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Guided DIscussion: Medical Roleplay LOGS
since nobody posted them and also rewind is SPAMMY

[18:00:23 08/26] [Guided-Discussion] Staff Neon: Hello, Sindome players! Today, we're going to discuss medical roleplay. The idea is to have a tidy discussion where we, as staff, can consult and get feedback on a variety of questions that we have about medical roleplay.

[18:01:02 08/26] [Guided-Discussion] Staff Neon: The first question of the day is: What would you improve about medical /roleplay/ if you could? Do you think it should improve or is it in a good state?

[18:01:53 08/26] [Guided-Discussion] Staff Neon: You can type your opinion with 'xguided ' :)

[18:02:45 08/26] [Guided-Discussion] robotdogfighter: For the actual Roleplaying standpoint... I'd like to see people more willing to sit around and RP with their medics when not actively dying. I don't enjoy feeling expected to just heal, accept chy, and move on. It feels hard to really break through that wall they have and not feel like I'm wasting their time

[18:03:07 08/26] [Guided-Discussion] robotdogfighter: Not sure that can be enforced, or should, but I wish there was a way to improve

[18:03:37 08/26] [Guided-Discussion] batko: it has been a hot minute since i have read the mix clinic revive message, but if it's still nipple clamps, changing that to actual shock paddles might help with the roleplay feeling more serious and immersive

[18:03:51 08/26] [Guided-Discussion] LilMenace: How long does it take to heal someone? You could have field healing, which is temporary, vs a longer permanent healing solution?

[18:04:03 08/26] [Guided-Discussion] batko: back when i was involved in gang fights every day, that always kinda took me out of it

[18:04:14 08/26] [Guided-Discussion] svetlana: yup it's still the nipple clamps

[18:04:26 08/26] [Guided-Discussion] Staff Neon: We have discussed that specific problem staff-side. There are other mediums where medical roleplay is much richer than ours. We think it might be because of the Sindome loop where you get beat up, and if you sit around and roleplay with the doctor in the moment your chooms might be getting beat up or lose the fight. So you get patched up and go back to it, sometimes.

[18:04:53 08/26] [Guided-Discussion] Baguette: people walking around with bullet holes in their face is always weird but im not sure theres much that can be done about that

[18:04:54 08/26] [Guided-Discussion] Nymphali: Definitely more roleplay encouraged between medic and patient, and though I'm not sure what to actually suggest for this more reason to see medics in the first place would encourage that and give them more to do.

[18:05:29 08/26] [Guided-Discussion] Nymphali: Maybe more tailored healing messages depending on the wounds, too? So it's not slapping a bandaid over gaping knife wounds and bullet holes.

[18:05:31 08/26] [Guided-Discussion] robotdogfighter: Also agree even though I like the clamps, at least for players could we be a little more than nippies. I agree that it could prob be better with that updated, at least for PC chars initiating. Save the nipple clamps for the rippers

[18:05:34 08/26] [Guided-Discussion] BelladonnaRP: For roleplay on something that might be easier to improve, though I do agree with robotdog on that point, would be a greater knowledge of what medical technology is generally available. Medpaks have a vague description, which isn't necessarily a bad thing, but it means that a medical provider isn't always certain what the 'norm' is for medical tools in Withmore, which can be a bit theme breaking, or inconsistent if things one person use seem completely out of reach for a different medic.

[18:05:45 08/26] [Guided-Discussion] BCingyou has left the channel.

[18:06:22 08/26] [Guided-Discussion] Nymphali: I think more specified healing messages might fix that, Belladonna. If they know what they're using for x kind of wound they can roleplay accordingly.

[18:06:25 08/26] [Guided-Discussion] BelladonnaRP: What Nymphali said heavily applies to this; getting an idea of what you're treating, and how you're treating it, and how the world sees treating it, goes a long way to showing that what we're doing isn't just typing the HEAL command.

[18:06:36 08/26] [Guided-Discussion] BelladonnaRP: Hehehe, in the exact same mind set, it seems.

[18:06:53 08/26] [Guided-Discussion] Nymphali: Hehe!

[18:06:55 08/26] [Guided-Discussion] Staff Neon: Okay, I have more medical knowledge + more specified medical messages during healing potentially.

[18:07:01 08/26] [Guided-Discussion] AdamBlue9000: Always thought it was odd that minor wounds such as bruises need just as much attention as something like, gunshot wounds. I understand needing to go to a hospital if you've been shot or had a bone broken, but it's a little weird that if you have been punched a few times you still gotta get on a table rather than just have 'em rub some numbing ointment on and slap a band-aid on that bitch.

[18:07:02 08/26] [Guided-Discussion] 0x1mm: Though more canned messaging could be argued to take away from roleplay.

[18:07:33 08/26] [Guided-Discussion] Nymphali: On that same note, can we please get a knockout/wakeup message when being put under and coming to or being revived from death? It's so strange to have no feedback on those experiences.

[18:07:41 08/26] [Guided-Discussion] Staff Neon: So you think that there should be more variety in the way to treat different stuff? Wouldn't that make it much harder to get healed up on the field?

[18:08:19 08/26] [Guided-Discussion] AdamBlue9000: I don't think actually needing to mechanically change the medical kit from doing medical kit stuff is necessary, but perhaps different messages for different wound types would be more engaging.

[18:08:24 08/26] [Guided-Discussion] Staff Neon: OR do you think that it should be simply mentioned in the messaging?

[18:08:25 08/26] [Guided-Discussion] Nymphali: More variety in theme, but not in practice, as in medpaks would still mechanically treat all wounds but differ in message based on those wounds. If that's even codedly possible.

[18:08:30 08/26] [Guided-Discussion] Staff Neon: Okay, that makes sense. So the messages

[18:08:31 08/26] [Guided-Discussion] robotdogfighter: Spinning off the more healing messages. We see people with like, bruise on face, cut on right arm. Could we have the healing message print out what body part is being worked on? Like 'heal joebaka with medpak' prints out 'you begin working on an ugly bruise on joebaka's face'

[18:08:35 08/26] [Guided-Discussion] BelladonnaRP: It's definitely a back and forth. Having the messages say more leaves less creative options for the medic, but having the messages as vague as they are make it harder to even know where to begin when you do roleplay treatment. Is the thing I'm doing to treat an injury in my pose archaic for Withmore? Is it something that simply doesn't exist, or that I wouldn't have access to?

[18:09:10 08/26] [Guided-Discussion] batko: that, and there's often the fact that medical roleplay happens soon after an engagement when combat shakes and adrenaline may still be high, but sometimes i have gotten away from a fight and then got patched up much, much later, and it led to much better roleplay because i wasnt in 'combat mode' so to speak

[18:09:29 08/26] [Guided-Discussion] Staff Neon: Staff has an idea for more long form roleplaying that I will share in a moment :D

[18:09:36 08/26] [Guided-Discussion] 0x1mm: My comparison here is robotics which has a huge amount of messages for every action and there isn't much room for roleplay. Just throwing that out there.

