"oh it's fine i was near death earlier but then i waited two minutes and now i am uninjured again leeeroyy jenkinssss" is no doubt an unspoken complaint with this game ever since the first alpha test. Currently the three colored bars in the game are all short-term - just wait for the red and blue ones to come back and grab an apple or fifty from the depot to replunish the yellow bar and you are good to go again. If only there was a colored bar that does not recover so quickly...
This long-term hit point bar (I would call it Constitution if that was not already something different, Vitality?) would be slow to deplete/replunish and only really become a factor if you go about emptying and refilling the short-term red HP bar repeatedly. Any kind of short-term HP regen would come out of the long-term HP bar, which recovers at it own sloowww pace. This will force fighters to take heavy injuries more seriously without them feeling like one fight will cripple them, plus they will have to take breaks every now and again to wait for their long-term HP to come back.
Naturally changing such a core element of the game shouldn't be done without discussion, and for all I know about coding who knows how difficult this would actually be to add into the game?
other random ideas:
incremental stat penalty below a certain amount of long-term hp to keep fighters from playing around at 20%
poison injuring long-term hp and not short term; poison is not meant to be immediate
mana regen coming out of long-term hp
not having any way to speed up long-term hp recovery other then time
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"Oh, es ist in Ordnung, ich in der Nähe von Tod früher war, aber dann wartete ich zwei Minuten und jetzt ich bin heil wieder leeeroyy jenkinssss" besteht kein Zweifel, eine unausgesprochene Beschwerde bei diesem Spiel schon seit der ersten Alpha-Test. Derzeit sind die drei farbigen Balken im Spiel sind alle kurzfristigen - nur warten, bis die roten und blauen zurück zu kommen und einen Apfel oder fünfzig aus dem Depot packen den gelben Balken zu replunish und Sie sind gut, wieder zu gehen. Wenn es nur ein farbiger Balken, die nicht so schnell erholen ...
Diese langfristige Hit Point Bar (ich würde es Verfassung nennen, wenn das nicht schon etwas anders war, Vitalität?) Langsam sein würde / replunish zu verarmen und nur wirklich ein Faktor werden, wenn Sie gehen über die Entleerung und die kurzfristige rot HP Nachfüllen Bar wiederholt. Jede Art von kurzfristigen HP regen kommen würde, aus dem langfristigen HP-Bar, die es eigene sloowww Tempo erholt. Dies Kämpfer zwingen schwere Verletzungen, ohne sie zu mehr ernst wie ein Kampf, sie wird lähmen das Gefühl zu nehmen, und sie werden alle jetzt den Pausen und wieder zu warten, dass ihre langfristigen HP wieder zu kommen nehmen.
Natürlich ein solches Kernelement des Spiels zu ändern sollte nicht ohne Diskussion durchgeführt werden, und für alles, was ich weiß, über Codierung, der weiß, wie schwierig das tatsächlich in das Spiel hinzuzufügen wäre?
andere zufällige Ideen:
inkrementelle stat Strafe unterhalb einer bestimmten Menge an PS langfristigen Kämpfer zu verhindern, um bei 20% spielen
Gift langfristige PS und nicht kurzfristig zu verletzen; Gift ist nicht sofort sein soll
Manaregeneration kommen aus der langfristigen hp
keine Möglichkeit, mit der Zeit langfristige hp Erholung zu beschleunigen andere dann
Long-Term HP/Second HP Meter
Moderator: Developers
Re: Long-Term HP/Second HP Meter
Hello,
first of: Thank you for the afford to provide a translated text. Since the text is created by some sort of automatic translation engine, I advice that you leave it out in future. Everyone is able to create a translation like this on his own and the quality of the translation is not that good. It just makes it harder to identify the language the text was originally written in. How ever this version is required to get what you are suggesting here.
Now on to your idea. There have been a couple of implementations in the past that were supposed to give death a more lasting effect.
We had item loss and later temporary attribute loss. How ever all those implementations did render the character to some extend very crippled and caused severe limits to the things players could do with it.
You idea is to some extend similar to those ideas, but a lot more unusual and unfamiliar for players.
The reason why there is no such thing right now is because we are trying to make the game less invasive regarding the possibilities the players have. Even if the health is regenerating pretty fast, you still have the possibility to have your character take a break or seek out a medic. It is your choice how much any injuries are played out in the game.
So for your main idea: For the time being, there won't be a change like you suggested, simply because it doesn't fit the way we want the game to develop.
As for your other ideas:
Best regards,
Nitram
first of: Thank you for the afford to provide a translated text. Since the text is created by some sort of automatic translation engine, I advice that you leave it out in future. Everyone is able to create a translation like this on his own and the quality of the translation is not that good. It just makes it harder to identify the language the text was originally written in. How ever this version is required to get what you are suggesting here.
Now on to your idea. There have been a couple of implementations in the past that were supposed to give death a more lasting effect.
We had item loss and later temporary attribute loss. How ever all those implementations did render the character to some extend very crippled and caused severe limits to the things players could do with it.
You idea is to some extend similar to those ideas, but a lot more unusual and unfamiliar for players.
The reason why there is no such thing right now is because we are trying to make the game less invasive regarding the possibilities the players have. Even if the health is regenerating pretty fast, you still have the possibility to have your character take a break or seek out a medic. It is your choice how much any injuries are played out in the game.
So for your main idea: For the time being, there won't be a change like you suggested, simply because it doesn't fit the way we want the game to develop.
As for your other ideas:
As written above: We already did that.incremental stat penalty below a certain amount of long-term hp to keep fighters from playing around at 20%
Poisoning is currently not or only very limited implemented. The reason is mainly that there is no clear concept currently how different poisons are expected to work. Also it is very difficult to balance poisons correctly to avoid them being overly strong or overly complicated to create.poison injuring long-term hp and not short term; poison is not meant to be immediate
The magic system is currently in it's early planning stages. How ever most concepts split the HP and the MP pretty strictly. For one being the source of life and the other the source of magic.mana regen coming out of long-term hp
Since I currently don't expect the long time HP to be implemented, this idea is redundant. How ever it turns the idea to something that will not gain the favour of the players, because it basically locks down the character by force after a specific time.not having any way to speed up long-term hp recovery other then time
Best regards,
Nitram