Poll: Do you believe temporary injuries are impactful enough right now?
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Not enough impact
58.82%
10 58.82%
Right impact
41.18%
7 41.18%
Too much impact
0%
0 0%
Total 17 vote(s) 100%
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uncatastrophicthoughts on medicine and temporary injuries
#1
personal context: yes i have not been active on eternia, but i played a very active medic for a decent duration, maxed out the class and then some, etc

There has been a lot of talk on the Discord about temporary injuries being too weak: I dislike the Discord threads for serious ideas (annoying to scroll to the top, searches very poorly, scrolls fast with off-topic) so I've decided to put some ideas here also.

Current state of events:
Temporary injuries have a fairly large impact until treated, at which point a medic can treat them multiple times to reduce their duration to just minutes.

Results:
1. Temporary injuries are debilitating to those without medics and fairly trivial to those with medics.
2. Fizzy pops are assumed, which is very annoying as a "dungeon grind" chase item.
3. Replenishment potions are very useful, and I consider encouraging medics to interact with both types of crafter to be a pro.
4. Expensive food is useful for medic, which is probably a pro for similar reasons (but often just bought in a store).
5. Healing potions are generally worse than Medic in most situations due to their cost, which I consider a positive thing due to their storability. 
6. Expert Medic is not particularly meaningful except in situations where you must heal a significant amount of injuries, despite being twice as strong numerically.

I do not believe increasing the length of temporary injuries or reducing the numbers on Medic meaningfully shifts this, considering repeated use of medicine scales exponentially.

Proposal A: Per-injury cooldown
A significant cooldown on treatment per injury would reduce spam as a whole (likely with medic number buffs)
This would mean the fastest way to treat injuries would involve multiple medics, and that Expert would be more meaningful.
However, it would make alchemy potentially much better than Medic, would require EXP buffs if progression were to remain similar, and would further hurt small factions as well as removing some interaction wrt "medical supplies".

Proposal B: Temp injury minimum length
A simple minimum length for temporary injuries would make them "matter", and would even give a reason to use some of the lesser-used mechanics for injury reduction.
This would also need medic EXP buffs if progression were to remain similar, and the minimum length would have to be thought out (~8h feels right to me: most temporary injuries are fairly boring to roleplay for an extended period of time, but it still serves as a meaningful "don't fight" duration). If temporary injuries were to stick around for a meaningful amount of time, it would also probably be ideal if medics could rewrite their text like permanent injuries. Additionally, it would force people to look for medics immediately rather than the current system not really penalizing not being able to find a medic fast, which could be a problem for lowpop factions or solo characters.

(Note: With an angel tree involving medic being released over time currently and a theoretical injury rework being released SoonTM, these are probably just things to think about for "afterward" rather than ideal things to implement right now.)

I personally don't believe changes are particularly urgently needed, but temporary injuries certainly could be made more interesting.

Discussion appreciated.
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#2
(Note: Other then bug fixes, Said angel patron stuff is now fully out implemented in game, Barring any further surprise ones.)
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