[18:09:38 08/26] [Guided-Discussion] AdamBlue9000: Like rather than 'Bob treats you wound.' It could be 'Bob brings out a series of sutures, proceeds to clamp the laceration on your chest, and proceeds to stitch it closed with graceful flicks of the needle, before laying over some sticky tape to ensure it remains sterile.

[18:09:47 08/26] [Guided-Discussion] Risikio has joined the channel.

[18:09:56 08/26] [Guided-Discussion] robotdogfighter: Adam, you can just do that in emote or pose like i do

[18:10:09 08/26] [Guided-Discussion] robotdogfighter: otherwise that floods screen when mutliple heals

[18:10:19 08/26] [Guided-Discussion] BelladonnaRP: Batko brings up something of a good point of my own experiences; the people I've done the most medical roleplay with are usually the ones with the fewest mechanical injuries.

[18:10:19 08/26] [Guided-Discussion] Nymphali: I can see your point 0x1mm, but I trust people to still embellish what the game is already putting out by talking to the person and otherwise adding to the scene if that makes sense.

[18:10:51 08/26] [Guided-Discussion] AdamBlue9000: Indeed, and I appreciate it, but it could also scale with the skill of the surgeon. If someone is hung over or strung out, their hands might be shaky.

[18:10:55 08/26] [Guided-Discussion] robotdogfighter: You also have the @oheal me, @heal me, @personalheal me, and @opersonal heal me commands to tailor your healing messages.

[18:11:06 08/26] [Guided-Discussion] svetlana: huh really?

[18:11:11 08/26] [Guided-Discussion] robotdogfighter: Yep!

[18:11:12 08/26] [Guided-Discussion] AdamBlue9000: Also didn't know that.

[18:11:14 08/26] [Guided-Discussion] svetlana: WOW I had no idea

[18:11:19 08/26] [Guided-Discussion] gssmr has joined the channel.

[18:11:23 08/26] [Guided-Discussion] robotdogfighter: I discovered them like last week

[18:11:27 08/26] [Guided-Discussion] svetlana: so that's the 'you grit your teeth from the antiseptic' message right?

[18:11:27 08/26] [Guided-Discussion] Nymphali: Totally forgot that was a thing.

[18:11:43 08/26] [Guided-Discussion] 0x1mm: A good example (I think) is tattooing, which has some generic progression messaging but leaves a minute in between them for player poses.

[18:11:52 08/26] [Guided-Discussion] robotdogfighter: Mhm! Some medics like to adjust their stuff, been thinking of doing mine soon to be special

[18:11:54 08/26] [Guided-Discussion] BelladonnaRP: I've seen them in @messages before, but I don't know which one does what.

[18:12:09 08/26] [Guided-Discussion] LilMenace: That's what I was thinking with the permanent healing that has some timer on it, like 2-10 minutes, anything.

[18:12:24 08/26] [Guided-Discussion] Staff Neon: So what do we think? Is the idea of implementing message variety to heal good or not? 0x1mm, are you suggesting we increase the delay for in-site healing?

[18:12:36 08/26] [Guided-Discussion] robotdogfighter: Check your '@messages me'

[18:12:39 08/26] [Guided-Discussion] Staff Mono: Those messages are what it looks like when others see you being healed, what it looks like to you when you're being healed, what it looks like to you when you're healing yourself, and what it looks like to others when you're healing yourself, respectively, just for reference.

[18:13:07 08/26] [Guided-Discussion] robotdogfighter: Also increasing delay feels like, for what my complaint was, just another reason for people to dislike talking to medics in the clinic

[18:13:23 08/26] [Guided-Discussion] 0x1mm: No no. I'm just not sure canned messages makes for more roleplay, but I defer to the medical people on it.

[18:13:37 08/26] [Guided-Discussion] 0x1mm: It may make it cooler, which is important also.

[18:13:41 08/26] [Guided-Discussion] batko: as for purely the roleplay side of things, i dont think mechanics can do much to change the mindset of people posing or not posing

[18:13:46 08/26] [Guided-Discussion] BelladonnaRP: Robotdog, I have. The problem is, when looking at them, they don't match the messages I do see when healing people, as if the room I'm healing them from overrides that.

[18:13:56 08/26] [Guided-Discussion] robotdogfighter: True true

[18:14:00 08/26] [Guided-Discussion] Emily has left the channel.

[18:14:20 08/26] [Guided-Discussion] batko: i do think that the 'ambient' roleplay so to speak, such as the nipple clamps versus actual defib paddles, can encourage people to get into the immersion of what's going on

[18:14:23 08/26] [Guided-Discussion] Grig has left the channel.

[18:14:42 08/26] [Guided-Discussion] Staff Neon: Personally, it could potentially improve the immersion but I have on idea if it would make people roleplay less or more.

[18:14:43 08/26] [Guided-Discussion] batko: maybe some automated messages when you are under a certain threshold of HP, reminding you of how much pain you're in

[18:14:55 08/26] [Guided-Discussion] Nymphali: If nothing else I think better messaging will increase immersion, which imo encourages more roleplay. When things are TOO vague, I kind of feel more inclined to handwave stuff.

[Press 'Enter' to continue]

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[18:14:57 08/26] [Guided-Discussion] RatchetEffect: Initiating poses into your RP as a medical person could set the example for others to join in.

[18:15:03 08/26] [Guided-Discussion] robotdogfighter: I agree I'd like to just see nipple clamps at least remain in a certain shady place. Or maybe hide the clamps once you get to a better skill level

[18:15:14 08/26] [Guided-Discussion] 0x1mm: That's true, if you don't know what's happening, you can't react to it.

[18:15:33 08/26] [Guided-Discussion] BelladonnaRP: That's the original thing, I do pose. The problem is, I don't know what the general medical technology level I'm supposed to have is.

[18:15:38 08/26] [Guided-Discussion] Nymphali: Exactly 0x1mm.

[18:15:53 08/26] [Guided-Discussion] BelladonnaRP: When you use a medpak to stop bleeding... Is it a tourniquet? Bioglue? Gauze?

[18:16:00 08/26] [Guided-Discussion] batko: if it's a proper clinic or hospital, i dont think clamps make much sense, but yeah if it's some shady 'clinic' or ripperdoc den that makes sense to use some weird scrounged-up gear

[18:16:09 08/26] [Guided-Discussion] Nymphali: Choose your own adventure kit.

[18:16:29 08/26] [Guided-Discussion] Staff Neon: Would having more information on the available tools in the description of the item help?

[18:16:35 08/26] [Guided-Discussion] batko: the medpak used to actually say you take an spray-bandage out of it and spray it on your wounds

[18:16:39 08/26] [Guided-Discussion] batko: it may not anymore, im not sure

[18:16:48 08/26] [Guided-Discussion] robotdogfighter: It do not

[18:16:49 08/26] [Guided-Discussion] BelladonnaRP: It's not terrible to have that be up to the user, but... I've been told I was absolutely wrong for using bioglue, it was absolutely not available in the mix.

[18:16:57 08/26] [Guided-Discussion] gssmr has left the channel.

[18:17:01 08/26] [Guided-Discussion] Nymphali: I think it would, Neon! Especially if they tie in to the new messages.

