[gold] [gold] [iron] + time =
[gold] [gold] [gold]
This means:
Healing items have reduced effectiveness when in full-out combat.
You will never be left with a half-heart; you may be left at a single heart, still a dangerous situation, but you can always soak up a tiny bit of damage.
Small (very small) amounts of damage can be shrugged off as long as you don't keep getting hurt.
Tell me what you think, of the total concept -- or even the concepts taken separately, if you like one more than the other.
If nobody likes the half-heart healing, then the healing concept can be separated easily: instead of restoring a number of half-hearts, it simply restores a heart of a different colour which cannot soak up as much damage (and, of course, turns into a fully-fledged heart over a short period of time).
Half-hearts would always heal from left to right, and the timer would be reset by damage.
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"I want to see forum posts saying "how do i kill dragon" with replies reading "lol"."
---> vede claimed Notch said this (and it is awesome).
I agree, it does look pretty bad. I was thinking for some reason that it was the bottom half.
I do want to make sure you have the concept in your head correctly, however; I hate the Halo shields, but this would only be the single half-heart of damage that would heal. There's a big difference.
A big difference.
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"I want to see forum posts saying "how do i kill dragon" with replies reading "lol"."
---> vede claimed Notch said this (and it is awesome).
Personally, I liked the halo shields, but I don't think it would work well in minecraft. I like this idea, and in my opinion, part 3 is fine as well. Also, as far as the looks of the half hearts, all Notch has to do is create the bottom half heart graphic and replace it in the file.
I don't know if half hearts, even along the bottom, would look great...
Perhaps an alternate colour is the way to go (pink for weaker hearts), but I still think it'd be nice to have the half-heart mini-healing in between.
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"I want to see forum posts saying "how do i kill dragon" with replies reading "lol"."
---> vede claimed Notch said this (and it is awesome).
I'm in favor of all of them except Part 3. Self-healing in any game is really a nerf.
I agree with this pretty much. Also, it should probably just be be different colored hearts instead of half hearts because this
looks bad and is somewhat confusing.
Hmm, we could use small hearts and normal hearts.
The way you set up the equations makes no sense, it took seven tries to figure it out.
EDIT I HAVE A MOCK UP!
I think that image is neat, but I think the way it changes how far it is would be fairly confusing. I think having several half hearts would be more intuitive:
Wow....... I wasn't expecting it to turn out that well. (I've never made an animated gif before, and only uploaded an image once)
Also, just fyi, Notch currently has the half hearts using a straight line dividing them, so I kept it well cut.
I liked the cracked hearts, Foe, but I agree with phoenyx that the way they regenerate is rather confusing, though I understand it now.
Here are some alternate examples I whipped up -- I actually think the bottom one is pretty good.
In case it's confusing, this is what happens...
1. 4 hearts of healing.
2. Wait for hearts to "solidify".
3. Struck by 2.5 damage.
4. Wait for half-heart to heal. (As an example.)
5. Struck by 2 damage.
Repeat.
Examples, in order, are:
Darkened Hearts
Cracked Hearts
Crack + Dark Hearts (note that there is no difference whatsoever between the dark hearts and the dark+cracked heart)
Faded Hearts
Small Hearts
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"I want to see forum posts saying "how do i kill dragon" with replies reading "lol"."
---> vede claimed Notch said this (and it is awesome).
I've suggested non-instant healing before, basicly they restore 1 half heart every second and keep a variable that shows how many half-hearts left to restore. There will be 2 types of healing items:
Buggles, this is quite different.
If you use one of these healing items, taking damage will diminish its effect.
With your system, the non-instant healing items don't care how much damage you take so long as you don't die while it's still adding up.
Besides, who's to say what kind of food is "instant" healing as opposed to non-instant? :/
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"I want to see forum posts saying "how do i kill dragon" with replies reading "lol"."
---> vede claimed Notch said this (and it is awesome).
