Hey guys, Just got back to Impervium with the new patch and well.. There's one thing that bums me out completely. That is the amount of HP I have and nothing that's capable of filling that. Having 500 health with the Impervium set.. Yeah, beds take a REALLLLYYYY long time to fill that up. Could we make it so that better beds restore HP at higher rate? Thanks.
In the meantime, there are other ways to heal hp back that are much more effective (but cost money). 1) Interrogation Tables from Apex structures. The ones with drills and stuff. They heal more than other beds. 2) Nanowraps. Step 1: Cut a hole in the box. oops, wrong walkthrough. Step 1: Make regular Bandage. Step 2: Make Portable Pixel Processor-something, Step 3: Combine Bandage + 50 pixels to get Nanowrap Bandage. More effective than bandage. 3) Red Stimpaks. Can be bought from some Glitch Wizards, or NPCs from Doctor Spawner. 4) Cooking. Check out Starbounder's "Food" page and look for crafted entrees, desserts, or side dishes that give "Health Regen 3". This is more powerful than a red stimpak, and currently the best way to heal.
Tried the Nanowraps. Still takes quuuuuite a few of them to heal up. Also, the Interrigation table looks horrible, but thanks for the help guys.
The suggestion should be for the developers to make the beds heal your HP by a percentage increment. That way, no matter how big or small your HP is, the bed will always heal you at the same rate.. .... Which needs to be a good deal faster than it is right now.. Beds are built in a base, an area free of threat, meaning there shouldn't have to be a long waiting time to heal using them, it should just be considered a healing station.. As it is, in my opinion, beds are just "furniture you can sit in that makes little red pluses appear"
From the current implementation (static healing, instead of percentage-based), beds do not seem intended to be for after-combat healing. It seems that they are mostly a place to park your character while AFK, and the healing is an added bonus. Beds prevent your character from becoming hungrier, which seems to be the main purpose right now. Once you get Impervium armor, bed healing is pretty much negligible, and you need to shift over to red stimpaks or food with Health Regen 3. Do we feel that this is acceptable? Or, do we want beds to heal faster?
Both I suppose.. Beds should be an AFK station AND an after-battle healing pod. I wasn't aware sleeping in one stopped your hunger, thanks for that tip, but yeah, the game should have some way to quickly refill your health at whatever base/area you've built a nice cozy home in, and even though the bed (barely) suffices for that, I still feel the game is lacking a better system for competent post-battle stationary healing. I mean, it doesn't have to have one, but it's not very appealing just shooting up so many red needles you'd make even the worst addict envious or covering yourself in bandages until you look like a mummy after a hard day's pillaging, does it?
Well that's no more realistic than "Ahhh, I'm in my deep, dark cave of exploration, just finished beating up a few nasty buggers, and now I'm going to set up my bed and rest." Wait, what?
Looks to be a stalemate in lack of realism, and I suppose between the two, the bandage-fetish wins over in terms of convenience. To be honest I liked it better when he ate them, now since the update it just makes this sound like you upgraded your stats in an RPG game. <--- THIS is a "thumbs up"?.. Looks more like he's flipping the bird with a grin.
Eh, don't worry AS much about realism. Let's try to find what is the most enjoyable. Right now, bandages are kinda annoying, because you need to cut down vines (yay for stone axes...) and then craft a bandage, then upgrade it. Beds aren't exactly viable as healing unless you go AFK a lot. Red stimpaks are the second best healing, but difficult to get unless you have a lot of Doctor Spawners and at least one of them has a stimpak merchant. They're also the most expensive (175 or 400 pixels per). Cooking is the best healing AND the cheapest, but this assumes you can either plant all the ingredients yourself, or you find food vendors. So, it's not as available. I like the cooking route, since it "requires" you to use more of the game features, but I suspect that most players think of something different when I say "Grab your hoe."..
Healing a percentage instead of flat value would solve the issue, however I think flat values could still be used but with progressive incremention of this value based on the tier material used for the bed. As in an Impervium bed would heal you a lot more than a titanium one for instance. And the latter would heal more than the first craftable beds.
Yea, I thought about this too, but that's kind of a problem for people like me who want themed bases. I like a solid white Titanium labs or something as my base, I even take the cool chairs and things out of the Apex labs and Sci-fi temples to decorate, so I'd like a white-ish bed to match that. The problem comes when the 3 highest tiers are black, red, and violet. It completely throws everything off. So in order to make everything nice and neat, I'm forced to take something of lower tier. In a game about having the freedom to personalize and customize with build-your-own-house/base/fort or whatever. People like me get punished for preferring one color over another and forced to accept lower tier items. I like the look of Titanium weapons/armor etc. but I'm forced to take Impervium and Rubium weapons if I want to survive late-game. Just think about the poor guy who just wants to live in a log cabin. Wooden beds just won't cut it later. My solution would to be: #1: A radical revamp of the way armors work. The whole healing problem late-game stems from the way armor works. Instead of giving you armor like in other sandbox/crafting games like Terraria and Minecraft, they also give you an increase to max health (Huge amounts with higher tiers). Since the healing items don't heal based off a percentage, and instead a flat rate, healing is a major pain in the butt. We could make beds heal based off percentages, with higher tier beds granting a higher percentage, but then the problem from above arises. Why not make armors only grant armor, and you have a max of 100 health that you keep. This would also keep the poison/burning status effects relevant throughout the game. However, this would require a huge amount of work. #2: All beds heal a percent, and the same. A solution to the aforementioned problem would be to give beds a percent healing, but all beds would heal for the same rate. Wooden and Steel beds would heal for just as much as Titanium,Ferozium, and Impervium. This creates another problem although a much smaller one: There would be less of a sense of progression and a lack of motive for crafting higher tier beds. If one doesn't care about having his/her base uniform, there is no incentive to waste Impervium Bars making a bed when you could make a Wood one and have it work just as well. I feel this way about Impervium lights or doors right now. If you don't care how your base looks as long as it works and is lit. Torches and Wooden doors are much cheaper and get the job done just as well. #3: Social Slots for Beds/Weapons A little nitpick, and kind of pointless, but would fix both problems. As I mentioned before, I like the look of Titanium weapons and armor, but I'm forced to take higher tiers to survive later in the game. They did a good job with the social slot on the armor, but it would be nice to do the same for beds and weapons. Craft an Impervium Bed, have it heal for the highest percentage, put put a Titanium bed in the social slot. Stats of one, but looks like another. #4 Have dyes(when implemented) work on weapons/beds or other items as well. They may be planning to work for weapons already, I don't know, but that would solve most problems right there. However, it's a huge hassle for the devs to go back and recolor every sprite for every bed and weapon of every race for every color. But hey, it's possible... Anyway, there's my wall of text. Maybe good ideas to you, maybe not.