So there's tons of wounds in this game. There's also medicine. How come there's no doctors or surgeons? I suggest adding a medicine skill and a new credo.
Hearthlings should be able to apply medicine to each other. A higher medic skill would increase healing speed on the patient. Right now we have literal newborns putting stitches on themselves without issues and it's weird, ya know?
The doctor credo would unlock some new medicine recipes, increase healing speed and give a nice big boost in the medic skill.
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Ants
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Medical skill/ Doctor credo
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Jackwolf
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Re: Medical skill/ Doctor credo
Please use the search function and add to the appropriate thread.
Beezer12Washingbeard: If poo mechanics were implemented, mercury could cure constipation wounds
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
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Mr_Bober
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Re: Medical skill/ Doctor credo
+1
While stuff like this has been suggested in the past, I do believe it has been overlooked for far too long.
Right now first aid is something you can't do without, and has very little depth to it. Gather mats, craft item, click.
Adding a 'Medicine' ability would be nice, but not really necessary. Right now 'Lore' kinda does that role (since most first aid is crafted with it).
Adding a credo would be great, it could probably depend from Gardener, or even Scholar to simulate the large amount of knowledge needed for a medic. Being a late game credo, it would need great benefits to be interesting. Taking some of the last credos as examples, it could be something like this:
- Lore +15 (or Medicine) & Intelligence +15 (or Dex, whatever goes for the treatments)
- Significant quality bonus when crafting 'Medicine & First Aid' items (+10% or 15%)
- Treated woulds heal much faster (maybe twice as fast?)
- Good chance to double output when crafting medicine (medicine is not super valuable per-se, so the chance would need to be high)
- Ability to craft a new medicine, maybe something that works like the ancient root for those "incurable" wounds (putting a serious limit to the amount you can craft).
Most importantly, the greatest addition would be allowing players to apply treatments to each others, and have those treatment be more effective based on their quality AND the "doctor" 's lore ability (or medicine if introduced) * Intelligence maybe? Or dexterity, whatever.
I believe the system could work similarly to how "Project Zomboid" does it. You click on a player, it gives you an option to check his wounds (just like we have Bandy, Spar and so on, add a "Medical Check" option). That should pop up a window with his wounds, and let you interact with it just as you would yours.
While stuff like this has been suggested in the past, I do believe it has been overlooked for far too long.
Right now first aid is something you can't do without, and has very little depth to it. Gather mats, craft item, click.
Adding a 'Medicine' ability would be nice, but not really necessary. Right now 'Lore' kinda does that role (since most first aid is crafted with it).
Adding a credo would be great, it could probably depend from Gardener, or even Scholar to simulate the large amount of knowledge needed for a medic. Being a late game credo, it would need great benefits to be interesting. Taking some of the last credos as examples, it could be something like this:
- Lore +15 (or Medicine) & Intelligence +15 (or Dex, whatever goes for the treatments)
- Significant quality bonus when crafting 'Medicine & First Aid' items (+10% or 15%)
- Treated woulds heal much faster (maybe twice as fast?)
- Good chance to double output when crafting medicine (medicine is not super valuable per-se, so the chance would need to be high)
- Ability to craft a new medicine, maybe something that works like the ancient root for those "incurable" wounds (putting a serious limit to the amount you can craft).
Most importantly, the greatest addition would be allowing players to apply treatments to each others, and have those treatment be more effective based on their quality AND the "doctor" 's lore ability (or medicine if introduced) * Intelligence maybe? Or dexterity, whatever.
I believe the system could work similarly to how "Project Zomboid" does it. You click on a player, it gives you an option to check his wounds (just like we have Bandy, Spar and so on, add a "Medical Check" option). That should pop up a window with his wounds, and let you interact with it just as you would yours.
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Granger
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Re: Medical skill/ Doctor credo
Yes, especially the ones that give a CON debuffMr_Bober wrote:Most importantly, the greatest addition would be allowing players to apply treatments to each others, and have those treatment be more effective based on their quality AND the "doctor" 's lore ability (or medicine if introduced) * Intelligence maybe? Or dexterity, whatever.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Mr_Bober
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Re: Medical skill/ Doctor credo
Well you wouldn't be able to apply treatment to someone that isn't hurt. And the process should take a few seconds, during which the other guy would have to stand still (also should require vandalism if you don't have permissions). That should be enough to prevent some of the possible ways to abuse it. Maybe also don't allow it on KOed people? So u can't use it try and kill a KOed character?Granger wrote:Yes, especially the ones that give a CON debuffMr_Bober wrote:Most importantly, the greatest addition would be allowing players to apply treatments to each others, and have those treatment be more effective based on their quality AND the "doctor" 's lore ability (or medicine if introduced) * Intelligence maybe? Or dexterity, whatever.
Even better, could require an explicit permission, kinda like Spar does. If they don't accept, u can't check them and therefore can't treat them.
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shubla
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Re: Medical skill/ Doctor credo
We need more severe wounds before surgeon credo.

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loskierek
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Re: Medical skill/ Doctor credo
hold your horses lol, the wound system is punishing enough for early world as isshubla wrote:We need more severe wounds before surgeon credo.
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Sevenless
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Re: Medical skill/ Doctor credo
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.
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The Art of Herding
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Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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DPblH
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Re: Medical skill/ Doctor credo
And quests like "Heal 365 Wrecthed Gore"


Give a man a game engine and he delivers a game. Teach a man how to make a game engine and he never delivers anything.
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shubla
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Re: Medical skill/ Doctor credo
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.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.

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client