Say you have 7 whole hearts
[gold] [gold] [gold] [gold] [gold] [gold] [gold]
And you imbibe a three heart potion, you would heal three half hearts off health instead three whole hearts
[gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron] [iron] [iron]
And over time the half hearts will become whole hearts
[gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron] [iron] [iron] + TIME = [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron] [iron]
[gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron] [iron] + TIME = [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron]
[gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron] + TIME = [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold]
So if you start with 7 whole hearts, imbibe a three whole heart potion, and is immediately take 2.5 whole hearts of damage you'd end up with six whole hearts and no half hearts, so you can't regenerate any health
[gold] [gold] [gold] [gold] [gold] [gold] [gold] + [iron] [iron] [iron] = [gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron] [iron] [iron]
[gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron] [iron] [iron] - [gold] [gold] [iron] = [gold] [gold] [gold] [gold] [gold] [gold]
[gold] [gold] [gold] [gold] [gold] [gold] + TIME = [gold] [gold] [gold] [gold] [gold] [gold]
Say you have ten health, fall and lose 1.5 whole hearts, and wait out the regeneration time, you'd end up with 9 whole hearts
[gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] - [gold] [iron] = [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron]
[gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron] + TIME = [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold]
THERE IS NOTHING ABOUT HAVING ANYTHING INFLICT TEMPORARY AND/OR PERMANENT DAMAGE, WE ARE TALKING ABOUT HALF HEARTS BECOMING WHOLE HEARTS, AND USING IT TO SLOW DOWN THE EFFECT OF HEALING ITEMS
Gaeel: That's a pretty cool idea. It might be a bit complicated, and a little too slow, but I think the concept of a temporary bit of health (to be converted into permanent health by other means) is interesting.
Zuriki: Oh no no - that idea is interesting, though I wouldn't really want to introduce regenerative healing.
Every weapon will still deal X damage, and every healing item will still heal Y hearts. There are no differences in types of damage.
When a healing item provides you with HHHH hearts, these hearts start out weaker than regular hearts.
2 damage would destroy all 4 of these poor hearts as they are effectively half hearts, only separated instead of put together into 2 solid hearts.
Over time, any half-heart will recover.
[gold] [gold] [gold] [gold] [gold] Full health.
AFTER 3 DAMAGE DEALT.
[gold] [gold] Note that damage is still dealt cleanly.
AFTER 3 HEALED BY ITEM.
[gold] [gold] [iron] [iron] [iron] Here we see the three "weaker" hearts.
AFTER 1 DAMAGE DEALT.
[gold] [gold] [iron] Despite having only been dealt 1 damage, 2 "weak" or "half" hearts were lost.
AFTER 1 MORE DAMAGE DEALT.
[gold] [iron] These "weak" or "half" hearts work in the exact same way as current half hearts.
AFTER SHORT TIME WAITED.
[gold] [gold] These hearts recover on their own.
AFTER 2 HEALED BY ITEM.
[gold] [gold] [iron] [iron]
WAIT A WHILE...
[gold] [gold] [gold] [iron]
[gold] [gold] [gold] [gold] You will never recover this without more food.
AFTER 1/2 DAMAGE.
[gold] [gold] [gold] [iron]
AFTER SHORT TIME WAITED.
[gold] [gold] [gold] [gold] Even half hearts due to damage would be healed? For a variety of reasons, but it seems at least a few people dislike this.
//
The distinction between light damage and heavy/'permanent' damage is an interesting one.
I'd like to say it could be used in unconsciousness, but I think that a system of that sort should be more along the lines of drop to 0 = unconscious, and one must proceed to purposefully attack your unconscious form to kill you (as opposed to 1 permahealth left but you're still walking around happily).
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"I want to see forum posts saying "how do i kill dragon" with replies reading "lol"."
---> vede claimed Notch said this (and it is awesome).
I see now. I got a little confused. I'd suggest using both, but I have a feeling that *make a small accident* and your max health would be nerfed harshly.
Ideally one should be able to use and benefit from using healing items in combat, but... well, just read my suggestion.
Part 1. Healing items don't fill up X full hearts. Rather, they restore X half hearts.
[gold] = Full Heart
[iron] = Half Heart
= No Heart
[gold] [gold] + 2 healed =
[gold] [gold] [iron] [iron]
[gold] [gold] [iron] [iron] + 1 damage =
[gold] [gold]
Part 2. These half hearts restore over time. It takes no more than a few seconds to heal each one, as long as you aren't being damaged.
