Forever Healed?

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Forever Healed?

After using a nanorobot medkit, I seem to repeatedly, automatically heal within a couple turns of getting hurt, and it seems as though the effect might last until the end of time.  Are the effects of the kit actually supposed to expire, at some point?  (If so, it'd be great to see that as a number somewhere!)

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I think I set it to expire after a few hours, but lemme check...ah, 6 hours.As far as showing the remaining duration, that brings us to a design debate I'm constantly having with myself. On one hand, showing that kind of info (remaining time on a condition, bonus stats and penalties for items and skills, etc.) makes good usability sense. Users want to know that info, and can benefit from it.On the other hand, I was originally going for a real-world feel to most stats, so stuff "just works like you'd expect." E.g. most folks know a meat cleaver is more deadly than a stick, and the stats reflect that.That said, this is a game, and "more fun" should always win over "more real."I'd love to hear thoughts on the matter, either way!

Dan Fedor - Founder, Blue Bottle Games

I've already strongly alluded that more fun is indeed much better than more real. Something I haven't mentioned is a hardcore option. You seem to have a certain idea of how you want the game to show you things and that's fine, it is your game. So why not make this the "hardcore" difficulty? Have a "normal/easy" difficulty where stats and things are shown to the player. I also suggest only having perm death be a hardcore feature. There aren't that many roguelike fans, certainly not me lol. I was attracted to this game because of the Fallout similarities. And saving shouldn't even be a question; it should already be here. Sometimes I don't feel like playing a game for hours on end and have other things to do. Perma death for hardcore is fine, and yes people will find a way to abuse it by copying the save so it doesn't get deleted when the character dies. Oh well, that's their choice to cheat.

Toward arguing for the other side, I definitely find that there's a certain allure to *not* knowing exactly what the space of possibilities actually is, in a game. This is something that Minecraft seems to benefit from a lot, though its learning curve for crafting is admittedly rather steep. I think that factor can work even better in a more realistic game (like this one), because players are better able to leverage their common sense to figure out the mechanics (just as you've said). So yes, there's definitely a balance to figure out. :)

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I'd also side with the "more real" faction here, it just seems to fit this game. Not really knowing stats is part of the experience, at least for me. In my opinion this should be the default behaviour and seeing stats on items should be a user option. This way most players will initially experience the uncertainty and only go for more information if they feel the need to.

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I'm a fan of the "more real" option.  There could be some indications like "You feel the nanobots surge through your system" then "The sense of well-being from the nanobots seems to be reduced" then "You no longer feel the welcome tweaks and twinges of the nanobots repairing your body" to let you know as the effect fades over time.  But I really don't think a timer is a good idea.

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A short seperate question, I don't really see the need for another topic just for this, how do you use the kit? I can't seem to find out..

"Consume" it, like you would with food or water and so on... Right now (as of 0.92b) you can use it a number of time even when its empty.

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Yup, like Bear says, consuming it (yellow cursor, hotkey = 3) applies it's effects. And the fact that it works without charges is a bug, which I now need to fix :) (sorry guys, no freebies!)Also, as another thread pointed out, there's actually a bug in the duration of certain effects that chain or expire (including the medkit rapid healing). That fix is forthcoming as well.

Dan Fedor - Founder, Blue Bottle Games