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#1 (permalink) |
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Junior Member
Join Date: May 2008
Posts: 85
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I was wondering, will there be bandage healing in Mortal? And if so, will it be crappy WoW style, or awesome UO style?
Im hoping for UO style, where you could apply bandages even during combat and it would take about 10-15 seconds for the heal to kick in. I cant count the number of times a well timed heal with bandages saved my life in a fight against both players and monsters. But, if you got hit too much, then you're fingers would slip too much and the heal would be ruined. Healers with high bandaging skill had a lower chance of that happening, but I had my fair share of "You finish applying the bandages, but they were barely able to help" messages even at 100.0 healing skill with 100.0 anatomy. Last edited by Backstabber : 8th July 2008 at 04:55. |
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#3 (permalink) |
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Junior Member
Join Date: May 2008
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It all depends on the pace of combat and the cool down time on the potions. Having fast combat, but a moderate cooldown on potions would probably work. You wouldnt want people having a fast cooldown on potions so they can chug them over and over, never losing a single HP, MP or SP. But you also dont wan the potions coold down being so long that they are useless.
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http://forums.darkfallonline.com/showthread.php?t=24871 |
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#4 (permalink) |
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Member
Join Date: May 2008
Location: <-- That way -->
Age: 33
Posts: 426
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Easy fix:
Bandages, after being applied, increase HP regen rate. Potions are basically a "Regen Spell", chug one and you get a Heal Over Time buff that lasts a few minutes, non-stackable.
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[Mats Persson], 'Things might sound cool and/or realistic on paper, but it's a completely different thing how they play out in the game.' |
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#6 (permalink) | |
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Junior Member
Join Date: May 2008
Posts: 85
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Quote:
Personally, if this course were to be taken with healing, I would rather the bandages be the heal over time with the potions being a one shot heal with a cooldown of 30 seconds or so. The bandage potency heal over time would increase with the skill of the healer. But still, I would rather see a UO style of bandage healing.
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http://forums.darkfallonline.com/showthread.php?t=24871 Last edited by Backstabber : 9th July 2008 at 08:38. |
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#7 (permalink) |
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Member
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I realy hope that there will be no UO style bandage healing.
You just cant fight the monster (or player) and heal yourself with bandages at the same time. And ofcourse you can't drink potions non stop (just like in Lineage2). It sounds... not realistc.
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Zenir: 1 cookie for Stump, you'll get it when we meet ingame and if there are cookies. Truth, Courage and Honor. There is no Honor without Truth and Courage. |
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#8 (permalink) |
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Junior Member
Join Date: May 2008
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Well, its a good thing this isnt reality.
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http://forums.darkfallonline.com/showthread.php?t=24871 |
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#9 (permalink) | |
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Member
Join Date: Jul 2008
Location: ATX
Posts: 328
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Quote:
Here's the thing, don't allow pots to be stacked by more than 5. They're meant to be used people, not whored in a bank vault. 20 stacks of stuff should be for building mats, to keep our sanity, but not for things that influence fights. |
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#10 (permalink) |
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Junior Member
Join Date: Jul 2008
Posts: 58
Rep Power: 1
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I agree witht he 2nd paragraph of what Neek said. As for bandages and how potions work, I think we would need to know more about the actual ingame combat. If there is some kind of 'lock-on' system, like most MMO, then bandaging might be a bit akward in fast paced, skillful combat. If you you can, say, stun an enemy and run behind then and duck behind a rock or tree for a second, forcing them to serch for you, like in a FPS, then bandaging would be a great function.
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#11 (permalink) |
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Member
Join Date: Jul 2008
Location: Kansas
Age: 24
Posts: 444
Rep Power: 1
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Bandages, potions, and spells. All three are okay in my opinion, it's just in how they're applied.
Spells - Obviously would be an anytime heal, as long as you can get the spell off. Bandages - Not during combat, to effectively bandage yourself, you need time. These would be reserved for like downtime between fights. Potions - These are the in combat healing, but not while you're say... swing your sword or casting a spell. I think this should be an action in its own. With a cool-down or not. Cool-down explained as.. one will heal you, if you take more before the cool down it could harm/kill you. Like a drug overdose. The case with all of these healing methods, in my opinion, you would just need a certain amount of time in order to get the effect. When I mention in combat, out of combat, it really just means, enough time to make the item work before someone/thing comes up and starts beating on me again. Last edited by Rathius : 1st August 2008 at 06:20. |
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#13 (permalink) |
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Newbie
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I agree that bandages should not be applied during "the heat of combat." It is after all "the heat of combat." I don't find the bandage system a bad thing if used correctly. Now I'm not saying I'm the authority on when to use something correctly, but have you ever tried to actually bandage yourself from a serious wound. It takes time. Time you don't have when said monster is trying to eat your face off.