[gold] [gold] [iron] [iron] + time =
[gold] [gold] [gold] [iron] + time =
[gold] [gold] [gold] [gold] + time = No further changes.
Part 3. This applies to all half hearts from now on.
[gold] [gold] [gold] [gold] [gold] + 2.5 damage =
[gold] [gold] [iron]
[gold] [gold] [iron] + time =
[gold] [gold] [gold]
This means:
Healing items have reduced effectiveness when in full-out combat.
You will never be left with a half-heart; you may be left at a single heart, still a dangerous situation, but you can always soak up a tiny bit of damage.
Small (very small) amounts of damage can be shrugged off as long as you don't keep getting hurt.
Tell me what you think, of the total concept -- or even the concepts taken separately, if you like one more than the other.
If nobody likes the half-heart healing, then the healing concept can be separated easily: instead of restoring a number of half-hearts, it simply restores a heart of a different colour which cannot soak up as much damage (and, of course, turns into a fully-fledged heart over a short period of time).
Half-hearts would always heal from left to right, and the timer would be reset by damage.
---> vede claimed Notch said this (and it is awesome).
But that's just me, and I feel that the Halo shields are stupid. :tongue.gif:
Voyager of the Seas WIP ~~~~~ Big Book of Alchemy ~ Crafting Tech Tree
I agree with this pretty much. Also, it should probably just be be different colored hearts instead of half hearts because this
looks bad and is somewhat confusing.
I do want to make sure you have the concept in your head correctly, however; I hate the Halo shields, but this would only be the single half-heart of damage that would heal. There's a big difference.
A big difference.
---> vede claimed Notch said this (and it is awesome).
I don't know if half hearts, even along the bottom, would look great...
Perhaps an alternate colour is the way to go (pink for weaker hearts), but I still think it'd be nice to have the half-heart mini-healing in between.
---> vede claimed Notch said this (and it is awesome).
Hmm, we could use small hearts and normal hearts.
The way you set up the equations makes no sense, it took seven tries to figure it out.
EDIT
I HAVE A MOCK UP!
I think that image is neat, but I think the way it changes how far it is would be fairly confusing. I think having several half hearts would be more intuitive:
Wow....... I wasn't expecting it to turn out that well. (I've never made an animated gif before, and only uploaded an image once)
Also, just fyi, Notch currently has the half hearts using a straight line dividing them, so I kept it well cut.
I liked the cracked hearts, Foe, but I agree with phoenyx that the way they regenerate is rather confusing, though I understand it now.
Here are some alternate examples I whipped up -- I actually think the bottom one is pretty good.
In case it's confusing, this is what happens...
1. 4 hearts of healing.
2. Wait for hearts to "solidify".
3. Struck by 2.5 damage.
4. Wait for half-heart to heal. (As an example.)
5. Struck by 2 damage.
Repeat.
Examples, in order, are:
Darkened Hearts
Cracked Hearts
Crack + Dark Hearts (note that there is no difference whatsoever between the dark hearts and the dark+cracked heart)
Faded Hearts
Small Hearts
---> vede claimed Notch said this (and it is awesome).
Maybe cracked and faded... hmm
EDIT
---> vede claimed Notch said this (and it is awesome).
Instant - Half of non-instant (eg 1.5h)
Non-Instant - (eg 3h)
h=hearts
Link Removed
If you use one of these healing items, taking damage will diminish its effect.
With your system, the non-instant healing items don't care how much damage you take so long as you don't die while it's still adding up.
Besides, who's to say what kind of food is "instant" healing as opposed to non-instant? :/
---> vede claimed Notch said this (and it is awesome).
Temporary & Permenant damage.
For example, if you get hit with a sword it does 2.5 damage and 1 perma-damage. So in total you can only heal 1.5 hearts worth of that damage.
Or an arrow does 3.5 damage and only 0.5 perma-damage meaning you can recover 3 hearts of that damage.
If you combine the two (hit by swords and arrow) you would recieve 6 damage and 1.5 perma-damage meaning you can recover for 4.5 hearts?
