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Working off infirmary debt

Posted: Mon Feb 16, 2015 2:41 pm
by Sleilax
I think it would be pretty cool if you could work off your infirmary debt by bandaging NPCs (or players) that come into the infirmary.

Re: Working off infirmary debt

Posted: Mon Feb 16, 2015 9:24 pm
by jilliana
As much as this idea sounds interesting, I'm not sure why someone can't forage a bit to get the riln to pay off the debt.

I am not sure how other PCs think about the infirmary system, but I tend to believe that most of their work is voluntary since I don't see NPCs paying them. That doesn't mean that it doesn't happen, however.

Re: Working off infirmary debt

Posted: Wed Feb 18, 2015 11:48 am
by Fayne
I think they're running a business, but they don't expect people to pay immediately. I think they're pretty much hospitals, where bandaging, bone-setting, and surgery all take place, on top of poultice and tonic creation. Basically, revieve service now, pay the bill later, but you better pay eventually.

Re: Working off infirmary debt

Posted: Wed Feb 18, 2015 3:21 pm
by Sleilax
See the thing was I thought this might already be the case with the infirmaries so I asked about it after I realized I could help heal the NPCs. The reason being it just seemed to make sense that hey, if I want to come in and help with the healing and spend my own bandages and poultices I can work off what was given to me at a slightly depreciated value. And of course just bandaging simple wounds would take you a long time to work your way out of debt and poultices would help you work your way out quicker.

The healers will still heal you even if you are at your debt limit and if you are bleeding so if I'm there healing the severely injured and their going to heal them regardless of if they are in debt or not so they don't lose out on the (imaginary) cost of healing people and thus it's more profitable to have me help them in the end (especially since there is no end to the amount of injured). If we want to get even deeper into the imaginary economy the infirmary that has more healers on staff would be become preferable for the injured to go to because they know they will receive quicker service (when they have a choice).

Beyond that it seems like it creates more chances of RP when you have people 'volunteering' at the infirmary and either healing along side other players or healing other players.

In the end of course as Jilliana pointed out paying the Riln isn't tough to do but I think it's just something that can make Clok that more interesting of a game where it's not always an exchange of currency for services but a trade of services or bartering for services.