Healing up for discussion?

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~|~Damaja
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Re: Healing up for discussion?

Post by ~|~Damaja »

alatar wrote:
silex wrote:At only 80 Healing skill, I don't believe you are guaranteed that the bandages will work every time.
true

If dex is not affecting healing, then I can use my healer mage at the same efficiency with 25 dex compared to your 100 dex warrior. Pretty unfair eh?
not unfair at all considering your going to have to sacrifice another 100 points in anatomy to probably make it worth it. So looks like your a heal mage without weapons?Its a pick. Anat is almost always taken into a melee template where as mage template isnt.

I also posted this healing info because like I said earlier this is how healing was for 95% of the time in the t2a era and it worked fine for dexxers, it is how healing was for the entirety for the t2a precast days. The last 5% of the time was when they took out precast already... which is when I consider the t2a era to have end imo anyways. Even though it was 2,3 months before uor came out.

Again I am pretty surprised at the amount of resistance to this change given the info presented. :)

I hope I am not coming off as being an asshole or anything because thats not my intention. Just trying to further help the server become more accurate

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Re: Healing up for discussion?

Post by ~|~Damaja »

Derrick wrote:
~|~Damaja wrote:I mean I have 80something healing gm anat I get hit once and my bandages fail... wasn't like that on osi.
You shouldn't lose more than 4 points of heal per slip, everything I've seen shows this as accurate, but my memory of healing on OSI is foggy at best. When you say fail, you mean you get a minimum heal after one hit?
yes. According to stratics 80 healing 100 anat will heal 39-70 damage. With one slip that means 35-66 damage healed? how could I get they hardly help message? seemed like on osi when I got passed 55 healing and some anat I never saw that message again.

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Re: Healing up for discussion?

Post by alatar »

you are subject to fail bandages well over 83 in healing, and if you take a few slips you can fail to heal at even 90
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Re: Healing up for discussion?

Post by ~|~Damaja »

alatar wrote:you are subject to fail bandages well over 83 in healing, and if you take a few slips you can fail to heal at even 90
is there documentation on this anywhere?

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Re: Healing up for discussion?

Post by Derrick »

You are not guaranteed a successful heal until healing skill of 90. Each slip reduces your chance to heal by 2%.

I found an bug in the code that was introduced very recently. I see why you were getting failed heals on every slip. Will be fixed on next restart.

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Re: Healing up for discussion?

Post by silex »

~|~Damaja wrote:I also posted this healing info because like I said earlier this is how healing was for 95% of the time in the t2a era and it worked fine for dexxers, it is how healing was for the entirety for the t2a precast days. The last 5% of the time was when they took out precast already... which is when I consider the t2a era to have end imo anyways. Even though it was 2,3 months before uor came out.
I believe T2A, as defined by Derrick and company, is up to UOR. So those 2-3 months are definitely "in era".

When there is a conflict like this (2 different routes that are both "in era") it seems that Derrick uses whatever the shard's player base likes more. In this case, I think there is very strong support for dex effecting bandage speed.

It's a lot like your other thread about fishing and SOS bottles coming from fishing and sea serpents. Both are "era accurate", just one is more preferred by Derrick and the players.

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Re: Healing up for discussion?

Post by Derrick »

Aye. I want to reiterate, that everything that can be construed as in era is up for discussion, unless one rule clearly conflicts with another. Something like the Dex healing bonus I personally thought was a good move on the part of OSI, unlike many other changes that came about this same time. Smelting was not in game for the majority of the period either, but I think most of us agree that it's a positive game element, while perma-red, which also came in around that time is probably not.

This is a great discussion, but I think the best way to get a feel for this (the healing timer) might be to put up a poll.

The only reason I would remove or change something without consent of the players is if it's clearly out of era, or especially detrimental to the shard (such as an economy problem) or if it's clearly an unwanted exploit.

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Re: Healing up for discussion?

Post by ~|~Damaja »

ok. I jsut figured that dex affecting healing was such a small amount of time in the era. I am just saying you will most likely see an imbalance in pvp combat with these healing rules in. I jsut figured it would be best to have it the way it really was for the precast era. I guess time will tell. Hell I welcome 12 second healing timer on my dexxer.

and as for fishing. You might just get those people that are hardcore into fishing and say hey I thought this was t2a fishing? just one of those things that might turn people off? maybe i'm blowing it out of proportion. It just definetely caught my eye right away when I found out serps were in.

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Re: Healing up for discussion?

