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Combat for Dragon Age 3


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#251
wsandista

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Allan Schumacher wrote...

At this point I wouldn't say anything is guaranteed either.

What do you mean by "natural health regeneration" though?


Health regen without any ability, magic item, or spell effect.

#252
Cirram55

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I would really prefer the health regeneration to be cut off as a "natural" ability, and given to some equipment as a bonus.
At the very least, ideally, I'd love to be given the option wheter to enable or disable it, regardless of the difficulty I choose, as, always playing on nightmare, I fear health regen could be forced on me.


Nanuzsh wrote...

Allan can you answer me this, is there ANY possibility for DA3 combat system to be more like Dragon's Dogma.

Since it has a lot of awesome real time action combat. But at the same time the NPC allies system is relatively descent.

Is there any possibility for Bioware to adopt Dragon's Dogma style combat gameplay. With bioware's own story telling ability.



It's strange to read this here in the BSN, since almost everyone's complaint about DAII's combat was the "hack&slash" direction it blatantly took.
Personally I believe Dragon's dogma's combat system to be fun, but too chaotic and not at all strategic. It wouldn't fit Dragon age unless Bioware completely changed the nature of the current system.
Both Dragon age games rely on passive perks that set and adjust your dodging ability, your attack and defense, etc.; more open-world games, on the other hand, give the control of this stuff directly to the player (a famous example is TES series' combat, and Dragon's dogma itself). So basically the two types are completely different.

If, however, you were talking about taking features from the open-world more actiony model and then bringing them into DA, I don't know how it would turn out. They ought to be really careful about it.
Maybe the whole grab-the-monster-and-stab-it-til-dead thing could be OK if featured in some boss fights, who knows.

Modifié par Cirram55, 09 juin 2012 - 04:48 .


#253
Realmzmaster

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wsandista wrote...

Allan Schumacher wrote...

At this point I wouldn't say anything is guaranteed either.

What do you mean by "natural health regeneration" though?


Health regen without any ability, magic item, or spell effect.


Natural health and mana regeneration requires time and/or resting especially without a healer in the group and then the amount of healing is limited by the amount of mana until the healer rests. If bones are broken the time necessary is even longer. BG1 and its like had NPC healers in temples where you could go and purchase healing. Some may see the mechanic as a time sink.

I will use Temple of Elemental Evil (TOEE) as an example. If you have the necessary funds you can go to the healers in the village and purchase healing. If you do not have the necessary funds and your cleric or healer is low level the only way to regain health, mana or repair an injury (broken bone, ripped spleen etc) is by resting. If the injury is serious enough the time can be up to 2 weeks or more. Fortunately or unfortunately TOEE is not a time dependent game. Events do not continue without the party just like DAO and DA2. 

Some feel that it would add to the roleplaying experience because now you must make a decison to use injured party members or allow sufficient time to recover by camping in a dangerous area where the party could be attacked. 
This would require random encounters. The party could finish one battle and stumble into another battle with party members with low health low mana and injured. Now that wolf pack the party had no problem with at full strength becomes a major problem.

DAO eliminates that possibility by having a camp that is safe except for one scripted attack. In DA2 since it is happens around a city there is no need for a camp. 

I will use Titan Quest to show how natural regeneration of health and mana can work and be enhanced. Titan Quest is a single player action-cRPG. The character starts with a health and mana regeneration of one point per second. Health and mana potions have a cooldown. The ways to change the mana or health regeneration is to find items that booster the rate or add skills that booster the rate. The character is allowed to choose two masteries at different levels. Certain skills in the mastery tree can bolster health regeneration like Adrenaline (which is a passive skill that has a percentage chance to activate). Other skills bolstered mana regeneration.

BG1 used items of regeneration to achieve the same effect. Instant health and mana regeneration after battle is new and came in with the MMO's along with elimating perma-death.

Characters simply fall unconcious. TOEE had the mechanic of falling unconcious except the party member keep losing lifepoints after falling unconcious. If the amount of lifepoints lost after reaching zero exceed the constitution the party member died. Other party members could have the bandage skill and could use it to stablize the fallen companion or a healer could cast a healing spell on the companion. Since TOEE was a turn based game and comabt was based on initiative the fallen member could die before aid could be given. The decision had to be made whether to even make the attempt if the battle was going badly.

