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View Full Version : Healing Skill Next Round???



unclean666
07-17-2012, 12:44 PM
I would really like to know why we have healing in the next round instead of this one while death penalties is being done this one.Is it just me or does that make zero sense what so ever. This is something that should have been long ago to start with and now with harder animals and revs all over the place we get penalties for death before we can even heal?.....Plus with all the fighting im pretty much over watching my toon lay on the ground all day. 30 secs of fun then 2 mins realizing its not worth it. Please put healing up on your list I think its just silly to have it in before death penalties I think you all really over looked healing and how much it would do for players and the game.

Dakeen
07-17-2012, 03:40 PM
I couldn't agree more. Laying around all the time after every single encounter is horrible. Not to mention while you laying down something else might sneak up on you to finish you off. I used to wander around all over, now I find myself not wandering far from the safety of my tribes walls for when I need to recoup health.

pr1est
07-17-2012, 03:43 PM
Death penalty before the ability to heal? Really bad plan.

Azzym
07-17-2012, 03:45 PM
There are always opinions about the order of things to be implemented in a game but in this case I really support Unclean's post.

The healing skill or another way to boost healing after a fight is much needed at this point with all the revenants and animals. Don't get me wrong here and think I don't like the revs/animals, cuz I do. Its just that the long period of time you spend on your back is... too long. So if you have any way of changing priorities, please do that.

//Doc

Xsyon
07-17-2012, 08:18 PM
Yes, I will likely bump this up to this current round. The order of what we do is partially dicatated by what has been already partially implemented and waiting to be wrapped up for a long time.

Whorlok
07-17-2012, 08:35 PM
nice......)

slaughter40
07-17-2012, 08:36 PM
Yes, pls add healing asap , there is way too much down time healing up after a fight.
Also pls make stamina drain only when we sprint or climb and swim, not for just walking on the road.

KMan
07-17-2012, 09:11 PM
I just wanted to say that having a healing would be great so thanks for putting it high on your priority list. I would also like to know if the death penalty in the form of loosing skills points or stats is really necessary. I know that people abuse the death now and use it as a quick way to get back to their totem but having the death reduce stats and/or skills that take so much time to gain might be too harsh of a penalty. The game should encourage people to get into fighting whether animals/revenants or other players and not the other way around. I can see many people not trying to fight or even quitting the game because of it. Maybe instead of a lowering stats and/or skills the person dying should drop everything that they are carrying on the ground and they should appear naked at their totem. This way people who died in the fight will only loose what they are prepared to loose and people who want to abuse the system and use death as a quick way to transport stuff over the long distances will not be able to use it anymore. Just a thought.

Dakeen
07-17-2012, 10:36 PM
Dropping everything sounds like a much better plan. Let's be honest with the current player population vs the animal and rev population it is quite easy to die for a lot of us. Kill a rev only to have that coyote behind the trees jump out and eat you as your trying to recover etc etc

unclean666
07-18-2012, 05:43 AM
dropping maybe a bin and pouches maybe but dropping all my gear as well.....i would rather have a slight stat lose. I think it wouldent be to bad to lose an 0.1 ect but tbh im not really a fan of any kind of perma lose from death on games. Revs will already loot you players will maybe loot you....thats allready lose on top of loosing the fight.I just dont see how it improves any game to have perma lose. I would be more inclined to a timer type lose like an hour or two debuff or something along that line.

Whorlok
07-18-2012, 07:24 AM
I agree
Deathpenalty Or stats loosing is very bad!
All our events pvp is then Down and No people make pvp!

Greetings Whorlok

Tesla
07-18-2012, 07:29 AM
I agree, a timed skill or stat loss would be acceptable as long as it is not permanent. All items dropping is extreme, especially armor and weapons.

Robik
07-18-2012, 07:44 AM
Death penalty should be some form of debuff. Stats or items loss is pain which many people choose to not endure and pick another game. And after death, there should be an option to respawn at the spot and run to safety with short time invulnerability (and unability to attack). Distances in this game are great, traveling is slow, and if you die, runing again is punishment on its own.

Now, i found that respawn at death location was in game previously and it was changed, becouse people respawned and attacked again. Well, thats what the death penalty debuff should care of. Inspire somewhere, the wheel was invented already.

Dakeen
07-19-2012, 12:47 PM
Yep, losing everything is really crappy. But I would rather endure the few clicks it takes to make new stuff than the multitude of clicks it takes to reskill any lost points. If the option of a temporary de-buff is on the table then yea that is much better for this game. Revs and players robbing you is enough.

MrDDT
07-19-2012, 01:06 PM
I think dropping everything would be a START.

I also believe there should be a temp stat/skill loss that is gained through time or resting. (Not reskilling the skills/stats)

I believe also that all items "dropped" should have the QL dropped by 10% per death.

Dakeen
07-19-2012, 02:22 PM
I dunno dropping everything, QL loss and a temp debuff? That is a little too extreme. Any combination of the two would suffice, because currently we are already fully lootable and revenants steal your gear. Although that latter would matter as much once they start being "removed".

MrDDT
07-19-2012, 02:43 PM
I dunno dropping everything, QL loss and a temp debuff? That is a little too extreme. Any combination of the two would suffice, because currently we are already fully lootable and revenants steal your gear. Although that latter would matter as much once they start being "removed".


1) Dropping loot would stop the death porting.
2) QL loss is the long term minor effect from dying.
3) Temp Debuff is the short term harsh effect from dying.

