shubla wrote:Sevenless wrote:More severe wounds is a concept we can discuss if they're somehow confined to areas where noobies can't get easily. The problem with the wound system atm is it's frontloaded. You can get all wound types immediately, but you can't cure them all immediately.
One way to prevent this would be to have a buff for new characters that would reduce the amount of wounds that you get during your first days of playing the game.
Actually it would be pretty easy to separate the kinds of wounds you get.
I can easily see 5 different "tiers" of wounds, which would require harder to get healing supplies:
- Tier 1: no treatment wounds, auto-healing. Stuff like picking up stinging nettles, hedgehogs, crabs (NERF IT PLS!), etc...
- Tier 2: easy treatment, auto-healing. Stuff like scrapes & cuts, ants burn, and wounds gained from the very first hunting (foxes, bats, beavers..). Treatment should be simple, like leeches or yarrow, and not a necessity (will eventually heal by itself).
- Tier 3: first tier of serious wounds, requires treatment. Main source could be mid-sized animals, like wolverine, deer, boars, and so on. A mining-related wound could be on this level too, like black-eyed. Treatment shouldn't be expensive, but it would still require some crafting. All materials should be obtainable through wilderness foraging / hunting.
- Tier 4: severe wounds, requires treatment. Main sources could be larger animals, such as bears, moose, maybe lynx or boreworms, and player-inflicted unarmed combat wounds. Treatment should be moderately expensive, requiring materials that can't just be gathered through foraging or hunting, such as cloths, metal nuggets, and so on.
- Tier 5: critical wounds. These wounds should be reserved to the strongest animals/monsters, like mammoths and trolls (maybe whales? Not sure how they work), and to player-inflicted melee weapon's wounds, like from swords, axes and so on. Treatment could include much more expensive materials, some of which could come from localised resources (which could produce multiple use meds) or from materials that require more time and effort to get. This tier could also include the non-treatable wounds, like nerve damage or quicksilver poisoning, that require ancient root to heal.
To be clear, not all wounds made by (for example) a bear will be Tier 4. That should only be the highest tier wound it can apply, so you will never get a Tier 5 wound from it.
A Doctor/Surgeon/Whatever credo could be able to craft new medicine for Tier 5 wounds, that could heal currently untreatable wounds.
This doesn't technically prevent a noobie from getting tier 4 or 5 wounds on his first day, but it makes it easy to avoid it. If you don't have the gear/stats for it, you shouldn't be fighting a moose. By the time you do, you should also be able to easily get the materials you need to heal that tier of wounds.