Healing injuries

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

Re: Healing injuries

Postby Serpensio » Sat Mar 12, 2011 10:29 pm

BadMotel wrote:I see a lot of C&I posts that almost word for word go as follows:

"I'm not complaining, but this game is really hard. Can you make it easy so I can have more fun?"

1. The game is supposed to be hard. Dieing is part of being a hearthling.
2. Healing at low levels is also supposed to be hard. Enjoy the fact that you can equip 10 leechs and go about your bussiness farming while regaining HP, making progress towards that coveted clover. If this was indeed early civilization, you would get mauled by a fox on sight, they wouldnt wait for you to build signs around it, and you would die.
3. Have you tried eating con food, I think it raises your HHP.

Well, I don't know about the others, but I'm not saying the game is hard at all, I'm giving suggestions to enhance gameplay variety.

I'd enjoy having a healing herb take the place of Clover in use for getting first aid materials and make Clover harder to attain.

1. I don't think anyone's complained about death being a part of the game.
2. Hard and annoying are two different things. And what about those who live in an area without a swamp? Spend even more LP and build a boat? And if this was indeed early civilization Foxes wouldn't maul people on sight, only when they're cornered. Most of the time they would run away if someone attacked/startled them. IRL there would be other kinds of traps you could use to capture a fox instead of signposts
3. Thanks, I haven't been counting, but I can assure you, you're not the first to suggest this...
Last edited by Serpensio on Sat Mar 12, 2011 10:43 pm, edited 1 time in total.
Serpensio
 
Posts: 79
Joined: Tue Jan 18, 2011 1:19 pm

Re: Healing injuries

Postby Potjeh » Sat Mar 12, 2011 10:33 pm

Foxes don't aggro people :S
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm

Re: Healing injuries

Postby Serpensio » Sat Mar 12, 2011 10:42 pm

Jackard wrote:
Serpensio wrote:Oh, you meant THAT readme? You scared me, I thought you were talking about a readme I hadn't read. Nowhere in that readme does it say "raise Exploration to 12

Except that it totally does. It specifically tells you to buy four starter skills and then raise Survival/Exploration so you can actually make use of those skills.

How much handholding do you need?



Serpensio wrote:"raise Exploration to 12

Jackard wrote:It specifically tells you to buy four starter skills and then raise Survival/Exploration so you can actually make use of those skills.


Yeah, it tells you to raise Exploration. It doesn't tell you how much to raise it. 10 seemed to be a good amount to start with then I started working on other stats (Marksmanship).

Jackard wrote:How much handholding do you need?

Absolutely none. I'm doing perfectly fine without Wool, Clover, Bandages, Exploration >= 12, and your demeaning comments. I know how to use the wiki, and use it often when I need something answered. I'm playing the game the way I want to play it, and enjoying it too.


All I've ever been saying, is that more options = Good. A pickable Herb or craftable linen bandage for healing IMO, would be a great addition to the game, both to enhance aspects of gameplay, and to provide an intermediate option, between Bandages and Leeches. Something more intuitive for newbies to use with First Aid, and better then quality 10 Leeches.

Get it now?
Serpensio
 
Posts: 79
Joined: Tue Jan 18, 2011 1:19 pm

Re: Healing injuries

Postby Potjeh » Sat Mar 12, 2011 10:47 pm

For what it's worth, I haven't used a single bandage this world, because leeches are just plain better. Hat slot is arguably the most important slot, I wouldn't tie it up with something that doesn't give any boosts unless I absolutely have to.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm

Re: Healing injuries

Postby Jackard » Sat Mar 12, 2011 10:57 pm

Potjeh wrote:For what it's worth, I haven't used a single bandage this world, because leeches are just plain better
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Healing injuries

Postby Jackard » Sat Mar 12, 2011 10:58 pm

Serpensio wrote:All I've ever been saying, is that more options = Good. A pickable Herb or craftable linen bandage for healing IMO, would be a great addition to the game, both to enhance aspects of gameplay, and to provide an intermediate option, between Bandages and Leeches. Something more intuitive for newbies to use with First Aid, and better then quality 10 Leeches. Get it now?

Q10+ leeches?
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Healing injuries

Postby Serpensio » Sat Mar 12, 2011 11:44 pm

Jackard wrote:
Serpensio wrote:All I've ever been saying, is that more options = Good. A pickable Herb or craftable linen bandage for healing IMO, would be a great addition to the game, both to enhance aspects of gameplay, and to provide an intermediate option, between Bandages and Leeches. Something more intuitive for newbies to use with First Aid, and better then quality 10 Leeches. Get it now?

Q10+ leeches?

no, just q10, which seem to be the only ones I ever pick up. I've yet to see any q >10 leeches. (granted I never look for any better)
Serpensio
 
Posts: 79
Joined: Tue Jan 18, 2011 1:19 pm

Re: Healing injuries

Postby Jackard » Sat Mar 12, 2011 11:46 pm

All leeches improve by three points with each use, limited by your constitution.

You aren't throwing them away, are you...?
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Healing injuries

Postby Serpensio » Sun Mar 13, 2011 2:05 am

Jackard wrote:All leeches improve by three points with each use, limited by your constitution.

You aren't throwing them away, are you...?

You mean Bloated Leeches still heal you?
Serpensio
 
Posts: 79
Joined: Tue Jan 18, 2011 1:19 pm

Re: Healing injuries

Postby sabinati » Sun Mar 13, 2011 2:06 am

they unbloat if they are in your inventory or any other container after 8 hours or so.
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: No registered users and 4 guests