It’s something different. The cooldown would be there either way, potion sickness or not, but by gulping down too many potions, the cooldown time would increase.
I’m more of a fan of giving the player a reduced potion effectiveness for a set amount of time per potion (coupled with healing over time).
for the first 4 potions there is no lesser healing, since pots would get kinda useless to fast.
Thats basically what i was talking about.
mhh how to “cure” this potion sickness?
after x seconds of not drinking the same potion (mana and hp have different sickness) you loose one more “stack” of sickness. I hope you understand how i meant this …
if you used 6 potions the 7. will be 7sec / 90hp
if the time of x seconds has past it will be back to 6 seconds / 90hp for the next potion, if the timer has past again, its down to 6sec /100hp and so on.)
the timer of reducing sickness will start as soon as you could drink your next potion. means to drop from stack 3 to 2 you would have to wait 7sec + timer
I think having only 1 potion type in the game would be sufficient and makeit % based. so a health potion would restore 50% hp instantly with 15% moe hp retored over 15 seconds or something along those lines. I would love to use an auto potion pick up but have an inventory slot dedicated to a health or mana pot. this way you can associate the auto-pick up feature to that inventory location as the only thing that can be picked up by that slot. once the stack is full, you can no longer pick up potions. Then you could add in an upgrade feature that could let you carry more potions or add to the effectiveness of potions.
Another option could be to give everyone one health potion only. Put it on a CD timer and add crafting recipies that alter the function of the potion. That could open a whole new level of gameplay and customization and also take less to implement since you could quite literally cut potions from the loot table entirely. crafting could do things like
-add %based healing
-reduce cooldown
-add instant health restoration
-add curative properties for posion and other status affects
-increase the base healing properties of the potion
-add additional usses to the pot before you hit the cooldown.
You could add quests rewards to the game that include some generic potion upgrades so that players will progress into the pots at a given difficulty level. That should add alot of balancing and alot less mess overall.
Personally, with the amount of loot in these games, I would prefer an auto-pickup everything with customizable options. I’m in the minority and believe that these games generate so much loot to purposefully be a delay tactic to add more content to the game. There should be an automatic way to handle all this loot in the way the player wants, instead of just having to leave it on the ground.
Auto Pick Up:
Potions:
– Healing: On
– Mana: On
– Strength: Off
– Experience: On
Weapon (Axe): Blue+
Weapon (Sword): Green+
etc. Also other automatic functionality is great instead of repetition like in Diablo 2 with getting chipped stones and the like. i.e.
Automatically Queue for Sale: Grey, White, Green, etc would automatically move items into a “for sale” junked/scapped bag and the moment you entered a town it would auto-sell whatever is in that bag.
Automatically combine gems/socket items/etc: Chipped, Cloudy would automatically combine X number of Y type of gems into Z type. Obviously would require some sort of item or whatever to do this.
Automatically remove gems/socket items/etc on selling: Pristine+
etc
etc
I recognize some people think this stuff adds to the game, but it’s just inventory fluff and doesn’t really add to gameplay, just management of inventory and the like. Hate that stuff.
LOL, you just took these words from my mouth
I would really prefer the same way to handle this pick up stuff. And it should be easily possible in tech means I guess.
nods in agreement As long as there’s options for filtering the bits you’re not interested in then it just saves time. Also at some point you’d go into your inventory and have a pile of stuff you probably want to some degree to spend some time looking through :3
A filter system where you can define what is shown by default, and what is shown by pressing e.g. the ALT key (like in TQ) would be heaven
Regarding potion pickup: I guess it pretty much depends on how many potions will drop - which will depend on how potions are used - as it is discussed earlier in this thread. If pots drop in a frequency as they did as in TQ, then yes please, give us auto pot pickup.
I’m all for features that mean less time spent in town and more time smashing monsters, and this seems like just the ticket. Potions should be a part of gameplay that becomes second nature - you check how many you have, use them when you need to, and forget about them the rest of the time. As long as there’s not a total over abundance of them throughout the game it shouldn’t matter whether we automatically pick them up or not. Hell, just turn it into a variable option for those who don’t want it?
It’s definitely client side in D3. After playing the open beta weekend with some friends I have to say its actually quite liberating to not have to worry about lootiquite and I hope it’s client-side in GD as well!
Ah, so no more ninja-looting all uniques in Diablo?
One of the fun parts when me and my girlfriend were playing Titan Quest was seeing who could pick up the blues and purples the quickest. We’d share them ourselves, ultimately, so that was a lot of fun. In online environments, I can see how it can be preferable to have the loot divided up among the clients.
Maybe you can provide us with a set of options when setting up an online game that comes in the form of a checkbox, giving us the option to switch between the two?
Or even more sophisticated, an option in the form of a drop-down menu that sets from which item rarity it should drop client-side, for example, if you set it to epic, all normal, magical and rares will drop server-side and all epics and legendaries are distributed client side.
The only problem that leaves us with is if you’re going to make relics/charms as well, there should be a separate option for that.
I think auto-potion pickup as a toggleable option is a good idea.
Also, what would be good, from my previous experience of ARPGs - an option to filter certain items, namely potions, ‘trash’ loot, etc. Maybe it filters them out, maybe it just converts them to equivalent gold value (so you aren’t missing out).
Having a screen filled with trash items you have to collect and sort is another monotonous issue in some games like this. So, a gold-conversion filter is a good solution that doesn’t penalise you
Ok, out of curiosity, when is picking up a potion ever something you would not do ? Can’t think of anything that is not extremely rare (as in, you resolve that situation in the same minute).