#Healthcare system suggestion

2 messages · Page 1 of 1 (latest)

rotund swallow
#

Me and my brother have played the game and i intend on playing with some other people as well, however me and my brother found that healing others is not possible or it's hidden mechanically. Like it makes sense that i can see their health with 25 points, but being able to treat another player should be a big priority.

Also here are some suggestions that might make sense:

  1. Currently, i like how complex the health system is, reminds me of barotrauma's neurotrauma mod, but what i want to suggest is to keep or even increase complexity and instead make it so that that the complexity gets "auto-done" depending on skill level. So for example i really would like a system with surgery, etc. BUT with an addendum that the game does it automatically and the speed depends on the skill level. like 100 skill means really fast, 0 means really slow. Additionally doing it auto would require more resources than normal. This would make the game hella fun for enthusiasts on health systems. (including me, i used to enjoy neurotrauma a lot, but i understand it's not everyone's bread and butter thus the 'auto-button')
  2. Sickness and infection should have clearer indicators especially for higher medical skills. Currently when we got scratched it said infection and we had no idea what it meant, then my brother got sick? and didn'T know wheter that's an infection or the zombie disease. Either way it should have more indication, especailly for higher medical skill.
  3. Random dead bodies. What i mean is some dead bodies that are not zombies pretending but actually dead dead bodies. Some that are surely not having infected blood for syringe, etc. possible future health crafting. Maybe adding an option too how common they are. like "very common" would mean smth like a road is sometimes filled with corpses. (for server side things, decay without being touched after getting out of sight for a total of 1 hour real time or if a certain distance from closest player is met)
grim anchor
#

Re your points
#1 - Current healing rates are determined by order of operation (Sanitize, Suture, Bandage). Now, not looking at the stats I would believe that from bottom to top are elastic bandage, compression bandage, then trauma bandage. Each gives a % scaling higher to the "Wound" repairing/bleeding hit point rate. Also Pain indicators slow heal rate, so better painkillers give higher painkilled stat, which increases heal rate. Now, would a hotkey to medical be useful to get you there.. yes.

#2 Sick and Sick? are lore based... you could be sick.. or are you sick? Once you realize that Sick? = Dead, well then. However Sick could be a cold, flu or infection not the ZV. Usually the Medical tab will tell you what the cure is. Although medical skill could increase your detection time. Also Prior injuries and dirtiness contribute to infection and wound rate.

#3 Once NPC's are added good thought. However there are blood bags you can find, but since medical is still early access, we will see... what we will see.

#4 Your original thought of healing players. Interesting and necessary. Perhaps add another tab in the item page "Apply to target" and make the existing one "Apply to self". Although, based on how the game is set up, there's no miraculous drink a drink and gain 100 of your 125HP back. All healing occurs over time. The healing items just determine how long that may take.

Great thoughts!