Fuelled Health Regen: An Effective Compromise?
#26
Posté 18 juin 2011 - 01:44
they did so because that if the feel they wanted to give to their game's combat system. I am sure they gave a lot of thought about possible hybridized systems but they stuck to full regenerative health.
9 months seems like a long time to you but they have a "no more features added" or "feature lockdown" deadline MUCH earlier than the launch deadline. Your idea warranrs re-balancing encounters, bosses, changing some leveldesigns and strategically add the med packs AND a nice round of playtesting to makesure the game is not broken
not happening....thank god
#27
Posté 18 juin 2011 - 02:00
crimzontearz wrote...
Bioware specifically deviated from limited health packs .....or better yet they deviated from a system in which you had to worry about your long run health in favor of an ever recharging health system ala GoW, Halo 2/3, crysis 2, and so on and so forth
they did so because that if the feel they wanted to give to their game's combat system. I am sure they gave a lot of thought about possible hybridized systems but they stuck to full regenerative health.
9 months seems like a long time to you but they have a "no more features added" or "feature lockdown" deadline MUCH earlier than the launch deadline. Your idea warranrs re-balancing encounters, bosses, changing some leveldesigns and strategically add the med packs AND a nice round of playtesting to makesure the game is not broken
not happening....thank god
The current combat system is nothing short of boring in my opinion. You can argue all you like, but I mostly play Mass Effect because of the story and characters, not the gameplay.
Furthermore, how do YOU know how Bioware's team works? Where is your source on their deadlines, and how do you know that they've passed it? Honestly, I'd be quite dissapointed if the demo shown at E3 showed the final version of ME3's combat system. It's basically Mass Effect 2 with improved movement and melee attacks.
Implementing this system would not be as hard as you make it sound, because Bioware have already set the foundation for a Run and Gun playstyle as can be seen from the Krogan Rescue demo at E3. I also fail to see how my idea warrants a re-balance in terms of encounters. It's practically the same exact system, but with the ability to recharge your health whenever you want (in a limited way).
All that's really required is the addition of Health packs in specific areas/vendors who sell them. This isn't a gigantic overhaul in combat, it's a simple system that can be considered a compromise for people who like the style of combat in older shooters and people who like the combat of newer shooters. You said it yourself, Bioware deviated from health packs. This is a way to include health packs AND regenerating health in the game at the same time without a major overhaul in combat. Pleasing two sides of the same fanbase.
Modifié par Bocks, 18 juin 2011 - 02:03 .
#28
Posté 18 juin 2011 - 02:10
#29
Posté 18 juin 2011 - 02:15
Bioware devs explained it in depth on these forums many times, casey, ray, preston, chrisrina...all of them including the breakdowns of their deadlines. No feature is as easy as anyone would make it sound, even NG+ which can be easily coded theoretically by a couple of people ultimately requires much more work than we think.
that said, you may think it is boring, I like it....
de gustibus non disputandum est
truth is the system is not going to change and, because of my personal preferences I am glad it isn't
#30
Posté 18 juin 2011 - 02:26
lazuli wrote...
Healing potions and healing buttons are gimmicks that would needlessly bog down the system. My proposal is to shorten the regeneration time but increase the amount of enemies that pressure Shepard (through close combat or long range stagger effects) so that players are forced out of hiding and must remain mobile to survive.
The problem with that is that Shepard would likely be shot down before being able to get to another piece of cover. This isn't a gimmick I'm proposing, it's a way to make the combat more dynamic, and make different encounters employ different methods and strategies.
The system I'm proposing would maintain the current combat situations but offer a larger variety of choices on the battlefield. Let's put an example in place.
Let's say Shepard is pinned down by enemies behind a pillar. The player's "fuel" meter is completely full and hence there is little need to worry about using it too much. Through this, the player decides to charge onto the battlefield. Whilst receiving damage, the player would then initiate the health regeneration once his shields/barriers are down and his health begins to fall. Here, Shepard can continue shooting over cover or in the middle of the battlefield while receiving damage, allowing him/her to also maneuver to tactical pieces of cover.