[18:17:18 08/26] [Guided-Discussion] batko: yeah, it used to be an automatic bleed-stopper for everyone regardless of their skill, and the spray bandage represented that, but people were abusing it by doing it literally in the middle of combat

[18:17:36 08/26] [Guided-Discussion] Staff Neon: Okay, so let me share with you all the idea that we had for more long-term roleplay.

[18:17:47 08/26] [Guided-Discussion] BelladonnaRP: I'd love to have a bit more of an idea of what's expected inside these medpaks, especially since they all seem mass produced.

[18:17:50 08/26] [Guided-Discussion] svetlana listens carefully!

[18:17:53 08/26] [Guided-Discussion] Staff Neon: And I would love if people tell me if that is a horrible idea or a good idea or what ever!

[18:18:14 08/26] [Guided-Discussion] Nymphali listens.

[18:18:32 08/26] [Guided-Discussion] Staff Neon: Right now if you get hurt exponentially, you will have a temporary stat debuff that will linger for a very considerable amount of time.

[18:19:24 08/26] [Guided-Discussion] Staff Neon: the idea is for medics with good enough skill to be able to diagnose a set of long-term injuries that these generated and be able to treat them, to remove these stat debuffs. Maybe even have doctors have tools like physiotherapy which can give you a stat buff. The roleplay would happen in a non-threatening scenario, since you can do this after the fight is over.

[18:19:55 08/26] [Guided-Discussion] Staff Neon: You would need to diagnose the players and then give them what ever combination of drugs that they need for it, or treatment. It should ideally be done in a way that takes some time

[18:20:20 08/26] [Guided-Discussion] Staff Neon: We think that medpaks and the like will be used in quick, life-threatening scenarios like gang fights or while gang fights are ongoing. The idea is for this to be an avenue for more long prose roleplay.

[18:20:24 08/26] [Guided-Discussion] Staff Neon: What do you all think of that?

[18:20:27 08/26] [Guided-Discussion] BelladonnaRP: Yes. Yes. Yes. Yes. Yes.

[18:20:27 08/26] [Guided-Discussion] Nymphali already loves this.

[18:20:37 08/26] [Guided-Discussion] svetlana: Oooh I like this! So people could -actually- have broken legs or a pulled muscle or something...

[18:20:40 08/26] [Guided-Discussion] robotdogfighter: I like the stat debuff that encourages medic char healing. Therapist style chars that can help restore that gives another route of play for those higher level physicians to tie into their disease treatment! Do you think this could also be done in a way that might... Buff characters? Add to their stats as well if they are already healthy?

[18:20:59 08/26] [Guided-Discussion] 0x1mm: Can NPCs do this?

[18:20:59 08/26] [Guided-Discussion] robotdogfighter: That way you go see the doc for a checkup before a planned fight, get some extra preparatory care

[18:21:04 08/26] [Guided-Discussion] Nymphali: Big yes, so long as there are of course ways to see NPC doctors if necessary given medics can some times come and go or not be accessible in a pinch.

[18:21:05 08/26] [Guided-Discussion] AdamBlue9000: Practicing yoga each day could be pretty healthy.

[18:21:07 08/26] [Guided-Discussion] svetlana: mental health stat that updates based on your character @notes

[18:21:12 08/26] [Guided-Discussion] Staff Neon: Yes, I think if it works well, we can build it to have buffs, but the idea is to have an MVP. 0x1mm, NPCs would not be able to do this. And this is quite opt-in too.

[18:21:26 08/26] [Guided-Discussion] Staff Neon: If you have a PC that is not interested in this kind of roleplay, they dont have to get treated and heal it out like it happens right now.

[18:21:36 08/26] [Guided-Discussion] Nymphali: Hmm.

[18:21:51 08/26] [Guided-Discussion] Staff Neon: However, if you want to get these stat debuffs taken out, you go to the medic and it gets fixed.

[18:21:57 08/26] [Guided-Discussion] 0x1mm: But taking serious injuries would leave stat debuffs until a PC healed them?

[18:22:03 08/26] [Guided-Discussion] batko: i would love this, if it reworks first-aid to be more accessible but leaves the player in question with debuffs and penalties until they see a clinic or hospital, it would be great

[18:22:09 08/26] [Guided-Discussion] Staff Neon: It already works like that 0x1mm!

[18:22:19 08/26] [Guided-Discussion] Staff Neon: it's not permanent though and it wont be permanent

[18:22:22 08/26] [Guided-Discussion] robotdogfighter: This just gives a way to fix it?

[18:22:27 08/26] [Guided-Discussion] Staff Neon: basically

[18:22:34 08/26] [Guided-Discussion] 0x1mm: I've been healed by NPCs a million times though, this is PC only?

[18:22:46 08/26] [Guided-Discussion] batko: maybe make it more common on knockouts?

[18:22:52 08/26] [Guided-Discussion] Staff Neon: healing will wokr the way it does right now, fixing a stat debuff would be done by PCs

[18:22:56 08/26] [Guided-Discussion] AdamBlue9000: As long as it's balanced to prevent a doom-spiral where some poor guy gets the shit beat out of them constantly to the point where it costs them like 10,000 eddies to fix the injury and it would be literally cheaper to kill themselves.

[18:23:01 08/26] [Guided-Discussion] robotdogfighter: Think this way, an NPC doc can even be surpassed by PCs

[18:23:12 08/26] [Guided-Discussion] Staff Neon: Adam, this stat debuff already happens right now.

[18:23:17 08/26] [Guided-Discussion] Arcturus: would honestly give us more to work with.

[18:23:19 08/26] [Guided-Discussion] BelladonnaRP: Ahem. In actual words... I love this, because it makes long term care an actual thing, instead of a comment about coming in tomorrow if something feels wrong being flavor text. It encourages work to be done, and makes an existing thing, this stat debuff, more visible and interactable, and being able to interact more with something that already exists is always a plus in my mind.

[18:23:20 08/26] [Guided-Discussion] Staff Neon: The change is not about adding the stat-debuff.

[18:23:21 08/26] [Guided-Discussion] Nymphali: Honestly just having a persistent injury, even if it doesn't debuff you, that can only be healed by a PC is also RP-encouraging.

[18:23:39 08/26] [Guided-Discussion] Staff Mono: There's also only a very specific set of circumstances that cause the stat debuffs right now. You won't always see them, even if you fight a lot.

[18:23:40 08/26] [Guided-Discussion] crashdown: I like the idea but I'd worry characters who don't have investments in like chrome inside them would contemplate whether death was a better approach than paying to heal. But I'd also guess staff would monitor that kind of possible RP.

[18:23:41 08/26] [Guided-Discussion] Staff Neon: It's actually about having a way to remove it by opting in for more detailed roleplay if that makes sense?

[18:23:52 08/26] [Guided-Discussion] RatchetEffect: With regard to adding buffs, my opinion is that something like that would be better suited for masseuse type jobs and would help them bring in RP as well. Let the medical staff help reduce debuffs. Let massage therapists give buffs.

