Xenope Posted January 15 Report Posted January 15 As the title says~ there are still much to put in the game and the road map does say something about status effects. but it would be cool to see more stuff that can happen to the player, NPC's and animal. like being able to bleed, get sick, break bones and so much more.. make it all something you can toggle for your world. maybe even a big death penalty outside of hardcore. would even open up a reason for a doctor class Spoiler can't tell me that a tailor was more fitting as a MUST job for the end of the world over a doctor? it may be a long shot but I do thing some more options for such stuff would add to it. take bleeding: 3 stages - Light - medium and heavy bleeding, all with coming with different chances to lead to something else. cut yourself on something in nature? not too bad some animal.. may want to clean that some drifter coming out of a dirt hole shaking ya in the gut... tetanus says hi~ 2
Monkeylord Posted January 15 Report Posted January 15 Yeah, I hope that when status effects come to us they are NASTY (or can be turned nasty by config options). I need bleeding and hemorrages, food poisoning fot eating spoiled food, venoms and intoxications, madness, heat strokes...... 4
EmperorPingu Posted January 15 Report Posted January 15 4 hours ago, Monkeylord said: food poisoning fot eating spoiled food I really like this idea lol 3
Monkeylord Posted January 16 Report Posted January 16 19 hours ago, EmperorPingu said: I really like this idea lol So about food poisoning: -The effects it could cause are maybe an increased hunger rate (due to fluid loss and your body needing more resources to fight the bacteria) and ignoring the nutrient buff you have acquired (or halving them) so you end up with default HP as your max. until the food poisoning passes or you heal it. Of course it could be more punishing, like giving you some screen wobble to simulate drowsiness and general unwellness, making you weaker or just giving yo some damage over time -How do you get it? well, my idea is that the probability of you getting food poisoning is directly related to the spoilage % of the food. For example, if you eat a fruit that is 25% spoiled you have a 25% chance of getting poisoned. If you eat straight up rot you will 100% get food poisoning (or maybe something worse). Either that or you have a fixed chance of getting food poisoning for eating spoiled food of any % spoilage but the food poisoning you get is more severe the higher the spoilage % is. -How to heal it? you either just survive it (could take 3-4 days) or you take some medicine in the form of clay tablets (wich where actually used to treat some kinds of poisoning in ancient times, but I don't think they are really really good agains bacteria) or herb-derived remedies. In any case I don't think the medicine should heal you inmediately, It should just speed up the recovery process (maybe you would heal in 1 day instead of 3) 1
EmperorPingu Posted January 16 Report Posted January 16 @Monkeylord Make a whole thing about it dude. This works into a whole toxins kinda thing which could easily be integrated with other mechanics. Also - did I mention there's a pufferfish with no puff in the game? Stone fish and sea snakes should be a thing imo. Box jellyfish when amiright??? 1
marmarmar34 Posted January 16 Report Posted January 16 8 hours ago, EmperorPingu said: Box jellyfish when amiright??? God I hope not, jellyfish freak me out! Gameplaywise they could be a neat addition though.
Monkeylord Posted January 17 Report Posted January 17 21 hours ago, EmperorPingu said: Make a whole thing about it dude I'll make a post about it latter ^^ Toxins and poisons in general could be tackled in so, so many ways... (And yes, we need venomous and poisonous animals) 2
Xenope Posted January 17 Author Report Posted January 17 @Monkeylord just stuff like it in general, as it would slow some stuff down but it is kinda nice to simply know that there is more use for stuff and more to fear that a fat paw from a bear. game is still rather early, but just the idea that a world or a bad encounter with a buck can leave you bleeding. as bleeding need not be a quick death but leave you slowed down with a constant HP loss. snakes bites, plants and 100% need something that lives in water that can inflict some bad stuff on you. I still want rust to be a really bad thing to cut yourself on, as friends and I are having a laugh each time we set on the rust spikes in the deep.
