Haven & Health

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

Post by Fostik »

Thinked about threathment in game.
I agree with system that ignoring trauma will cause bad results.
But have some purposes:
Let infected sore become wretched gore being not healed for big amount of time.
Let us bruises somehow, because leeches are not safe.
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DDDsDD999
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Re: Haven & Health

Post by DDDsDD999 »

Adding damage for delaying healing really just punishes noobs. I guess it's realistic, and wouldn't be that bad, but it doesn't solve the many issues of the healing system.
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MadNomad
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Re: Haven & Health

Post by MadNomad »

Fostik wrote:Let us heal bruises somehow, because leeches are not safe.
If you spam too many high q leeches and then stop watching your health, then yes :roll: but sure, why not add another way.
DDDsDD999 wrote:Adding damage for delaying healing really just punishes noobs. I guess it's realistic, and wouldn't be that bad, but it doesn't solve the many issues of the healing system.
true, major and minor factions would fix this problem in no time, just these least experienved players would be fucked
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ricky
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Re: Haven & Health

Post by ricky »

to build on this idea: serious wounds should have serious debuffs even after healed, much like the toad butter/nasty wart scenario.

wound page should be split into 'wounds' and 'scars'

have wretched gore? healing should leave a permant 'scar' which leaves a -5AGI penalty
severe mauling? PTSD scar that gives -10 will
concussion? leaves permanent 'dizzy' scar that gives -1%LP gained

in this fashion you can still run around getting KO'd but the penalties of doing so will add up quickly leaving your hearthling a gnarled, mangled pile of sinew and cracked bones.
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Gensokyo
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Re: Haven & Health

Post by Gensokyo »

ricky wrote:to build on this idea: serious wounds should have serious debuffs even after healed, much like the toad butter/nasty wart scenario.

wound page should be split into 'wounds' and 'scars'

have wretched gore? healing should leave a permant 'scar' which leaves a -5AGI penalty
severe mauling? PTSD scar that gives -10 will
concussion? leaves permanent 'dizzy' scar that gives -1%LP gained

in this fashion you can still run around getting KO'd but the penalties of doing so will add up quickly leaving your hearthling a gnarled, mangled pile of sinew and cracked bones.
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ricky
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Re: Haven & Health

Post by ricky »

Gensokyo wrote:
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ancientroot would be much more expensive. Like, really expensive.
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jorb wrote:Ideally the game should play itself.
The only thing necessary for the triumph of evil is that good men do nothing.
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MrPunchers
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Re: Haven & Health

Post by MrPunchers »

ricky wrote:to build on this idea: serious wounds should have serious debuffs even after healed, much like the toad butter/nasty wart scenario.

wound page should be split into 'wounds' and 'scars'

have wretched gore? healing should leave a permant 'scar' which leaves a -5AGI penalty
severe mauling? PTSD scar that gives -10 will
concussion? leaves permanent 'dizzy' scar that gives -1%LP gained

in this fashion you can still run around getting KO'd but the penalties of doing so will add up quickly leaving your hearthling a gnarled, mangled pile of sinew and cracked bones.
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jorb
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Re: Haven & Health

Post by jorb »

I agree that we could do more with the wound system.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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