[18:24:06 08/26] [Guided-Discussion] BelladonnaRP: The fact that the debuff /already exists/ but people don't know about it encourages for a system like this to exist, if only to spread awareness.

[18:24:07 08/26] [Guided-Discussion] robotdogfighter: Yes, exactly for the massage therapists!!

[18:24:17 08/26] [Guided-Discussion] crashdown: But this would also incorporate chemists/drugs you said, neon?

[18:24:19 08/26] [Guided-Discussion] robotdogfighter: They should totally be let in on the medical side.

[18:24:29 08/26] [Guided-Discussion] Nymphali: Would you still visibly have an injury, Neon? I think having one haunt your nakeds somewhere would be good incentive to go on its own, for sure.

[18:24:40 08/26] [Guided-Discussion] Staff Neon: No, crash, it would likely require the medic to give drugs to the patient. Maybe they use a chemist for that.

[18:24:43 08/26] [Guided-Discussion] AdamBlue9000: Delicious delicious painkillers to temporarily stave off the effects.

[18:24:59 08/26] [Guided-Discussion] AdamBlue9000: Watch out, or you'll get addicted to them.

[18:25:07 08/26] [Guided-Discussion] robotdogfighter: Encouraging massage therapists and physical trainers to get more rp to tie in with medics would be awesome. Both mix and topside benefit from that

[18:25:08 08/26] [Guided-Discussion] crashdown: Yes sorry that's what I meant, neon. The medical PC would come up with a drug treatment plan like you mentioned and they can go to the chemist, etc. I think that'd be nice.

[18:25:14 08/26] [Guided-Discussion] Staff Neon: We were thinking about having it actually have a message on @stats

[18:25:23 08/26] [Guided-Discussion] Staff Neon: right now you would only see the - next to the stat

[18:25:41 08/26] [Guided-Discussion] Staff Neon: wheras with this, you type @stats and you see the - plus a message that says 'You have sustained long-term injury. Go to a doctor to get it treated!'

[18:25:45 08/26] [Guided-Discussion] Nymphali: That works too, I just think it's a shame injuries tend to fade so quickly. If you can sleep off a shotgun blast to the gut it's a little immersion-killing.

[18:25:45 08/26] [Guided-Discussion] svetlana: Ooh what if you added it to shortdesc? 'A well-dressed tall person with a limp walks in from the east'

[18:26:04 08/26] [Guided-Discussion] Staff Neon: the thing is that i dont know if it'll be limps, it could be organ damage or that kind of stuff. but if i can do something like that maybe!

[18:26:09 08/26] [Guided-Discussion] robotdogfighter: Or just, 'an x, who looks injured'

[18:26:25 08/26] [Guided-Discussion] BelladonnaRP: It seems like a system that should definitely be expanded upon, then, and I really like this idea for expanding on it.

[18:26:28 08/26] [Guided-Discussion] Nymphali: It could be in their health message indicator like drug withdrawals, 'x looks a little fucked up' etc.

[18:26:33 08/26] [Guided-Discussion] svetlana: Should give people liver damage if they get too drunk all the time

[18:26:36 08/26] [Guided-Discussion] crashdown: As someone who updates my @nakeds for major injuries and burns and tries to seek additional treatment for that type of stuff beyond the basics, I love the idea even with my one worry which isn't a major worry.

[18:26:48 08/26] [Guided-Discussion] 0x1mm: Well that would definitely force more use of PC doctors but combat is already pretty win more/lose more.

[18:27:02 08/26] [Guided-Discussion] Staff Neon: So let me clarify something real quick.

[18:27:03 08/26] [Guided-Discussion] Nymphali: I try to do that as well, Crash. It should be encouraged either way!

[18:27:23 08/26] [Guided-Discussion] robotdogfighter: I absolutely love that at least we can expand more chemist and masseuse interactions too.

[18:27:30 08/26] [Guided-Discussion] Nymphali nods.

[18:27:38 08/26] [Guided-Discussion] Staff Neon: We are exposing a Sindome mechanic that already exists in Sindome. The stat debuff already is in game. Under specific circumstances, you lose stats. It happens in game. It lasts for X amount of days. There is no way to remove it until it expires.

[18:27:44 08/26] [Guided-Discussion] BelladonnaRP: This doesn't seem to change combat, 0x1, since the debuff /already/ exists, just that there would be a way to take care of it.

[18:27:48 08/26] [Guided-Discussion] RatchetEffect: Yea. Splitting it like that lets medical staff prescribe massage therapy and send you to another PC for RP.

[18:28:11 08/26] [Guided-Discussion] Staff Neon: With this, we would piggy-back off that system and have a way to actually FIX that mechanic. And we would add some messaging on @stats / maybe other places / to suggest you can get it treated.

[18:28:20 08/26] [Guided-Discussion] crashdown: I'm familiar with that mechanic, yeah, lol. I like readjusting it for this purpose. I think it's a good idea and one that helps put medics to work and seen as necessary, which imo they are.

[18:28:20 08/26] [Guided-Discussion] Staff Neon: IF you do not get it treated, it will work EXACTLY as it does right now in Sindome.

[18:28:27 08/26] [Guided-Discussion] 0x1mm: I've never seen a debuff last more than like 24 hours though, not indefinitely.

[18:28:44 08/26] [Guided-Discussion] Staff Neon: i can tell you they do last quite a healthy amount of time

[18:28:55 08/26] [Guided-Discussion] 0x1mm: Showing negative stats?

[18:29:00 08/26] [Guided-Discussion] Nymphali: Yeah I still think this is a fantastic idea. My only concern, as some have already raised, is cost and availability of PCs which is some times very difficult, but hopefully it will be something even newer PCs can manage to access.

[18:29:18 08/26] [Guided-Discussion] Staff Neon: if you dont have PCs / the money, you can handle it the way its handled right now right?

[18:29:24 08/26] [Guided-Discussion] Nymphali: True!

[18:29:30 08/26] [Guided-Discussion] 0x1mm: Unless it's faking the negatives disappearing I've slept off the current penalty before.

[18:30:03 08/26] [Guided-Discussion] robotdogfighter: Consider your char's health condition as well, 0x1, that could also affect your own healing

[18:30:05 08/26] [Guided-Discussion] crashdown: And now instead of sleeping off PCs could go get it fixed quicker by other PCs. Which is a bonus.

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[18:30:16 08/26] [Guided-Discussion] Nymphali: Agreed.

[18:30:18 08/26] [Guided-Discussion] crashdown: And a positive reinforcement of RP.

[18:30:29 08/26] [Guided-Discussion] Staff Neon: yeah and hopefully in a manner that includes roleplay and more medical drama that we currently dont have

[18:30:35 08/26] [Guided-Discussion] Nymphali: Sleeping it off always felt really unthemely and just plain unrealistic. If your limbs are hanging off by a thread maybe you should go to the hospital.

[18:30:47 08/26] [Guided-Discussion] 0x1mm: Well zero change to the current passive recovery is fine by me, but penalties for days/forever has not been my experience and sounds new.