Games based on D & D allowed for resurrection of the character if you healer was of a high enough level or you paided the cost at a temple. There was no guarntee that it would be successful. If resurrection was successful the character would lose a level and all the attributtes and skills of that level.

Many gamers on the forum are looking for a return of some of the D & D mechanics of previous Bioware games. Whether that is possible or not I assume you the developers know.

#254
Realmzmaster

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Nanuzsh wrote...

Allan can you answer me this, is there ANY possibility for DA3 combat system to be more like Dragon's Dogma.

Since it has a lot of awesome real time action combat. But at the same time the NPC allies system is relatively descent.

Is there any possibility for Bioware to adopt Dragon's Dogma style combat gameplay. With bioware's own story telling ability.


Dragon's Dogma is hack and slash with very little strategic or tactical considerations in it. Reading most of the posts on the forum, gamers want Bioware to go back to a more tactical format. Dragon Dogma's comabt system would not be it.

#255
wsandista

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Realmzmaster wrote...

wsandista wrote...

Allan Schumacher wrote...

At this point I wouldn't say anything is guaranteed either.

What do you mean by "natural health regeneration" though?


Health regen without any ability, magic item, or spell effect.


Natural health and mana regeneration requires time and/or resting especially without a healer in the group and then the amount of healing is limited by the amount of mana until the healer rests. If bones are broken the time necessary is even longer. BG1 and its like had NPC healers in temples where you could go and purchase healing. Some may see the mechanic as a time sink.

I will use Temple of Elemental Evil (TOEE) as an example. If you have the necessary funds you can go to the healers in the village and purchase healing. If you do not have the necessary funds and your cleric or healer is low level the only way to regain health, mana or repair an injury (broken bone, ripped spleen etc) is by resting. If the injury is serious enough the time can be up to 2 weeks or more. Fortunately or unfortunately TOEE is not a time dependent game. Events do not continue without the party just like DAO and DA2. 

Some feel that it would add to the roleplaying experience because now you must make a decison to use injured party members or allow sufficient time to recover by camping in a dangerous area where the party could be attacked. 
This would require random encounters. The party could finish one battle and stumble into another battle with party members with low health low mana and injured. Now that wolf pack the party had no problem with at full strength becomes a major problem.

DAO eliminates that possibility by having a camp that is safe except for one scripted attack. In DA2 since it is happens around a city there is no need for a camp. 

I will use Titan Quest to show how natural regeneration of health and mana can work and be enhanced. Titan Quest is a single player action-cRPG. The character starts with a health and mana regeneration of one point per second. Health and mana potions have a cooldown. The ways to change the mana or health regeneration is to find items that booster the rate or add skills that booster the rate. The character is allowed to choose two masteries at different levels. Certain skills in the mastery tree can bolster health regeneration like Adrenaline (which is a passive skill that has a percentage chance to activate). Other skills bolstered mana regeneration.

BG1 used items of regeneration to achieve the same effect. Instant health and mana regeneration after battle is new and came in with the MMO's along with elimating perma-death.

Characters simply fall unconcious. TOEE had the mechanic of falling unconcious except the party member keep losing lifepoints after falling unconcious. If the amount of lifepoints lost after reaching zero exceed the constitution the party member died. Other party members could have the bandage skill and could use it to stablize the fallen companion or a healer could cast a healing spell on the companion. Since TOEE was a turn based game and comabt was based on initiative the fallen member could die before aid could be given. The decision had to be made whether to even make the attempt if the battle was going badly.

Games based on D & D allowed for resurrection of the character if you healer was of a high enough level or you paided the cost at a temple. There was no guarntee that it would be successful. If resurrection was successful the character would lose a level and all the attributtes and skills of that level.

Many gamers on the forum are looking for a return of some of the D & D mechanics of previous Bioware games. Whether that is possible or not I assume you the developers know.