Like so?
I rather like the Small hearts; They make me think of Legend of Zelda.
<3
We're talking about half hearts, not the infliction of temporary damage.
So if you have a half heart, it will eventually become a whole heart.
So if = no heart; [iron] = half heart; [gold] = whole heart
[gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] - [gold] [gold] [iron] = [gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron]
[gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron] + TIME = [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold]
Voyager of the Seas WIP ~~~~~ Big Book of Alchemy ~ Crafting Tech Tree
Say you have 7 whole hearts
[gold] [gold] [gold] [gold] [gold] [gold] [gold]
And you imbibe a three heart potion, you would heal three half hearts off health instead three whole hearts
[gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron] [iron] [iron]
And over time the half hearts will become whole hearts
[gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron] [iron] [iron] + TIME = [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron] [iron]
[gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron] [iron] + TIME = [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron]
[gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron] + TIME = [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold]
So if you start with 7 whole hearts, imbibe a three whole heart potion, and is immediately take 2.5 whole hearts of damage you'd end up with six whole hearts and no half hearts, so you can't regenerate any health
[gold] [gold] [gold] [gold] [gold] [gold] [gold] + [iron] [iron] [iron] = [gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron] [iron] [iron]
[gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron] [iron] [iron] - [gold] [gold] [iron] = [gold] [gold] [gold] [gold] [gold] [gold]
[gold] [gold] [gold] [gold] [gold] [gold] + TIME = [gold] [gold] [gold] [gold] [gold] [gold]
Say you have ten health, fall and lose 1.5 whole hearts, and wait out the regeneration time, you'd end up with 9 whole hearts
[gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] - [gold] [iron] = [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron]
[gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [iron] + TIME = [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold] [gold]
THERE IS NOTHING ABOUT HAVING ANYTHING INFLICT TEMPORARY AND/OR PERMANENT DAMAGE, WE ARE TALKING ABOUT HALF HEARTS BECOMING WHOLE HEARTS, AND USING IT TO SLOW DOWN THE EFFECT OF HEALING ITEMS
Zuriki: Oh no no - that idea is interesting, though I wouldn't really want to introduce regenerative healing.
Every weapon will still deal X damage, and every healing item will still heal Y hearts. There are no differences in types of damage.
When a healing item provides you with HHHH hearts, these hearts start out weaker than regular hearts.
2 damage would destroy all 4 of these poor hearts as they are effectively half hearts, only separated instead of put together into 2 solid hearts.
Over time, any half-heart will recover.
[gold] [gold] [gold] [gold] [gold] Full health.
AFTER 3 DAMAGE DEALT.
[gold] [gold] Note that damage is still dealt cleanly.
AFTER 3 HEALED BY ITEM.
[gold] [gold] [iron] [iron] [iron] Here we see the three "weaker" hearts.
AFTER 1 DAMAGE DEALT.
[gold] [gold] [iron] Despite having only been dealt 1 damage, 2 "weak" or "half" hearts were lost.
AFTER 1 MORE DAMAGE DEALT.
[gold] [iron] These "weak" or "half" hearts work in the exact same way as current half hearts.
AFTER SHORT TIME WAITED.
[gold] [gold] These hearts recover on their own.
AFTER 2 HEALED BY ITEM.
[gold] [gold] [iron] [iron]
WAIT A WHILE...
[gold] [gold] [gold] [iron]
[gold] [gold] [gold] [gold] You will never recover this without more food.
AFTER 1/2 DAMAGE.
[gold] [gold] [gold] [iron]
AFTER SHORT TIME WAITED.
[gold] [gold] [gold] [gold] Even half hearts due to damage would be healed? For a variety of reasons, but it seems at least a few people dislike this.
//
The distinction between light damage and heavy/'permanent' damage is an interesting one.
I'd like to say it could be used in unconsciousness, but I think that a system of that sort should be more along the lines of drop to 0 = unconscious, and one must proceed to purposefully attack your unconscious form to kill you (as opposed to 1 permahealth left but you're still walking around happily).
---> vede claimed Notch said this (and it is awesome).