Healing while resting.

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Post by Zach » Thu Aug 03, 2006 4:33 pm

Telk wrote:IF healing potions costs were dropped to say, a few gold, or a few electrum. This is because right now potion costs for a healing spell (Or even a general spell) is WAY too high to be using constantly
I remember merchant someone who sold potions for ... 5 platinum for a bottle of three spells... or something close to that... no one baught them.... why? who knows, maybe because it was too east to just sit for 10 minutes, get something to eat...

I saw a fighter with 60% health saying they like to be this hurt because it adds to characters... and they wanted to go to OSoW and then said "OOC by the time i get there i'll be full health again"... that does not seam right...
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Post by Gregal » Thu Aug 03, 2006 5:42 pm

Har! Yes, I would like to say as Kaerie, when I had potions of healing I never sold as much as I should have. And I would like to say the people that have serious wounds and such need to be touched by Talona a few times. COME ON TALONA! Get out there and infect some wounds, drop some CON make them understand open wounds are not /healthy/ and it is in your sphere to make them realize you are about! lol...My passion for Talona is very morbid...too morbid sometimes. But yes, I think just like we had a thread about people taking death less seriously, we take our wounds less seriously. Granted there are some people who may actually like having wounds (Ex. Talonites, Lovites maybe even some Sharites) but every other person should be wanting to be healthy with no open wounds. If not then they should catch some kind of disease, my point though.
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Post by Caelnai » Thu Aug 03, 2006 6:51 pm

Kelemvor wrote:I don't like twinks, they are the bane of a roleplay mud, but being comfortable with the aspects of the game which can sometimes be tediously code-based (getting experience, earning coin, learning skills spells etc) does not mean a player is a twink.
I agree wholeheartedly with Kelemvor's post. Recent threads have made me feel that I'm doing something wrong if my PCs do anything other than stand in MS talking about the great adventures they never go on. And I'm one of those who is often on when no one is around.

I think the very wrong approach to take is assume that everyone is trying to 'work the system". A lot of these recent changes and proposals seem to penalize everyone, not just "twinks". Can't we just deal directly with the problem players? ...and leave my poor ranger at least an outside chance of getting a skill better when she sits down in the forest to tan a few hides.

As far as the health regen, I would humbly suggest that before you try to force everyone to stock up on tons of healing potions, we consider how they're going to get that coin and whether it would be IC for them to. A lot of other systems have been built upon the current combat system...tweaking it is one thing, but completely tossing it out the window is a whole other box of cookies.
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Post by Brar » Thu Aug 03, 2006 7:01 pm

I'm not about to quote because I'm just coming home from work and far too lazy right now.
But something I would like to point out, is that I'm not against soloing, I'm against soloing hundreds of giants/dragons/wyvern/whatever when every one of them would require a full balanced party.
You would still be able to kill a few giants, just not do this for one hour stopping only 5 minutes from time to time to get health back to full.
That's also why I said it would need to add things to do solo (that does not involve fighting mega super monsters) for when there is not enough people online, that could be interactive trade training, interactive sparring training, explorations, money quests, ect ect (I'm sure others have ideas as well).

Listening to you all, it seems the only thing to do when alone is to go and fight mobs... That just sounds bad to me, that's why I would like to see it changed, and for that, I think what is needed is mainly area code, and not hardcode.
Now, if the imms are not agree, so be it, I don't care, I'm just giving my views on thing, that's all (and as the olders knows, I'm in the habit of having my ideas being in totale disagreement with the imms :twisted: )

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Post by Isolrem » Fri Aug 04, 2006 12:21 am

No game which involves fighting even to a moderate degree, and which requires healing potions as an important method for healing, will charge healing potions any more than the amount of money a player can make in killing ten monsters or in five minutes of game play. Potion of heal for about 3 platinums? I don't think that is very likely, but keep in mind that even if this was the new price, and tick healing was removed, the already povert state of playerbase would only suffer.