[18:31:09 08/26] [Guided-Discussion] robotdogfighter: You might also not be getting injured enough

[18:31:58 08/26] [Guided-Discussion] Staff Neon: Okay! Sounds like this one has been discussed unless anyone else has ideas there?

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[18:32:16 08/26] [Guided-Discussion] Nymphali: Yeah no A+ idea, love it chef's kiss.

[18:32:30 08/26] [Guided-Discussion] robotdogfighter: I lovelovelove it.

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[18:32:32 08/26] [Guided-Discussion] AdamBlue9000: I'd test run it first, obviously, and then adjust how prices work for medicine, ect, iron out the details, fine-tune it, stuff like that.

[18:32:37 08/26] [Guided-Discussion] 0x1mm: More easier recovery would be cool, anything you could keep someone in siege in their pad and prevent them from ever recovering might be bad.

[18:32:55 08/26] [Guided-Discussion] 0x1mm: As long as there is some passive recovery like now, then sounds like a plus.

[18:33:12 08/26] [Guided-Discussion] Staff Neon: What else do we think needs to be improved? Without going into IC info -- about medical roleplay / medical jobs?

[18:33:41 08/26] [Guided-Discussion] Nymphali: There were two topics on the boards today that I think present a very good idea for improved medic experience.

[18:33:59 08/26] [Guided-Discussion] robotdogfighter: Is it the epic and awesome CPR idea?

[18:34:06 08/26] [Guided-Discussion] Staff Neon: Which ones are those? I have not been able to skim.

[18:34:13 08/26] [Guided-Discussion] robotdogfighter: Here http://sindo.me/SJ6f_Qda2

[18:34:18 08/26] [Guided-Discussion] AdamBlue9000: CPR to increase the 'death timer' sounds like a great idea.

[18:34:18 08/26] [Guided-Discussion] Nymphali: Mmhm! CPR/generally being able to revive people on the fly.

[18:34:36 08/26] [Guided-Discussion] robotdogfighter: I wont say on the fly, thats a misrepresentation

[18:35:03 08/26] [Guided-Discussion] Nymphali: Also this one: http://sindo.me/BkkLuXO62

[18:36:18 08/26] [Guided-Discussion] Staff Neon: Hmm, do we think that would improve roleplay? Could that make Sindome an even safer place? It feels like a major change that would make people die less, but I am curious about people's thought. I like the idea from an immersion standpoint and probably a roleplay standpoint.

[18:36:54 08/26] [Guided-Discussion] BelladonnaRP: So, both were born out of the problem that medics tend to show up, and then leave a scene if someone has flatlined.

[18:36:58 08/26] [Guided-Discussion] Nymphali: It might decrease the amount of deaths, but imo would increase the amount of roleplay and conflict therein.

[18:37:25 08/26] [Guided-Discussion] BelladonnaRP: You can't RP with the other people in the scene, because doing so risks that the patient dies.

[18:37:54 08/26] [Guided-Discussion] crashdown: I'm very against making resuscitation in the field cheaper and easier to do. I did propose in xooc to make it so EMTs etc who get access to ambulances/air ambulances to be able to use those vehicles to resuscitate on the street rather than forcing someone into the back.

[18:37:58 08/26] [Guided-Discussion] Staff Neon: What do combat characters think about this? Solos? I love the idea from a medical standpoint. I worry about the balance.

[18:38:13 08/26] [Guided-Discussion] Staff Neon: Why are you against it? Could you expand on it?

[18:38:27 08/26] [Guided-Discussion] crashdown: Let me find my original answer, one moment.

[18:38:55 08/26] [Guided-Discussion] Nymphali: I don't think it would make solo work harder because if the intent is to kill outright, you'll still be able to. What it does do is open up more opportunity for live capture and maimings as opposed to vatting, which means more roleplay.

[18:39:03 08/26] [Guided-Discussion] BelladonnaRP: When discussing it in XOOC, we ended up going more towards things that increase the death timer, rather than things that resuscitate in the field.

[18:39:17 08/26] [Guided-Discussion] svetlana: Live capture is fun, should encourage it more yes

[18:39:18 08/26] [Guided-Discussion] 0x1mm: Doesn't effect solos at all really, you can kill people forever if you want to.

[18:39:21 08/26] [Guided-Discussion] batko: i have a lot to say about it, really so i can collect my thoughts an say it

[18:39:24 08/26] [Guided-Discussion] BelladonnaRP: Though, as Nymphali mentions, you can still instantly snap a neck.

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[18:39:51 08/26] [Guided-Discussion] 0x1mm: It does let you save people who you do want to save, and enables more of the roleplay rather than vatting that many people have been asking for in the game.

[18:40:04 08/26] [Guided-Discussion] batko: mainly, combat characters and solos are the only people who are capable of holding a kitbag with any confidence in the mix, and historically the only people to use them in the mix are those who are combat character who do medic play for fun or just straight-up solos who have skillsofted to use them

[18:40:54 08/26] [Guided-Discussion] crashdown: Finding my original answer is going to take too long. I don't like the idea because I think first and foremost, it negates the medical skill investment for those and it's also got the potential to devolve into combat-oriented characters using skillsofts and the newly cheap resus to just exclude medics forever.

[18:41:01 08/26] [Guided-Discussion] crashdown: I'm separating my thoughts here to not wall of text everyone.

[18:41:16 08/26] [Guided-Discussion] 0x1mm: I don't think it negates investment if you scale outcomes based on skill.

[18:41:29 08/26] [Guided-Discussion] batko: the extreme price of the bag is just prohibitive to anyone but corpies and the aforementioned solos, medics never actually use them, there used to be a medic 2+ years ago that would use them frequently and after doing superficial healing and resuscitation in the field, drive the patient to the clinic to continue the roleplay and treatment

[18:41:37 08/26] [Guided-Discussion] 0x1mm: And in any case, medics are almost by definition lower skilled.

[18:42:04 08/26] [Guided-Discussion] Staff Neon: So right now, your chummer dies, you go to the clinic. With this, could you skim around that?

[18:42:05 08/26] [Guided-Discussion] BelladonnaRP: Oh, crashdown, that's why I encouraged something that doesn't resuscitate, but just keeps someone from dying. You still need someone with the skills or tools to actually resuscitate.

[18:42:09 08/26] [Guided-Discussion] crashdown: I also don't like it because I don't feel it fixes the core issue at hand, because I'm not so certain people still won't leave the scene while the medic resus RP is going on. I also think it discourages the idea of hiring bodyguards, using the security medical personnel do have, etc.

[18:42:21 08/26] [Guided-Discussion] crashdown: Yes I like your CPR idea, belladonna.

[18:42:25 08/26] [Guided-Discussion] 0x1mm: How does it discourage bodyguards?

[18:42:44 08/26] [Guided-Discussion] batko: i dont think kitbags need a skill adjustment, mainly a price adjustment, or if that is not feasible, i think FSMC, CGH, etc should issue kitbags to medics that are biometrically locked

[18:42:52 08/26] [Guided-Discussion] crashdown: If you aren't hiring bodyguards right now to protect you with the defib chrome or kitbags, you aren't going to hide them to protect you with the 1-5k resus stuff.

