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Post by Beagle on Dec 23, 2003 17:25:25 GMT -5
The way the shrine currently works seems to be a poor implementation of healing.
What I'm thinking of is having a kind of a potion maker in the towns. You can buy healing potions that heal you up to a certain amount. So the standard healing potions can heal you for, say, 25, 50, and 75HP UP TO 150hp. You have to get the more expensive potions if you want to heal UP TO 250 or 300. So as you get higher level, the healing potions you need to max out your HP would become more expensive.
What are your thoughts on this style of healing instead of the "one-heal fits all" method of the current shrine?
--Woof
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Post by Magatsu on Dec 23, 2003 22:01:07 GMT -5
I think potion is too "Cliche", especially for a game so traditionally Japanese like NW.
I actually liked the monk idea, which stuck to the flavour of Old Edo.
How about a stay in the Shinto temples [You know, like those corny RPGs that get you to stay at Inns to revive your max stats] , and some old Japanese foodfare or medicine instead of potions?
But for those on the Doshin list, they are not allowed to purchase food items or medicine from the village.
And stays in Shinto temples need a much...higher donation.
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Post by Beagle on Dec 24, 2003 12:15:43 GMT -5
Actually, I had originally formulated the idea not as a potion maker selling potions but as an herbalist selling special herbs that gave you energy. My thinking is that, at 150hp, you're not dying. You're pretty healthy. But you want MORE power/energy/vitality. And it just sounded like a Sobe drink to me. So I thought that each herb would bring you up to a certain level of power. Shrine heals you to 150hp Ginko heals you to 300hp Ginseng heals you up to 500hp And so on. Each herb would cost more money for the same amount of healing, and possibly not be usable below a certain health, so strategy becomes very important. If you're close to dying, using Ginseng might not work, or even cause you more damage, because your body can't handle the powerful herb until it is properly healed. What do you think of this? I was actually thinking of also using food as a way of healing. You could go to a tavern and have some food. But I couldn't figure out how to work in alcohol, and taverns HAVE to have alcohol. So I'm still playing with the idea there. Let me know your thoughts on mine. --Woof
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Post by Magatsu on Dec 24, 2003 14:35:46 GMT -5
Ha ha all right. Sure.
An excuse for alcohol allowed into taverns? Easy! ;D
Alcohol: Temp strength increase, max life goes down by 10%, also temporary. Probably for 25 turns? So after 25 turns is over, the player's max life goes back to normal. If before that he decides to take another bottle of sake, then his max life goes down by another 10%, for the next 25 turns. Possible?
So in this case, you needn't worry about some crazy players trying to abuse the drink. ;D
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Post by camilo on Dec 24, 2003 19:27:49 GMT -5
how about u actually getting drunk !!!
well ... lets say i drink "x" amount of sake and it got me into drunk "state"... when i fight i could accidentaly hit myself or be lucky enough to hit the other guy into another dimension... all ramdom of course..
The shinto temple (inn?) idea is good .. (altough i duno what shinto means) ... well anyways u could pay "x" amount to get a good nights sleep and maybe get something stolen by the dreaded thieves! or be lucky enough to find stuff when u wake up (kakashis's idea of the people being in the doshin list having to pay higher "donations" is nice...)
i still dont understand the food idea...would it be something u can keep in ur inventory ... or a "service" u pay for when u go somewhere...
the potion thing is good too.. how about some kind of potion that increases ur stats..(very expensive of course..)...a plant , a drug , magic..i duno ..something that gives u greater attack or stuff like that... just an idea..
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Post by Magatsu on Dec 25, 2003 22:41:33 GMT -5
I think it would be really spiffy if in "drunken" state, the player can create new skills, like "Drunken fist" or something similar.
But this is more towards an easter egg, for these new skills have fanciful names but truthfully do nothing. Ha ha! At least not as potent as other skills.
