the reduced effective rate of healing items (eathena 0.0.x)

Got something on your mind about the project? This is the correct place for that.
Forum rules
This forum is for feature requests, content changes additions, anything not a Bug in the software.
Please report all bugs on the Support Forums
Post Reply
User avatar
bigglesworth
Novice
Novice
Posts: 211
Joined: Sun Nov 11, 2007 4:23 am
Location: Land of Ooo

the reduced effective rate of healing items (eathena 0.0.x)

Post by bigglesworth » Sun Oct 12, 2008 7:03 am

It is not mentioned in the news...

http://forums.themanaworld.org/viewtopic.php?f=1&t=5021

Why is the rate of the effect of healing items slowed down?

It doesn't benefit my character to lie dead and heal itself, when it will be resurrected with 50% health.
User avatar
fate
Novice
Novice
Posts: 400
Joined: Thu Mar 20, 2008 3:34 pm

Re: the reduced effective rate of healing items (eathena 0.0.x)

Post by fate » Sun Oct 12, 2008 7:33 pm

Hi,

yes, this was not mentioned in the update-- apologies for that! The `heal after death' bug is fixed and committed (it might already be running).

All healing items now act as `heal over time' items. How quickly you heal from items depends on how strong the healing item is and how high your vitality is. Healing items that give you 500 or more heal fastest, then items with 250-499, then 100-249. (The precise numbers were adjusted recently to speed things up a little and may not be in effect yet). If you find that e.g. apples don't heal you fast enough, try chicken legs or large healing potions (which you can buy from alchemist players).

This has made the game a little harder for everyone. Slowing down the healing effect (a) reduces the importance of money in combat (you can't win just by drinking more and more beer) and (b) balances PvP combat (which is no longer won by the person carrying more healing items).

-- fate
Post Reply