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11 posts in this topic

Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Yes
Answering "no" to the above question will result in your post being deleted.

After falling several times and dying, I wondered if broken bones and splint/bandages could be added to the game.

  • Causes for injury: A certain height could possible increase the chance of receiving a broken leg/arm.
  • While stronger bones, from a higher dairy intake could reduce the chance of a broken bone.
  • Effects from the injury:  A reduction in movement when splinter.
  • Ways to remedy the broken bone: Bandages could be made from burlap or cloth.
  • Medications to add effects for healing (quick or gradual), removing poison etc. 

 

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I absolutely love the idea of dairy reducing fall damage, but I take so much fall damage from little drops that I would hate for it to become any more of a nuisance to heal up than it already is. 

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Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Yes

Answering "no" to the above question will result in your post being deleted.

 

   

The addition of different kinds of Injury would make the game more challenging and flavorful.

 

Example: You fall 6 blocks there is a 5% chance of spraining your ankle and a 0% chance of breaking your leg/foot.

              You fall 30 blocks there is a 99% chance of spraining your foot and a 50% chance of breaking your leg/foot. 

 

If you have a foot/leg injury you move slowly or possibly crawl until you can craft a crutch/cane then it takes a few days to heal a sprain, or several weeks or even months to heal a broken leg.

This injury system can extend out into combat like puncture wounds cuts and slashes in which to heal you may have to craft bandages out of cloth or burlap to prevent future health loss.

Also the player may be affected by high or low temperatures, so frostbite may occur if you don't bundle yourself up or stay by the fire.

 

   Now you must be thinking "Well I broke my leg and i'm beaten and I have frostbite I'll just kill myself and respawn with a new body!" But that's where the strength factor comes in.

Strength is divided into 3 portions: Muscle, Agility, and Intellectual. Muscle would help you fight, mine, cut down trees and  haul more items at once etc. Agility would affect things like running speed and swimming ability.Intellectual would let you craft higher level items, example at the start even if you had all the ore and tools right in front of you  you couldn't craft steel leggings, you're not smart enough, yet! But you could increase it by hard practice or possibly if NPC's are added by talking to them or reading books your buy off of them.

 

And this is how it ties in with injury if you killed yourself to get a new body all of your strength and intelligence would be 1/4 the size they were, giving you an incentive to take care of yourself!

 

NOTE: I if you do not understand what I am saying there is a game that has similar injury mechanics and it gives more of a world picture to this idea:  http://unrealworld.wikia.com/wiki/Injury     

Edited by Kittychanley
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I like the idea of injuries, wounds and even diseases, but the strenght factor is kind of too complicated and limiting. IMO you could just have a debuff everytime you get killed, like losing durability in your armor (like 25%) and maybe even randomly loosing some items (automatically). However, you could still suicide, but that would be like cheating, and if you want to cheat, then just /gm 1 or /heal.

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The thing is, this is a game that involves a LOT of moving.  Like actual running around in-game.  I've never played Unworld, but being a top down scroller, I imagine it's a different dynamic.  I can only speak from my personal opinion here, but I play TFC to do things.  Sometimes it's very grindy things - harvesting wood, mining, etc.  But I want to be doing things.  I don't want to be slowed for weeks or months, crawling around, or even slowed to walking speed.  It's already bad enough when I take a slight drop, and have a slow affect for a few seconds.  That's annoying.  It's dangerous and something of a rush possibly in combat, and that's fine, as long as it just lasts for combat.  

 

For me the game would be unplayable if there was a good chance that when I drop a bit too far, or take a hit from a mob, I might have to spend weeks slowed.  That's not fun or interesting.  It has  nothing to do with me making progress toward a goal.   It involves no surprise or discovery.    It's just slowing down the game pace to intolerable levels. 

 

The more significant the mechanic, the more game-killing it is.  On the other hand, if you nerf it to be like a 5% chance, and if it happens then all I have to do is craft a crutch, then why have it?  It becomes trivial.   I think that if you did a survey, you'd probably find that people will tolerate a lot of debuffs, penalties, and grinding, but they would not well tolerate significant slow effects.  You might be able to take away sprinting for up to a day.  I could see that being tolerable, maybe.  But I'd say that's it for me.  You can make me do grindy things, make me travel long distances, I'll do that stuff because it's active and I'm progressing, seeing new things, discovering.  But not so slowing my movement.   It's the same problem with requiring sleeping - you cross a line, into making people do *nothing*.  Movement reduction is not fun or interesting outside combat.

 

My 2 cents.

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Will have to agree with Darmo, prolonged slow movement would be a really bad way to implement this idea.

Whenever I see a suggestion to make TFC more realistic, my first instinct is to like it and look for ways that it could be successfully implemented. At first sight I liked the idea of having Injuries, also one other aspect of this suggestion is to have some kind of penalty for death, which in  itself should be something more careful consider. Not saying it should follow the way presented here, just that we need more penalties for death.

What I am trying to say is that in theory I like the idea of Injuries and crutches and patches and bandages and medicine, but for now and until I see some better ideas on how to implement that it will be just in theory.

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Huh. I thought you would all come up with base-upgrade projects when you're wounded, because that's what I do in every game that has this kind of health system, but instead you lamented about how it should not be that debilitating.

 

However... 1/4? I might as well play hardcore.

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Thank you for your replies! Showing me that this is a bit too extensive and if it is implemented it would have to be changed a good deal. Thanks for enlightening me!

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Injury is a very interesting concept but perhaps too complicated. However, there have been disease mods for MC out there. I would definitely love to see bandages just for on the go healing. I think medicine in general is something that would enhance TFC. Loved the bandages from the old Extrafirmacraft addon.

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I do like the idea of requiring bandages for ongoing healing of hp.  It could give more use to burlap and cloth.  Maybe one bandage allows the slow regeneration of 200 hp or something.  It could also make hot springs more interesting - maybe instead of providing accelerated regeneration, they just provide normal regeneration without bandages.  If they remain as common as they are now, the player shouldn't have too much trouble finding one in an emergency.  And that could open the door for magic/herbalism/alchemy to increase the healing rate.

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