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Health

The topic of the rapid rate of healing has come under scrutiny by the Admin recently, and we would welcome some feedback from the players.

Presently health is being gained back at a very rapid rate. So rapid that someone can basically unload a �few bullets into his chest every 3 hours, and still be fully healed for that evening's run.

Now while some of you may see that as being A Good Thing™, in the name of roleplaying it just simply dosn't make alot of sence.

Normally when someone is seriously damaged (shot with a pistol several times) it can take literally YEARS to fully recover, and some people never do.

Now of course there's reality, and then there's what goes on outside the MOO. (Ha ha, little joke there) Obviously it would be completely unreasonable to expect you to wait years before you get all of your health back, but the suggestion of elongating the time required has been generally agreed upon.

Generally the arguments range from several (more) hours, to at the maximum 4-5 days to COMPLETEY heal from death's door.

Now please do keep in mind that there are several methods for recovering health programed in the game when weighing in your arguments. Yes, the cost of clones has recently risen, but the point is NOT to die here folks. You don't NEED to update every single day. This change would not otherwise affect your battle in any way. It would mearly make you able to battle to the near death less often... And let's face it, that's realistic.

With that said, we welcome your comments and opinions.

Thank you very much!
-Kevlar

Good to see the reversal of old decisions is still going strong since I departed because of it.

Course, I remember when the healing rate was significantly faster than it is now and seem to recall several occasions when the suggestion of decreasing it further was thrown out.

I personally think the healing rate is ridiculously fast - however, if one can clone an netire human being, after all those years medical advancements should be pretty damn impressive - compare the early 1900's to today, or even the 1970's to today.

I think healing should be excruciatingly slow, unless one receives treatment. Then it should be faster. There could also be fast-healing drugs with interesting side-effects. (yum)

What would also be interesting is to have serious wounds possibly deteriorate as to FORCE someone who's been shot to go to the doctor, and also lengthen bleed-out times. Maybe even have the possibility of someone being listed a 'corpse' before they're actually dead, opening the way for ambulances and paramedics and whatnot and being 'left for dead'. The death text is fairly long, so it'd be interesting if during that time (until the player gets to the choice between the light and the clone) they could be revived by someone sufficiently equipped and skilled. It'd make medic a viable and interesting career. Maybe stick in some Trauma Team-like contracts with implanted heart-beat monitors or whatnot.

Just a thought.

The 10 minute 'death messages' stage immediately after you die was actually recoded a few months back to support exactly the idea you're suggesting. All it's waiting on is someone getting round to implementing the actual medical code to bring back people from the death funnel and a slight tweak to corpses in order to let medically skilled players determine wether or not the corpse still has neural activity.

The 10 death messages are your 'neural bleed-out' time before you're considered brain-dead.

Keep the topic on the target of the healing rate please.
Having a changed healing rate, no complaints. -IF- being able to bring someone back is implemented.
I think it might be good to have a near fatal accident decrease certain stats too, I mean after the begin to gradually recover they'll have to rebuild some too.

After being shot a martial artist won't be able to fight as accurately and whatnot.

Interesting Point Mael, though I think if near fatal accidents caused stat changes, then it'd be simpler to just die and have your stats reset at the last update perhaps…Perhaps a temp decrease in stats, which, if you were in combat, and hit someone real good (nice slam to the knee), they're mobility would decrease...

But then we're getting down to initiative and 'first hit' stuff...I dunno if that's where we wanna go with combat *shrugs*


Dunno, decapitation is similar, though I think there will be a way to get new parts :p

Or if you hit them really hard in the face, they'd go blind. And then all they couldn't see anything but could still do blind actions and lose stats in agility and stuff. I'd love to see people running around blind :D
But then you'd need laser pointers. Nothing better than a laser pointer to blind someone.
I could see partial blindness from say a -gunshot- wound to the head but i dont care how hard someone jacks you in the face unless its with some big it's not gonna completly blind you
Accualy a properly placed punch to the nose can drive the whole configuration behind it back into the brain, instantly killing the person. A lesser punch in the same place can cause temporary or even permanant blindness.

A person could gouge out you eyes for that matter.

Unfortunately there's just simply too many posibilities for us to even begin exploring implementing them.

I reconize what your saying, and it is certianly something that we could take into concideration in the future, but presently there are other much more important things in the pipeline, like fixing the many mixed up messages in combat.

At any rate, I wanted to thank you all for your EXCELENT contributions to this topic. So far the converstaion has been very insightful, on target, honest, and intelligent, and while dismemberment and stat loss is an important aspect of combat, it's not something you can expect to see next week I'm afraid.

Thank you all very much. I look forward to anything more you have to say on the topic.