I am, basically, against removal of tick healing in a game that runs on its own time, which is in proportion to real time.
Of course, we could slow down natural healing. Personally I disagree with the two main arguments for this. First, realism should not come before balance, the current healing time achieves the purpose of making players expect to rest for a period after too much battle, any more would serve little purpose. Second, if the method of discouraging twinks is to inconvenience other players, then why do we have anything against the twinks since all they are doing in the first place is inconveniencing the rest of us anyways?

So, what does it mean when a character kills giants for an hour and stops for five minutes to heal? I think it means that what a player does in training during his on-time can be spread out during the time he is offline (after all, you character can't just be doing nothing). If a player trains for 2 hours in a day, RPs for 4 hours, and spends 18 hours offline. Then what he did during training could have been said to have occured in 20 RL hours.
Is there anyone out there who -wants- to make training more tedious than it is?

Finally... what these changes would, in reality, achieve (assuming the threat of twinks is half as great as some believe), is that all twinkers would play priests. Do we want the population from which we select our high priests to be composed of twinkers?
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Post by Brar » Fri Aug 04, 2006 4:27 am

I never said anything a bout twinks or the like, it is only a change of gameplay I propose. I don't really know how to say why, for the thrill of the change, something like that.

And for the training, that's the reason one of the prerequisite I see is that Dalvyn's continous skill training system need to be in.

I agree completly that healing potion could benefit from cheaper prices, I was thinking something around 2 plat per level of spells.
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Post by Kregor » Fri Aug 04, 2006 5:30 am

Isolrem wrote:No game which involves fighting even to a moderate degree, and which requires healing potions as an important method for healing, will charge healing potions any more than the amount of money a player can make in killing ten monsters or in five minutes of game play. Potion of heal for about 3 platinums? I don't think that is very likely, but keep in mind that even if this was the new price, and tick healing was removed, the already povert state of playerbase would only suffer.
There's no set price for a potion to go for from a brewer. Some PCs would just give their potions away, depending on the customer. Besides, it becomes necessary to charge 3, 5, etc plat a vial for a healing potion just to make a living, when nobody is buying them simply because they can find a safe spot and sit down and regenerate like a troll. If brewers can do potions in quantity, bulk pricing can be lower, and then the brewer still makes money (the only cost of a healing potion is the flask, there's no material component)

So, concievably, a player could still go out on his adventuring with a sack full of potions and be secure that he could heal himself up. And I frankly wouldn't see an issue with that concept, when some used to carry a similar sack full of mnemonic enhancer potions with them, when it used to help powerlevel up skills.
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Post by Lathlain » Fri Aug 04, 2006 6:42 am

I don't see how a system that relies on having stacks of healing potions is any better than a system where you regenerate with every tick. It's almost reminiscent of Diablo, where you'd find yourself chucking potions down your neck, sometimes two or three at a time because that was simply the only way to survive a fight you were in. People with an excess of money will then be able to extend fights indefinitely, and make their capacity to solo areas of high level no less potent than it is already.
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Post by Dugald » Fri Aug 04, 2006 6:57 am

Do bruises naturally heal? Maybe we could leave the HP regen but completely remove the wound regen. But, that'd be on the assumption bruises heal.
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Post by Isolrem » Sun Aug 06, 2006 5:54 pm

When I wrote my comment, I was under the impression that PC priests are not allowed to brew cure spells, which was the case before code update

Also, since the trainer for brew and scribe has been removed from the game there is a decreasing population of priests able to brew spells at all

In any case, only 3rd level spells and lower can be brewed, so cure moderate (the teacher of which, btw, appears to be nonexistent, at least insofar that I have tried to find one) would be what PCs would have to contend with if they seek potions from other PCs. Seeing as the more powerful Cure Serious appears to give 5% health at best to high level characters I shudder to think how effective potions of cure moderate will prove.

And no one has accounted that however cheap the future economy for healing potions will be, it will still be an increase in expenses from the FREE natural healing. How will we account for this expense?

