(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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ricky
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Timer requirements on healing items
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overtyped3
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Re: Timer requirements on healing items
i think your idea just makes it tediousricky 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
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MrPunchers
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- Location: Where do you think?
Re: Timer requirements on healing items
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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sMartins
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Re: Timer requirements on healing items
Yeah ... make sense, i agree.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
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I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
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Jackwolf
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Re: Timer requirements on healing items
Vomit if you eat too much Yarrow? 
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SacreDoom
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Re: Timer requirements on healing items
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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Headchef
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Re: Timer requirements on healing items
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 ?
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.
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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Granger
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Re: Timer requirements on healing items
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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Baldarich
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Re: Timer requirements on healing items
+1 would make healing more tedious BUT IT ADDS TO THE REALISM OF THE GAME WOOOOOOOOOOOOOOOOOOOO
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sMartins
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Re: Timer requirements on healing items
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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I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
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I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!