Xenope Posted January 17 Author Report Posted January 17 but for now the main system I want to see them bring in would be a more in depth healing system. body parts can get damaged and infected, care needs to be put into local parts, it would mean it could affect how you play for awhile or if we want some more "hardcore" stuff permanent damage that may stop you from using more advance stuff like bows, arms to mangled to draw it well.. poisons and infections would be a great addition to such a thing, as again with a local damage and care system would mean we could start to treat it, play around it. I am a big fan of slowed down cozy gameplay were every step is part of the gameplay, so to me this would be a pearl for immersion and on some servers great for more role play stuff as a doctor is lacking in the base line up~
EmperorPingu Posted January 17 Report Posted January 17 3 hours ago, Xenope said: body parts can get damaged and infected, care needs to be put into local parts That is something I like about project zomboid, also the nutrient management system pretty dope. That said, it works for that style of game - would it necessarily work for ours in VS? Couldn't say - more research needed. Same with the healing local limbs I reckon - I like the idea, but it could be one of those things that totally reworks feel and mechanic of the game to the point that it plays too differently to how some otherwise expect. For example, I tried a stamina mod fairly recently thinking it would be lit and immersive, truth be told I hated trying to do anything with it. Perhaps it just needed reworking. I'd want to see it as a mod to try it first than strasight in the game I reckon. 1
Xenope Posted January 17 Author Report Posted January 17 2 minutes ago, EmperorPingu said: That is something I like about project zomboid, also the nutrient management system pretty dope. That said, it works for that style of game - would it necessarily work for ours in VS? Couldn't say - more research needed. Same with the healing local limbs I reckon - I like the idea, but it could be one of those things that totally reworks feel and mechanic of the game to the point that it plays too differently to how some otherwise expect. For example, I tried a stamina mod fairly recently thinking it would be lit and immersive, truth be told I hated trying to do anything with it. Perhaps it just needed reworking. I'd want to see it as a mod to try it first than strasight in the game I reckon. I am pretty sure I know the mod you speak off~ but I don't thing a system that would stop you from playing would be good but something that would try and make you do something else based on what's going on. we already do have local damage in the game which is kinda why we have armor for our head, body, arms legs and feet. being able to treat them with meds one by one due to damage or other types illness would be more gameplay overall BUT! I also believe a toggle and slider would be in order so people can keep play with less stress overall just like we have it now with how death is handled and so on. the idea is still to keep VS as VS how it can be done is rather tricky but with some dive diving and care for the players want, it can be done~
EmperorPingu Posted January 17 Report Posted January 17 There was something in rlcraft if I recall correctly - it had something like what you describe and if you got hurt on your leg, then you'd walk slow or limp, if hurt on your arm you'd be weaker there etc. I'm not saying it can't be done, but I do believe it would be hard to get it done and do it right. I'm all for it otherwise, but I suspect we'd still be in a minority on that one, so yeh, make it a world setting or something lol. Personally I think it'd be hilarious to have the seraphs walking around in casts and crutches and wheelchairs lol. 1
Xenope Posted January 17 Author Report Posted January 17 2 minutes ago, EmperorPingu said: There was something in rlcraft if I recall correctly - it had something like what you describe and if you got hurt on your leg, then you'd walk slow or limp, if hurt on your arm you'd be weaker there etc. I'm not saying it can't be done, but I do believe it would be hard to get it done and do it right. I'm all for it otherwise, but I suspect we'd still be in a minority on that one, so yeh, make it a world setting or something lol. Personally I think it'd be hilarious to have the seraphs walking around in casts and crutches and wheelchairs lol. we all have that one friend that would be a walking mummy.. and find a way to break SOMETHING in their body they still haven't~ I am also thinking of the future of VS as it may be a bit complex but would be a strong backbone for modders to build on. for now I would be happy with a simply bleed and sick system kinda want a reason to heal faster and stay dry~ 1
-Glue- Posted January 17 Report Posted January 17 I'm also really hoping for some status effects to increase the survival difficulty. Early game would be much more brutal, and that would make mid to late game feel all the more gratifying to reach. The more inconvenient and challenging something is, the more satisfying it is to have the means to easily fix it, or overcome it. I think VS's existing systems could do some really interesting things as well. For example, imagine if you sprained/broke you leg, and had to hold a crutch in your off hand to reduce the movement penalty, or to help it heal faster. Obviously splits would be a must have as well, but I really love how VS requires you to use tools in your off hand. A hammer for chiseling, tongs to handle hot objects, etc. Its very unique, and interesting. Things like infections could be penalties for not treating wounds. Food poisoning for not properly preparing/storing food. Eating too much of a single item, such as the very OP berry bushes, could have diminishing returns, or make you sick over time. All of these aliments could have their own treatments, which gives you more items to work towards, craft, and stockpile. Personally, I would really love a complex brewing system for tonics and medicines. I want the satisfaction of spending time and effort brewing tonics and tinctures, knowing they will be a massive help to have on hand for curing ailments in the future. Or, just to boost stats, like jump height, movement speed, damage reduction, etc. Having a shelf full of helpful and shiny bottles of different shapes, sizes, and colors, which I spent days making, feels like it would scratch my brain in a very satisfying, and very Vintage Story sorta way lol. 1
Monkeylord Posted January 18 Report Posted January 18 10 hours ago, -Glue- said: Personally, I would really love a complex brewing system for tonics and medicines. I really like this idea. It could start with a humble mortar and pestle crafted from stone (like a molcajete) and a clayformed kettle to make poultices, teas, basic tinctures and decoctions and as you advance you could eventually reach glassblowing to make cristal lab/alchemy equipment and make more complex medicines and tonics. Lots of new plants should be added for this to really work, of course, but in-game we have some that could be already usefull (poppies, horsetail, catmint...)
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