Edit: removal of healing body wounds has already been discussed. The effect it will have is to either further hinder character training by forcing the character to have to find an NPC priest to heal his wounds, or destroy solo training altogether and make priests by far the most powerful class - as now he is all-important in any group. Furthermore, low level characters are especially susceptible to gaining wounds. I do not think newbies will appreciate constantly dying for causes they do not even comprehend (hey I was at 80% hp why did I die). There would be an increase of events where a priest is simply minding his own business when out of nowhere adventurers come and beg him to be healed. Despite what some amy think, this is not real roleplay, because the event makes no sense in IC, where most adventurers would lick their own wounds in an inn. On a side note, there would be a new way of killing powerful mobs, simply by constantly attacking it and having it take sustained body wounds.
Also, do not take the description of your body wounds too seriously. Your head does not have to be first bruised, then wounded, then critically injured before it can be caved in. Nor does any bruising or injuries even logically make it easier. For example, severing a limb only requires the force to cut through the bone, previously acquired wounds of the flesh hardly affects that. Therefore, what you are seeing when it says your left arm is slightly bruised is just a verbal description of its general condition, not to be taken entirely literally. So, the question 'do bruises heal naturally?' is not exactly valid.
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Post by Japcil » Sun Aug 06, 2006 7:48 pm

Isolrem wrote:In any case, only 3rd level spells and lower can be brewed, so cure moderate (the teacher of which, btw, appears to be nonexistent, at least insofar that I have tried to find one) would be what PCs would have to contend with if they seek potions from other PCs. Seeing as the more powerful Cure Serious appears to give 5% health at best to high level characters I shudder to think how effective potions of cure moderate will prove.
This spell is in the game, I vouch for that. And as always one must find out ICly. And remember the cure spells with heal a percentage based on how much you have trained the spell. Im pretty sure my cure serious at journeyman can heal more than 5% on my priest.

Edit: Also I believe different guilds of priests have spells at different levels. If you meant cure moderate to be a level 3 spell, this is not my case. For a Priest of Garl Cure Serious is a lev 3 and Moderate is is lev 2.
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Post by Kregor » Mon Aug 07, 2006 1:40 am

You are both correct:

Cure Serious is a 3rd level spell for a cleric. It's a 4th level spell for an unguilded priest or druid. Druids get their curing spells a level higher than clerics.

And yes, Cure serious is the highest level spell you can brew. However! One thing you can do in FK, is to brew three spells into a flask. So you can brew a triple strength cure serious potion. I've seen those used rather effectively, actually.

The nice thing about healing potions also is, that there is no component cost, aside from the flask, so, it can result in an economically priced potion.
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Post by Mariela » Mon Aug 07, 2006 3:31 pm

I personally love adventuring solo.

Why?

Cause you do not have to deal with some of the complications that comes with having a group. You do not have to take a consensus, you do not have to figure out if anyone else is making the quest malfunction, ect.

Does that mean I am taking on dragons alone? No. If it is bigger than a breadbox, one probably shouldnt' fight it alone.

Which is why I adore the fact you do some healing on your own. You can act sore and bruised, but it's nice to know that the next random bandit is not going to kill you on a successful quest end.

But that's just me. I LIKE the way the healing system is now.
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Zach

Post by Zach » Mon Aug 07, 2006 4:50 pm

Kregor wrote:And yes, Cure serious is the highest level spell you can brew
I have seen some bottles of "heal" that were brewed... so with the change of the spell system, was this changed... or am i crazy
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Post by Brar » Tue Aug 08, 2006 3:37 pm

If I understand correctly, now it's like in tabletop, only spells level 3 and under can be brew, but you can put up to 3 spells in a bottle.

Now, I was wondering, when brewing a potion, does it use the spelllevel of the brewer (as it's what says the power of the spell) or a standard one for all potions?

Because right now with my ranger, my grandmaster cure light heals more than my inept cure moderate...

So I'd like to know how it works.

Brar

PS: oh yeah and I think we should put brew back in game but after some quests like it is for some other skills.
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Zach

Post by Zach » Tue Aug 08, 2006 4:29 pm

to my understanding, brew IS in the game... just no one knows where the trainer is
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