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Author Topic: How organ injuries should work...  (Read 4433 times)

Aspgren

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Re: How organ injuries should work...
« Reply #30 on: December 04, 2010, 10:13:04 pm »

Hmm... while realism is great and all, I'd rather not have every dwarf laid out every time they go into combat and get anything more than a light scratch.

That happens to me already :( goblins target the feet and then my dwarves are useless forever.
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Morrigi

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Re: How organ injuries should work...
« Reply #31 on: December 05, 2010, 03:26:44 pm »

You can pass out within seconds, however. It does take a minute or two to actually die from the blood loss, but you're out of the fight anyway.
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Felblood

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Re: How organ injuries should work...
« Reply #32 on: December 05, 2010, 07:43:19 pm »

I think this topic is trying to divide in half.

Some people are talking about numbers balance, and other people are talking about mechanical effects for dwarves with scarred or mutilated organs.

These are closely related, but they aren't the same thing.

The pain from a ruptured appendix will put most people out like a light, but I know people (scarily tough people) who have walked into a clinic hours after the fact. We all know people or stories like this, of normally crippling injuries being disregarded through sheer fortitude, but the fact that these stories strike us as odd is telling; it's possible to do that, but it's pretty rare. It isn't that ruptured appendixes should automatically knock people out all the time, they just aren't doing it often enough to average toughness people.

For the numerical balance, I'd like to see a wider range of possible bleeding values, and more drawbacks to major bleeding. Minor cuts might bleed a little too much, but arterial cuts don't bring down average strength opponents fast enough. Loosing blood can cause shock and pain, in addition to the shock and pain from wounds, which is currently too weak to stop even a wussy and weak-minded fighter. Pain is pretty new, all things considered, so Toady's reluctance to make it very powerful is understandable.

I'd like to see bleeding close to the brain (say a slashed out throat) make it harder to stay conscious, but this is likely a bias based on my own fighting style and inconsistent blood pressure.

Organ injuries are where we started, and I have a bit interest in that. It has two times when it should really take center stage: during recovery, and post recovery. Combat should be about shock, bleeding, and disabled limbs in most cases, with organ strikes or slit throats being valuable opportunity shots, instead of the whole story.

It adds a lot of verisimilitude to the post-battle mini-game, e.g. patching up the wounded.

Without modern medicine, crushing injuries to the abdomen are far deadlier than strait-up evisceration, or gut stabbing (which, as others have already said, don't do much right away, but can kill you later), because blood clotting medicines and surgery will be much less effective in the period (they are still among the deadliest industrial accidents, as you can't simply stitch up something crushed into jelly).

A badly crushed liver is a very risky proposition, even now, as moving the patient improperly can cause a sudden rush of bleeding that kills in minutes. The thing that makes these scary is that a patient can be stable and recovering for a few days, and then suddenly start bleeding again and die before anyone can react. It isn't common, but it happens more than often enough. In game, this keeps things unpredictable for the player, who may or may not get his warrior back after a few months.

I have mixed feelings about post recovery effects. There's a lot of potential to get bogged down in trivial simulation stuff, like the effects of digesting nuts without a gull bladder, and I don't think that's a good use of computing power at this juncture. The focus should be on things that can be generalized (so toady can re-use code, and creatures with wierd physiology are accounted for), or things that have really major effects.

Visible scars, due to their social effects, are the most interesting lasting injuries, and it is right and natural that they see more attention than internal scarring. We've already got some good effects for the major stuff here, like losing a limb or all of your eyes. I will never complain that scars are getting too much attention, at the expense of post recovery organ effects.

Joint injuries are pretty common and have intuitive effects. Everybody knows somebody with a bad back, elbow or knee, so the effects will make sense. A minor loss of agility, pain during poor weather, sluggishness before warming up, penalties to actions involving the effected limb, etc. Joint injuries are a major fear for athletes, craftsmen and fighters alike, as they threaten to impair their performance or even end their careers. Mis-set or shattered bones could have a similar effect.

