Wretched gore

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

Re: Wretched gore

Postby pimotimo » Tue Sep 15, 2015 9:59 pm

jorb wrote:
Sevenless wrote:If you survive a wounding event, it seems sporting that you should be able to lessen its severity. It doesn't feel like a fair game mechanic to be crippled by surviving an event (to the point that suicide is a viable option), even if it's realistic. Opens up a nice opportunity for scarring though.


"If you die, it seems sporting that you should retain some of the things you lost upon death..."

I agree that the wound should not be inert, and that will change at some point. I am, however, in no rush to simply reintroduce the old regime where HHP loss was something to be simply scoffed at, which we are perilously close to at present.


i would be happy if they could heal in the long term, but knowing that they will never be healed... I rather start a new character than continue with this one :oops:
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Re: Wretched gore

Postby Sevenless » Tue Sep 15, 2015 10:00 pm

jorb wrote:
Sevenless wrote:If you survive a wounding event, it seems sporting that you should be able to lessen its severity. It doesn't feel like a fair game mechanic to be crippled by surviving an event (to the point that suicide is a viable option), even if it's realistic. Opens up a nice opportunity for scarring though.


"If you die, it seems sporting that you should retain some of the things you lost upon death..."

I agree that the wound should not be inert, and that will change at some point. I am, however, in no rush to simply reintroduce the old regime where HHP loss was something to be simply scoffed at, which we are perilously close to at present.


I disagree with that comparison in that wounding is not death. Wounding is a lesser form of damage than death, and so it does not deserve *as* harsh penalties as death. If a single event causing wounding deals so much damage that your character might as well be dead, what's the point in allowing that character to survive in the first place? Ticking wounds perhaps would address that point. But that's why I feel at least some of the damage from non-fatal wounds should be healable, although I've never argued for anything more lenient than 50% for heavy wound types like that.

And I also disagree that current HHP loss is trivial for players. My hunting patterns have changed significantly because taking one or two tumbles is enough to take out 1/3 of my HHP for a couple days against boar or deer. Bears are still getting kills on careless players who aren't giving their wounds time to heal between combat sessions. I only hunt bears as a solo player under rather strict conditions out of respect for the damage they deal.

There is some triviality in that players are gaining the skills and workarounds such that wild animals do not threaten to hit them nearly as much as they did in the past. But I feel that's a seperate matter from the wounding system itself.

@pimo You're probably right that starting a new character is a good idea. Especially if you're relatively early into the game, although it can be done as a second character if you can get someone to give you a party arrow to your current living spot. No need to kill off the first character.
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Re: Wretched gore

Postby pimotimo » Tue Sep 15, 2015 10:25 pm

Sevenless wrote:
jorb wrote:
Sevenless wrote:If you survive a wounding event, it seems sporting that you should be able to lessen its severity. It doesn't feel like a fair game mechanic to be crippled by surviving an event (to the point that suicide is a viable option), even if it's realistic. Opens up a nice opportunity for scarring though.


"If you die, it seems sporting that you should retain some of the things you lost upon death..."

I agree that the wound should not be inert, and that will change at some point. I am, however, in no rush to simply reintroduce the old regime where HHP loss was something to be simply scoffed at, which we are perilously close to at present.


I disagree with that comparison in that wounding is not death. Wounding is a lesser form of damage than death, and so it does not deserve *as* harsh penalties as death. If a single event causing wounding deals so much damage that your character might as well be dead, what's the point in allowing that character to survive in the first place? Ticking wounds perhaps would address that point. But that's why I feel at least some of the damage from non-fatal wounds should be healable, although I've never argued for anything more lenient than 50% for heavy wound types like that.

And I also disagree that current HHP loss is trivial for players. My hunting patterns have changed significantly because taking one or two tumbles is enough to take out 1/3 of my HHP for a couple days against boar or deer. Bears are still getting kills on careless players who aren't giving their wounds time to heal between combat sessions. I only hunt bears as a solo player under rather strict conditions out of respect for the damage they deal.

There is some triviality in that players are gaining the skills and workarounds such that wild animals do not threaten to hit them nearly as much as they did in the past. But I feel that's a seperate matter from the wounding system itself.

@pimo You're probably right that starting a new character is a good idea. Especially if you're relatively early into the game, although it can be done as a second character if you can get someone to give you a party arrow to your current living spot. No need to kill off the first character.

Having to make a new character because I recieved some kind of wound seems like a nonsense game mechanic (You die, or u dont die, but having a thing that is almost the same as dieing..).
The thing is that my character is really advanced and having to start over is going to be painful, and knowing I have a chance to recieve a wound that can't be healed doesnt help with that. Cheers and thanks for the fast answers ^^
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Re: Wretched gore

Postby jorb » Tue Sep 15, 2015 10:31 pm

pimotimo wrote: having a thing that is almost the same as dieing


Except it totally isn't, but sure.
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Re: Wretched gore

Postby DarkCristi2 » Tue Sep 15, 2015 10:39 pm

Phizuol wrote:You can't be an adventurer once you've taken an arrow in the knee.

''I used to be an adventurer like you,then I took an arrow in the knee...''-some guard in a random town ;)
Wounds suck,even in Skyrim :)
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Re: Wretched gore

Postby pimotimo » Tue Sep 15, 2015 10:45 pm

jorb wrote:
pimotimo wrote: having a thing that is almost the same as dieing


Except it totally isn't, but sure.

Image having this with my main character is not the same as being dead? (as a hunter/fighter/future pvper)
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Re: Wretched gore

Postby jorb » Tue Sep 15, 2015 11:00 pm

pimotimo wrote:Image having this with my main character is not the same as being dead?


Look, I see what you are saying but no, no it isn't. Would you have been happier if the event that caused the wound had instead killed you? Would that *really* be the same thing?
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Re: Wretched gore

Postby pimotimo » Tue Sep 15, 2015 11:03 pm

jorb wrote:
pimotimo wrote:Image having this with my main character is not the same as being dead?


Look, I see what you are saying but no, no it isn't. Would you have been happier if the event that caused the wound had instead killed you? Would that *really* be the same thing?

I would prefer to be dead, yes

edit: Can u tell me if there is any plan on getting this kind of wound healed? otherwise im just gonna suicide it :P thanks again for the fast replies
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Re: Wretched gore

Postby jorb » Tue Sep 15, 2015 11:07 pm

pimotimo wrote:I would prefer to be dead, yes


You can arrange that at any time, though.

I do not know when/if/how we will change this system, no.
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Re: Wretched gore

Postby pimotimo » Tue Sep 15, 2015 11:14 pm

jorb wrote:
pimotimo wrote:I would prefer to be dead, yes


You can arrange that at any time, though.

I do not know when/if/how we will change this system, no.

Okay
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