Using the same instance, let's assume Shepard has little "fuel" left for health regeneration. In this case, Shepard would be much more reliant on the use of cover and his primary defenses (shield/barrier). If surrounded, Shepard has to try to avoid enemy fire and find tactical positions in order to receive as little damage as possible, conserving his health fuel for when s/he needs it. It would also cause the player to be more reliant on his or her teammates, something which has been a bit overshadowed in Mass Effect 2.
Of course, the health regen rate would be different for all difficulties. For Casual, health would regenerate at a quick rate, whilst on insanity, it would slowly rise. This also makes it so that all difficulties need to employ different strategies for the same encounter.
#31
Posté 18 juin 2011 - 02:33
crimzontearz wrote...
Bioware devs explained it in depth on these forums many times, casey, ray, preston, chrisrina...all of them including the breakdowns of their deadlines.
I'm not saying you're lying, but I'd like to see some sources on that.
No feature is as easy as anyone would make it sound, even NG+ which can
be easily coded theoretically by a couple of people ultimately requires
much more work than we think.
NG+ is different because it has to account for a variety of variables, such as the money and resources of the Shepard which was chosen for NG+. This system is literally just reliant on difficulty level. Perhaps even armor mods, if they're even in the game.
truth is the system is not going to change and, because of my personal preferences I am glad it isn't
To say I'm not growing frustrated would be lying. I realise that my idea will probably not get implemented, but I wouldn't say it's impossible.
Modifié par Bocks, 18 juin 2011 - 02:34 .
#32
Posté 18 juin 2011 - 02:43
in both of those games you had regenerative health that was affected by combat (injuries/hunger in MGS3, stress in MGS4)
in MGS3 it was cool but also unrealistic and kind of a hassle for some to have to heal your wounds everytime you got shot, MGS4 simplified this by using stress to decrease your health bar and health regen if you accumulated too much of it, with a variety of methods for decreasing stress (everything from using a compress, to listening to the in-game ipod or looking at porno mags)
games like S.T.A.L.K.E.R. also has a health regen system that requires eating and healing from radiation poisoning or gun shot wounds, it's simpler than MGS3 as stuff like bandages or radiation sickness pills can be hotkeyed and used in real time
for a sci-fi game like ME3 it'd be much simpler for them to just create an all-in-one shot (think of that thing nigel fish n' chips used in that first me3 trailer) to do everything health rebound related
my point being, it's been used before and works, *but* it's mostly been used in games with slower pace combat, so i dunno if it'd be fun to use in something like ME3
#33
Posté 18 juin 2011 - 02:47
#34
Posté 18 juin 2011 - 02:49
88mphSlayer wrote...
reminds me of MGS3/4
in both of those games you had regenerative health that was affected by combat (injuries/hunger in MGS3, stress in MGS4)
in MGS3 it was cool but also unrealistic and kind of a hassle for some to have to heal your wounds everytime you got shot, MGS4 simplified this by using stress to decrease your health bar and health regen if you accumulated too much of it, with a variety of methods for decreasing stress (everything from using a compress, to listening to the in-game ipod or looking at porno mags)
games like S.T.A.L.K.E.R. also has a health regen system that requires eating and healing from radiation poisoning or gun shot wounds, it's simpler than MGS3 as stuff like bandages or radiation sickness pills can be hotkeyed and used in real time
for a sci-fi game like ME3 it'd be much simpler for them to just create an all-in-one shot (think of that thing nigel fish n' chips used in that first me3 trailer) to do everything health rebound related
my point being, it's been used before and works, *but* it's mostly been used in games with slower pace combat, so i dunno if it'd be fun to use in something like ME3
Remember all those times where you aimed your gun over cover to aim and shoot at enemies in Mass Effect 2? With my system, you wouldn't have to return to cover so quickly, but you could continue shooting for a while by regenerating your health. If done properly, it would agree with Bioware's "Run and Gun" focus in ME3.
Davie McG wrote...
It is a good idea, and I for one do
miss the health pack system. I thought the first me handled health
pretty well, wouldn't mind seeing it returned to me 1 style. However to
me it sounds like what your suggesting wouldn't change much about the
game play you'd still been hiding behind cover while your health
regenerates, then it would slow the pace of the game when you run out of
medi-gel. I think the current health system suits the game but I would
love to see a new game do something different with their health
system.