Damage to the immune system cold be generalized as a simple stat penalty, so it's probably pretty easy to do. A dwarf that takes more sick days is a pain, but it's not the end of the world unless he works in a miasma factory.

Things like this, that hit a lot of organs at once, are what I want to see. Special functions for every jibbly and splanch seems like a good way to waste a lot of Toady's time for no real purpose, especially when that sort of stuff won't be useful to modders making really weird creatures.
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TheyTarget

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Re: How organ injuries should work...
« Reply #33 on: December 05, 2010, 08:56:48 pm »

I'm gonna go with some experience. I've been stabbed a few times (Not Explaining It), and anything in the torso should drop you. I've had exposed bones in my limbs and could still move fine (and probably fight with the uninjured areas), but a nick in the stomach and I couldn't move for two days, and was in the hospital for three with my entire digestive system shutting down. I think the thing that needs the most balancing is organ damage, cause anything there gets hurt and you're going to go into some form of shock. When I see a dwarf get a hand/part of his arm chopped off and keep fighting I can understand, but Urist McStabbedInTheChestEightTimes should have been on the ground and Coup de grāce'd long ago. It doesn't have to kill them, I lived obviously (thanks to lovely medicine), but the combat capabilities of the dwarf should be nearly zero. There should definitely be some factors that help a dwarf, but right now it's laughable.

My guess on what would help, and please debate me, willpower, focus, and recuperation as I see. To varying degrees.

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doomdome

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Re: How organ injuries should work...
« Reply #34 on: December 05, 2010, 09:38:05 pm »

You have to consider that the reason dwarves go into shock so rarely is because they're too drunk to notice pain or something... they drink entire barrels at a time of various boozes.
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thijser

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Re: How organ injuries should work...
« Reply #35 on: December 06, 2010, 12:58:37 am »

But it happens from time to time that someone who has lost fital organs makes a few last attacks. Someone who has been stabbed in the hart can stike 1 to 6 times (depending on his weapon a huge longsword can attack less then 2 daggers). This is because there is still enough energie left in the body to stike, the loss of blood is quickly but not instantly making them fall unconsious and because the the extreme fear/adrenaline someone might barly notice that he is wounded. In fact samurai were trained not to cut to deeply because their weapon could get stuck giving the oponement a oppertunity to stike back while he was dying!
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paladin_of_light

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Re: How organ injuries should work...
« Reply #36 on: December 06, 2010, 01:37:04 am »

I think that, in Dwarf Fortress, the full effect of damage occurs the moment a character is hit. All the bleeding, shock, and pain from an attack is at it's maximum directly after the attack, and then decreases as time goes on.

In real life, adrenaline (and other hormones), mitigate pain effects until somewhat later. Effects like "stunned," "bleeding," or "pain" could be delayed. (This would give injured characters a chance to strike back.)
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Rowanas

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Re: How organ injuries should work...
« Reply #37 on: December 06, 2010, 03:44:35 am »

Remember, people, that dwarves are much more sturdy than weak, flimsy humans. If a gut wound puts down a human, it should probably only be as bad as a sharp kick to the nuts for a dwarf.
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

Melagius

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Re: How organ injuries should work...
« Reply #38 on: December 06, 2010, 06:32:47 am »

Pancreas destroyed= Dwarfabeetus
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tsen

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Re: How organ injuries should work...
« Reply #39 on: December 07, 2010, 03:52:42 am »

Of course, all wounds being more significant stuff would need to wait for the bugs in the medical system to be worked out.  That and doctors need to actually, you know, do their jobs quickly, not stand around for a month with "No Job" while someone is bleeding out.
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TheyTarget

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Re: How organ injuries should work...
« Reply #40 on: December 07, 2010, 11:47:46 pm »

Remember, people, that dwarves are much more sturdy than weak, flimsy humans. If a gut wound puts down a human, it should probably only be as bad as a sharp kick to the nuts for a dwarf.

