Log in

View Full Version : speed up of resting heal?



leorez
03-04-2014, 04:48 AM
the one thing that i noticed people always didnt love but never made a big deal of was how super slow resting took. It would be nice to have the healing become more proportional with how high level you are...and speed it up a bit too (at this point in the game i dont see why not)

I also liked how the trust NPCs would just recover (or so it seems) right as they got out of combat, though i kinda get why they want us to /rest to heal up, it wouldnt bother me if once your out of combat and have no agro you just start to heal.

Its nothing major, just a thought while doing some solo sparks stuff after coming back from a long break.

Brightshadow
03-04-2014, 05:01 AM
it's pretty sad that my NPC can recover much faster than I can.

leorez
03-04-2014, 06:18 AM
so it isnt just me that noticed they recover way faster....lol

Olor
03-04-2014, 06:20 AM
I'd like this. In the meantime I eat crackers... and wear hHP gear...

Would be nice if they are not going to change how slow it is to at least make a super hMP/hHP shirt (like +100 each) and put it for cheap with sparks.

Kuvo
03-04-2014, 01:56 PM
I like the idea but in all honesty its been a long time since I really had to rest for healing or getting mp. With the regen and refresh buffs from the books and trust NPCs that cure you I almost never rest. For MP most mana jobs sub rdm for convert so you get less resting there. What I end up doing is after a few mobs and when I see my trust NPCs low on either health or MP I just dismiss them then resummons them. Then they are all full of HP/MP. Even if I had low HP after battles resummoning a WHM trust NPC then engaging into another battle makes the whm cure you... so no resting there. Also keep in mind I don't do a lot of endgame content so I can't speak to that. I'm not shooting down your idea because in today's game it would be more accurate to make this change and I really would welcome it but like I said, I personally don't really notice the slow healing process.

Inafking
03-05-2014, 12:25 AM
I have to do a lot of resting on BLM and MNK when I don't have /dnc, speeding this up would be great.

Mirage
03-05-2014, 02:42 AM
it's pretty sad that my NPC can recover much faster than I can.

yeah, but that's also to make up for the fact that they have no sense of mp management. They don't know what "save mp for an emergency heal" means, and just keep spamming whatever they feel like.

Sfchakan
03-05-2014, 06:53 AM
I think they could at least raise the starting HHP and HMP totals based upon your level. Have it increase every 10 levels or whatever by some amount.

Edyth
03-05-2014, 08:05 AM
I always take a rest near the top of ARII before engaging Khimaira, so I approve this message.

Leonardus
03-05-2014, 08:34 AM
I think HHP is boosted with Signet and Sigil, and maybe slightly with Ionis, but yeah, it's pretty slow. Keeping a good regen/refresh set around can help.

Demonjustin
03-05-2014, 09:03 AM
Healing would be cool if they made it so that when out of combat(like how we can summon Trust NPCs) we automatically heal, but if in combat we still have to use the /heal command. It would be balanced so we can heal when out of combat but if we are fighting as something like a WHM or a BRD, doing only support actions, or we are kiting a mob around and not being hit or hitting it, we don't automatically heal since we are on an enemies hate list already.

On top of that, increasing the rate that we start to heal and the rate at which we heal once we start to would be nice, we take I think 30 seconds after we /heal before we start to gain HP or MP, which is kinda slow, I would rather it be something more like 10~15 seconds, and increasing the gain per tick would be cool too. All of this of course would mean Clear Mind would need to be changed or adjusted.

Vivivivi
03-07-2014, 08:12 AM
the one thing that i noticed people always didnt love but never made a big deal of was how super slow resting took. It would be nice to have the healing become more proportional with how high level you are...and speed it up a bit too (at this point in the game i dont see why not)

I also liked how the trust NPCs would just recover (or so it seems) right as they got out of combat, though i kinda get why they want us to /rest to heal up, it wouldnt bother me if once your out of combat and have no agro you just start to heal.

Its nothing major, just a thought while doing some solo sparks stuff after coming back from a long break.

This is also how monstrosity works... and Final Fantasy XIV ^_^;

I would like to see this change implemented as well. I think a simple crazy auto-regen/refresh when not engaged would eliminate the need to heal which might be a little gamebreaking, but perhaps a balance of both– auto-regen/refresh when not engaged, aggroed or have a slip damage effect, and a bonus for /heal

Fritobandito
03-08-2014, 01:09 AM
I'd love to see HP/MP regen while not in combat without the need for resting. Perhaps slower than resting, but at least something.

