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BIG Question from Tank Video: No After-Combat Recovery Abils/Food? Is Slow Recovery Better?

Wasn't able to find anything on the Combat section of the AoC Wiki, either:

Will there be any after-combat abilities/items, do we know?

In the big Tank video that was just released, yours truly had noticed that the group's healer was wanting to "top everyone off", in-between combat engagements. There didn't seem to be recovery-channeling nor recovery items used.

What about when there isn't a healer present? Do we feel as though a slow, natural recovery is better, perhaps? Hadn't thought about it at all, up to this point, but have noticed over time that different games all seem to have their preferences.



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    AzheraeAzherae Member, Alpha One, Adventurer
    Wasn't able to find anything on the Combat section of the AoC Wiki, either:

    Will there be any after-combat abilities/items, do we know?

    In the big Tank video that was just released, yours truly had noticed that the group's healer was wanting to "top everyone off", in-between combat engagements. There didn't seem to be recovery-channeling nor recovery items used.

    What about when there isn't a healer present? Do we feel as though a slow, natural recovery is better, perhaps? Hadn't thought about it at all, up to this point, but have noticed over time that different games all seem to have their preferences.




    Isn't it that they want you to always have a Cleric present?
    Sorry, my native language is Erlang.
    
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    SongcallerSongcaller Member, Alpha One, Adventurer
    Would prefer food/drink which is consumed by sitting, rather than just sitting.
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    Neurath wrote: »
    Would prefer food/drink which is consumed by sitting, rather than just sitting.

    @Neurath It wasn't clear if sitting was causing them to heal any faster; They seemed to recover at the same rate as when they were standing, post-combat.

    Would prefer a single-leg kneel, as opposed to sitting, if this is to be the case. You'd still be able to point your weapons forward by kneeling, as well as in a more-IRL position to stand back up if a patrol aggro's, while recovering.



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    SongcallerSongcaller Member, Alpha One, Adventurer
    Well, I hoped for variations to poses in all honesty. I merely meant that food and drink should be used in some sort of animation rather than a simple animation or a simple buff.
    2a3b8ichz0pd.gif
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    I'd like to have a mobile "bonfire" mechanic. You come to a dungeon, come up to your room and setup a cooking pot on a bonfire in the corridor outside of mobs' agro. You then add whatever food buff you want to the pot and go out to farm the mobs. The buff can last for however long (probably dependent on the quality and lvl of food used) and can be changed with a particular action, so that coming back is not only "not a single click" but is also not a "just sit and do nothing".

    I think this could allow players to have small breaks between mob respawns, while also upkeeping their buffs, all the while not making them feel bored during the off-time. And if there was a multiplayer cooking mini-game for parties - that would be fucking amazing.
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    novercalisnovercalis Member, Founder, Kickstarter
    I do want food/water mechanics but dont care if it requires Sitting or if it auto consumes as you stand.

    EQ - Food and Water is auto consumed every 10-30 min depending on the type of food.

    loaf of bread would remove 1 bread from your inventory every 10 minutes.
    Artisan Garlic Naan would remove 1 bread from your invetory every 30 minutes.

    If you do not have food or water in your inventory, you do not regenerate HP (food) or MP (water)

    Sitting down allows for faster regen.

    if a loaf of bread (the cheapest bread in the game) gave you 1hp per 5 seconds regen
    but a artisan bread would give you 10hp per 5 seconds

    same went for water / liquids.
    {UPK} United Player Killer - All your loot belongs to us.
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    Since Steven is drawing on Verra from his experience with pathfinder, I think it would be really cool to implement a DnD style rest mechanic.

    For this example, let's say you are in a dungeon and managed to clear into it about halfway. You are out of resources, spells, food, and possibly sustained a few injuries. You need to rest, so you find an easily defendable dead end and take an hour to recover. If you succeed you can return to mostly 100% and clear the rest, but what if you don't? A patrol can find you and interrupt your rest or return with backup.

    How could this work in Ashes? Say you are in that same situation, halfway into a dungeon with no way out and low on resources. There are still plenty of mobs and a few patrols that could find you. What if the blacksmith had a consumable resource such as a placeable door that could give your party a brief safety inside the hostile dungeon. The chef of your group could then place a fire and put a consumable feast that the party could click on to restore their mana/hp and get a temporary buff that would last for the dungeon. Maybe the fire also temporarily stops respawns in that location as well?
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    I like WoW Classic's system.

    Taking a break to drink & eat after every fight/every few fight makes people socialie more, chit chat and bind together.

    That makes friendships which would otherwise never happen with the modern zerging & rushing style.

    A lot of people will be hyserical and roll on the floor crying and screaming about ''MUH CONVENIENCE''

    just ignore them

    screw convenience

    don't let yourself intimidated

    stick to the classic basis of this game

    the haters won't quit because of having to talk to their co-questers/co-dungeoneers every few minutes and the bulk of the silent players will enjoy this aspect (even if they can't explicitly put their thumb on it)

    yeah, just go with this classic system like World of Warcraft initially did and everything will be great
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    novercalisnovercalis Member, Founder, Kickstarter
    Ironhope wrote: »
    I like WoW Classic's system.

    Taking a break to drink & eat after every fight/every few fight makes people socialie more, chit chat and bind together.

    That makes friendships which would otherwise never happen with the modern zerging & rushing style.

    A lot of people will be hyserical and roll on the floor crying and screaming about ''MUH CONVENIENCE''

    just ignore them

    screw convenience

    don't let yourself intimidated

    stick to the classic basis of this game

    the haters won't quit because of having to talk to their co-questers/co-dungeoneers every few minutes and the bulk of the silent players will enjoy this aspect (even if they can't explicitly put their thumb on it)

    yeah, just go with this classic system like World of Warcraft initially did and everything will be great

    this. Wether it's WoW, EQ, L2 - screw convivence, zerging and rushing. Co-operative gameplay, Socializing while navigating a tough as shit dungeon that is time consuming.
    {UPK} United Player Killer - All your loot belongs to us.
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