[18:42:53 08/26] [Guided-Discussion] Nymphali: Solos also run the risk of having their skillsofts smacked out of their heads, so it's not always the most viable solution as opposed to just having organic skill or a medic on standby.

[18:43:03 08/26] [Guided-Discussion] crashdown: *hire them.

[18:43:09 08/26] [Guided-Discussion] batko: and also, expecting poor mix medics to hire bodyguards is never going to happen unless you give them a budget

[18:43:12 08/26] [Guided-Discussion] Staff Neon: Ohhhh, I thuoght you were referring to the CPR idea crash

[18:43:39 08/26] [Guided-Discussion] crashdown: No sorry, I like the CPR idea a lot. I don't like the idea of cutting down the kitbag/defib prices or making it easier in terms of skill to resus. I love the CPR idea.

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[18:43:56 08/26] [Guided-Discussion] 0x1mm: That seems like a non sequitur to me. There is no requirement that a solution for medics also solve bodyguarding.

[18:44:08 08/26] [Guided-Discussion] crashdown: Well it's an RP game, 0x1mm.

[18:44:10 08/26] [Guided-Discussion] 0x1mm: It was never claimed to, it wasn't the discussion topic.

[18:44:33 08/26] [Guided-Discussion] robotdogfighter: Biolocked kitbags issued out by head physicians to competent and certified chars would be interesting

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[18:44:49 08/26] [Guided-Discussion] robotdogfighter: Consider it a career achievement to be entrusted one

[18:44:49 08/26] [Guided-Discussion] crashdown: That's also an idea, robot. There are other areas in the game where people are provided kitbags.

[18:44:53 08/26] [Guided-Discussion] 0x1mm: The issue I see for this is that (in the Mix) medics are always the entry level people.

[18:45:00 08/26] [Guided-Discussion] Nymphali: I agree Robot!

[18:45:07 08/26] [Guided-Discussion] RatchetEffect: One thing I'd like to point out is medics working in the streets don't necessarily mean the end of RP unless you're buying into certain IC mentalities. Trouble doesn't have to stop just because a medic arrives.

[18:45:43 08/26] [Guided-Discussion] 0x1mm: Highly skilled medical people are almost, by definition, not medics. Batko and I discussed how the one case where there was someone doing field revives they were a highly skilled character who was basically slumming.

[18:45:53 08/26] [Guided-Discussion] robotdogfighter: You would have to at least have the minimum of skill to resus someone to be bestowed one by your boss after probation and with investment into skill in my opinion

[18:46:21 08/26] [Guided-Discussion] 0x1mm: The issue is just that hasn't happened, for years. I think because the cost is too high.

[18:46:59 08/26] [Guided-Discussion] batko: a highly skilled character in both combat and medicine, mind you

[18:47:10 08/26] [Guided-Discussion] 0x1mm: Yes, basically a solo doctor.

[18:47:11 08/26] [Guided-Discussion] BelladonnaRP: Ratchet, the problem is less on the end for the rest of the scene, and more on the side of the medic. The medic doesn't RP, they show up, grab the flatliner, and then leave. They have to leave, because otherwise spending time RPing at the scene risks the patient dying. The medic then drags someone they have no audience with(because they're dead) to be resuscitated.

[18:47:18 08/26] [Guided-Discussion] batko: they were only confident in carrying a 100k kitbag around the mix because they could protect it

[18:47:39 08/26] [Guided-Discussion] batko: the rarity of these kitbags makes it so i actually have a really hard time justifying hiring a medic to come with me on dangerous operations

[18:47:55 08/26] [Guided-Discussion] 0x1mm: And even for experienced medical professionals, the kitbag is overpriced.

[18:48:07 08/26] [Guided-Discussion] batko: because i know that they can't actually save anyone if they flatline, unless we get one of the very overpriced and rare artifacts

[18:48:33 08/26] [Guided-Discussion] Nymphali: Exactly, it's excluding them from dangerous and shady gigs they could otherwise get to be a part of.

[18:49:55 08/26] [Guided-Discussion] batko: i try to avoid skillsofting if i can ever help it, but in the case of the absurdly priced kitbag, i feel like it'd be a situation where the price would make me want to just buck up for a corresponding soft to go with it

[18:50:03 08/26] [Guided-Discussion] Staff Neon: It sounds like there's divided opinions on this and maybe we can follow up on this idea in the thread perhaps.

[18:50:23 08/26] [Guided-Discussion] 0x1mm: My opinion is the 'gameplay value' of field revives is stuck in 2098, and didn't really evolve with the rest of the game.

[18:50:36 08/26] [Guided-Discussion] Staff Neon: How so, 0x1mm?

[18:51:11 08/26] [Guided-Discussion] robotdogfighter: I still stand by my idea of a biolocked version of a kitbag, or maybe just something that is not prohibitively expensive and can be loaned out to whoever a senior medic is

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[18:51:13 08/26] [Guided-Discussion] 0x1mm: They're stronger when you have small groups of extremely high UE characters always playing together.

[18:51:27 08/26] [Guided-Discussion] 0x1mm: Which is much less common.

[18:51:50 08/26] [Guided-Discussion] batko: my serious question to people to oppose it: what do you lose when kitbags are more frequent? players die less often, more roleplay happens instead of purely vattings, the ambiance and theme of the game benefit from no longer having to always drag people across sector by the ankles into a clinic, etcetera.

[18:51:51 08/26] [Guided-Discussion] svetlana: Agree, Robot, maybe when medics get promoted to be able to drive the ambulance, they can also get a kit bag

[18:52:06 08/26] [Guided-Discussion] batko: what is it that people are so worried about?

[18:52:29 08/26] [Guided-Discussion] Staff Neon: In my (extremely personal) opinion, the game does need more death!

[18:52:59 08/26] [Guided-Discussion] 0x1mm: I don't think kitbags really effect situations where the desired outcome is someone dying though.

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[18:53:16 08/26] [Guided-Discussion] robotdogfighter: That only really affects about 2 clinics that I know of, since others rely on flight as a totally different role, and is not something commonly done by both, svetlana.

[18:53:17 08/26] [Guided-Discussion] Nymphali: The game needs more roleplay consequences as opposed to vat trips, but I know that opinion differs from person to person.

[18:53:24 08/26] [Guided-Discussion] 0x1mm: Making them easier (or having CPR) mostly effects situations where death is accidental.

[18:53:27 08/26] [Guided-Discussion] batko: i agree, but i also think that the fact that so many solos turn down nonlethal bounties due to it being a purely logistical nightmare is just unfortunate

[18:53:38 08/26] [Guided-Discussion] Nymphali nods.

[18:53:40 08/26] [Guided-Discussion] Staff Neon: That's also true

[18:53:42 08/26] [Guided-Discussion] Staff Neon: IMHO

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[18:53:45 08/26] [Guided-Discussion] Nymphali: It's a logistical nightmare.

[18:54:00 08/26] [Guided-Discussion] Staff Neon: But it sounds like another topic of discussion

[18:54:14 08/26] [Guided-Discussion] robotdogfighter: making death not so much less common, but easier to work around could def help medical players, starting with CPR

[18:54:16 08/26] [Guided-Discussion] Nymphali: That's fair.

