Healing should continue after you take damage with specific conditions for items such as health items consisting of potions etc instead of 100% the healing effect it should moderately decrease until a minimum of 25% effect persists that way fighting back against enemies and bosses and even the occasional PvP can be done even if you are out numbered by any of the mentioned above. I believe that this will open more options to make bosses harder and more content challenging rather than brutal to survive alone. Other wise I see the need for a minimum of two thrall followers to assist.
i like some of this idea… but I think the continuous healing should be a food/perhaps potion thing. it would make sense to have damage stop the effects of bandages as they would themselves be damaged by a weapon hit. this would make a reason to use foods to heal over bandages.
In essence if I put a bandage over a wound, it still does its thing even though I get hit. The hit just makes another wound or a bruise unless it hits where the bandage is. Something like this?
Healing should have never been a food-based thing.
If I cut my arm and it’s bleeding badly, stuffing a cheeseburger in my stomach isn’t going to help.
Over time, sure, it would give your body the strength to naturally heal. But not at the speeds found in game.
Ideally, healing should have stuck to healing herbs/ointments, stuff found from plants or maybe certain animals, applied to bandages and used that way.
Food, honestly should have been a continuous heal, but a slow over time version. To basically end up with eating several times a day, for a continuous slow HP regen effect as your body processes the food. Like 1hp/s maybe 1hp/3s. So not enough to keep you alive in combat and if you keep getting wounded.
But enough that if you sit down and rest for a bit, the continual natural healing would restore you.
As far as bandages, it does seem silly to have their effect interrupted. Instead, there should be a cooldown on bandages. So that even if you get damaged, the bandage still does the remainder of it’s work. You just have a wait period before using another bandage.
Any healing liquids/potions should work independently of bandages, but still should not be interrupted.
If my leg is sliced in combat and I retreat to use a potion, that potion is still in my body working. A slice on the arm is not going to stop that. It just increases the amount of damage to my system.
Example: 100 HP, I take damage in combat to 75 HP.
I use a bandage on the wound that is set to recover 20 HP.
I go back into combat while the bandage is in place. It’s still there healing me.
I get cut again for 10 HP worth of damage.
The bandage is doing it’s thing and pushing me to 95 HP.
The new cut drops that to 85 HP, that is where the bandage will now stop.
I agree. While “healing from food” is a staple of game design, it really doesn’t have a place in a survival game. At least not as the main source of healing. But I think the ship has sailed on that one…
It isn’t?! I suppose that explains why I am A) bleeding to death, and B) getting fat.
It’s difficult to translate a “HP based” system to real-life analogues though, I mean the human body obviously doesn’t have hit points. So it’s all abstract, really.
Considering you have to be outside of combat and stationary to use bandages, I assume the idea is that what is being interrupted is the bandaging process itself. Like if you are wrapping a wound and get attacked, you would stop trying to wrap it up and focus on your attacker instead.
Bandaging really needs a dedicated animation though.
Not a fan.
We already have that by via lvl 30 VIT talent - if you suffer 25% health damage or less, regen will heal you to full by the end of combat (assuming you dont get hit).
Uninterruptible healing will prolong fights and further dumbs down combat gameplay (and CE don’t have a very complex gameplay to begin with)
Bad idea. This would kinda break pvp and make fights last forever. Runners would be able to get away even more easily than they do now.
let’s make the game easier, let’s put life and endless stamina. if we put the collection and experience x10? what if …
In conclusion we facilitate the game so that the children play and stop crying because they kill them.
whether or not we want this game to be pvp, it has a part pve that currently only serves to build. I took 2640 hours of play, and like many others we do not want to go back when the game was for babies.
health is good like this, level 30 devitality gives you passive recovery, and if you fight you do not cure is logical gentlemen.
If the health bar would represent the amount of blood in our veins and the stamina bar to represent the amount of energy stored, the items could reflect their usefulness toward these variables.
For example bleeding would deplete the blood bar based on severity (internal or stratum) and enough fatigue would make us susceptible to environmental hazards based on their pace of development. Food wouldn’t heal us at all, but slowly restore our energy levels based on our tastes and bleeding could be staunched by means combined with proper items instead.
This could actually open a medical door for sorcery to help out transfering blood from one patient to another, willing or forced.
As I said it would decay each time being healed 10 hp per-second at 25% os only 2.5 hp the healing from fierce vitality is only 0.5 if I recall this is absolutely non existent. If the perk was raised to 1.0 or even 1.5 hp a second that would be a fine solution.
But as it stands the options are small, food isn’t at all useful now except for passive regenerative and if you solo clan stuff it wouldn’t be useful like a potion and as far as the final VIT perk goes you sacrifice a lot just to make food work as a potion, even if food only continues to provide 0.2 that would suffice. I never intended bandages obviously to be a solution as I would rather it cut bleed and prevent it for the next hit only and on top of that allow it to raise fellow allies. But a downed system would have to be added. I got really sick of running back because I forgot a bed with my buddy and even though we beat the abyssal It didn’t count for me as I was already dead. But yeah you and many other raise a great number of points.
The idea behind this is that every time it is obviously used it has a reduced effect, that way at a point it’s not as good but allows solo players a fighting chance. I had 5v1 I can take 3v1 even maybe 4 but when you count thralls I was out numbered heavily. So it’s a possible idea but trust me combat wouldn’t last forever at some point someone will die if you have a poison thrall, a thrall with daggers to bleed and someone is shooting off arrows to cripple the enemies from running. Not only that no one is always going to have the same amount of healing supplies on hand. And even if they carried nothing but after the full decay it would have a timer before it could be full effect obviously 5 minutes is long enough unless a coward runs for a full five.
Way too abstract in some cases. It’s interesting to observe the hardware take quite long steps of development while some software features stay on this level. One would hope the features would be developed further too.
No being able to heal while being damaged is not healthy for the game in any way shape or form. You shouldn’t be able to just run and heal while getting demolished. If you’re outnumbered you’re at a disadvantage, as you should be. Single players DO have a fighting chance as it is, you just need to be better than the enemy. If you’re not, then it doesn’t really matter how many of them there are. Heals will just be spammed instantly for invulnerability and when someone can’t heal as much anymore they will run and rely on the reduced healing. This will make it so ambushing an enemy isn’t possible because bursting someone down in the initial fight will be pointless.
If your getting demolished and running away to heal. That list means a base is free to destroy it’s a give or take aspect it can be implemented in a way that doesn’t cause massive time dumps to beat someone.
It’s not that easy. If I remember correctly, you’re a PvE player, right? It’s easy for them to run back if they get away, and they can be full by the time you run to get bombs and blow in. And a lot of t3 bases take FOREVER to get into. Forcing them to run doesn’t really leave their base open
PvP building damage included. I had one person get away but the other two players got taken by bleed and a javelin to the back. But I can see the bleed damage chewing through the passive healings. But I suppose your right but I still believe it should be addressed even if the VIT30 perk is increased just to 1.0 over 0.5 that would make a huge difference.
But it’s why I figured a decaying effect would slowly affect them making it harder to run away and keep returning, also cripple and sunder would take a impact as well bleed continues to chew, an if you have any poisonous thrall or the snake arrows it would halt the healing entirely. But that’s a lot of situational stuff. But I like carrying bleed weapons and javelins and a bow with a few arrows poison cloud kind are the best unless you have snake arrows.
Am I missing a joke between you two involving endless stamina bug or glitch or whatever? Lol.