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报告翻译问题
We don't need reduced sanity drain on them at all first off... that's the entire point of the firelight item set. Plus, room lights disable the sanity drain anyway.
Second off, and this is the bigger point that you've overlooked - the different healing rates ARE meant to be what identifies each item tier of the sanity medication here; as the medicine quality goes up... so does the speed at which your body can metabolize it.
Seriously, it should have honestly gone without saying, but taking pills to cure something would never be as fast as straight up injecting the medicine directly into your bloodstream.
You could perhaps gear the reduction towards cursed object usage, or perhaps ghost related interactions instead such as ghost events. As a hypothetical example, the snake oil could reduce the (immediate) sanity loss from cursed objects, Tier 2 extends to ghost events/abilities instead of the COs, and T3 just remains the same. Each have a unique gimmick with a specific use case based off of your playstyle, and they all still restore the same level of sanity.
you missed the point of this thread
The healing rate is a bit of an empty feature really. Typically the meds are taken while in the van (and safe) and the times of even the slowest ones are generally quick enough to be complete before you've got back into the house.
I like the idea of a bit of variation to the different medications - instead of just change to the rate (and t3 boost to sprint)
Also, the sanity reduction effect from the pills can also be completely wasted if you actually utilize the locations light switches (as all but the largest maps completely block sanity drain for having the main lights on). With the firelights, you can at least snuff out the candles yourself (the lantern meanwhile can stay lit... as it has infinite duration and isn't consumable)
So all in all, there is no point in giving the sanity medication such an effect... not when Candles/Lanterns can do that job far better already. I'm honestly fine with leaving them as is - no reason to have other items lose their identity just because one seems like it doesn't have one in the first place. The bottom line - the sanity medication doesn't need to flashy to be effective... it just needs to work period, which they obviously do.
Side note - the snake oil takes like 30 seconds to get the most out of one dose... so very likely you don't get the full benefit before returning to the house... unless you've been really indecisive with what to bring next.
That's a really weak argument for not including some sanity reduction - different items can produce similar effects. Already, for example, the UV torch does some of what an actual torch does. There is no reason you can't have overlap.
Despite there already being Firelights, adding a temporary sanity drain reduction could be useful for, say, getting back into the house to get to the breaker while not using up an inventory "slot" with a firelight (and not having to hold it in your hand). Simply swig a relevant sanity medication before going in and get sanity protect while you get in and switch the lights on.
The current sanity meds have practically no use over different tiers other than the sprint boost. I'd rather have some variation and overlap than meaningless upgrades.
And the short and simple answer to that is "No, they shouldn't"... as the overall design of both items would then suffer from being too same-y... which in turn means the identity issue gets magnified (as now they have to also address the firelights as well as the sanity medication), not fixed outright.
And you're scenario is kind of terrible to be honest. If I was in that same situation and I was gonna rush the breaker... I'd just ignore the sanity protections completely anyway.
Seriously... it's not worth protecting what will end up being like 1-3% of my sanity for the 5-15 some odd seconds I'd be vulnerable to the passive drain (and if you don't believe that... I'd seriously consider looking at the finer mechanics of passive sanity drain on the wiki)
The scenario I mentioned was just an "off the top of my head" example of how something such as that might be useful.
Even if the actual practicalities of the minor additional features was non-existent then at least it gives some detail and variety to those items rather than just being multiple tiers for the sake of needing 3 tiers. It certainly doesn't cause harm like you're implying.
In other words - the proposed solution causes a new identity problem elsewhere.
But you're right, this discussion has gone on long enough. As I've stated multiple times now... Sanity Medication doesn't need any extra effects between it's tiers - the main effect of restoring sanity over 30/20/10 seconds is already too important, and should always be the primary reason you consume the item in the first place.
And the infinite sprint is really only useful in one scenario - when you are trying to flee from the ghost... but at that point, you've most likely lost enough sanity that you'll still get the full heal out of using the Adrenaline Shot anyway - a best of both worlds... without needing to choose at all.
So in that regard - if anything, the medication should... IMHO... just provide more of the same - more healing, but in this case... I'm referring to debuff removals.
T1 can only remove the moroi's curse and nothing else.
T2 can, in addition to the Moroi curse removal, can also... once it is done healing your sanity... remove the detrimental blind/deaf effects from the Monkey Paw (not the slow effect though)
T3 can do all of the above, plus also still provide it's bonus infinite sprint effect.
T2 would then only have an advantage with 1/7 of the cursed items - and only then for a specific use.
So it's essentially the same as now.
Half life’s suggestion makes more sense. Some overlap is fine.
The problem is that, for how temporary the medicines effects are, they are better off not giving sanity drain reduction - not only does that feel like a waste of a heal, but the passive sanity drain itself is actually fairly slow, and benefits more from having a longer lasting protection... which means the firelights will always be the superior choice anyway.
(Seriously... look at the phasmo wiki for Sanity if you don't believe that - it apparently takes roughly 40 seconds on a small map to passively drain 10% of you sanity on Professional or higher, and that's not even factoring in whether or not you are playing solo... there is realistically no way the sanity medicine would last anywhere near long enough to make a noticeable reduction)
So if we want to go with something that gives the medicine identity... honestly a buff that only the pills provides makes the most sense. My best idea there... well first off I thought it was too potent, which is why I omitted it in that last post... but it would be a temporary increase in perception (can see deeper into the dark without a light source, can hear things further away, etc.) - The T1 and T3 can stay as they are otherwise (it makes sense for snake oil to not exactly have any extra benefits, and the Adrenaline Shot already applies it's own buff)