[18:54:18 08/26] [Guided-Discussion] RatchetEffect: I'm not a huge fan of biolocked anything. I consider them freebie items and counter-themed in general, outside of a very select few items I'm aware of.

[18:54:30 08/26] [Guided-Discussion] batko: i wish i could hire medics to come on combat operations more, but it's just not really viable at the moment due to the huge overhead of the kitbag

[18:54:49 08/26] [Guided-Discussion] Nymphali: Yeah technically flatlining is still dying! And could come with some painful debuffs via the new system discussed.

[18:54:51 08/26] [Guided-Discussion] crashdown: I'm not actually opposed to the idea of a slash cut in kitbags, even though it's not as expensive as you say from my last memory. What I'm opposed to is the idea that the necessary fix and the first fix is to do something codedly. Because for me. And this is just me.

[18:55:04 08/26] [Guided-Discussion] crashdown: I think the real disease, no pun intended, around medical RP and including medics is an unwillingness by the non-medic playerbase.

[18:55:18 08/26] [Guided-Discussion] robotdogfighter: the cost of hiring a medic vs cost of hiring a medic and reimbursing nearly 100k of just 1 single item is insane now that i think of it and slashing this price is something im more on board with too

[18:55:18 08/26] [Guided-Discussion] RatchetEffect: I also think a lot of things have been dropped in price over the last few years as ambient income has been lowered. I don't see why the kitbag wouldn't be scaled in the same fashion.

[18:55:25 08/26] [Guided-Discussion] crashdown: And I'd like to see us as a community put concentrated effort into helping our medical players have a fulfilling experience and finding ways to include them.

[18:55:45 08/26] [Guided-Discussion] RatchetEffect: If it hasn't already been, I mean.

[18:55:57 08/26] [Guided-Discussion] 0x1mm: Culture follows code.

[18:56:03 08/26] [Guided-Discussion] crashdown: You know you say that.

[18:56:11 08/26] [Guided-Discussion] 0x1mm: If players had a reason to stick around to roleplay, they would.

[18:56:18 08/26] [Guided-Discussion] crashdown: But while code does help, also actively being out there and encouraging change goes a long, long ways.

[18:56:29 08/26] [Guided-Discussion] Nymphali: I think you're both right, tbh.

[18:56:29 08/26] [Guided-Discussion] 0x1mm: Sure, I agree.

[18:56:38 08/26] [Guided-Discussion] batko: my issue is that i am trying to find ways to include them and it just isn't viable beyond bringing them along as as a token medic while knowing full-well they arent able to help in a serious situation

[18:58:26 08/26] [Guided-Discussion] Staff Neon: Why is n't it viable?

[18:58:32 08/26] [Guided-Discussion] The discussion of 'medical roleplay' has been extended for another hour.

[18:58:32 08/26] [Guided-Discussion] Staff Neon: Why is n't it viable?

[18:58:35 08/26] [Guided-Discussion] robotdogfighter: But also, some people gotta think that just plopping a corpse at the foot of a new medic and going "heal them" halfway across sector isn't exactly... going to give a good outcome. sure the rp is exciting but it just sorta amplifies a feeling of uselessness and discourages me from even wanting to help in the field when i know i failed once already on it, and miserably at that, with terrible consequences after

[18:59:14 08/26] [Guided-Discussion] robotdogfighter: considering the necessary investment is added up to nearly 100k+

[18:59:23 08/26] [Guided-Discussion] 0x1mm: Well that's why I want to empower field healing.

[18:59:37 08/26] [Guided-Discussion] 0x1mm: I don't think medics should feel like glorified body draggers.

[18:59:57 08/26] [Guided-Discussion] Nymphali: Also it's just kind of objectively cool to be a proper field medic who can actually rush into the thick of battle and try to keep a baka alive.

[19:00:04 08/26] [Guided-Discussion] 0x1mm: They should feel like skill first responders, not conveyers for a room heal.

[19:00:07 08/26] [Guided-Discussion] robotdogfighter: but even that, i also dont want to feel like i as a player am bad at the game because i couldnt manage what so many people tell me is simple and i should be able to do

[19:00:39 08/26] [Guided-Discussion] RatchetEffect: A certain patch was mentioned by Reefer in one of the threads Nymph shared. Ox1mm, you mentioned you have to strip people to use it I think? Why not remove that part of its usage and include relevant messages back that show medics moving clothes out of the way to access the wound or something?

[19:00:39 08/26] [Guided-Discussion] Napoleon: personally, beyond fleshing out theme on what the standard of medical technology and treatment plans are for IC knowledge, I'd love to see a second iteration of the heal command for in-clinic roleplay. A generic treat that generates a message of the doctor beginning to heal with an OOC timer of expected treatment time would work, so that way roleplay can be happening between involved parties.

[19:00:59 08/26] [Guided-Discussion] 0x1mm: Well think of it like this RDF: You want to be a good medic PC, so you train your appropriate stats and skills, and learn how to use medical tools.

[19:01:23 08/26] [Guided-Discussion] Nymphali: Making patches usable over armor would go a long way, but we should still want to give medics jobs.

[19:01:29 08/26] [Guided-Discussion] crashdown: I do think using patches should be looked at and made more accessible. Maybe if medical PCs could bypass the having to strip.

[19:01:33 08/26] [Guided-Discussion] 0x1mm: And what ends up happening is the actual skill rolls you're making are strength and stamina checks to carry a corpse across town.

[19:01:56 08/26] [Guided-Discussion] robotdogfighter: Exactly what 0x1 is saying!

[19:02:01 08/26] [Guided-Discussion] Nymphali nods.

[19:02:21 08/26] [Guided-Discussion] RatchetEffect: Even though I never used a kitbag, and patches were way cheaper, it was years before I learned the latter even existed because they were so non-existent in any RP I'd ever been in.

[19:03:36 08/26] [Guided-Discussion] batko: to neon: it's not viable because the item that enabled a medic to be a combat medic is too rare and too expensive

[19:03:52 08/26] [Guided-Discussion] 0x1mm: Medics vs WCS is just a distinction if the cargo is cold. Medics should be dynamos on location. I hear what people are saying about feeling they got nothing else to work towards if they can revive in the field though.

[19:03:58 08/26] [Guided-Discussion] batko: it's better to just hope nobody flatlines, stop your bleeding, and then drive to a clinic after

[19:04:02 08/26] [Guided-Discussion] Napoleon: you could also probably expand the time limit on how long a corpse can be revived, and maybe examining existing medications & drugs to add coded applications for them that gives more overlap to chemist/pharmacist to medic roleplay. creating drug concoctions that can jump-start a heart and prolong time before going to clone, and etc.

[19:04:07 08/26] [Guided-Discussion] RatchetEffect: Heh, I was literally just thinking the same thing, Ox1.

[19:04:18 08/26] [Guided-Discussion] crashdown: I wonder if the rarity is existing because of any issues with stock in a certain store not moving fast enough.