As for potions I agree that they should be used with a Heal Over Time but non stackable. Thats a very good idea. As for spells, it's a grey area to me. I mean, a person who is in "the heat of combat" should have a concentration check or something to be able to cast the spell. A person outside of combat, and targeted on the injured would have a much easier time as long as said monsters buddy is not trying to eat his face off as well.
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We do not die because we have to die; we die because one day, and not so long ago, our consciousness was forced to deam it necessary. |
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#14 (permalink) |
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Newbie
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[COLOR=red]Guys anyone who has played UO knows you most definitely can apply bandages and fight .You macro them and simply click a key . It’s a good healing system and realistic ..of course potions and spells apply as well but sometimes due to class restrictions you don’t have those options. Bandages apply to anyone ...imagine a solo fighter ..bandages would be very useful for him
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#15 (permalink) |
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Junior Member
Join Date: Apr 2008
Location: Reno, Nevada
Age: 25
Posts: 214
Rep Power: 1
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Oo, I get to be a negative nancy.
I don't like the idea of being able to bandage yourself and fight at the same time, I just don't understand it and that seems like an already done lazy way of approaching a health/healing system. So unless you take some time (10-15 seconds?) to bandage, I dont' like combat bandaging. I don't like the idea of instant healing spells (in the sense of increasing hp) My idea of a healing system is coupled with a player health system. Where if you get a sword hit to your left shoulder, your left arm will not work as well. Now if a magic healer behind me casts a spell that closes the wound/slows the bleeding/numbs the pain, the left arm will work a little better. I'm really hoping our characters will not have hit points (in a direct sense).
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#16 (permalink) | |
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Member
Join Date: Jul 2008
Location: Kansas
Age: 24
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Quote:
Last edited by Rathius : 18th August 2008 at 22:02. |
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#17 (permalink) | |
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Junior Member
Join Date: Apr 2008
Location: Reno, Nevada
Age: 25
Posts: 214
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Quote:
Yea....I kinda ignored that post Rath...
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#19 (permalink) | |
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Newbie
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#20 (permalink) | |
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Newbie
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Quote:
The bandage concept from UO doesnt heal all your health ..just a small portition .As you increase in Healing Skill it heals more ...even a very skillful healer if during combat he tries to put a bandage on the helaing fails as the bandage slips.This is the concept of the bandage in UO and works well |
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#22 (permalink) |
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Member
Join Date: Jul 2008
Location: Kansas
Age: 24
Posts: 444
Rep Power: 1
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Then call it something else.
Magic does magic, imagine that, it's not a hard concept to follow. Something mundane having magical properties is obviously magic. Still following me? A bandange, a strip of cloth or other material used to bind up a wound, is not magical. It is a mundane item used on wounds. Otherwise it would be a "magical" bandage. If you want something that heals you in combat without worry of armor or other items being in the way of a wound, and doesnt take a lot of time to use, drink a healing potion. There's a reason these things usually show up in games, as separate items. And usually the bandage costs less because it doesn't take much to make one. It also isn't as efficient, and will take a bit of time to use. --- And I'm not talking about REALITY as you seem to assume. But fantasy genres are based in reality, much like anything else. It's a basis to identify with. Also, if you're going to say something works like another game, you should probably explain it. Just because you've played it, or a lot of people, doesn't mean everyone else has. Last edited by Rathius : 18th August 2008 at 22:06. |
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#24 (permalink) | |
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Newbie
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Quote:
We all have our view on what would be effective healing in MO |
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#25 (permalink) | |
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Member
Join Date: Apr 2008
Location: Spokane, Washington, USA
Posts: 338
Rep Power: 1
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Quote:
No, moron, read the post and interpret correctly that bandages which just 'make you feel better' for what seems like an unknown reason are unrealistic. |
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#26 (permalink) |
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Member
Join Date: May 2008
Location: Between Rhine and Black Forest
Posts: 443
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As a normal warrior in UO i needed bandages, were the best way to heal...during combat. If realistic or unrealistic if programmed as a must to use for winning, you must use such bandages.
I dont like that system but i would be a fool dont use it. But its not important if you must use bandages, potions or spells, you can design all lifepointsincreasing in the same way, if you want. And factly the results are the same, perhaps some programms saying bandages can heal 50 lifepoints and potions only 20, and the time for reusing is different, but its all construction without any thought about the used items. So, for me not important if there are bandages or any other healing solution, during combat i dont want to see such increasing as reaction for decreasing. Why bandages, potions? Place a button with an icon and implement the function 'increase lifepoints randomly from 100-200' its the same, has nothing to do with bandages or potions but its the way MMORPG's are realised. I dont want only constructed gameplay also its common and standart. If bandages i want bandages, and not only a statsincreaser during actions noone could use bandages. Same for any weapon or equipment. If someone 'creates' a sword it must be a sword and not only a vehicle for arbitrary constructed stats.
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the happy jester tells anytime his truth |
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#27 (permalink) | |
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Newbie
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Quote:
When I grow up I want to debate just like ...you You my hero |
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