Healing interval

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rtan

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I have a simple suggestion that could be implemented in two minutes if you think that it's a good idea.

Could you increase the time interval in between healing? Past level 10 or so I heal almost all damage to heroes in between morning and mid-afternoon. Even bruises last longer than that in real life, never mind sword wounds.

I think this would make caravan missions, for example, more interesting - you might have an incentive to actually avoid fights every now and then if you knew that you had to make it halfway across the map before you could heal the damage from a fight you're considering.

If you wanted to make it really interesting, you could void the healing in any "phase" in which the player gets into a fight. This makes sense - if you get into fights again and again and again, your old wounds aren't going to heal - and it makes it difficult for the player to go on a rampage all over the map after they get all the powerful items and troop upgrades.
 
But if you have 10 levels in healing of course your wounds are going to heal quickly, otherwise, what would be the point of learning wound treatment skills? Becides, most combat orientated players will struggle to get their healing above about 3 anyway.
 
It's okay if everybody likes the game in its current form - essentially an endless series of fights, but every time I play I tend to get bored after about six hours or so.

The point is to make the decision prior to fighting a little more complex. I suppose what makes the game so fun to play is the fact that there isn't that much thinking once you get the basics down though.

Re: 10 levels in healing . . . modern medicine (never mind medieval) can't heal gut wounds, severed arteries etc. in the period between breakfast and lunch. Although again if the game were totally realistic in that respect, you would never fall "unconscious", you'd just die . . . I guess this just comes out of the fact that I've always been annoyed at the way "healing" gets treated in games, and this is one of the few games that doesn't do the old "use this item/ability/spell: gain xHP".
 
You said it yourself. Its a game and its not totally realistic, not a medieval surgery simulation. It wouldnt be much fun if every time you get in a fight you have to go lie down for a month to heal that flesh wound.
 
Personally I think that healing times should be longer - weeks & months instead of days. You would need characters with a finite lifespan (+effects of aging) and a time slider so we can roll those weeks and months past.
 
I just can't understand why people think that just because something is realistic it should be added. I mean, seriously guys. You think in real life medieval times you could "zoom" with your bow? That your horse could rear while moving? That you could possibly survive a headshot at all? That you can actually take more than one hit while unarmored or if that hit penetrates? That falling off your horse in full plate doesn't hurt like hell and take ages to stand up without being dizzy? The game is NOT realistic, nor is it intended to be. So ideas proposed for the sole purpose of adding "realism" are usually, 4 times out of 5, bad ideas IMO. Anyone else feel the same?
It's okay if everybody likes the game in its current form - essentially an endless series of fights, but every time I play I tend to get bored after about six hours or so.
I do agree with you there, it is more of a series of endless fights right now. Hopefully some of the already proposed/going to be implemented improvements will change that. But after 6 hours? dang...i can't think of any game i can play for 6 hours without getting bored. If i do happen to play 6 hours in one day it is usually spent with about 5 different games :lol:
 
When I was a kid we played a fun pencil and paper game called Boot Hill and in that game if you got hit with a shotgun and it didn't kill you you would have to go to a hotel and rest for about a year but it didn't get boring because we would just say "OK you are a year older and healthy again, time to rob a train." And it only took about three minutes of real time, in video or computer games months of laying in a sick bed would really be boring and pointless. I like this game the way it is.
 
@ Sir Saladin

I used to play pencil and paper games myself, and loved rolling those weird dice about.

There's no reason that I can see why injury rcouvery time should be any more boring than it was in Boot Hill imo. You're beat up pretty bad, you have to take to your sickbed for a fortnight.

Time does not have to continue at the same rate.

You click a button and two weeks are over. Your character is still limping. Wait two weeks (two seconds) longer and your character is ok but can only move at 80% speed and has 80% of his/her skills.

You don't have to play hours of wandering up and down in the inn, or nunnery or hospital (depending on what you can afford), choose from the options.

Weigh that off against the age of your character and a finite lifespan. To me it would add more reason for caution, for thinking things out. A depth of realism...

Realism brings me onto DaLagga's post.

I'm not for getting overly realistic with the game, conversly I'm not for getting too unrealistic with the game. To me recovering overnight from 90% wounds is too unrealistic. A week is still very unrealistic, but better than overnight I.M.O.

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The age factor would have the added benefit of giving your starting characters more or less skill points to allocate. Standard old roleplayer stuff. If you start a character at age 40 he will have a lot more skills than a 16 year-old. But he's got only 20 years active adventuring left. The 16 year old has less skills, more potential and a log career ahead (if death was a reality).