Camate
03-08-2014, 08:56 AM
Greetings,

In order to introduce a system where HP and MP recover naturally, we would have to limit it to occur only when you are not in battle due to battle balance. While it seems easy to determine when a player is or is not in battle, in actuality this process causes a significant amount of server stress, and thus this type of system would be difficult to implement.

If we were to make adjustments it would be to increase the rate of healing recovery, but we need to consider that fact that back row jobs can heal during battle, so balancing this properly will be somewhat tricky. With that said though, we would like to look into and see if there is something we can do. Once we have additional information we’ll be sure to share!

Vivivivi
03-08-2014, 09:37 AM
Greetings,

In order to introduce a system where HP and MP recover naturally, we would have to limit it to occur only when you are not in battle due to battle balance. While it seems easy to determine when a player is or is not in battle, in actuality this process causes a significant amount of server stress, and thus this type of system would be difficult to implement.

If we were to make adjustments it would be to increase the rate of healing recovery, but we need to consider that fact that back row jobs can heal during battle, so balancing this properly will be somewhat tricky. With that said though, we would like to look into and see if there is something we can do. Once we have additional information we’ll be sure to share!

Thanks for the info!

Lyandra
03-08-2014, 10:58 AM
Would it be possible to share the best of both worlds? Instead of just making the base tick start at a higher value and go up from there, have it so that it increases as it does now but like a +10 bonus to each tick increase? Or better yet, make it similar to the Kupo Power: Swift Shoes - after healing for a few ticks you get a non-stacking "Refresh" buff when healing (like Quickening) but it goes away when you cancel healing (like current /healing)? At any rate, any change would be nice, and thank you for letting us know it's being considered.

bungiefanNA
03-08-2014, 12:33 PM
Greetings,

In order to introduce a system where HP and MP recover naturally, we would have to limit it to occur only when you are not in battle due to battle balance. While it seems easy to determine when a player is or is not in battle, in actuality this process causes a significant amount of server stress, and thus this type of system would be difficult to implement.

If we were to make adjustments it would be to increase the rate of healing recovery, but we need to consider that fact that back row jobs can heal during battle, so balancing this properly will be somewhat tricky. With that said though, we would like to look into and see if there is something we can do. Once we have additional information we’ll be sure to share!

So how does monstrosity's quick healing strain the server less than it would for having it outside of it? The detection is still running, as it is with Trust.

Raydeus
03-08-2014, 01:26 PM
Greetings,

In order to introduce a system where HP and MP recover naturally, we would have to limit it to occur only when you are not in battle due to battle balance. While it seems easy to determine when a player is or is not in battle, in actuality this process causes a significant amount of server stress, and thus this type of system would be difficult to implement.

If we were to make adjustments it would be to increase the rate of healing recovery, but we need to consider that fact that back row jobs can heal during battle, so balancing this properly will be somewhat tricky. With that said though, we would like to look into and see if there is something we can do. Once we have additional information we’ll be sure to share!

For HP it would be good if it was based on a percentage of max HP instead of being fixed, this way it would work better while under the effects of of HP boost regardless of area. Or at least have it scalate much faster with a +5 to +10 HP per tick bonus instead of the current +1.

For MP I'd probably like seeing something like this :

http://img2.finalfantasyxiv.com/accimg/da/3d/da3d2976e40a83854c6f69dcfc37d1575c705014.jpg

That way it would be much better for full heals while being almost the same for shorter ones like the kind of /heal we do while in battle.

It would need some serious tweaking, but you get the idea. ;)

Demonjustin
03-08-2014, 07:24 PM
So how does monstrosity's quick healing strain the server less than it would for having it outside of it? The detection is still running, as it is with Trust.Well, to be fair, Monstrosity only stops healing you when you get hit. You can be in battle, as in have hate on a monster, and heal all the same either way, it only depends on your being hit. That being said, Trust goes off an 'in-battle' system, as in checking to see if you have hate on a monster, and prevents you from using the spells if you do. So while it's taking the same kind of server stress for Trust we can't really say it's the exact same for Monstrosity.

Mirage
03-08-2014, 10:38 PM
wouldn't it be possible to re-use the same check as the server uses for trust?

