Icinix wrote...
I prefer the healing system of tried and true games of yore. Health is down, pop a pill, potion, medi-gel, whatever.
Can you elaborate? How would popping pills or whatever be 'better'? How many pills should Shep have at his/her disposal? Can they be used one after the other or restricted in some way? Should they be available in large or very small supplies? Can you carry them around or do you have to walk over em to get some health back?
I don't know what it is about regen health, but it makes me feel less like I'm playing - and more like I'm watching the game.
I recommend to play ME2 without the regen system enabled - would be terrible if not impossible.
One of the major advantages of regen is the freedom it gives to the devs to create interesting and challenging fights. A system that uses a manual health system is always limited - you cannot make encounters too hard b/c when the player has used his/her supply of pills (s)he's screwed. Using a regen system plus a couple locations giving players a breather to regain their strength is all that's needed and works for all fights (= better = why most games use regen).
Players who are skilled won't have to use those locations often (they will also need less pills using the other variant) - players who are not skilled are going to fight longer and spend more time in those safe spots (or they would be using a lot of medkits and since they need them for every fight will likely result in having too few pills to complete fights in the final stages of the mission/level/game - maybe they have to restart the entire mission just to get to that last fight with enough pills to get them through).
Pills make the game easier for skilled players (up to breaking point) and much harder for those with less skills - the total opposite of what one wants to achieve by it. It also increases (boring and pointless) micro-management which only reduces the overall immersion and action. It's also likely something you want hotkeyed; and we're already short on those.





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