[19:05:12 08/26] [Guided-Discussion] robotdogfighter: I want to jab enough epinepherine into a baka to make a steak jump. let's take a look at some pharmacological resuscitation!! embrace chemists!!

[19:05:28 08/26] [Guided-Discussion] Nymphali: Drugs are the way.

[19:05:30 08/26] [Guided-Discussion] 0x1mm: Yeah fair enough, there are lots of ways to do it I think.

[19:05:42 08/26] [Guided-Discussion] crashdown: I like the idea, napo.

[19:05:59 08/26] [Guided-Discussion] Napoleon: that's what I was suggesting, robotdog. Drugs in Withmore are underwhelmingly used, and it's easier to repurpose and supplement existing code than having to do a long overhaul

[19:06:10 08/26] [Guided-Discussion] AdamBlue9000: Mmn, Bicardine... Ah, wait, not SS13.

[19:06:19 08/26] [Guided-Discussion] BelladonnaRP: Oh, on Napoleon's comment... I'd love if using HEAL in a clinic or hospital didn't require you to spam the HEAL command over and over, but just kept going until you were done. It's hard to spend time roleplaying between it if I'm having to stop and type the command over and over(even if updates to the webclient for extra command prompts helps a lot in this regard!).

[19:06:33 08/26] [Guided-Discussion] robotdogfighter: we totally have drugs that can do some cool stuff. Let's see some more off label uses.

[19:06:41 08/26] [Guided-Discussion] Nymphali: Yes, yes and yes.

[19:06:51 08/26] [Guided-Discussion] Staff Neon: Interesting idea

[19:07:00 08/26] [Guided-Discussion] Napoleon: Combat stims administered by emergency injection would also bypass the limitations of stim-patches. And no, I don't want it to keep going. If you're shit at healing, constant healing should get progressively worse because your skills suck, and you're now actively harming the patient

[19:07:04 08/26] [Guided-Discussion] crashdown: I think the heal command works like that because of the NPC healers and charging, belladonna.

[19:09:36 08/26] [Guided-Discussion] Staff Neon: Okay, I am on my last few fumes, but it sounds like we've gotten some awesome input.

[19:09:42 08/26] [Guided-Discussion] Staff Neon: Is there anything else anyone would like to add?

[19:09:59 08/26] [Guided-Discussion] Kalii: @rewind

[19:10:05 08/26] [Guided-Discussion] Kalii: ah....

[19:10:06 08/26] [Guided-Discussion] robotdogfighter: I like what was discussed, especially the therapy and CPR. AND, drugs for resus...

[19:10:15 08/26] [Guided-Discussion] Nymphali: Same.

[19:10:36 08/26] [Guided-Discussion] SoftAndWet: These guided discussions are super interesting and appreciated.

[19:10:46 08/26] [Guided-Discussion] RatchetEffect: Last thing from me. On the topic of drugs in withmore medical staff could get RP from addicts. Maybe a sober-up type thing for candy that can only be mixed up in hospitals and is tightly controlled. People with addiction could start coming in for treatment and RPing their symptoms, etc. Medics can give advice on overcoming it and offer sober-up II to help relieve the withdrawal symptoms (but not reduce the time to overcome it?). Could also help with psychologist RP.

[19:10:54 08/26] [Guided-Discussion] svetlana: Thanks for taking the time to speak with us about this and get our feedback! :D

[19:10:58 08/26] [Guided-Discussion] crashdown: I would like to see an expansion of the disease system to incorporate poisons and to use your new system for treating debuffs used to then help heal and ward off the dangers of poisons coursing through your veins. More poisons. More diseases! But I'm on the rare end of actually enjoying diseases.

[19:11:00 08/26] [Guided-Discussion] Napoleon: more diseases and infections within the mix to represent how fucked up and terrible the living conditions are. combat injuries derived from sus places should have auto chance of infections, etc :(

[19:11:16 08/26] [Guided-Discussion] Nymphali: Oh, yeah. Can PC medics get access to detox stuff?

[19:11:21 08/26] [Guided-Discussion] robotdogfighter: Soberup treatments could be great for Psychologist characters

[19:11:27 08/26] [Guided-Discussion] RatchetEffect: I'll see about making a BGBB thread for it since we're outta time.

[19:11:29 08/26] [Guided-Discussion] 0x1mm: The diseases were getting out of hand there for a while though lol

[19:11:40 08/26] [Guided-Discussion] svetlana: I think that was because it was a @bug

[19:11:43 08/26] [Guided-Discussion] Nymphali: Also agree with Crash, more sickness pls.

[19:11:50 08/26] [Guided-Discussion] Staff Neon: Yes please, bgbb threads for these new ideas would be awesome so we can discuss!

[19:12:39 08/26] [Guided-Discussion] 0x1mm: I would just throw out there that diseases really hit very casual players hard, force them inside and require expensive treatments.

[19:13:10 08/26] [Guided-Discussion] Nymphali: True.. maybe there's a middle ground somewhere.

[19:13:29 08/26] [Guided-Discussion] Napoleon: then that means it's a chance to revisit what's making it so hard by providing more comprehensive, alternative treatments such as arming current drugs to help combat symptoms and maladies, etc?

[19:13:34 08/26] [Guided-Discussion] BubbleKangaroo: We need more infestations.

[19:13:52 08/26] [Guided-Discussion] Nymphali: Medics have access to certain chemicals in-clinic that they'd otherwise have to buy to use outside of it, disease treatment could work similarly with the exception of a few.

[19:13:53 08/26] [Guided-Discussion] crashdown: I think there are only a few which require very expensive treatments, maybe only one or two. But staying inside is a choice and I'd encourage people to RP through them. But you could change part of this by making it part of neon's change to the system to incorporate healing debuffs actively through PC medics.

[19:14:22 08/26] [Guided-Discussion] Nymphali nods.

[19:14:27 08/26] [Guided-Discussion] 0x1mm: 4-5 kay is a lot for casual players, comparable to dying.

[19:14:33 08/26] [Guided-Discussion] Nymphali: Yup.

[19:14:43 08/26] [Guided-Discussion] Nymphali: Or riding it out inside.

[19:14:47 08/26] [Guided-Discussion] 0x1mm: If treatments were 500c I would feel different.

[19:16:23 08/26] [Guided-Discussion] Staff Neon: Okay, thank you all for coming, I gotta dash to eat! But I really appreciate you all and we'll see you all in the game, we'll discuss all of these things and the things we haven't been able to discuss please suggest we post them so we don't miss them!

[19:16:35 08/26] [Guided-Discussion] Nymphali cheers.

[19:16:37 08/26] [Guided-Discussion] Staff Neon: I am hoping I can run more of these so that we can lead the development of the game based on what the game actually needs.

[19:16:48 08/26] [Guided-Discussion] Staff Neon: Keep having fun. Much love!

[19:17:21 08/26] [Guided-Discussion] BelladonnaRP: Thank you for hosting!

[19:17:34 08/26] [Guided-Discussion] Nymphali: Yes thank you for your time! Great discussion.

[19:17:41 08/26] [Guided-Discussion] crashdown: Yeah thanks.