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Healing over time is a great idea. Say every 20 steps your HP heals a point.
Original comment by Captain8...@gmail.com
on 18 Jan 2011 at 8:46
Mh, then you would walk a step forth and back until the healing progress is
completed. After that you would attack.
IMO its hard to bring time to the game as it is currently. No monster
aggressiveness, no time critical tasks, no disadvantages if you spend time
doing nothing, etc.
Original comment by SamuelPl...@gmail.com
on 18 Jan 2011 at 9:15
Have both players and npc's heal over time, not by steps or anything, simply
real world time passes and both the player and npc are healed by one or two hp
per minute, or something along those lines.
Original comment by sdeva...@gmail.com
on 19 Jan 2011 at 12:08
That would be nice, one hp per minute of real time. But should it continue to
do o when your not playing? Example. You stop playing for a day while in
flagstone with 15 hp out of 50 and when you come back your hp is full? I think
a camping system might work better in this game. Guess I don't really have an
opion but I am in favor of a new way to heal.
Original comment by Atru...@gmail.com
on 19 Jan 2011 at 12:19
the monsters are moving, regardless if i am moving (and therefor using ap) or
not. so there must be some kind of internal timer which synchronizes the
movements of the monsters and which detects "timeouts" from the player. i
presume that this timer uses special time units.
auto-healing should be synchronized with this time units. therefore not playing
would heal nothing - one has to play and stand still (and allowing monsters to
randomly attack) for auto-healing. in order to heal a considerable amount one
would have to find some kind of safe place (aka "hide").
it would be logical that i have to stand still to heal faster. for example:
waiting one minute (real time) heals 1 hp. when i am moving it takes 3 minutes.
internally there is some kind of counter for time units. to heal one hp and
reset the counter i have to collect those time units. standing still collects 3
units. moving collects only 1 unit.
Original comment by erwr...@gmail.com
on 19 Jan 2011 at 5:50
oh - i forgot. fighting should decrease the counter by one unit but not less
then zero. therefore constantly fighting prevents from autoheal.
Original comment by erwr...@gmail.com
on 19 Jan 2011 at 7:11
Original comment by sdeva...@gmail.com
on 10 Feb 2011 at 12:41
Original comment by oskar.wi...@gmail.com
on 28 Oct 2012 at 7:37
This is implemented through the Sustenance actor condition.
Original comment by kpoc...@gmail.com
on 24 Jun 2014 at 10:13
Original issue reported on code.google.com by
erwr...@gmail.com
on 6 Dec 2010 at 8:31