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Need buff name suggestion :)

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Xecutor

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Aug 22, 2008, 3:35:12 AM8/22/08
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In my rl in development I have following system for potions:
When unit drinks potion of healing, the buff 'healed' is placed on
unit.
When unit under 'healed' buff drinks potion, effect of potion is
halved and another buff is placed.
Under this 2nd buff healing potions do not have effect at all.
How can I call this buff? :)
'Strongly healed' is too long.
Healed2 - somewhat ambiguous (it is possible to read description of
each buff, but...).

The same goes for mana potion. After 1st potion unit is 'energized'.
After 2nd - overcharged.

Hm.
Is 'overhealed' understandable word?
Any other ideas?

Soyweiser

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Aug 22, 2008, 6:29:24 AM8/22/08
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On Aug 22, 9:35 am, Xecutor <konstantin.stup...@gmail.com> wrote:
<snip>

> Hm.
> Is 'overhealed' understandable word?
> Any other ideas?

Overhealed sounds a bit odd.

I would use "Treated", "Restored", "Recuperated", "Mended",
"Regenerated", or "Bandaged".

Or make healed a different color. First time make it blue->yellow->red
for example. And I would make it clear to the player when he used a
potion that has no effect. "You drink the potion of healing, but feel
no different".

Ps: you really don't like players do you? ;) this mechanic is harsh.
(You could also restrict the availability of healing potions. When you
would normally create a potion do the following. Just check the amount
of potions the player has on hand (x). And only generate a new healing
potion 1/x of the time.

--
Soyweiser

Radomir 'The Sheep' Dopieralski

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Aug 22, 2008, 11:10:56 AM8/22/08
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At Fri, 22 Aug 2008 03:29:24 -0700 (PDT),
Soyweiser wrote:

This only leads to the players staching the potions in some place where
they are not counted.

--
Radomir `The Sheep' Dopieralski <http://sheep.art.pl>
"Whenever you find yourself on the side of the majority,
it's time to pause and reflect." -- Mark Twain

Christophe

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Aug 22, 2008, 11:21:33 AM8/22/08
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Xecutor a écrit :

There is a similar feature in the PC computer game The Witcher. Each
potion in the game is considered slightly toxic and your body needs time
to process the toxins. Use too many potions at the same time and you'll
start seeing the effects of the high toxins in your blood.

Such status is not considered the same as a regular poison.

Xecutor

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Aug 22, 2008, 11:49:54 AM8/22/08
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On 22 авг, 17:29, Soyweiser <soywei...@gmail.com> wrote:
> On Aug 22, 9:35 am, Xecutor <konstantin.stup...@gmail.com> wrote:

> Or make healed a different color. First time make it blue->yellow->red
> for example.

Oh! Good idea :)


> And I would make it clear to the player when he used a
> potion that has no effect. "You drink the potion of healing, but feel
> no different".

Sure.

I was thinking a lot about balance between usefullness of potions and
the way they affect battles with bosses and other strong enemies.
I don't think that standing in front of strong enemy hitting him and
drinking all saved potions one by one is a good way to kill boss :)

Restriction of potions generation will look a bit odd for players
IMHO :)

Billy Bissette

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Aug 22, 2008, 2:05:54 PM8/22/08
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Xecutor <konstanti...@gmail.com> wrote in news:ee0444d8-d0cd-434b-
8d13-ddf...@x35g2000hsb.googlegroups.com:

If you want to do it for multiple types of items, how about just
having the regular status and then the "max" status?

So you'd have "healed" and "healed(max)" or "max healed" or
"HEALED" or "*healed*" or something like that. Use the exact same
format for all other appropriate statuses. Something that makes
it immediately evident that you've reached the final level of that
specific status. An added bonus is that the player doesn't have
to learn the ordering of various status words.

If you ever felt the urge, you could also switch to a numbering
system, like "healed-1", "healed-2", up to healed with some
indication of maxed status. Then you could have different things
increment the status by different amounts, and also have it
gradually drop over time rather than being an all or nothing
change. So you drink a light healing potion and go to "heal-2",
then drink a strong healing potion for slightly reduced effect and
go to "heal-7", then over time it drops to "heal-5" before you
drink another and go to "heal-*" or maximum status.

konijn_

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Aug 22, 2008, 2:49:35 PM8/22/08
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In the PotC game, taking a potion is a skill that takes time.
So you can only have a potion every 15 seconds.
So vs. a boss you can have maybe 2 potions and that's it.
It kinds of break suspense but I like the mechanism.

Cheers,
T.

Gerry Quinn

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Aug 22, 2008, 5:31:29 PM8/22/08
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In article <ee0444d8-d0cd-434b-8d13-ddf0ebacee65
@x35g2000hsb.googlegroups.com>, konstanti...@gmail.com says...

In World of Warcraft, a debuff called 'Recently Bandaged' is placed on a
player who has been bandaged. While it lasts (1 minute) he can't be
bandaged again.

'Recently Healed', would do. 'Overhealed' sounds like it's trying to
give an explanation, but really it is just game mechanics and maybe no
explanation is needed.

- Gerry Quinn
--
Lair of the Demon Ape (a coffee-break roguelike)
<http://indigo.ie/~gerryq/lair/lair.htm>

pol

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Aug 22, 2008, 8:11:31 PM8/22/08
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XHealedX

or something like that
I was thinking
Healed*0.5
or
Healed*1/2

but then I saw it meant you could _not_ be healed at all

and XHealedX
or #Healed#
or =Healed=
or something would seem more appropriate

or change Healed to:

recuperated and jittery
revived and twitchy
vitalized and strung-out


Xecutor

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Aug 24, 2008, 3:51:29 AM8/24/08
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On 23 авг, 01:05, Billy Bissette <bai...@coastalnet.com> wrote:

> So you'd have "healed" and "healed(max)" or "max healed" or

Mmm. "max healed" look like best variant up to now :)
Thanks a lot!

> system, like "healed-1", "healed-2", up to healed with some

Hm. Don't want to make things too complex :)
2 levels is enough.

As for cooldowns... I have cooldowns system too, but
from my point of view cooldown on potion looks somewhat artificial :)

The trick about healed->max healed is that duration of max healed is
longer than one of healed :)

'recently healed' is just too long :(
Buffs are displayed at right panel, and making it too wide will take
space from gamefield.

Darren Grey

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Aug 24, 2008, 7:54:57 PM8/24/08
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On Aug 22, 8:35 am, Xecutor <konstantin.stup...@gmail.com> wrote:

> Hm.
> Is 'overhealed' understandable word?
> Any other ideas?

'Overhealed' sounds a bit silly, though it still makes sense. Some
other ideas might be vitalised, invigorated, stimulated, fortified,
revitalised, restored, or any play on those sort of words. It doesn't
necessarily have to make full sense out of context, as long as it's
something people can pick up and adapt to. Lots of games use silly
names for certain things but players quickly pick up the terms
naturally as soon as they see the exact effect it has on gameplay.

--
Darren Grey

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