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@ClobberXD
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@ClobberXD ClobberXD commented Sep 4, 2018

  • Apples have been removed in favour of medkits.
  • On use, medkits provide 1 HP every 0.5s to the player till a maximum of max_regen is attained.
  • Players will be slowed down while they heal, and their screen will have slight bluish tint, representing the player's lack of attention to the surroundings while healing.
  • Healing players will also glow to visually distinguish them from those who aren't healing.
  • If healing is interrupted, the regen will stop, the one medkit will be added back to player's inventory and their health will be reverted back to it's original value.
    • Healing can be interrupted in the following ways:
      • Healing player engages in PvP, or gets attacked by another player.
      • Any other damage to healing player.

Tested; everything works as it should.
Video demonstration: https://youtu.be/wfYTRcP170A, https://youtu.be/o86Y7aKHP1Q

@rubenwardy
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rubenwardy commented Sep 4, 2018

Also, I don't like the texture. Something like this would be better, but maybe whiter:

(note that the above is copyrighted)

Also note that you're not allowed to use a red cross on such textures due to trademark law

@rubenwardy rubenwardy changed the title Add medkits, "nerf" apples Add medkits, remove apples Sep 4, 2018
@ClobberXD
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ClobberXD commented Sep 6, 2018

Updated major portions. Tested; on_drop doesn't work yet. See first comment for more details

@AKryukov92
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AKryukov92 commented Sep 11, 2018

Just random idea about medkits.
image

You can also think about "apple jam" instead of apples themselves.

I think we should keep this item associated with apples. Apples is a notable step in history of minetest CTF.

@ClobberXD
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While apples have indeed played an unforgettable part in CTF's development as a server, they result in gameplay that's far from realistic. Apples (and all food, in general) are out-of-place in the middle of a battlefield, and proper medical supplies (like medkits, bandages, etc.) adhere to the theme of CTF (i.e. Warfare) nicely.

@AKryukov92
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I don't like the idea of cloning some other ctf. It doesn't really matter, how exactly we will name healing stuff. May be you should ask community? Something like:

We are going to change healing in the game. New item will heal over time. How to name it?
* Apple
* Medkit
* Bandage

Btw, bandages for healing others is good idea, but they are not subject of this topic.

@ClobberXD ClobberXD force-pushed the medkit branch 2 times, most recently from 202ac64 to b4c6cf3 Compare September 12, 2018 09:45
@ClobberXD
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ClobberXD commented Sep 12, 2018

What should be the behaviour of medkits with respect to sprint? Should speed be half of sprint speed when player is sprinting?

@skittlemittle
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I think they should slow you down to an absolute speed, not a relative speed.

@ClobberXD
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But that wouldn't respect sprint, would it?

I'm thinking of adding a medkit.is_healing(name) which sprint uses to set a physics modifier accordingly, since sprint already registers a globalstep.

@AKryukov92
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Why do you want to allow players to move while healing?

@ClobberXD
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In a fast-paced game, I think it's overkill to completely disallow players to move.

@AKryukov92
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Will player with healing and spring be faster than normal running speed?

@ClobberXD
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No. It is (supposed to be) half of normal and sprint speeds

@AKryukov92
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If you fight 1vs1 and you want to heal, then you need to run away faster than opponent (hoping that he has less sprint available). You need to run first and heal later.
If you fight many vs many, you have a chance to run back and heal while your teammates are fighting. It doesn't really matter if you will be able to run or not. Your mates will cover you. It is better to run first and heal later anyway.

In addition, I would like to keep feature "guns can interrupt healing from the distance". It makes guns more useful that they are now.

@ClobberXD
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ClobberXD commented Sep 18, 2018

If you fight 1vs1 and you want to heal, then you need to run away faster than opponent (hoping that he has less sprint available). You need to run first and heal later.

It's not intended to be used in the middle of a fight. The primary objective of medkits is to make healing relatively more realistic. Healing while fighting is very unrealistic, and medkits aims to disallow players from doing that.

I would like to keep feature "guns can interrupt healing from the distance". It makes guns more useful that they are now.

I quite agree on this.

