later. Also, make bleeding relatively fast - severe blood loss would deal 1hp of damage every, say, 20s. Up to a point of course - for most wounds it may be double the damage of the wound itself. Only very rare cases (i can think of a limb loss as one) would cause bleeding till death (heck, add a 1% chance per HHP point lost to stabilize, just to give hope for loners). This would in turn force players to carry around 'medical supplies' for emergency and working in groups so that there is always someone who can stabilize you, in case a critical wound happens.

Also - minor wounds recieved at roughly the same time (say, and hour) might be clumped together and heal at the same time. Eg. you recieve 4x1 point of HHP loss while raiding an anthill. This could be made into a 4 wound and after a given time dissappear all at once instead of the current point after point. If you get another 4x1 points od damage 2 hours later it clumps into another wound, that heals separately on it's own timer. the timers could have a random element too - knicks and knacks take 48h to heal +/- 12h (or 24h + anywhere from 0 to addtional 24h). More severe wounds would take longer and have higher random modifer, which would account in some way for clean cuts (which would heal faster) or festering wounds (which take longer).
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