How do doctors still exist when you can recover from life threatening injuries with healing items?
I actually want to one day make an RPG where healing items and even powers only temporarily restore HP (or protect existing HP in the case of healing player skills) with a slow "drain" overtime effect (like pills in L4D), possibly along with some status afflictions like "broken bones", "concussed", etc. and honest to god hospitals where you'll need to stop by for either full medkits (to help with things like the broken bones and other status ailments) or just see a doctor for treatment.
The standard 'trauma inn' would still exist, but they would only restore so much HP (and only if and at the expense of your healing items, basically the idea of being able to more properly apply them combined with good rest).
What else hospitals and inns could do is trigger day/night cycles. (because you'll be in there for a bit)
But, you know, when I type it out that all seems kind of tedious. What are you guys' thoughts?
Depends on balance.
If the combat is too damaging and the potions too expensive, you're gonna have a lot of grinding and bleeding out. Too little and nobody will ever use healing items.
I see what you mean. Have any other games done something similar? How well did they do it if so?
WoW is a decent example. Health potions are retard expensive and have a cooldown, not to mention for high hp characters not even being able to fully heal -only for emergencies. Players then rest and/or apply bandages between combat.
A temporary recovery isn't really common in games.
well, naturally I wouldn't be thinking of an MMO, plus I'm not found of the idea of "needless timesinks" in MMOs. As much of an oxymoron that is.
>item use cooldown
I get why this is done (I remember back in Ragnaron Online people tanking just by downing potions) but it still feels so ridiculous sometimes.