It would be useful if there is an on_damage callback available. I'll see what I can do...

@AKryukov92
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Healing while fighting is very unrealistic, and medkits aims to disallow players from doing that.

Healing while running is not very realistic either.

@skittlemittle
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Which is exactly why you can't run while healing

@ClobberXD ClobberXD force-pushed the medkit branch 2 times, most recently from 57562c2 to 965a01f Compare September 21, 2018 17:11
@ClobberXD
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Update

  • Healing is interrupted on damage taken by player.
  • If damage caused by punch, hitter's healing is interrupted too.

@AKryukov92
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AKryukov92 commented Nov 26, 2018

Version: 02a5bcc

Subject: On use, medkits provide 1 HP every 0.5s to the player till a maximum of max_regen is attained.
Testing case: Decrease hp to 8½ hearts (17 hp). Start healing. wait for healing to finish. Check amount of HP.
Expect HP to be 10 hearts, 20 hp.
Correct.

Testing case: Decrease hp to 4 hearts (8 hp). start healing. wait for healing to finish. Check amount of hp.
Expect 7 hearts (14 hp).
Correct.

Testing case: Decrease hp to 1 heart (2 hp). start healing. wait for healing to finish. Check amount of hp.
Expect 4 hearts (8 hp)
Correct.

Subject: Players will be slowed down while they heal, and their screen will have slight bluish tint, representing the player's lack of attention to the surroundings while healing.
Testing case: Decrease hp to 4 hearts (8 hp). Start healing. Move around longer than healing duration.
Expect slowed speed during healing and normal speed after.
Correct.

Testing case: Decrease hp to 1 heart (2 hp). Start healing. Move around longer than healing duration.
Expect slowed speed during healing and normal speed after.
Correct.

Subject: Players will be slowed down while they heal, and their screen will have slight bluish tint, representing the player's lack of attention to the surroundings while healing.
Testing case: Decrease hp to 4 hearts (8 hp). Start healing. Watch out for screen tint.
Expect screen to become blue and return to normal color when healing is finished.
Correct.

Testing case: Decrease hp to 1 heart (2 hp). Take hit so the screen becomes red. Use medkit. Look for screen tint.
Expect screen to become blue and return to normal color when healing is finished.
Correct.

Subject: If healing is interrupted, the regen will stop, the one medkit will be added back to player's inventory and their health will be reverted back to it's original value.
Healing can be interrupted in the following ways:
Healing player engages in PvP, or gets attacked by another player.
Any other damage to healing player.
Testing case: Decrease hp to 1 heart. Start healing. Attack during healing with melee weapon.
Expect healing to be interrupted. Blue blur should fade. Speed should return to normal.
Correct. Healing was interrupted. 1 medkit was returned to healed player.

Testing case: Decrease hp to 1 heart. Start healing. Attack during healing with crossbow
Expect healing to be interrupted. Blue blur should fade. Speed should return to normal.
Correct. Healing was interrupted. 1 medkit was returned to healed player.

Testing case: Decrease hp to 1 heart. Start healing. Attack during healing with smg.
Expect healing to be interrupted. Blue blur should fade. Speed should return to normal.
Correct. Healing was interrupted. 1 medkit was returned to healed player.

Testing case: Decrease hp to 1 heart. Start healing. Take damage by falling.
Expect healing to be interrupted. Blue blur should fade. Speed should return to normal.
Correct. Healing was interrupted. 1 medkit was returned to healed player.

Testing case: Decrease hp to 1 heart. Start healing. Take damage by lava.
Expect healing to be interrupted. Blue blur should fade.
Correct. Healing was interrupted. 1 medkit was returned to healed player.

Testing case: Decrease hp to 1 heart. Start healing. Attack during healing with sword and kill.
Expect player death and all his items dropped on ground.
Correct. Healing was interrupted. Amount of dropped medkits was equal to the amount before healing.

@AKryukov92
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I stongly suggest to make a poll on the forum when this pull request will be merged and applied to live server. Something like:

  • "Have you been killed by someone who uses medkits?"
  • "Does medkit saved your life in battle?"