-Kevlar

I have other ideas, so shhh.
I think blindness would be neat eventually, but. Something less combat-oriented, drunkeness! It would be cool if after consuming X number of alchoholic drinks all your dialogue would come out slurred, and you might even trip sometimes and stuff.
I do think that damage should lower stats, i don't know that it doesn';t but if I'm fighting and shot a fast mo fo, well he's not so fast, but if he shoots my head, I can't shoot so well can I?

As for heal time, i think end should not only allow you take less damage, but heal quicker, should it be lengthened yes, but days is too extreme, maybe like 6-12 hours from near death to be at 95-100%, just my thoughts on it…who cares?

I think getting into those intricacies will completely ruin combat. I'd like to explain Dom's concept with Endurance…if you have low endurance yer not gonna last so long getting your ass kicked. That's the role it plays.  Luck is also another side factor of a battle...so instead of coding reductions like that...consider those place markers.
Actually, if you decrease the healing rate for certian things, Guns knives and such. I can get knocked the fuck out, get a black eye, and still be full health tomorrow to go kick that guys ass for the black eye.

Now, If you lower the rate, and code for nanites that would be awsome. Getting Nanites to repair your body through a blood transfusion or something like that. But I guess that comes under Cyberware, huh?

Just a thought.

Blindness: Kevlar is right. Lots of places to hit to cause temproary vision loss. Lost of things you can do to stun a person visually and then take advantage. And yes, the easiest is just to gouge the fuck out of that eyeball.

Healing Rate: Is a bit fast, I'd slow, but not too the point of week long recoveries. I like the idea of it slowly coming back over a day or so. It would open room for some of those poor forgotten doctors out there. I know you excist! I KNOW!!

On that matter, getting hit in the face with a sledgehammer would suck ass…

Damnit, why must you people -force- me to post?

The groundwork for varied healing rates by wound severity is already there, all that you need to do is -slightly- alter the healing queue code. Wounds are already stored individually on the character with data defining the exact severity of the wound, damage type of the wound, location of the wound and health level the character was at prior to the wound being inflicted. What I do -not- like, if we're going to get into the nitty-gritty like this, is that wounds heal -sequentially-. Wounds are removed one at a time when your health reaches a level sufficient to remove that wound. It actually took me a long time to make the wounds heal in reverse order correctly so that your first wound healed before your last one. But what doesn't make sense is the sequence thing…

Figure we have Joe with one mother of fucking all gunshot wounds, his stomach has been blown out his ass by some shmuck with a shotgun. Then we have Bill who got in a nasty tussle with a kid and his penknife, earning himself the nickname Mr. Laceration.

Now, poor Joe is going to spend a -long- time healing. No matter how hard he tries, his ass simply ain't sucking that spattered mess of his stomach back off the sidewalk. Bill, on the other hand, is quite possibly on the verge of death also from his wounds, but they are -numerous- and minor, the cumulative effects of his wounds being what is endangering his life.

Under the current system, Bill and Joe will heal at exactly the same rate and both be fighting fit at the same time when infact, Bill's massive wound should slowly heal while Joe's numerous wounds would all slowly heal -simultaneously-, thus allowing him to get back on his feet sooner.

Under the current wound systems we have our injuries behaving like nice polite english people, forming a queue and waiting their turn to heal. Oh, hi Mr. Gunshot-wound, well, you -were- here before me, I guess it's your turn to heal, I'll just stand around here and look bloody until your done, okay? Thanks.

Simultaneous healing of wounds with variable rates per damage type is what is needed.

Yes.

Oh, yea, I'm home safe and sound in the UK. If anyone rich and famous over here wants to hire a personal lacky or generally throw vast amounts of money at a poor homeless MOO progger, I'm available. Ass-kissing rates negotiable.

OI!

Good to hear you landed safe and sound mano, shoot me an email? Word.

Ass wounds…heh...

I have always just roleplayed out injuries that I want to remain there for a while, scars I want my character to have for one reason or another, or wounds that I think she should have for longer than the coding keeps them, for roleplay reasons. I believe I saw a posting somewhere about Luc having crutches and a broken leg.

But for health levels, going back to what someone said earlier in the topic, Murphy I believe, medical science in 2087 is going to be incredibly advanced compared to what it os today. Medical science now has jumped leaps and bounds since 1975 even. Take for example my daughter who was born ten and a half weeks premature weighing three pounds and two-and a -half ounces, that's less than a gallon of milk. Had she been born that early in 1975 her chance of survival would have been only 15%, but being born last year her survival chance was 95%.  Also consider how medical science will be changed by the Genome project, which had to have occured in order to have the cloning the game relies so much upon.  They have already idenitied the chromosomes where the genetic mutations that cause things like Downs Syndrome and even Alzheimer's show up. Now imagine giving them another eighty-six years and think of the possibilities.

