Open togera13 opened 1 year ago
Favorability increase on healing is already added. It increases by 1 each 50 health healed.
Favorability increase on healing is already added. It increases by 1 each 50 health healed. How much favorability do we lose from hitting a mob?
I don't know the exact numbers or anything but it feels like we lose far more from hitting a mob than we could possibly gain back, not that we should ever be able to gain more than we lose, but I haven't noticed the 1 point gain with the current system because I guess I just lose it too fast from aoe attacks.
Favorability increase on healing is already added. It increases by 1 each 50 health healed. How much favorability do we lose from hitting a mob?
I don't know the exact numbers or anything but it feels like we lose far more from hitting a mob than we could possibly gain back, not that we should ever be able to gain more than we lose, but I haven't noticed the 1 point gain with the current system because I guess I just lose it too fast from aoe attacks.
Okay, I'll try adding more compatibility for preventing ranged attack in other mods from hurting befriended mobs. The feature that favorability accumulates very slowly but drops very quickly is intended. This design is based on the real world - building up other people's good impression will take much time and accumulate little by little, but destroying it could just need one bad event. I designed like this for make players prioritize not hurt the allies than attacking enemies.
Favorability increase on healing is already added. It increases by 1 each 50 health healed. How much favorability do we lose from hitting a mob?
I don't know the exact numbers or anything but it feels like we lose far more from hitting a mob than we could possibly gain back, not that we should ever be able to gain more than we lose, but I haven't noticed the 1 point gain with the current system because I guess I just lose it too fast from aoe attacks.
Okay, I'll try adding more compatibility for preventing ranged attack in other mods from hurting befriended mobs. The feature that favorability accumulates very slowly but drops very quickly is intended. This design is based on the real world - building up other people's good impression will take much time and accumulate little by little, but destroying it could just need one bad event. I designed like this for make players prioritize not hurt the allies than attacking enemies.
Well I understand that & I like that and all, but it is hard when nearly every mod that adds a weapon or enemy of some kind eventually has something that'll just shred your reputation with your buddy, I mean that is part of why I thought a revival system might've been cool (like they get downed & you have time to revive them, I have seen a dog mod & a player revive mod do this sort of thing, I can't find the dog one & but here is a video for player revive https://www.youtube.com/watch?v=tAqi4OHMStg), but idk.
I don't mind friendship being a commitment, & I don't mind the more realistic stance, but most mods just aren't playing nice for whatever reason.
I mean on that train of thought what if we got an item that redirects damage away from our buddy at us? Like if they got hit it would damage me instead? Idk.
I mean regardless I have been having fun with the mod even if I mostly just use them all for home defense, it makes the home base feel a lot more lively & even safer since they mug any hostiles that sneak in.
I think if the mobs gained favorability when being healed it would alleviate the issue of the mobs counting as hostiles & being hit all the time, since the main problem is that they lose favorability so quickly that they won't listen to you unless the target is brought to them.
The only issue I would see with this is if the player has a net gain of favorability via beating & then healing the mob so I would imagine the value should be small & maybe make it account for the value of the item given.
I could see why it wouldn't be done but a way to alleviate the favorability losses would be nice.