Author Topic: Disable healing potions when in a duel  (Read 1221 times)

Nikodemus

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Re: Disable healing potions when in a duel
« Reply #15 on: October 13, 2006, 10:49:40 pm »
These has nothing to do with realism but is usefull for the game. Potions have to work imediatly to fullfill the role of an emergency help. But why that have to result in unlimited potions per minute?
You have completly wrong approach to this game.
this is not FPS
this is not MMOG
this is not powerleveling game
this also isnt game for poeple who want to feel godlike
This is RPG. Amoung many things, we create a world for rpers and rpers only
Read my words and try to understand.
Realism=Roleplaying

I'm not trying to be meen, I'm trying to clear, because you looks like a smart person.

I think the thread is full of realistic ideas already, so that we have working concept for proper potions usage, another ideas are welcomed, but they needs to fit this game.
Nice that you agree that it shouldn't be possible to drink many potions at once.
Think why you want instant potion effect. What does it really serve?



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Krann Omins

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Re: Disable healing potions when in a duel
« Reply #16 on: October 15, 2006, 02:37:11 am »
Ok..... just wrote myself another little self-to-self pm rather than getting heated offtopicly on a thread... hope this works out better than 'pet death'...

In any event here is my on-topic suggestion: leave it all how it is.
'he won the duel by using a potion'; well he also lost out on carrying X weight & a inventory slot by lugging the potion around till using it. And you could have had one too-- just cause you didn't think ahead doesn't mean he shouldn't be allowed to have done so.. He drank his potions too fast, well you can drink equally fast--besides if he drank em so fast he'll run out sooner. and if you're saying he can't realistically drink so many so fast I'll remind you what i said in dueling etiquette thread: a game hour is really something like 10-20 minutes. [--besides which that opens a whole can of beans for equiping anything "faster than the eyes can see", or for that matter equpipng/dequiping anything when both your hands are already full.]... He can carry more potions? you could have cast weakness (notice no one answered my request for gms' position on Weakness in the thread on dueling etiquette), but realistically if he is so much stronger than you that his carrying capacity allows a lot more potions than yours allows you--then his strength is aleady more a deciding factor than the potions, if that argument held weight then what about when ranged weapons are implemented with expendable ammunition "he could carry more JUST cause he's stronger"--well yes, that is one of the many benefits to training up one's strength, perhaps you should try it if you hope to win more fights. Every complaint i seen so far about it being 'unfair' strikes me as just plain whiny. The complaints about realism I adddress with this: you shouldn't be able to drink a potion when at a low health like 1% right? you'd be too weak to lift it to your mouth... probably too weak to attack too, certainly too weak to run, maybe too weak to stand even, maybe too weak to carry any inventory, to defend yourself... Get the idea? If we want to nitpick about realism rather than keeping things useful & gamelike then as soon as you take combat damage everything should drop by equal % to your hp: move speed, attack speed, attack damage, carrying capacity, mental stamina, temporary () agility... if you even think about saying how unfair that is because of how much that makes the fight hinge on who hits first: Try thinking of a realistic fight. And to really hammer the point home: If realism is really such a priority over people being able to enjoy it as a game then there is no need to challenge someone to a duel before killing them... the town guard would kill/jail you? -right, just like police caught jack the ripper the first time he killed... realism.
If realism=roleplay maybe there shouldn't be fantastic races, or magic, or a way out of deathrealm. Realism & this game's intended roleplay aren't the same thing (AFAIK), they are intended to be very different, but connected concepts-- and if you think even 50% of roleplay in games is realistic, please get me in touch with your dealer; I'd love to try whatever you've been smoking...
(IMO) Video Games in general, but ESPECIALY roleplay=fantasy.

PS: RE: "It is basically impossible for a weaker character to kills a stronger one, even with superior skill and tactics, if potions are used as they currently exist." weaker characters should generally lose to stronger ones I'm pretty sure (unless we are throwing all realism at all out the window), but if the skills and tactics are superior BY ENOUGH (which all depends how much weaker they are) their skills & tactics should win it for them...

Personally Speaking: I have no hotkey for healing potions, but i think the idea of changing the system is inviting things to be lamer. Like changing NPC chat to saying the NPC's name because it's more realistic to address a stranger by their name instead of clicking them with a pointer as if to tap someone on the shoulder... if it ain't broke why mess with it?. There are plety of people (in my opinion too many people) who already feel that using potions in duels is dishonorable etc, so to them this is a non-issue as they wouldn't use them anyway right?-- Implement any suggestion in this thread for changing how potions work & suddenly you have less options for those whose characters are supposed to be dishonorable [Note: people are rarely dishonourable if it will only impeede them & not provide any pertinent advantage. Think about it]. I'll stop now before I get more people mad at me...

Neila

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Re: Disable healing potions when in a duel
« Reply #17 on: October 15, 2006, 10:54:16 pm »
Since we are talking about magic like effects, the idea of "realism" has to be seen in a very different way.

I am/was thinking that we need a potion to be an imediate effect to make it more valuebly compared to magic. I think of potions like tradable magic. And i want to see good alchemist later who are able to play a huge role in the society.

So the alchemist who made the potion already waited for making the potion work. since its magic the effect can take place more less imediatly. I would like a delay of 1-2 seconds (time to catch and drink), This would be fine for Health potions i think, but this time is much to short to create a working barrier for the effect of statt increasing potions. F.e. I would like a better potion maker to be able to make a STR potion much stronger than others and that this made the value increases over propotional to the effect. Meaning: 1 poton +1 should be much more valuable than 2 potions +5. This would be acived by a much longer waiting time. f.e. if you can only take 1 potion every 10 sec.  and a potion will last 40 sec. you are able to gain +20 with the +5 potions and +40 with the +10 potions.  But if we would make that you wait for the effect 10 secconds there is no use for a health potion anymore.

I could live with the easy solution: if you take a potion you behave exactly like casting a spell (but i would like the player being able to run or get hit without breaking the "spell") the "spell-time" must vary for the different potions/effects: short for health (1-2 sec) long for statt increasing ones (5-20 sec)

Offtopic: i would also like to see food being similar but having an effect diffeent from healing like it is now. f.e. Mental stamina could be "healed" by it. Or there could be an effect caled hunger ... RP would be much better if people would gain mesurable benefit from getting a "Hot meal" (hot food will cool down over the time if stored in inventory) in a tavern with others.


drah

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Re: Disable healing potions when in a duel
« Reply #18 on: October 25, 2006, 11:44:24 pm »
If you want a fight or are willing to accept one... then come prepared.

Of course.. if it's an experienced RPer they'll usually ask the 3 basic rules..

1) Is PVP magic okay?
2) Are health potions okay to use during battle?
3) Any rules on endurance/strength boosting potions?

If you can confirm these just before a duel... you should be okay.. at least with any experienced players.

If they're not wanting any rules.. then it's a free-for-all... and if you haven't arranged rules... then you have to assume that a free-for-all will be the case anyway.

At least... that's what I've inferred from reading posts here and speaking to people in-game.