Post by Derrick »

~|~Damaja wrote:ok. I jsut figured that dex affecting healing was such a small amount of time in the era. I am just saying you will most likely see an imbalance in pvp combat with these healing rules in. I jsut figured it would be best to have it the way it really was for the precast era. I guess time will tell. Hell I welcome 12 second healing timer on my dexxer.

and as for fishing. You might just get those people that are hardcore into fishing and say hey I thought this was t2a fishing? just one of those things that might turn people off? maybe i'm blowing it out of proportion. It just definetely caught my eye right away when I found out serps were in.
I hear what you're saying. But I think you'd be hard pressed to make the case that dexers here have an advantage over mages due to the healing timer. Both the removal of the precast and the dex healing patch were both designed to nerf mages, I don't think the two issues are in conflict with one another.

On the fishing (and this should be in the other thread), my biggest concern is that we'll be awash in MiB's from unattended macroers. We will however make the decision based on the results of the poll.

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Re: Healing up for discussion?

Post by ~|~Damaja »

Derrick wrote:
~|~Damaja wrote:ok. I jsut figured that dex affecting healing was such a small amount of time in the era. I am just saying you will most likely see an imbalance in pvp combat with these healing rules in. I jsut figured it would be best to have it the way it really was for the precast era. I guess time will tell. Hell I welcome 12 second healing timer on my dexxer.

and as for fishing. You might just get those people that are hardcore into fishing and say hey I thought this was t2a fishing? just one of those things that might turn people off? maybe i'm blowing it out of proportion. It just definetely caught my eye right away when I found out serps were in.
I hear what you're saying. But I think you'd be hard pressed to make the case that dexers here have an advantage over mages due to the healing timer. Both the removal of the precast and the dex healing patch were both designed to nerf mages, I don't think the two issues are in conflict with one another.

On the fishing (and this should be in the other thread), my biggest concern is that we'll be awash in MiB's from unattended macroers. We will however make the decision based on the results of the poll.
What if we reduced the chances of getting MiBs? stratics says about 1 per hour average. What if we made it 1 per 2 hours? so even if you had an account macroing 24 hours a day fishing you'd get maybe 12 MiBs. Thats a hell of alot of fishing and watching your boat not getting stuck. Just an idea.

Or

Also isn't there just wild sea serps and water eles to look out for on the open ocean? they could kill you if your are afk macroing? I remember getting killed by eles and serps if my boat collided with them they would stop it. OoOOo

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Re: Healing up for discussion?

Post by Bong Hit »

I know this is a old post and prolly noone gonna reread this but I personaly dont think dexxers need faster heals I run a dexxer very succesfully and theres not a mage on here that can stand up to a fully loaded dexxer yah guys just an idea when ur at ur house or in ur bank grab more than just bandaids. Just an idea.

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Re: Healing up for discussion?

Post by Faust »

Very old post...

UOSA uses a cut off date now stopping at the end of November '99 making dex based healing out of our target date.

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Re: Healing up for discussion?

Post by poogoblin »

Faust wrote:Very old post...

UOSA uses a cut off date now stopping at the end of November '99 making dex based healing out of our target date.
I know this is how it is, but it is somewhat of a shame as I thought dex based healing was a good thing as Derrick did.

Right now there is no difference from a mage having GM healing vs a Dexxer having GM healing. There is however a difference in how much a GM mage can "mini-heal" vs how much a Dexxer with magery can "mini-heal".

With the recent change to mini-heal it'd be a nice balance.

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Re: Healing up for discussion?

Post by Faust »

There are a lot of nice balances made even out of era. However, that still would defeat the purpose of the shard towards it's main objective for era accuracy. The problem with something like this is the discrepencies that follow. The great example that I tend to make with this argument is the end of pre-casting with the same patch. This type of healing system did not exist in a pre-casting state creating a VERY weird system that never existed in era.

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Re: Healing up for discussion?

Post by Kraarug »

Poo,

Dex based healing was heavily considered during the fall of 1999. There was a UOHOC chat that mentioned that OSI realised they made a mistake with the bandage timer and curing. <I'll find that link later>

The problem though, is at this stage of UO's development, any real changes to combat was slated to change only with UO:R. Basically, if they didn't need to fix it or, if it didn't have anything to do with preparing for UO:R, OSI just shelved any real improvments until UO:R. This included dex based healing.

It's alright though because with mini-heals, greater healing, medidation, poison, insta-hit and pre-casting against a 15/18 second bandage timer and the totally nerfed archery, may people still think it takes no skill to keep a dexer alive in a fight much win.

I like to fight the underdog and think it's rather funny when I win, to hear all the gimp talk about how it takes no skill to play a dexxer.
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