Posted January 30, 2014 I would like to see the disease status affect the game a little more than it does right now and with saying that change alot of the ways of how its contracted and its effects. There should be several kinds of diseases with various effects and remedies, here are some examples: Legionares - Contracted from eating very low quality food or low chance of attaining by drinking water not from fountains/wells/ containers- gives 50 % stamina and very rare to contract - cured by having nutrition above 70% for some time. Bone break fever - Contracted by massive falls - gain a minute amount of less skill until healed, maybe reduction increases every heal tick until cured - cured by wrapping and sleeping in a bed for some aloted amount of time. Cold - Contracted randomly, but chance increase in rain and snow outside of shelter - Causes minor speed penalty - Will heal over time slowly but heals rapidly while sleeping. Plague - Spread by the gods to the unfaithful/ Zombie wounds/ (or randomly in crowded areas) - almost eminent but slow death caused by internal wounds - cured by priest/praying a ton/ sacraficing to gods.Plagued corpses could also be used in warfare by being catapulted into enemy territory to infect the populous being beseiged. The corpse can emit a chance for people around it to get the plague and if it shatters can spread the plague all over in a certain amount of tiles. Things like a cold and the plague should be very infectious the plague being more so, but also very rare. When something has the ability to wipe out all non priests it shouldn't happen very often and the cold would be annoying if it happened too much. I think however it would add alot of realism to the game. The plague of course is my favorite as you can tell. haha For all those who enjoy realism I think you should know that the biological warfare I just spoke of happened very frequently in medieval times and for those who enjoy fantasy and magic whats more interesting than the black plague giving you people to heal with your spells? Maybe we could add a little body burning too for a visual affect and to prevent disease spread too. Share this post Link to post Share on other sites
Posted January 30, 2014 (edited) Players contracting disease is one of the absolutely worst additions to the game ever and needs no elaboration whatsoever. It is meant to be a multiplayer game but social interaction with other player is discouraged by making us catch some sort of STD from standing on the same tile as others. You should see on the impalongs where everyone stands at an armslength away from others, it's like the awkward acquintance hug and it goes on for days. Hrm contracting disease from low QL food etc would effectively punish low-skilled players who are already struggling with starting out and gaining skills. My opinion can pretty much be summed up with -1 no thanks. Edited January 30, 2014 by Aeris Share this post Link to post Share on other sites
Posted January 30, 2014 I would go absolutely against such things added to the game. Those would do nothing good for the gaming experience, and only serve to be a nuisance. The disease system, as small as it is, is fine, as it takes quite a while for the power to reach a point where it will begin to affect your gameplay, (skillgains).-1 Share this post Link to post Share on other sites
Posted January 30, 2014 +1, people say this is a survival game, so let it become more so. Share this post Link to post Share on other sites
Posted January 30, 2014 Those would do nothing good for the gaming experience, and only serve to be a nuisance. You mean like having to eat and drink? Or deal with aggressive mobs if you don't want to raise combat skills? Or tools taking damage on use? This suggestion would add some actual depth to the survival mechanics of the game which are one of the very few gameplay aspects of PvE. It's funny how anytime someone suggests things which would actually increase the difficulty of the game people whine saying it's just a nuisance. However if anything is suggested or implemented that would reduce grinding or crafting time there is an outcry that the game is becoming too easy despite the fact that lengthy grind and crafting times do nothing but pad out the game to compensate for the lack of gameplay elements to fill that time not to actually increase the difficulty of the game. If wurm used a simple hit points model for damage and someone suggested the current system I imagine you'd get the same people whining that it over complicates things, add nuisances, and detracts from building and crafting. As far as being a social game. Even though it's more dangerous to have packed gatherings it also adds more game challenges which can be overcome or prevented by working together. Building and crafting aren't the only reasons people enjoy wurm. It'd be nice if the survival aspects could be fleshed out more so that having those high quality things will serve even more purpose and make progressing through the game that much more gratifying. Share this post Link to post Share on other sites
Posted January 30, 2014 Hey, how about you stop killing noobs? Share this post Link to post Share on other sites
Posted January 30, 2014 -1 I don't see the point.. Most people already have a hard time surviving at this moment. So why make it even harder? Are the troll not strong enough? Share this post Link to post Share on other sites
Posted January 30, 2014 (edited) I like the idea of sickness/medication, but this idea I dont like -1 Edited January 30, 2014 by AlexLong Share this post Link to post Share on other sites
Posted January 30, 2014 (edited) +1 Add alchemy potions to get cures for the diseases. Would add an interesting dynamic to the game. If you could easily cure them with a special potion, it wouldn't be too annoying and it would give alchemy another use, which I think is needed. Plague sounds a bit too annoying though. Maybe it could occasionally on epic or something. Would be interesting to see how people quarantine their towns and lock out all visitors while a disease is in effect. It should not happen too often, because I bet that a plague would limit PvP, which no one likes. Maybe there could be a potion to cure it, but its super hard to produce because of rare ingredients. Maybe the ingredients could be in the middle of nowhere on elevation, so the factions have to fight to obtain them. Edited January 30, 2014 by Farkas Share this post Link to post Share on other sites
Posted January 30, 2014 (edited) I've always been curious of having diseases in game, but I can see it getting old very quickly. You have somewhere to be, bam you contract a disease and suddenly you have to spend time attempting to cure it to get rid of some constant penalty. It doesn't seem fair to have a random penalty dropping that you have little means of avoiding. Eating low QL food and severe falls already have their respective penalties (low nutrition, wounds/death), I don't think they need disease to go with them. Crowding diseases would severely mess up events like impalongs if the penalty was anything beyond insignificant. I'd support an extended disease system that doesn't apply another layer of penalties on top of mishaps, and that has at least some degree of predictability to enable players to consciously wage risk against any potential reward involved in the action that may lead to disease. From the top of my head, acceptable methods of contracting disease would be hanging around visibly tainted areas (rather than avoiding them) or fighting a special mob that has an attack that may cause disease that can be cured with medication (prepared in advance by the careful hunter). Pitting the penalty against the reward is the key, like how imping your armor causes your tools to take damage, or how looking for supplies in the woods can earn you a bear mauling. EDIT: Random disease would be fine if the penalties were slim enough to not immediately require full attention to curing or have a significant detrimental effect. Edited January 30, 2014 by EliasTheCrimson Share this post Link to post Share on other sites
Posted January 30, 2014 I understand peoples concern on annoyances and what not. I just felt it would add a little more uses for healing, alchemy, priests, and more ways of warfare like i suggested with the catapults and also make it feel more real. All of this stuff is just realistic like it should be. Why should diseases only be limited to people grinding animal husbandry? All the diseases I stated were meant to be very rare. As in it wouldn't be an every day thing what so ever unless player or god applied such as the infected corpses or gods casting plague. Share this post Link to post Share on other sites
Posted January 30, 2014 +1 if the diseases can only be contracted by Jenn-Kellon Share this post Link to post Share on other sites
Posted January 31, 2014 I can see this working on Epic. However, I can see this being extremely annoying on Freedom. I don't think disease is necessarily a poor choice for the game in general. I do think it should have it's limitations however. Share this post Link to post Share on other sites
Posted January 31, 2014 IMO, it is hard enough for a new player to start. And even for an experienced player, these seem more annoying than anything. Share this post Link to post Share on other sites