[quote=“pisskop, post:94, topic:12896”]Fact is, Instagrams via items are a long-standing trope.
But more than this, they allow a player to recover from a mistake or two.
Around a corner a spitter lurks -Bamm- acid shoes.
Suddenly closet brute - bandage.
This lets players try again without going home. Much, much less taxing on tedium than any passive regen.
If you are really championing the removal of insta healing you support people packing their bags because a single spitter had a lucky roll.
If your issue with bandage spam than the solution is to limit the effective use of them over time. Like stimulants or painkillers, but without the death.
My stance, is that sleep healing should be halved. Restrict healing items by reducing their effectiveness based on how frequently they are used[/quote]
Doesn’t that contradict your previous statement regarding the lenient combat system and consequence?
I mean, going back from 5hp to 70hp in a few turns taking magic potions while running away of a tankbot, sounds a lot more lenient and disregards consequences of mistakes a lot more than sleep healing. Making overall easier for the player to commit mistakes and get out of them by means of insta-health button.
Granted it makes for a more fast-paced gameplay. But at the expenses of consequences and difficulty.
I don’t understand why first you said:
First part:
Consequences doesn’t matter much if you have a insta-heal magic button as safety-net, to use any time any place you need it.
Roguelikes are fast paced, and the only “real” consequence is the ever present threat of diying. So again, having insta-heal magic potions does favour a fast peaced gameplay and favours a great deal the survivability, which is the reason why magic healing exist in the first place, as such roguelike games are hard and the magic healing items balance the difficulty and grants for a faster gameplay.
Which is contradictory against your claims of the “lenient combat” as there isn’t a more “lenient” element than having ready-available magic healing in combat; Such as taking some serious damage in the middle of a city raid, and instead of backing of to your base and heal, while dodging any other dangers, you just pop-up magic healing, and continue city-raiding like if nothing has happened.
And again it goes against “consequences”, as even in the event of getting hurt mid city-raiding, you can pop up a magic potion and go back to base in, almost full if not full health, granting a huge chance of shrugging off any other possible enemies you may face on the way back home.
Over all magic potions and insta-heal suppose a huge safety-net, lowering the price of mistakes and softening its consequence, while speeding up the gameplay’s pace and over all lowering the difficulty.
So I really don’t understand why first you went with arguments supporting the latter effects of magic healing while sleeping disregarding the first ones, and now you are using arguments supporting the first part of magic potions instead of magic healing while sleeping.
Specially since magic potions while magic sleeping is the one that while slowing things down, doesn’t grant such a boon and safety net as magic potions does. I don’t think is possible to have both; a fast-paced gameplay with not-“lenient” combat while having “consequence” matter. As you either take a wound and having to defend yourself while crippled with all its dangers, or just pop up a magic potions and keep going like the Energizer Bunny disregarding consequences.
Personally I would rather have the aforementioned Project Zomboid healing system, than either magic sleeping or magic potions, but I understand that currently both magics are just tweak and add a few numbers, rather than coding from the ground up a new health system. Specially as I already stated that with the current vitamin mechanics and balancing it would be hard, and I’m not even going to mentions traits and mutations.
Which makes me agree with your first idea about “Why” are this changes needed now, instead of either leave it is or pouring work in a completely new healing mechanics with its health system.
I want to close this post saying that, while I think magic is all good and fine, I would rather have it stay in the Arcana mod, than rather in core mechanics in one form or the other.
If it ain’t broke don’t fix it, and all that.