Autocuring - a basic healing system
I read the post about curing priorities today and I felt that we're going too far with this in game autocuring. I remember that people asked for something along the lines of a basic healing system before it was created, something in game that allowed people who couldn't code be able to join in on a fight and actually do a decent job at it. I repeat: Decent job. But at the current state of autocuring I start to think to myself, why should I even bother do my own system today?
I've done client side coding since about 1999 when I first started playing Achaea. I joined Imperian about a week after it opened up and have stuck around since then on several characters and I've played basically every profession except for the new revamped ones. One of the reasons I've stuck to MUD's for so long and especially IRE is the thrill of combat where you begin with learning what cures what, why certain afflictions stop others and how to counter it by both curing and attacking. Imperian is certainly killing that feeling for me with the current state of autocuring.
Don’t get me wrong though, I love that more people can compete at a higher level thanks to in game solutions such as autocuring. But I don’t agree that it should be so advanced that it’s the one and all solution to every curing in game. Just look at other games such as Aetolia where you get this in game curing. But what’s the difference? It ticks every 3 seconds. It is not something that basically instantly throws out a cure and heals you up so you can continue with attacking.
Let me describe some main problems I have with autocuring that makes it superior to client side curing.
- It is super fast. I know it’s supposed to be a 250 millisecond delay or whatever but my tests say something else. From my point of view it looks like a timer that ticks every 250 millisecond and that means that sometimes (most of the times during my test) I get cured basically instantly after I get afflicted. From my client it takes AT LEAST 150 milliseconds due to ping and that’s on a good day. The average however is about 250-350 milliseconds AFTER I get afflicted since I send the cure at the prompt.
- Autocuring knows when a command failed and sends the command again. This is AMAZINGLY good against stupidity and aeon. What do I do in my own system? I have a timer that resets the affliction after X amount of time and resends the cure if it failed. I can’t send it again on a failed attempt such as an emote because that might have been from my attack and not my cure failing. We got the small “a” in the prompt from delayed commands from aeon though, but that’s basically useless since I send cures, if afflicted by aeon, after my attack.
- Keeping track of every single balance at any time. I can do this with my client of course, but certainly not at the same level that autocuring can. If I’d have balances available in GMCP, this wouldn’t be a problem.
These are some of the main points that make autocuring superior to client side curing. So why should I use client side curing today? The only real reason would be for parrying, using special abilities such as restore automatically and of course choose the prio of defences (since that’s not done in game YET) and being able to deal with hidden afflictions in a better way other then using DIAG (since that’s not done in game YET...).
It’s scary to see that autocuring is somehow a necessary thing now and MUST be updated with sophisticated things such as prioritizing afflictions. Is that basic healing? Basic healing to me is that you in a linear fashion send out cures in an attempt to at least cure yourself and not sending herb cures if you got anorexia for example. THAT is basic healing, there’s nothing else to it. But I fear that the few of us who still make our own client side coding starts to become a minority in Imperian because basically everyone uses autocuring now and so our voices aren’t heard or cared about anymore in this new age of curing.
The side effect of doing this isn’t just positive. It requires most classes to be revamped due to autocuring and we’re going into an era where everything in game is done for you. Why should they be revamped? Because autocuring is superior in most ways to client side curing and the majority uses it now. This made some classes, especially affliction classes not as good anymore and we had to throw in buffs in some fashion. New classes focus on uncurable afflictions, building up a set of afflictions to finish you off with a HARD hitting attack or a quick instant kill with a small window to stop. We never saw this amount of uncurable affliction before autocuring.
Also look at it this way - we constantly say that 1v1 is dead and team combat is what we focus on these days due to shardfalls and obelisk fights. Then why is a perfect in game curing system needed? The focus in a battle like that is holding down targets with writhes and then dealing damage until they die. No system can help you with that and so I don’t know why we need to request more and more and more features for an already excellent in game curing system.
Autocuring in Imperian is far more superior to any other IRE game, as far as I know. Other games have a basic level of curing where you like in Aetolia learn an ability in Survival and that makes you able to cure on a 3 second tick. That’s basic healing but it’s not the thing you want to use forever, you actually need to learn how to do it on your own if you want to compete with the high level combatants.
My suggestion is therefore that autocuring should be linear, it should of course put up defences, cure you from anything as long as you have the cure available, but it should be at a far slower rate such as a 3 second ticks. Because THAT to me is basic healing and that’s what would put all not so experienced combatants get a chance to go right into it and learn from there. But from there, if you decide you want to do more, you should actually get a friend to help you or make your own client side healing system.
Clients also need to get some help if you want to keep autocuring on par with them. Such as a notification if I failed to cure something from stupidity and a way to track balances through GMCP.
I hope that this large post open up your eyes and that you look at it from a different perspective. We can’t solve everything with in game solutions that goes beyond the ability of what clients can do. It’s like cheating to me. I love seeing more people in combat these days, even if they’re still not enough, but this is starting to get a bit silly.