It wouldn't be so much the health regenerating as it would be the shields or barriers. My idea supports the game's combat changing for each encounter because it introduces a variable that affects how long your character can take damage, it makes your primary defenses (shields/barriers) more important and promotes the use of squadmates when Shepard's actions are restricted.
Modifié par Bocks, 18 juin 2011 - 02:53 .
#35
Posté 18 juin 2011 - 02:50
I never said it is impossible, just that it's not gonna happen given the current situation and that I dislike it as a concept
#36
Posté 18 juin 2011 - 02:53
Shields and biotics should regenerate almost instantly out of combat, armor should be available for all and can be repaired out of combat but costs components to repair.
Edit: using this system you can upgrade your armor to either regenerate more health and be able to regenerate it more frequently with less cooldown or focus on more armor, faster biotic/shield regeneration or more biotic/shields.
Modifié par Akizora, 18 juin 2011 - 02:57 .
#37
Posté 18 juin 2011 - 02:57
crimzontearz wrote...
for sources I suggest you search the forums...honestly god only knows where they are now. But it was explained in depth
I never said it is impossible, just that it's not gonna happen given the current situation and that I dislike it as a concept
There's thousands of posts on this forum, how am I supposed to find the specific ones referring to combat and health systems? You're the only one I know who has seen them, so you should have a general idea of where to find them. I wouldn't even know where to start.
Also, because you dislike it as a concept makes it assured that it won't be implemented?
#38
Posté 18 juin 2011 - 03:02
Bocks wrote...
lazuli wrote...
Healing potions and healing buttons are gimmicks that would needlessly bog down the system. My proposal is to shorten the regeneration time but increase the amount of enemies that pressure Shepard (through close combat or long range stagger effects) so that players are forced out of hiding and must remain mobile to survive.
The problem with that is that Shepard would likely be shot down before being able to get to another piece of cover.
Well, yeah. I guess that would be a possibility, you know, if you suck at the game. Interviews have already revealed that moving around is easier to do in ME3's combat than it was in ME2's.
#39
Posté 18 juin 2011 - 03:07
I was referring to the deadlines not the systems
for the health system there are snippets on the "behind the scenes" videos and webdocs and such, it was hinted at their motivations but if you simply think about it why would they change the health system if not to change the feelof the combat system? they did the same with the thermal clips
#40
Posté 18 juin 2011 - 03:09
lazuli wrote...
Bocks wrote...
lazuli wrote...
Healing potions and healing buttons are gimmicks that would needlessly bog down the system. My proposal is to shorten the regeneration time but increase the amount of enemies that pressure Shepard (through close combat or long range stagger effects) so that players are forced out of hiding and must remain mobile to survive.
The problem with that is that Shepard would likely be shot down before being able to get to another piece of cover.
Well, yeah. I guess that would be a possibility, you know, if you suck at the game. Interviews have already revealed that moving around is easier to do in ME3's combat than it was in ME2's.
Of course. I wasn't keeping in mind Mass Effect 3's new movement, but we can't know for certain how effective it is until we try it ourselves. Still, your idea focuses on the use of more enemies, and that means more fire directed towards Shepard, which means more damage.
...which ultimately can lead to a quick death.
The main reason I'm proposing this is because I wanted to find a way to make both the old and new fans happy with a single health system. God knows too many games nowadays employ the regenerating health system.
Modifié par Bocks, 18 juin 2011 - 03:13 .
#41
Posté 18 juin 2011 - 03:18
Bocks wrote...
I wasn't keeping in mind Mass Effect 3's new movement, but we can't know for certain how effective it is until we try it ourselves. Still, your idea focuses on the use of more enemies, and that means more fire directed towards Shepard, which means more damage.
I'm not proposing an increase in the amount of total enemies. I just want a higher ratio of enemies that pressure the player. There were shotgun enemies and melee enemies in ME2 that occasionally pressured the player, but not with enough frequency. It was all too easy to just sit behind cover and wait for your health to regenerate. Occasionally you'd get into a tight spot, but not all that often.
#42
Posté 18 juin 2011 - 03:24
Please use this already existing topic.ForumPortal wrote...
Sorry OP.... Someone beat it to you...
http://social.biowar...3/index/7661076




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