Healing content

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Healing content

Postby ven » Mon May 15, 2017 6:16 pm

Basically a compilation of a few ideas for an improved wound and healing system, taken from other boards too. The general thought supporting advanced healing is the attempt to create a healing industry and economy, hopefully generating more end-game content for the players. Just as mining and crafting have their own universe, healing should have one too.

alternative methods
Healing certain serious wounds is currently being done through ancient roots only. Advanced healing should be an alternative to that. If someone wants to have his wounds healed faster, they should have the option of attempting risky practices, such as surgery and bone setting, or by cruder methods such as cauterizing by fire (similar to leeches).

advanced healing
Surgery and bone setting are a generic example of high-level healing. They would have a % chance of success, healing most of the wound, and a smaller chance of serious failure, making it worse. The chances of success and failure would depend on 1) the type and quality of the tools, and 2) Will, Lore, and buyable skills (similar to the Deep Artifice and Druidic Rites skill path).

healing tools
Medical tools should work like symbel. Bronze, steel and silver scalpels, for example, as well as silk threads for stitching, trephine, tweezers, basic stuff like that. Alcohol and vinegar are obvious items too.

healing pouch
These tools should go into a healing pouch, equipped by the healer. Their effect would then be computed and applied to the healing actions, resulting in the % chances of success/failure. The healer's pouch should work like the table does for eating, limited by 3x3 slots, etc.
For example, before attempting a surgery on a pvp'er who just lost a fight, I'd throw into the pouch hq vinegar, a stitch patch, a bronze scalpel, one fresh bloom, and one hq yarrow. The surgery would consume them during the action.

Symbel have a good market. I've seen they have been sold on trade centers, which always have limited products to offer. Advanced medical tools have the potential to be like them too, since the need for healing has become as common as the need for food and gear.

Although not essential, the production of these items could depend on a few buildable structures, such as mortar and pestle for grinding yarrow and poppy into extracts for the healing pouch, or a wooden bed-thing for immobilizing people and setting their bones.

more useful will and lore
Since advanced healing also requires a second developed character to be performed, one can always dream that hermits and small groups who can't grind an alt with high will, lore, dex and psy will start visiting large villages for treatment:

druid and völva
And I think there's a way to make this a bit more interesting. It would be nice if there was a way to push more druid/völva content. Druids being here the traditional healers and herbalists, and völvas the ones who spend large amounts XP and use hearth magic to heal, soothe or revert other people's wounds. It would be really awesome if we saw a few very expensive endgame skills aimed at these two types of job.


tl;dr: Create a more comprehensive healing system that rewards dedicated groups, that is accessible to casual players, that is useful until the late game, and that is more dependent on industry and skill and less on roots.
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Re: Healing content

Postby Headchef » Mon May 15, 2017 7:59 pm

Healing content that is not logged out alts at trees +1 :D
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Re: Healing content

Postby Aceb » Mon May 15, 2017 11:52 pm

It is like a good idea to make somewhat medic / charlatan profession to be made.

I would likely see that. Would make stuff more interesting.


Surgery bed to lie on, having second person to do stuff increasing safety (up to 3-4?) while doing it yourself on yourself, having higher chance of failure and infection?
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Re: Healing content

Postby ven » Tue May 16, 2017 12:57 am

Aceb wrote:Surgery bed to lie on, having second person to do stuff increasing safety (up to 3-4?) while doing it yourself on yourself, having higher chance of failure and infection?

Well I think the devs should try to implement endgame activities that can only be performed with or on others as a way to encourage interaction, even if there's a risk some people will use alts for that.

Then again, there's rambo
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Re: Healing content

Postby viznew » Tue May 16, 2017 3:26 am

i would like to see haven docs become some sorta thing, thou there is the alt thing that will happen, like task that heal instead of items that heal whould be cool
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Re: Healing content

Postby Grog » Tue May 16, 2017 5:32 am

Headchef wrote:Healing content that is not logged out alts at trees +1 :D

This alone would make the OP valuable, but you also have some fair arguments here Ven.

It only needs some balancing in the way that more developed players/groups aren't invincible. Having no items and only slow regeneration on some wounds has it's purpose.
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Re: Healing content

Postby Granger » Tue May 16, 2017 6:29 am

Regarding camped tree products I suggest that these are changed from insta-heal to 'treated with'.
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Re: Healing content

Postby Grog » Tue May 16, 2017 7:16 am

Granger wrote:Regarding camped tree products I suggest that these are changed from insta-heal to 'treated with'.

Wouldn't change the more immanent problem of "the only reliable way to get rid of your infection is to camp a tree".
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Re: Healing content

Postby Granger » Tue May 16, 2017 7:26 am

Grog wrote:
Granger wrote:Regarding camped tree products I suggest that these are changed from insta-heal to 'treated with'.

Wouldn't change the more immanent problem of "the only reliable way to get rid of your infection is to camp a tree".

No, just a related thing that came up when thinking of healing.
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Re: Healing content

Postby jorb » Thu Jan 11, 2018 11:49 am

Could always expand on wounds and healing, and we definitely should. Hoping to go really deep with these systems one day. Some good ideas here!
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