DeletedUser8269
Proposal
To prevent losing 10k HP for example when changing temporarily to different gear and back, this system needs to be revised :
When changing clothes/sets, set the current HP of the character as the same percentage it was before. So if you are 100% full and change to more HP clothing, you will still have 100% HP. And if you change to less HP clothing, you also will still have the same percentage.
Current Workaround
The way it's currently implemented a player loses either a lot of HP or Speed for example.
The workarounds for that are using buffs, no matter whether they're from tombolas, bought with nuggets, from market or crafted.
Details
Current situation (all examples) :
1. Player has Fort Fighting clothes on, max HP of atm 10k HP and wants to join the FF.
2. Player can't make the FF in time because in FF set it's 2 hours walk and it starts in 1 hour
3. Player has to switch to Speed set to make it in time but the max HP is only 2k with that set so he/she just lost 8k of HP
4. Player has to switch back to FF gear and now only has 2k / 10k HP.
5. Player has to use a bunch of buffs to have good HP for the FF again.
OR
3. Player has to use 1 or more Speed buffs to make the FF in time.
Why is this wrong ?
The game has many sets, Speed sets and FF sets for example. Lets leave the others out of the discussion for now.
Many people only wear the FF set with max HP. Simply because they can't afford 10, maybe 20k HP as they won't ever have the time to regain it unless using lots of buffs.
That makes the Speed set (and many other sets) basically useless.
The idea is that a Speed set is used to get you somewhere (a FF) and a FF set is then used for the FF itself. But it is not working.
What is the solution ?
I think the solution is to always have the player have the same percentage of HP as he had before while/after changing clothes/sets. Very easy to implement, way more realistically and way more fair. After all you don't get hurt more (or less) when changing clothes.
Example :
1. Player has Fort Fighting clothes on, max HP of 10k but currently has 8k HP (80% of maximum)
2. Player needs to run to FF so switches to 2k HP Speed set
3. Player ends up with 1600 HP (80% of 2k maximum)
4. Player arrives at Fort for the fight, and switches back to FF gear
5. Player ends up with 8k HP again (same 80% as he/she had in Speed gear)
I have the Speed set which I love but it's utterly useless as when I use that I lose way too much HP and need to sleep for 4 hours or so to regain my HP.
Abuse Prevention
I don't see any possible abuse. At first sight it looks like switching to max HP gear gives you a 'free' HP boost but that's not really the case. You will just have the same percentage of HP you had before. HP buffs and sleeping both work on percentage regeneration as well so it just corrects the flaw there was
Visual Aids
I don't see the need for visual aids.
Summary
Innogames implements dozens of sets and hundreds of items. I believe 95% is not used because changing sets from a FF / HP set drains the HP and many use the HP sets.
Innogames will benefit because when this is implemented a player can safely change sets and back, making all the sets interesting again for people to collect and buy.
Players will obviously benefit from it too as they can use all the sets they have. They can travel to a Fort in (for example) 20 minutes with the Speed set (it is meant for this) and then change to the Fort Fighting clothes and still have full HP instead of 2k from a maximum of 10k.
Players will use way more sets and items, and will enjoy actually being able to use them. I'm sure of that.
Administration
Does this idea meet the Ideas Guidelines & Criteria? Yes
Does this idea appear on any of the Previously Suggested Ideas List? No (I worked my way to all the lists and to my surprise I couldn't find anything similar. Might have missed it)
To prevent losing 10k HP for example when changing temporarily to different gear and back, this system needs to be revised :
When changing clothes/sets, set the current HP of the character as the same percentage it was before. So if you are 100% full and change to more HP clothing, you will still have 100% HP. And if you change to less HP clothing, you also will still have the same percentage.
Current Workaround
The way it's currently implemented a player loses either a lot of HP or Speed for example.
The workarounds for that are using buffs, no matter whether they're from tombolas, bought with nuggets, from market or crafted.
Details
Current situation (all examples) :
1. Player has Fort Fighting clothes on, max HP of atm 10k HP and wants to join the FF.
2. Player can't make the FF in time because in FF set it's 2 hours walk and it starts in 1 hour
3. Player has to switch to Speed set to make it in time but the max HP is only 2k with that set so he/she just lost 8k of HP
4. Player has to switch back to FF gear and now only has 2k / 10k HP.
5. Player has to use a bunch of buffs to have good HP for the FF again.
OR
3. Player has to use 1 or more Speed buffs to make the FF in time.
Why is this wrong ?
The game has many sets, Speed sets and FF sets for example. Lets leave the others out of the discussion for now.
Many people only wear the FF set with max HP. Simply because they can't afford 10, maybe 20k HP as they won't ever have the time to regain it unless using lots of buffs.
That makes the Speed set (and many other sets) basically useless.
The idea is that a Speed set is used to get you somewhere (a FF) and a FF set is then used for the FF itself. But it is not working.
What is the solution ?
I think the solution is to always have the player have the same percentage of HP as he had before while/after changing clothes/sets. Very easy to implement, way more realistically and way more fair. After all you don't get hurt more (or less) when changing clothes.
Example :
1. Player has Fort Fighting clothes on, max HP of 10k but currently has 8k HP (80% of maximum)
2. Player needs to run to FF so switches to 2k HP Speed set
3. Player ends up with 1600 HP (80% of 2k maximum)
4. Player arrives at Fort for the fight, and switches back to FF gear
5. Player ends up with 8k HP again (same 80% as he/she had in Speed gear)
I have the Speed set which I love but it's utterly useless as when I use that I lose way too much HP and need to sleep for 4 hours or so to regain my HP.
Abuse Prevention
I don't see any possible abuse. At first sight it looks like switching to max HP gear gives you a 'free' HP boost but that's not really the case. You will just have the same percentage of HP you had before. HP buffs and sleeping both work on percentage regeneration as well so it just corrects the flaw there was
Visual Aids
I don't see the need for visual aids.
Summary
Innogames implements dozens of sets and hundreds of items. I believe 95% is not used because changing sets from a FF / HP set drains the HP and many use the HP sets.
Innogames will benefit because when this is implemented a player can safely change sets and back, making all the sets interesting again for people to collect and buy.
Players will obviously benefit from it too as they can use all the sets they have. They can travel to a Fort in (for example) 20 minutes with the Speed set (it is meant for this) and then change to the Fort Fighting clothes and still have full HP instead of 2k from a maximum of 10k.
Players will use way more sets and items, and will enjoy actually being able to use them. I'm sure of that.
Administration
Does this idea meet the Ideas Guidelines & Criteria? Yes
Does this idea appear on any of the Previously Suggested Ideas List? No (I worked my way to all the lists and to my surprise I couldn't find anything similar. Might have missed it)