And to get in drunken state, the player has to buy a LOT of alcohol, this number of drinks he needs to buy is most probably on a random dice roll, so everytime he gets a different number, it's harder to predict when he would accurately get drunk.
With each drink purchased, it gets more expensive. eg. With every purchase, the price goes up by $5.
And the player cannot store wine in his inventory. So he has to buy it and drink it on the spot, and he can only buy one at a time.
The "drunk" counter resets with every login/logout, as well as the price.
Is this possible?
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Post by Beagle on Dec 25, 2003 23:00:24 GMT -5
Ok, I'm about ready to play "moderator" here and wipe the last few replies about alcohol and such. The discussion is interesting for sure, but we can start a new thread for it.
I really want to get back to the idea of removing the "one heal fits all" model of the current shrine and start getting into slightly more complex healing strategies, using items, for the higher level players.
One of my main motivations for this is that our idea for "quests" is that you won't have access to any other part of the game during the quest. The first, most basic quests will simply be a serious of battles versus NPCs that are about as risky as fighting regular players (unlike the current NPC battle system). The idea is that you need to prepare for the quest by healing up, buying the right supplies (you can only carry a certain amount of items) and then engaging in battle after battle, with time in between battles to use items like healing items or distance weapons and cast spells. This means that during a quest, no visits to the shrine, shop, doshin office, or dojo will be possible until the quest is over, successful or otherwise.
With this is mind, what do you think of the different energizing and healing herbs, drinks, and foods that you can purchase that work in different ways: some only useful below certain healths, and some only useful above certain healths.
--Woof
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Post by Magatsu on Dec 26, 2003 0:45:42 GMT -5
Firstly, I'd rather there be no items being brought into the quest itself. Like Dynasty Warriors, Extreme Legends. What happens is, you play normal mode, you have items, you level up slowly, and you do not have a storyline leading your character through. You play quest mode, you have a story, you have NO HEALTH ITEMS, and you level up really really fast. At the end of each battle if any, the player is rewarded a random item. [Usually it is a health item] This same rule can easily apply to NW. Not only does it make it more challenging, it's different from other games out there. Possibly play around with this rule for a bit, before coming to a conclusion? Secondly, this drunken thing, does not need to have another thread. It gets tiring reading so many different threads, especially when some are pretty much too closely associated. Besides, you DID ask us on how to solve the alcohol thing.
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Post by HattoriHanzo on Jun 29, 2004 20:46:04 GMT -5
Maybe characters could only be allowed to carry a small amount of gold, or one item with them on a quest, and have randomly generated herb patches or food peddlers along the way. As for the alcohol issue, possibly it could heal a small amount of hp and temporarily increase strength, but decrease dexterity and speed skills. There could also be skills that allowed a higher tollerance or added benefits to drinking alcohol (kind of like the drunken master subclass in D&D). Finally, a good reward from a quest or possibly a high-priced store item which only appeared on rare occasicons could be an herb or medicine which permanently increased max hp.
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Post by Beagle on Jun 30, 2004 10:17:48 GMT -5
Yes, in general, we feel that Ninja should have to travel light or lose significant amounts of skill in both stealth and combat. So small amounts of gold would be ideal.
The travelling peddlers idea is pretty good. I'll keep that in mind.
Thanks for the comments. Please keep them coming, we love to hear from players.
--Woof
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Post by Tchalvak on Dec 10, 2004 5:03:26 GMT -5
On Healing:
The shrine is simple and damned convenient.
Healing at the shrine would require you to leave the safety of your clan hall.
So... Healing items should would be useful for quests, but the shrine should be more efficient (for example, a 1 gold to 1 hitpoint ratio as opposed to items, which would have a 2 gold to 1 hitpoint ratio) for every-day usage.
I prefer the idea of the "quest stage reward" healing items, i.e. you have to survive to the next stage before you get healed any. But quests should allow items to be brought in, the items will be the strategy of the player to correctly complete the quest, as opposed to just pure combat power.
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