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Sign upDon't re-break body parts on non-damaging hits #21359
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Coolthulhu
added some commits
Jul 5, 2017
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This occurring 'on hit' instead of 'on damage' is intentional, a broken limb is fragile enough that hits that wouldn't normally cause damage are enough to disturb the healing process. |
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Unless it is something like a hulk throwing you through a wall, or some very high impact special attack, is very counter-intuitive and borderline unrealistic. You would need to have a very bad fitted splint or cast for any kind of hit to affect the healing process of a broken limb to that degree. And anyone who has broken limb, and tripped/felt down can tell you that you would need to get a very good hit for it to affect the broken limb. |
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This is poor design, as there are things that deal 0 damage, poorly thrown pebbles, hallucinations, arrows that bounce off armor... flesh in the splints, bone even, is fairly well set in place. schizophrenics at the moment have recovery times an order of magnitude longer due to limbs resetting from hallucinations, hits from imaginary enemies should not have real effects on physical healing.
minor flesh wounds from glass shards, papercuts, would not even disturb healing. survivors/npcs being able to heal from bullet-ridden limbs to full health in the course of one or two nights rest is testament to their durability /joke |
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Working as intended in general. The rationale for changing the mend factor is also strange, they should be the same, based on what? |
kevingranade
closed this
Jul 10, 2017
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Full plate armor not stopping rat and mosquito bites from re-breaking limbs is working as intended? Acid spit blocked entirely by hazmat but still re-breaking limbs is working as intended? BB bullets stopped by forcefield, fire stopped by isolating armor?
It's just the message timing. I fucked up the messages: it was supposed to be 33% time "started mending", then 33% of the time "partly mended", then finally 33% "mostly mended", but I got the math wrong and it ended up 25%/25%/50%, which is confusing and unlike other similar effects (infection). |
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Chronitonity
commented
Jul 10, 2017
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Current limb healing is neither realistic nor fun when your limb breaks huh |
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Your logic is spot on there kevin. "yes mr. johnson, your arm is healing really well. We just have to administer this shot of antibiotics to- woops, arms broken again. Looks like you'll have to wait another month to go back to work. See you then for another dose of antibiotics!" "yeah, I got my cast off yesterday. The doc says I can't lift anything ove-" stiff breeze "OH GOD MY ARM!" "Too bad my leg is busted. Sure is nice having this thick steel piece of metal to protect it from further harm. Hey, whats that kid doing with that BB gun?" bink leg rebreaks The logical fallacies you display on a regular basis disturb me greatly. oh, and lets not forget the bit where under this bug, your hallucinations can also reset the mend timer when they manage to hit a broken limb. |
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This is a terrible idea, @kevingranade. This is neither realistic nor even remotely beneficial to gameplay, and it concerns me that you think it to be either, especially when a fellow developer has already stated it is a bug, and that they have taken it as their responsibility to fix what they consider a mistake they left over. |
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Something else that's bothering me about this. |
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Kevin has made this error in the past, has he not? |
Coolthulhu commentedJul 5, 2017
Mending effect should only be removed if the hit on the mending body part actually dealt damage.
Also adjusted mend intensity factor: with 36000 factor, the "mostly mended" description was shown for twice as long as the descriptions before it. With 48000, each description should be shown for the same length of time.