Consider this: Whenever anyone has a trust NPC active (or tries to summon one), the server is required to keep track of whether or not you are in battle. This leads to the server very frequently checking the "in battle" status, I would think. Because the server needs to keep track of this anyway, wouldn't it be possible to make th /heal check re-use the information that is used for trust? After all, people don't /heal extremely often anymore anyway. Very often in zones where intense battles happen, people rely on refresh buffs and gear, as well as cures, to regain hp and mp, not /heal. On the flipside, the areas where people are more likely to /heal are often in less-visited zones, such as after you die in dynamis and need to wait for weakness, or when you are soloing in areas without trust/fellow access. Now excuse me if I am wrong, but aren't the zones of vanadiel generally grouped together on separate servers? If the less-used zones aren't on the same servers as the heavily used zones are, can't these servers afford to do a few "in combat" checks without their load going through the roof? After all, resting isn't started and stopped very rapidly under normal circumstances. Once you start /healing, you won't really do any combat until well over a minute later, possibly 3 minutes, and the server wouldn't need to re-check the "in combat" thing until they aggroed a monster in some way or another.

Dazusu
03-10-2014, 03:19 AM
Greetings,

In order to introduce a system where HP and MP recover naturally, we would have to limit it to occur only when you are not in battle due to battle balance. While it seems easy to determine when a player is or is not in battle, in actuality this process causes a significant amount of server stress, and thus this type of system would be difficult to implement.

If we were to make adjustments it would be to increase the rate of healing recovery, but we need to consider that fact that back row jobs can heal during battle, so balancing this properly will be somewhat tricky. With that said though, we would like to look into and see if there is something we can do. Once we have additional information we’ll be sure to share!


I'll have to look for it - but one of the community team posted back just before (or after Adoulin) - or it might have been on a broadcast somewhere - that the /heal system would be updated to recover much more quickly or updated to work like modern MMOs, because the speed at which it recovered was outdated compared to the amount of HP/MP we have now; are adjustments of some sort still planned for/ heal?

AppropriateName5786
03-10-2014, 03:53 AM
If we were to make adjustments it would be to increase the rate of healing recovery, but we need to consider that fact that back row jobs can heal during battle, so balancing this properly will be somewhat tricky. With that said though, we would like to look into and see if there is something we can do. Once we have additional information we’ll be sure to share!

Pretty much the only content that this would affect is WKR, which means it doesn't affect anything at all. In alliance content like DM II, the casters will have ballads to make /heal completely unnecessary. In small party content, such as Skirmish and 6-man Delve, there is enough running around and constant healing required (due to gimmicks like encumbrance) that /heal is simply impractical. What exactly is the balance that needs to be struck?

The "/heal" command is so outdated that the only time I've personally seen people use it, at least in recent memory, is when the whole party/alliance is weakened and there is literally nothing else to do. In those situations, even the melee DD /heal just to make it seem like they are doing something. Please fix it sooner rather than later.

Olor
03-14-2014, 03:51 AM
Please at the very least bring in a set of equipment with high hMP/hHP on it. A set with at least 100 of each total would make life a lot less miserable, especially when soloing. Heck even just for MP... mage jobs are at quite a disadvantage soloing still - because whereas in a real party a mage used to be able to heal while mobs were being pulled - with trusts - melee can just go and go and go because of healing from NPCs - but mages have to stop all the time to heal and it takes forever.

Xantavia
03-14-2014, 07:03 AM
Please at the very least bring in a set of equipment with high hMP/hHP on it. A set with at least 100 of each total would make life a lot less miserable, especially when soloing. Heck even just for MP... mage jobs are at quite a disadvantage soloing still - because whereas in a real party a mage used to be able to heal while mobs were being pulled - with trusts - melee can just go and go and go because of healing from NPCs - but mages have to stop all the time to heal and it takes forever.
Sounds good, but do people really want to carry another set of gear in their inventory? I'd rather an accessory that provided a massive amount in 1 piece.

Mirage
03-14-2014, 07:05 AM
Yeah. Giving us one single piece with massive hMP and hHP is probably the simplest solution. Make them... an earring or something. with +50~100 hHP and hMP, depending on level. Starting at 50/tick at lv50 and increasing to 100 at lv99.

Olor
03-15-2014, 04:59 AM
Yeah. Giving us one single piece with massive hMP and hHP is probably the simplest solution. Make them... an earring or something. with +50~100 hHP and hMP, depending on level. Starting at 50/tick at lv50 and increasing to 100 at lv99.

I'd be into this. I only suggested a gear set because I have low expectations.