Sorry whats your heal lvl?akicks wrote:MMO! (That's right.)
Self heal neccesary?
Re: Self heal neccesary?
Where in the words Massive Multiplayer Online does forced grouping for advancement become self evident? I just don't see it? To me it only means that there are a bunch of people playing in the same world at the same time (and even that is a limiting definition, but nearly not as much as the one I am disputing).akicks wrote:MMO! (That's right.)
I only respond because it seems you didn't read beyond the first sentence of my post, akicks, and then fired off a flippant response. I would hope if you felt so strongly about it that you would clarify your argument a bit more. As it stands, and I mean no disrespect, but I can see no reason for your retort besides a misconception of the concept.
In general, what I was getting at is that I would hope that others, especially developers, would not put self imposed limitations on their definition of MMO in the same way.
Re: Self heal neccesary?
There is a few major difference in heal others and self heal.
1. Self heal can be used only maybe every 2-3 minute. (can't be interrupt by enemies?)
2. Heal others can be used maybe every 2-3 second. (can be interrupt by enemies)
So heal others is about 60 times faster.
If I could use heal life spell to my self, I don't think I would ever die, if enemies does less damage than I can heal. Of cause the interruption does play some part in this and how long the fight last. The point is that, heal others life would be too powerfull if it would be allowed to use on You self.
In team You fight more challenging enemies to get same exp as soloing. This mean more damage to team members and this requires more powerfull healing. I think that is the reason, why we have separate self healing and healing others in team. If we could use heal life to our self, the hole point of teaming up would be gone. I mean, I could always get more exp (3000) by soloing than teaming.
1. Self heal can be used only maybe every 2-3 minute. (can't be interrupt by enemies?)
2. Heal others can be used maybe every 2-3 second. (can be interrupt by enemies)
So heal others is about 60 times faster.
If I could use heal life spell to my self, I don't think I would ever die, if enemies does less damage than I can heal. Of cause the interruption does play some part in this and how long the fight last. The point is that, heal others life would be too powerfull if it would be allowed to use on You self.
In team You fight more challenging enemies to get same exp as soloing. This mean more damage to team members and this requires more powerfull healing. I think that is the reason, why we have separate self healing and healing others in team. If we could use heal life to our self, the hole point of teaming up would be gone. I mean, I could always get more exp (3000) by soloing than teaming.
Last edited by sofiaoak on Thu Jul 14, 2005 8:26 am, edited 1 time in total.
Re: Self heal neccesary?
Where in those words does it say "Lots of people play?"mitijea wrote:Where in the words Massive Multiplayer Online does forced grouping for advancement become self evident? I just don't see it?
I'll give you a hint. M
(btw, I'm not knocking soloing, or anything like that. But self heals are fine. Casting a heal on your self would mean less down time when you are soloing. That IS a bad thing, because then everyone would solo until they reach level 250).
Re: Self heal neccesary?
You were able to set them up in such a manner that you could heal yourself up completely in everything. You just had to edit the stanzas right and then you could always keep all areas full. It wasn't that hard. I do like the concept of how it was before, but I also dont think it was a better system.petej wrote:Self magic used sap/health/time credits (iirc) so you were never invincable sooner or later youd run out of credit and you could fail to heal yourself also , it was far more flexible than the current system and id like it back tbh :/
PS One thing that I think would help the current system is if less things were linked together. I can only heal hp OR stamina. This leaves me w/ healing stamina very rarely as I would much rather have the extra HP to live. I think having the different heals on seperate timers would help the current system out and would (should) not take much time to code in.
CAITIFF
High Officer of the all omnipotent Infinity
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High Officer of the all omnipotent Infinity
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Re: Self heal neccesary?
[pedantic]You can self heal both at the same time, just not as much as you could self heal one or the other.caitiff wrote:I can only heal hp OR stamina. This leaves me w/ healing stamina very rarely as I would much rather have the extra HP to live.
(eg, you can have a stanza with selfheal 7 and selfstam 6, using the selfheal 13 credit).[/pedantic]
Nedwood! - Member of Reapers of the Dark - Former Officer of Joe's Hotdog n Bagpipe Emporium
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Re: Self heal neccesary?
I think that's a great idea, Caitiff, having them on separate timers. With the amount of time it takes for the timers to reset, I cannot think that separating them would give any undo advantage. Instead it would allow us to use them all when we need them, rather than only one (figgybee's pedantic response notwithstanding). I haven't even bothered training any self whatever actions besides heal as I doubt I will ever use them. I just can't see myself not wanting the self heal ready just in case (unless I've already used it). It isn't worth it IMO. If they were on separate timers then I would actually use them once in a while; now, not going to happen.
On a separate note, I really think the timer should be lessened by half. This would make it a bit more useful without coming anywhere near the other heal; maybe a good compromise. Really the amount we self heal, even doubled over time, will never replace a teamate's heal. The only thing it will do is make the reset time more bearable. As it stands, it is just too long to not be overly noticeable.
On a separate note, I really think the timer should be lessened by half. This would make it a bit more useful without coming anywhere near the other heal; maybe a good compromise. Really the amount we self heal, even doubled over time, will never replace a teamate's heal. The only thing it will do is make the reset time more bearable. As it stands, it is just too long to not be overly noticeable.
Re: Self heal neccesary?
On sidenote, I suppose that regeneration rates are same as back then when homins had more powerful self healing magic. How about increasing regeneration so it would be primamary way of healing when soloing and self heals were reserved for emergency use. Those timers could be shorter too.
Mikos, Abyss Eye
Re: Self heal neccesary?
Self heals using max time credits rather than hp/sap made for some fast regen.
Re: Self heal neccesary?
You can heal both stamina and hp in a single power stanza action. I have one set up for hp/sap heal.caitiff wrote:You were able to set them up in such a manner that you could heal yourself up completely in everything. You just had to edit the stanzas right and then you could always keep all areas full. It wasn't that hard. I do like the concept of how it was before, but I also dont think it was a better system.
PS One thing that I think would help the current system is if less things were linked together. I can only heal hp OR stamina. This leaves me w/ healing stamina very rarely as I would much rather have the extra HP to live. I think having the different heals on seperate timers would help the current system out and would (should) not take much time to code in.