I agree with this point. There should be some clear differences between humans and dwarfs, but its where to draw the line? I mean, no one will argue the dwarven liver is the strongest organ known to exist, but what about everything else.
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This is a platinum warhammer. All craftsdwarfship is of the highest quality. it menaces with spikes of platinum.
there is an image of the goblin Utes Gozrusrozsnus and dwarves in elf bone. The goblin is making a plaintive gesture. the dwarves are striking a menacing pose.
this image relates to the slaying of Utes Gozrusroz

Rowanas

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Re: How organ injuries should work...
« Reply #41 on: December 08, 2010, 04:32:04 pm »

Remember, people, that dwarves are much more sturdy than weak, flimsy humans. If a gut wound puts down a human, it should probably only be as bad as a sharp kick to the nuts for a dwarf.

I agree with this point. There should be some clear differences between humans and dwarfs, but its where to draw the line? I mean, no one will argue the dwarven liver is the strongest organ known to exist, but what about everything else.

Actually, I'd like to amend that statement. A sharp kick to the nuts would do to me what an abdominal stabbing does to a dwarf anyway. Retching, vomiting, doubling over and inability to hold a conversation, let alone defend myself.
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

Aspgren

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Re: How organ injuries should work...
« Reply #42 on: December 08, 2010, 06:45:56 pm »

Remember, people, that dwarves are much more sturdy than weak, flimsy humans. If a gut wound puts down a human, it should probably only be as bad as a sharp kick to the nuts for a dwarf.

I agree with this point. There should be some clear differences between humans and dwarfs, but its where to draw the line? I mean, no one will argue the dwarven liver is the strongest organ known to exist, but what about everything else.

Actually, I'd like to amend that statement. A sharp kick to the nuts would do to me what an abdominal stabbing does to a dwarf anyway. Retching, vomiting, doubling over and inability to hold a conversation, let alone defend myself.

The middle ages was a cruel time .. and codpieces were popular :) I like to think nut-crushing had something to do with it.

Anyway if nuts get added in DF I won't play until codpieces are as well. Hell. I'll mod them in myself if I have to!
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Rowanas

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Re: How organ injuries should work...
« Reply #43 on: December 09, 2010, 01:35:35 am »

Remember, people, that dwarves are much more sturdy than weak, flimsy humans. If a gut wound puts down a human, it should probably only be as bad as a sharp kick to the nuts for a dwarf.

I agree with this point. There should be some clear differences between humans and dwarfs, but its where to draw the line? I mean, no one will argue the dwarven liver is the strongest organ known to exist, but what about everything else.

Actually, I'd like to amend that statement. A sharp kick to the nuts would do to me what an abdominal stabbing does to a dwarf anyway. Retching, vomiting, doubling over and inability to hold a conversation, let alone defend myself.

The middle ages was a cruel time .. and codpieces were popular :) I like to think nut-crushing had something to do with it.

Anyway if nuts get added in DF I won't play until codpieces are as well. Hell. I'll mod them in myself if I have to!

This is a +rhino horn codpiece+ it menaces with spikes of kitten leather.
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

Toybasher

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Re: How organ injuries should work...
« Reply #44 on: December 10, 2010, 04:02:49 pm »

Why not more types of injuries (a suppliment to my "How organ injuries should work" thread)

Like for example right now to suffocate from a lung injury has to be both lungs damaged to the point of no longer functioning, why not make a throacic cavity so sucking chest wounds and collasped lungs are possible?

How about more hazards in general, as in more "MInor" injuries that require treatment (I only play adventurer mode) Like for example the ability to stop bleeding with a bandage or something.

And what happened to the old throat wounds? Renember that, when throat wounds caused suffocation in 40D?
Now that never happens, like the throat doesnt controll breathing like it used to, bit of a shame, i loved caving throats in with my hammer!


Savomg this for now, whenever i type the scroll thingy for the message keeps going to the top when i type, how do i fix this?
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