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I would like to see lifespans & and "realistic" healing as options of difficulty in a full version of the game. No compulsary, just as an option.
 
Your idea of having your character age might work, if there were a bit more too it. First off, to have that work and still be fun, i think you should be able to find a wife, and have a child. And you will pass on most of your abilities to your children. After your death you get to select which member of your family to play as next. So if you die while your kid is still...16 lets say, he'll start with about 80% of your skills, and obviously be far more powerful by the time he dies(if he lives very long). But if that kid is 30 or something when you die, he starts with everything your stats, or there abouts. Kind of carry on a family dynasty or something. Pretty good balance between realism and fun i think, although my idea is a bit raw.
 
Sounds like an idea i've had for a mmorpg game similar to m&b. Players would have some limited ability to level up during the course of the game, and if killed, would respawn as their 'son', who has similar but downgraded stats.
 
Ingolifs said:
Sounds like an idea i've had for a mmorpg game similar to m&b. Players would have some limited ability to level up during the course of the game, and if killed, would respawn as their 'son', who has similar but downgraded stats.

Sounds like Mourning to me. Even though that game is exactly like every other Everquesty MMORPG, making yours realistic would help to distinguish it them.
 
I am new here, so please forgive me if I intrude.
It seems to me there are plans to make this game multiplayer. If not an MMPORG, then maybe modded into a network/server host type game.
If healing took actual game time, it could throw off the sync of multiplayer.
I could have gotten injured, and have to lie in bed for a month. This time would pass by quicly for me, but for those in my party (real life people), they will be playing on a time frame of a month ago. No time would have passed quickly for them, as they were not healing.

I know I am thinking about something that can't happen yet. But it looks like this game eventually will be multiplayer, whcih means everyone's game time (night/day, month/year) would need to be the same.
 
DaLagga said:
I mean, seriously guys.You think in real life medieval times you could "zoom" with your bow?
right zoom must be excluded in next patch.

also the thing that makes this game different than others is its realism. ok its not totaly real but you can see difference between M&B and games like Enclave.
DaLagga said:
although again if the game were totally realistic in that respect, you would never fall "unconscious", you'd just die.
i don't want to travel back in time and live like they lived in medival times i just want to play a computer game which is fun and realistic as possible. and this game is almost fine now. but of course a hardcore mod (like in diablo) could be addded.
 
If you want to adjust healing times, I think it would be a good idea to record 'wounds' differently too.

For example, suppose you're on 40/60 HP. If you've recieved one 20HP hit, you've got a nasty wound which needs serious recuperation time. If on the other hand, you've reviecived 5 wounds of 4HP each, then you've just got a handful of nasty cuts, which won't take anywhere near as long to heal.

I think each wound should heal separately.

In the above example, after '1 unit of time' you might heal one point from every outstanding wound. Thus the first case you'd be healed to 41/60HP with a 19pt wound remaining, but in the second you'd be at 45/60HP with 5x3pt wounds remaining.

As well as making it much more devastating when you recieve a 50pt headshot (still sure you wan't to take on those Dark Knights so soon?) this will allow for a lot more to be done with the wound treatment skill. For example, it might speed up the generic healing rate, or affect only wounds over a certain number of points, and so forth.

I think it would be enough realism to satisfy those complaing about recovering from a gut wounds after 3 hours, but not so crippling as to result in the player being bed-ridden half his life. Especially if most of your wounds were fairly small.

Thoughts?
 
What VenomByte is saying is very good and diferenciate the game from others.

There was a Pen and Pencil RPG called Maelstorm, which had exactly same damage/ healing system as he suggested. It was tedious for p&p RPG but it's possible for a computer game.

In Mealstorm, everything was so realistic (you have to treat your wound regularly for monthes to get recovered, you have to study Real harbs, you'll get scarred easily etc.)
 
Ryuta said:
What VenomByte is saying is very good and diferenciate the game from others.

There was a Pen and Pencil RPG called Maelstorm, which had exactly same damage/ healing system as he suggested. It was tedious for p&p RPG but it's possible for a computer game.

In Mealstorm, everything was so realistic (you have to treat your wound regularly for monthes to get recovered, you have to study Real harbs, you'll get scarred easily etc.)
where can i get this games rules?
 
Yes, MaelStrom is where I got the idea from. It has possibly the best p&p system I've seen for Medieval combat.

The book is by Alexander Scott. Buy it second hand from Amazon and it'll set you back about a pound. Well worth getting a copy.
 
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