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Reply to Re: New Potion System

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January 6th 2010, 06:55 AM
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DinkDude95
Peasant He/Him Australia
The guy with the cute D-Mod. 
But then there's no skill in the fight - you just keep topping up.

I'm afraid I beg to differ, MsDink. Without the bag system, the user can do this anyway. The whole idea of healing elixirs is to heal your life either during, or after a fight.

I spose it could start at the smallest and fill you up and "steps" to the next potion size as you run out

I'm not quite sure I like this idea. Hmm, I shall use an imaginary scenario to demonstrate:
Dink is fighting a boss, he's very close to empty HP, and he wants to heal. So he presses the hotkey to use a healing elixir. Oh no! Since he's up to the boss, he must have a huge lifemax, which means that it only heals him a fraction of his health! So he decides he must do it again! Oh no, another fraction! And again, another fraction! But, ahh... now it heals him a little more. Okay, so now he's up to a reasonable life level, and manages to defeat the boss.

Later on...

Dink is about to fight another boss, but his life is just a little below his lifemax, so he decides to use a small elixir- but oh no! He's all out! dang coders and their stupid hotkeys... So he decides to use a large, the smallest he has. He now has full life. But when he goes to fight the boss, he has very few elixirs! He ends up dying... Poor dink.

Please excuse the stupidity of that scenario, but that's the kind of thing I want to avoid. Being forced to use a potion that is either not going to heal you enough, or is going to heal you too much. See what I mean?