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Combat and Restoration
#20
I really don't agree. Your alternative is basically the creation potions that heal. I for one think that the effort put into crafting and gathering is a huge bore. If this is the the only restoration method, then you just move the effort to a farming and economic status. In PVP that would mean the guy with more potions wins.

There are 3 options.

1. No healing ever, no restoration period. Most FPS games fall into this category. This is fine though. You die, your dead, you respawn.

2. Potion based (Call it what you want, power ups, med kits, potions). These would be either found on the ground, or crafted in advance. I always thought finding power ups on the ground was kinda silly, though L4D did a good job in that you had specific location in which went to for med kits. This could be done effectively. If they are crafted, then you have created a farming , gathering, skill based activity that frankly is what I dislike the most in games like WOW. It also creates the problem of "biggest or most potions wins". Of course timers could be implemented to limit usage.

3. Change how healing is done today. If not class specific perhaps every class has a innate ability to heal some. Sort of a "charge up over time" that once available could be used to restore health. It could be that the "heal source" only charges in combat. Also make it so that a single person could not come close to healing someone to 100%. perhaps 25% or 50%. Again make it only HOT based, and only when targeted, so it takes a focused effort that can not be interrupted.
Maul, the Bashing Shamie

"If you want to change the world, be that change."
--Gandhi

[Image: maull2.gif]
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