Nicks & Knacks - A Better and more realistic way to do it.

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

Re: Nicks & Knacks - A Better and more realistic way to do i

Postby Shrapnelx » Sun Sep 06, 2015 11:02 pm

jorb wrote:
Shrapnelx wrote:
jorb wrote:We will expand on how wounds transition from and to other wounds, &c&c. What we have now is not intended as a developmental endstate.


Why not remove it for now then? the old system of healing was a lot simpler and actually worked.

The current system is half-finished, some of the more serious wounds are 'inert' but still hinder your character by taking 1 HHP away per wound without a way to heal it.. i haven't been at full HHP since i started raiding ant hills, which is extremely irritating.

At the very least can you disable the wounds you cant heal? Ive got 9 Bruises that ive had since Day 2 of the patch, still no way to heal them.


Why? It is highly intentional that wounds should be a pain in the ass. This half-way point is closer to our intentions than the old system.


If you'd rather not disable the wounds that you cant heal, can you allow Stinging Poultice or Gauze to heal Bruises as a temporary solution? or add leeches to remove Bruises? Something?? Not being able to heal a wound is nearly game-breaking.

Id imagine someone out there has 50 bruises right now that he cant heal, that's half of his HHP that he cant recover at all, i find that to be completely unfair. Knowing that Haven isn't supposed to be fair, its still not right. I understand that its supposed to be a pain in the ass, but when a mechanic deals with such an important thing isn't finished and leaves open ends like this, its a problem that needs a solution asap.

Im sorry i have to be 'that guy' about this, i dont like coming across as an asshole, but its unacceptable to have wounds you cant heal.

TL;DR - Disable 'inert' wounds so that way its not permanently lowering your HHP or make Gauze/Poultice a temporary 'heal-all' solution until the full system is implemented.
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Re: Nicks & Knacks - A Better and more realistic way to do i

Postby loleznub » Sun Sep 06, 2015 11:10 pm

My intention os this thread was to get Nicks and Knacks nerfed, becasue they are way too strong that what the wound entails.

I have never heard of a human having so many little splinters in thei rfingers that it should take nearly 1/3rd of their "health" away and not have the issue fixed within 24 hours.



Can you explain the following devs?

A bear mauls you, leaving 1 wound with 40 stacks (taking 40 hhp away)

How is it that Nicks and Knacks continuosly stack onto the SAME wound allowing these splinters, bug bites etc. to become far worse than a bear mauling you?

It's a flaw in the system and would be easy to fix.

Stop adding new nicks and knacks to what is previously already there. Make it a new wound with its own stacks.
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Re: Nicks & Knacks - A Better and more realistic way to do i

Postby VDZ » Mon Sep 07, 2015 12:14 am

I agree that Nicks & Knacks are too oppressive and should be somewhat high priority to fix. I mean, this situation is just ridiculous:

Image
(Low SHP due to almost losing combat just before the screenshot was taken.)

For active players that regularly engage animals in combat, Nicks & Knacks piles up much faster than it heals. It's growing worse over time and soon it will take half my HHP.
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Re: Nicks & Knacks - A Better and more realistic way to do i

Postby loleznub » Mon Sep 07, 2015 12:20 am

VDZ wrote:I agree that Nicks & Knacks are too oppressive and should be somewhat high priority to fix. I mean, this situation is just ridiculous:

Image
(Low SHP due to almost losing combat just before the screenshot was taken.)

For active players that regularly engage animals in combat, Nicks & Knacks piles up much faster than it heals. It's growing worse over time and soon it will take half my HHP.


If they didnt stack so heavily it wouldn't be an issue like this
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