Please calm down with the needless wounds

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Re: Please calm down with the needless wounds

Postby jordancoles » Sun May 09, 2021 6:14 am

Pills wrote:
ZantetsukenX wrote:the existence of bird lung was enough for me to just not bother with that mechanic at all. Like why does it even exist?


Same. I opened it once and got bird lung instantly, that was enough to tell me its not worth ever trying to use a dovecot or get pigeons.

I think people arguing that its ok as it is because eventually you'll have enough to not care, but really there's just no reason for the wound to exist for such a low-key object. Atleast with bee-hives you get actually useful stuff from them.

ya preach
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Re: Please calm down with the needless wounds

Postby ricky » Sun May 09, 2021 6:24 am

Wounds for everything. Infinite capacity.
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Re: Please calm down with the needless wounds

Postby ddrboy54 » Sun May 09, 2021 8:56 am

The way this guy bitches constantly you'd think someone exploited an animal into bashing all his stockpiles
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Re: Please calm down with the needless wounds

Postby Lalaxx » Sun May 09, 2021 9:56 am

jorb: Image
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Re: Please calm down with the needless wounds

Postby eliminator » Sun May 09, 2021 10:54 am

Honestly if you are above 200 hp you are exploiting. I play 12 hours a day on my 16 alts and farm rabbits and i'm only 170 hp. Yeah the game is ruined by exploiters.
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Re: Please calm down with the needless wounds

Postby jorb » Sun May 09, 2021 11:55 am

Various actions have costs associated with them, and wounds are one such possible cost. Not sure I think that's a big deal. I like the system, and enjoy getting the little scout badges, much like I enjoy experiences or getting skills.

Most of them are of little consequence. Oh noes, I got stung by a bee, it heals of itself in a day or two. Who cares? Granted, I don't maintain 20 skeps or w/e.

I also don't think they are completely random or arbitrary. Most of them have at least some basis in reality. I think getting stung by a bee should be a risk when doing apiary stuff. Do you have a better suggestion for how that could work?

Crabs are perhaps a bit much.
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Re: Please calm down with the needless wounds

Postby Kaios » Sun May 09, 2021 11:58 am

I very much dislike that there are wounds that never heal over time. Blunt trauma for example is one that I don't understand why it remains forever. I get that you like the wound system but you should allow more possibility to opt out of messing around with that crap if players want, if I put a character to bed for a week and they still have the 5 or whatever blunt trauma on them that has been there since the start of the world that seems a bit ridiculous to me.
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Re: Please calm down with the needless wounds

Postby jorb » Sun May 09, 2021 12:07 pm

DDDsDD999 wrote:Wounds should be a punishment for an "oh I messed up" thing.


I kind of agree that in theory, it'd be nice if they all were fail cases that you could avoid by doing it right, but I also think it's fine to have them as random costs of doing business. Nothing the player can really do terribly wrong in simple harvesting or crafting procedures that we could meaningfully key in on.
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Re: Please calm down with the needless wounds

Postby VDZ » Sun May 09, 2021 3:09 pm

jorb wrote:Oh noes, I got stung by a bee, it heals of itself in a day or two. Who cares?

Image
Your stats got reduced to 1 for who knows how long. No big deal, who cares? Just the cost of doing business.

jordancoles wrote:So my beehive suicide alt now doubles as a bird carer?

People are completely glossing over this part. In theory, the design is that your character gets a wound that continues to have an effect on your character for a while. But the practical result is that people just have to log in to an alt to perform various tasks, adding tedium while leaving the main entirely unaffected. Those who do not want to go through this tedium, as shown by people earlier in this thread, simply refrain from interacting with mechanics that have wounds as a 'cost of doing business' unless the mechanics are vital (like beekeeping). How many people actually pick up crabs on their main? I know I sure don't. Since the addition of malaria I haven't done any swamp foraging on my main either, and like others I don't use birdhouses. If you see botting as a sign of flawed mechanics, how do you not see alt abuse as the same?

jorb wrote:I also don't think they are completely random or arbitrary. Most of them have at least some basis in reality.

Then why not add cancer, heart attacks, muscle cramps while swimming and other random death mechanics? They happen in reality as well, gotta add that immersion. Why can we just give the command to saw boards, rather than having to slowly move our mouse back and forth every time we want to produce a single board? Haven is a video game, and video games simplify things from their real-world counterparts to be more fun. Getting random unavoidable afflictions from daily activities is precisely the kind of thing that should not be carried over into a video game. It does not add challenge, or tension, or a sense of progress, or anything that makes the game more fun to play. It's just a kick in the nuts that happens sometimes and the only thing you can do about it is either alt abuse or not engaging with the mechanics that cause it.

jorb wrote:I think getting stung by a bee should be a risk when doing apiary stuff. Do you have a better suggestion for how that could work?


Then why not go all the way with the realism and let us do something about the things that cause us wounds? When people regularly get hurt by something, they don't shrug and go 'well, that's the cost of doing business', they start looking for ways to reduce or eliminate the pain. Let us use some kind of (makeshift) protective clothing or other ways to avoid this bullshit. We have the realistic part of having a problem, but we do not have the realistic part of being able to try to solve the problem. In real life you can at least attempt to overcome any problem you face, in a game like this you just get the problem and if the developer didn't make some kind of pre-built solution for the problem there is absolutely nothing you can do about it.
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Re: Please calm down with the needless wounds

Postby Archiplex » Sun May 09, 2021 3:55 pm

jorb wrote:Various actions have costs associated with them, and wounds are one such possible cost. Not sure I think that's a big deal. I like the system, and enjoy getting the little scout badges, much like I enjoy experiences or getting skills.

Most of them are of little consequence. Oh noes, I got stung by a bee, it heals of itself in a day or two. Who cares? Granted, I don't maintain 20 skeps or w/e.

I also don't think they are completely random or arbitrary. Most of them have at least some basis in reality. I think getting stung by a bee should be a risk when doing apiary stuff. Do you have a better suggestion for how that could work?

Crabs are perhaps a bit much.


I don’t even think 20 skeps is that much; wax is fairly important early on and its not uncommon to have a few hundred crops as a hermit, so having a dozen or two skeps across them isn’t that bad. It gets bad when harvesting them and you have a bee sting for a few days of which can also lead to allergic reaction for just playing the game (nettle, midge- done.)

Minor wounds for productive actions isn’t awful if those wounds heal quickly- but beestings stick around for days where their main threat isn’t the number as much as it is the potential to turn into reactions. If they healed quickly or had cures that weren’t a pain in the ass it’d be fine.
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