Fully lootable is relative. Try looting me when I have a basket, and 4 pouches and fully armored with weapons on. You will be hard pressed if you could at all to loot fully. Heck you would be lucky to just loot the armor/weapons.

On top of that, if you are fighting 2 or 3 or 10 people. By the time you goto loot the ones that died, they are gone, or unlootable.

Dakeen
07-19-2012, 02:59 PM
Good point. I don't think corpses stick around long enough, player or animal, so either way that should be lenghtened. I am still against the QL drop, to me it doesn't make much sense. My gear got scuffed up from the fight (which is going to happen faster soon™) so why does it get banged up more on my death?

Edit: Only ones that makes sense are dogs, coyotes, and bears, as they munch on sometimes after they kill you.

Edit 2: Oh for dropping everything one key difference between Xsyon and every other game I can think of, no starter NPC towns. New players who don't pick a starter tribe, even plenty of them that do will lose all their gear because you don't really expect a rabbit, squirrel, or rat to kick the crap out of you. Not really noob friendly. We have to think of every "character level" to a point.

MrDDT
07-19-2012, 03:02 PM
Good point. I don't think corpses stick around long enough, player or animal, so either way that should be lenghtened. I am still against the QL drop, to me it doesn't make much sense. My gear got scuffed up from the fight (which is going to happen faster soon™) so why does it get banged up more on my death?

Remove the QL drop on armor, what is the long term punishment on death then?

Dakeen
07-19-2012, 05:47 PM
There is always the potential to lose you stuff. Technically it wouldn't even be a long term penalty, once it becomes a little worn you can just turn around and make more. It would be a little pointless in my opinion.

If you happen die while far away from you totem, next to no chance youd get your stuff.

tomduril
07-20-2012, 01:57 AM
Hi there,

as I mentioned before, I bought a cart some while ago, from a seller that is about 10 zones away (about 18 zones over land for the way back around the lake).
And yes, I did die on the way home - killed by some dogs :(
I did not know where I died (because you can not activate the map when you are dead).. So I went back (took about 20 minutes) and searched for the cart I just bought... I actually found it due to tracing my own steps from the buyer home :)

This situation is probably not entertaining for all of you - but for me it was great fun actually! The "quest" to find my own cart in the wilderness - with only a raw hint of where I died ... its like the treasure hunt event ;)

An other time I was attacked by MrDDT - straying too close to IS - I managed to drop my basket before he could finish me of ;) - which was surely annoying for him ... the stuff I had on me was looted (like if you drop everything)

For me it meant that I had to go back there (about 25 minutes) and try to get my basket without beeing killed again! Also again excitement ;)

And finally the "achivement" of retrieving my basket (with about 150 VHQ dollar bills and other worthless stuff - but it was MINE :)

The time for looting should be increased (by 5-10 seconds) - Dropping the basket on the back (and not also the pouches) - that would suffice for me. The pouches can still be looted during the death phase, but the basket should be dropped (public access of course, so that it can be removed by any player!!!). That would also limit the death porting (or make it less useful as you can not fill up a whole basket, but only 48 places). Temporary debuff would also be nice - hope that kind of effect will be implemented together with cooking (like the temporary "comfort" debuff during rain).

Dakeen
07-20-2012, 02:09 AM
That is not a bad idea actually.

unclean666
07-20-2012, 05:43 AM
Stop death porting? Ok cool I dident know we got a way to move stuff heavy stuff at that.....awesome!!! But really if carts are how we get stuff around well GL with that they get stuck everywhere the weight of some stuff is so way off its freaking silly The things cant even make it up small little hills sometimes.....at least not without click drop click drop. This thread topic was about healing lol.....but I do not agree with DDT on the very harsh stuff.I just dont even see this game ready for it at all and if they do it then it needs to start small like 2 hour debuff and some games with the debuff let you choose to take the 2 hours or rez from it by exp lose so if you dont want to wait 2 hours then your giving up 20 points in xsyon. There are just to many bugs and stuff that is need to travel here to there with a load whatever it is not the point but without taking all day long.

MrDDT
07-20-2012, 11:02 AM
Stop death porting? Ok cool I dident know we got a way to move stuff heavy stuff at that.....awesome!!! But really if carts are how we get stuff around well GL with that they get stuck everywhere the weight of some stuff is so way off its freaking silly The things cant even make it up small little hills sometimes.....at least not without click drop click drop. This thread topic was about healing lol.....but I do not agree with DDT on the very harsh stuff.I just dont even see this game ready for it at all and if they do it then it needs to start small like 2 hour debuff and some games with the debuff let you choose to take the 2 hours or rez from it by exp lose so if you dont want to wait 2 hours then your giving up 20 points in xsyon. There are just to many bugs and stuff that is need to travel here to there with a load whatever it is not the point but without taking all day long.


I 100% agree with you here.

The problem with death punishments is they are needed but the game isnt ready for how they would need to be.

My list i posted would need to be put in AFTER
Healing
Travel times are faster
Mounts
Teammates resurrecting you
Energy regen system thats better


Without ALL those things up there, dropping your stuff on death (which IMO is NEEDED for a working economy) cant be done.

2 key things for a death punishment need to be done before its working

1)Stop the deathporting with all the items. Its killing the economy.
2)Punish people so they fear death a little. But dont make it a grind to work off whatever this punishment is.

unclean666
07-20-2012, 11:19 AM
Yes if the game had all the stuff on the list I would feel better about a harsher punishment but only if a lot of that stuff was done and working.That is why I say until it is it would need to be something thats not going hurt the game more then it helps.