@rubenwardy
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The point of medkits is to limit the healing power and make healing hacks useless. This could be done by changing how apples work instead of medkits. The difference between them is only really where they are found

So I don't mind whether this code is attached to apples or a new medkit item. As said - the only difference is that apples are spawned on trees. It may be worth gathering public opinion on this

@AKryukov92
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It may be worth gathering public opinion on this

It is better to try and revert, than endlessly discuss it with public.

@ghost
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ghost commented Nov 27, 2018

Maybe reduce the hitpoints healed by apples?

@ClobberXD
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Maybe reduce the hitpoints healed by apples?

To clarify: Are you suggesting apples remain alongside medkits, @MinetestSam?

Apples would either be removed completely, being replaced by medkits, or they would take up the healing mechanism that this PR provides.

@ghost
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ghost commented Nov 27, 2018

Well then I have no problem to apples being removed

@Thomas--S
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Apples would either be removed completely, being replaced by medkits, or they would take up the healing mechanism that this PR provides.

I think that the second option might make it easier for new players to understand how this game works because apples are related to healing in most minetest subgames.

@AKryukov92
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I support the option "apples should take up the new healing mechanism" because healing apples are distinctive feature of MT-CTF. It makes this game original, compared to numerous other, non-MT ctf games.

@ghost
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ghost commented Jan 13, 2019

Since @rubenwardy wants to promote teamwork then what about bandages from the Persistent Kingdoms server? The bandages when used only heals the teammates and not the person using it so this will promote more of teammates helping each other out

@ClobberXD
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There are plans to allow players to heal other players using medkits.

@ghost
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ghost commented Jan 13, 2019

Rather than implementing all the feature through medkits, I think it will be better to separate it like in games like PUBG, Fortnite, H1Z1 there are bandages and then there also are medkits both items are valuable and have there importance. Medkits heals you for full HP and bandages heal for 75% of the HP

@Thomas--S
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How about using apples (with the proposed new mechanism) for self-healing and medkits for healing team mates?

@ClobberXD
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IMHO, multiple items that do the exact same thing is a little overkill for CTF. I don't see the issue in using the same item for healing oneself as well as team-mates.

@AKryukov92 AKryukov92 mentioned this pull request Jan 14, 2019
@ClobberXD
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ClobberXD commented Jan 14, 2019

I just realized that it's not possible for a player to manually interrupt healing, without engaging in PvP or falling on purpose. I consider it essential to be able to abort healing if the player senses danger, and has to get out of harm's way before being able to heal. As said in #333 (comment), this also allows medkits to be able to heal team-mates in the future.

I support the option "apples should take up the new healing mechanism" because healing apples are distinctive feature of MT-CTF.

I think [apples with the new healing mechanism] might make it easier for new players to understand how this game works because apples are related to healing in most minetest subgames.

One drawback is that players would be more confused, if they eat an apple expecting to immediately regain 1 heart, but are subjected to various other effects instead. From that point of view, I think a new item altogether would help players adapt to the new healing system better, without the extra chaos.

@AKryukov92
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I think it is better to merge medkits as they are and only then add new functionality.
Medkits are done. Why do you want to delay their release for indefinite amount of time?

@ghost
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ghost commented Jan 14, 2019

I don't think adding multiple items that have a bit of difference will have any negative impact on CTF in fact it would give players more options to choose from and it will also make the healing mechanism a bit team dependent too

@ClobberXD
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I think it is better to merge medkits as they are and only then add new functionality. Medkits are done. Why do you want to delay their release for indefinite amount of time?

The game will be unplayable if deployed in its current state, as players won't be able to manually stop healing without taking damage. I prefer to complete the feature, and achieve the least possible amount of playability, rather than adding a broken feature.

I don't think adding multiple items that have a bit of difference will have any negative impact on CTF in fact it would give players more options to choose from and it will also make the healing mechanism a bit team dependent too

While I'm not against multiple healing items, I just don't feel the necessity for more than one item. That being said, we could add them later, if required, once the players get used to the new healing system.

@ClobberXD
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Updated the PR to interrupt healing if player moves more than 1m in any direction. Ready for testing/review.

@rubenwardy
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6 participants