Timer requirements on healing items

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Timer requirements on healing items

Postby ricky » Mon Jul 10, 2017 9:02 pm

(Im pretty sure this isnt a feature yet, hel this if im wrong)


Healing items should have relevant usage timers. it's unrealistic to be able to instantly use healing salves or to eat 100 yarrow.

For instance, it should take 25-30 seconds to put gauze on your head.
40-60 seconds to use stitch patch
10-20 seconds to apply any salve/mud/oitment
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Re: Timer requirements on healing items

Postby overtyped3 » Tue Jul 11, 2017 2:31 am

ricky wrote:(Im pretty sure this isnt a feature yet, hel this if im wrong)


Healing items should have relevant usage timers. it's unrealistic to be able to instantly use healing salves or to eat 100 yarrow.

For instance, it should take 25-30 seconds to put gauze on your head.
40-60 seconds to use stitch patch
10-20 seconds to apply any salve/mud/oitment

i think your idea just makes it tedious
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Re: Timer requirements on healing items

Postby MrPunchers » Tue Jul 11, 2017 3:11 am

Tedium=/=Good. If healing or something similar is abused in a certain way because of a timer (or lack there of) then it would be implemented, this is pointless.

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Re: Timer requirements on healing items

Postby sMartins » Tue Jul 11, 2017 3:24 am

ricky wrote:(Im pretty sure this isnt a feature yet, hel this if im wrong)


Healing items should have relevant usage timers. it's unrealistic to be able to instantly use healing salves or to eat 100 yarrow.

For instance, it should take 25-30 seconds to put gauze on your head.
40-60 seconds to use stitch patch
10-20 seconds to apply any salve/mud/oitment


Yeah ... make sense, i agree.
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Re: Timer requirements on healing items

Postby Jackwolf » Tue Jul 11, 2017 3:51 am

Vomit if you eat too much Yarrow? :lol:
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Re: Timer requirements on healing items

Postby SacreDoom » Tue Jul 11, 2017 11:48 am

Pretty sure yarrow in the game (while it can be used internally) is applied to the skin to disinfect and lessen the pain from wounds. It's not eaten.
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Re: Timer requirements on healing items

Postby Headchef » Tue Jul 11, 2017 12:21 pm

Regardless it's also unrealistic we don't explode after insane amounts of salt and baked products but when it's about healing it matters ? :lol:

Only thing this would do is make it tedious, wounds need general rework because basically now there's shit wounds that are irrelevant, or the ones that need camomille compress.

Quite stupid in my opinion.

If 3K+ base attribute char makes a mistake and gets knocked out, ports back, pour some shit on it and maybe 3-4 camomille and yay back and running with full stats.

Increasing the time to heal the shitty irrelevant wounds doesn't add value to this system.
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Re: Timer requirements on healing items

Postby Granger » Tue Jul 11, 2017 12:48 pm

I think the tree roots could use a timer on the treated wound(s) instead of being insta-heal (which they were, last time I needed them) to bring them in line with the other remedies we have at our disposal.
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Re: Timer requirements on healing items

Postby Baldarich » Tue Jul 11, 2017 2:07 pm

+1 would make healing more tedious BUT IT ADDS TO THE REALISM OF THE GAME WOOOOOOOOOOOOOOOOOOOO
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Re: Timer requirements on healing items

Postby sMartins » Tue Jul 11, 2017 2:24 pm

It's not about realism .. it's cause you now go out of combat, instant heal and combat again ... that is dumb.
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