Rapid healing drugs, or even shots, heck even laser treatments are just a few of them.

Scarring and the visible signs of wounds long after the physical effects were gone were both planned. Stuns from particularly hard strikes are part implemented but not enabled.

Blindness simply isn't possible at this time. Consider the text you see. It covers -all- your characters senses, parsing every message to decide which parts of it are visual and therefor shouldn't be seen is simply not possible. How, for example, would you cover a blind person being in the room when someone types:
.clap my hands, .dance a merry jig and .slap Lucifer in the face, yelling, "Take that, you whore!"

Then consider all the hundreds of other messages already in the MOO, not to mention location descriptions… Yea, good luck to the person who thinks they can properly implement blindness. While you're at it, work out a proper thermo system that makes sense.

I agree that it would be a good thing to cool it with the healing rate.  The use of a medpak or a character with healing skills could make it faster, but as it is now… there's almost no point to having medpaks.  In my first couple weeks before I realized that, I found someone injured, dragged him to a cube, bought a medpak, came to use it on him, and he was healed.  I thought that was kinda weird.  I definitely vote for having wounds take a few days to completely heal. Make it like the gradual process of corpse decay which is so perfectly described in Sindome. :)
I kinda agree…but if I go see a doctor, especiall y in 2085, I could be back to 95 in no time even from a bullet, or I could sit there and let it scab over and stop...then yea it takes a few days.
*nodnod*

the idea of having the healing rate be a more slow process would *really* be a blessing to those with characters who want to try and make a living doing medical things…

*shrug*

and what does it mean when you get the message
"there's not much you can do but first aid" or something like that.

I vote yes on the slowing of the healing rate.  I had my own experience with that…  When I was new...  I did what most of you when you were new probably did...  I tried to walk into an express tube.  BAM! Hit by a car.  So, the newbie me stumbles over to gawd knows where and picks one of the richer PCs around for 200 chyen or some ridiculous amount.  Then, newbie me was spotted, drug into the basement, and had the fuck beat out of me with a pipe, until I was passed out for a long while.  Well, at this state newbie me was In critical condition, nursing several lacerations and bruises, and was barely conscious.  After this, I stumbled over to my coffin and logged off to go get some food.  I come back five minutes later, log on and... I'M TOTALLY HEALED!  I was suprised to say the least.  I say that we give people longer to bleed before they die, and make people heal more slowly, taking into effect nanosurgeons, medpaks, and medical science in 2087.  I say yes, slow it down.  I don't wanna be 100% 10 minutes after I get the fuck beat out of me.  I want to wallow in my apartmentfor a few days, change my description to make my injuries more apparent, and RP it.  That's my opinion.
1.  Lower heal rate. (done) though at a curve where the on a word scale: horrible, real bad, bad, kinda bad, ok, great! for example it could take 10 units of time to get from horrible to real bad, 7 units of time then to bad, 5 to kinda bad, 3 to ok etc…

(a unit of time could be 1 minute, 10 minutes, hours etc)

2. Fuller Med doesn't have the funds to waste on healing ANYONE to more than 60%...they just don't have the funds.

3. Allow med skill deterimine the % the doc-wanna-be is able to heal the patient. Even with uber-medical ability you couldn't get patient to GREAT! there'd still be the need for the body to simply rest.

4. have a med skill below average have the chance to injure the patient even more.

5. make it so that if you are a mom like desolate then you have the inherant ability to kiss your child's boo and it doesn't hurt anymore. Bonus for Timmy, suckage for the rest of us without Mommy's in the dome ICly.

Thanks.

ahehehehehe

*composes himself*

hehehehehehe
I'm sorry that was just really funny…

I'm Bumping this post (Don't Bump on the BgBB's unless your a moderator) because I've found a way to decrease the healing rate.

It's a voting topic, so please vote on it, and discuss the pro's and cons, the average expected rate, and other related topics here.

Some time in the future the staff will review the topic taking your comments and votes into consideration, and decide if action is appropiate.

-Kevlar

My vote is yes. YES. YES.

I do think, however, that if the healing rate is slowed further, there should be speed-healing drugs put in the game - which would up the healing rate considerably for a certain period of time, while screwing up an 'important' stat (like perception) for the duration of the drug, with a chance of addiction if taken too often - and which would be prohibitively expensive- but also applicable by someone with little to no medical knowledge. Think Fallout's stimpacks (but without the 'instant healing'…just a dramatic healing rate acceleration for a short period of time.....say, it'd last half an hour and in that half hour it could heal up to 20-25%). That, as well as portable doctor's implements (expensive and heavy!...and expensive!) for healing, not just stabilization.

about health, what�s with the �bob the goat ninja is in excellent condition, blood gushing from his wounds.� messages? that one lingered over my char for a few days� i think� and i�ve been seeing it around a bit. �does that have something to do with the rate of healing compared to overall health? is that the health message that�s going to be in effect when �the whole �bleeding to death� thing is implemented or is it just a buggy bug?

other then that, i agree, for realism that there should be the ability to bleed to death after getting away from what�s injuring you�
(random question: does the @fatal setting effect injury/damage to an opponant when a weapon is in use?)
though for playability, i think the whole bleeding to death would have to be only after the injury crosses a certain line of severity. or you�ll have people bleeding to death over a single cut (picturing people dying from rat scratches/�friendly� duals/cigarett burns ;) here), �there�s realism and annoyingness. so like, bob gets stabbed/shot/maimed/burnt �X < amount of times and bleeds to death if he�s a cheapskate and doesn�t feel like seeing a doc/medpak/ his mom� make sense? dunno, i�m sleepy…

wait� i just thought of something� isn�t bleeding to death already in the game? is it for stab wounds or gun shot wounds? i swear my char was once near death because of being shot. or so i was told or something. *confused*

uhm.. i had something else in my brain� *ponders* (no really, i�m sitting here scratching my head trying to remember it)

*cough*

la la la�

oh right, food! and drinking� heh. maybe to allow for some more money flow in game, if you eat a meal, your rate of healing increases by a bit? no one eats, so no one goes to the places that serve food and no one pays them any money (the pizza place is a good example of that one i think). we all know that we should have starved to death a long time ago :P

and such things as booze and drugs slow the rate of healing? (other then the really cool idea of drugs that help speed up healing like Murphy suggested) maybe if taken with booze and "bad" drugs they'll kill you! YEAH! ok... too far... i go now.

dunno.. just some rambly thoughts.. i need sleep now. yesh� sleep... god DAMn it's only midnight, on a saturday... i'm getting old.

...i think it's saturday...

whoa... this post turned long... wtf. sorry :P

(Edited by Bias at 11:25 pm on Jan. 4, 2003)

I was once beaten within an inch of my life and the only reason I went to see a doctor was because the healing system wasn't working for some reason.  This is with a relatively new character, so I think the rate needs to be slowed.  Unless you really plan on getting into fights a lot, the current rate gives no reason to go see a doctor, which sucks for those trying to make money off it.  So, I have voted for a slower healing rate.
My vote is for it to be slowed. There are simply too many people eagering to jump on each others throats from day 1, making them suffer for a week should soften the pace.
Slowing the healing rate should …

1) Provide a more realistic feel
2) Reenforce the concept that actions have consequences so maybe folks wont be so eager to throw down unnecessarily.
3) Reduce the amount of sparring (twinkism in my opinion, but that's another topic)
4) Provide work and RP for PC docs.

And add those speed healing drugs, and nanites, and .. stuff to help accelerate healing, but for a price.  Make -em only available from a doc or rarely on the black market (read fixer) at a crazy cost, unless you're a corpie and have access to company medical insurance and are injured on the job on the 3rd tuesday of the month if the month ends in something other than R or Y and there was a blue moon in one of the .... oh, sorry.

I will say this.  If the rate does lower (and I think it should) there should be a few more medical related things available, and maybe even modify the current med packs.

Seriously.  Slow the rate, please.

Allright guys. The world has spoken. All opposed to decreasing the healing rate please post your rational arguments here in the next 48 hours or forever hold you peace.

We will be looking into enacting a change in the near future and unless someone has a REALLY good reason why it shouldn't be slowed to a less frantic pace, I suspect the change will get made.

And remember, were (still) not talking weeks or months here like it would really be. Probablly not even days. And getting a Doc to heal you works very well.

-Kevlar

And getting a Doc to heal you works very well.

Yes, it does.

And getting that Doc to heal you can involve some good RP as well.

I think it's obvious that I'm in favor of it being slowed as stated by my last post.

That said I'll shut up now … ;)

I also am all for it.  It helps make the game, just that much more realistic.  I mean I remember when it used to be such a short amount of time…people would get shot four times, and half an hour later they were all better.  Granted, that's one of the pluses to it being a game, but like I said, it's a great idea for making the game more realistic.
Ok, so it's 'noticibly' slower. We'll try this for a little while and see how it feels.

I'm locking the topic for now. We can reopen it again in again after a suitible ammount of time has passed.

-Kevlar

(Edited by Kevlar at 11:18 pm on Feb. 21, 2003)