I've never played TOEE, is it any good? 

Anyways, I would like Health regen to be tied to potions pelss, abilites, and items instead of being natural.

#256
AkiKishi

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wsandista wrote...

Realmzmaster wrote...

wsandista wrote...

Allan Schumacher wrote...

At this point I wouldn't say anything is guaranteed either.

What do you mean by "natural health regeneration" though?


Health regen without any ability, magic item, or spell effect.


Natural health and mana regeneration requires time and/or resting especially without a healer in the group and then the amount of healing is limited by the amount of mana until the healer rests. If bones are broken the time necessary is even longer. BG1 and its like had NPC healers in temples where you could go and purchase healing. Some may see the mechanic as a time sink.

I will use Temple of Elemental Evil (TOEE) as an example. If you have the necessary funds you can go to the healers in the village and purchase healing. If you do not have the necessary funds and your cleric or healer is low level the only way to regain health, mana or repair an injury (broken bone, ripped spleen etc) is by resting. If the injury is serious enough the time can be up to 2 weeks or more. Fortunately or unfortunately TOEE is not a time dependent game. Events do not continue without the party just like DAO and DA2. 

Some feel that it would add to the roleplaying experience because now you must make a decison to use injured party members or allow sufficient time to recover by camping in a dangerous area where the party could be attacked. 
This would require random encounters. The party could finish one battle and stumble into another battle with party members with low health low mana and injured. Now that wolf pack the party had no problem with at full strength becomes a major problem.

DAO eliminates that possibility by having a camp that is safe except for one scripted attack. In DA2 since it is happens around a city there is no need for a camp. 

I will use Titan Quest to show how natural regeneration of health and mana can work and be enhanced. Titan Quest is a single player action-cRPG. The character starts with a health and mana regeneration of one point per second. Health and mana potions have a cooldown. The ways to change the mana or health regeneration is to find items that booster the rate or add skills that booster the rate. The character is allowed to choose two masteries at different levels. Certain skills in the mastery tree can bolster health regeneration like Adrenaline (which is a passive skill that has a percentage chance to activate). Other skills bolstered mana regeneration.

BG1 used items of regeneration to achieve the same effect. Instant health and mana regeneration after battle is new and came in with the MMO's along with elimating perma-death.

Characters simply fall unconcious. TOEE had the mechanic of falling unconcious except the party member keep losing lifepoints after falling unconcious. If the amount of lifepoints lost after reaching zero exceed the constitution the party member died. Other party members could have the bandage skill and could use it to stablize the fallen companion or a healer could cast a healing spell on the companion. Since TOEE was a turn based game and comabt was based on initiative the fallen member could die before aid could be given. The decision had to be made whether to even make the attempt if the battle was going badly.

Games based on D & D allowed for resurrection of the character if you healer was of a high enough level or you paided the cost at a temple. There was no guarntee that it would be successful. If resurrection was successful the character would lose a level and all the attributtes and skills of that level.

Many gamers on the forum are looking for a return of some of the D & D mechanics of previous Bioware games. Whether that is possible or not I assume you the developers know.





I've never played TOEE, is it any good? 

Anyways, I would like Health regen to be tied to potions pelss, abilites, and items instead of being natural.


Buggy beyond belief, but probably the best computerised version of the D&D rule set in a game. Assuming you like heavy tactical TB stuff. Otherwise avoid.

#257
Wulfram

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Either give me immediately regenerating health out of combat or give me genuinely restricted healing out of combat.

Don't give me a situation where I can totally heal easily and without consequence whenever I want, as long as I can be bothered to hit the "rest" button. Or, even worse, where I can totally heal without consequence, but I have to traipse out of the dungeon to a designated safe zone to do it

#258
Realmzmaster

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BobSmith101 wrote...



Buggy beyond belief, but probably the best computerised version of the D&D rule set in a game. Assuming you like heavy tactical TB stuff. Otherwise avoid.


Actually Circle of Eight  www.co8.org has the official ptaches and a mod pack that corrects most if not all the problems with TOEE. The game uses the 3.5 D & D ruleset. BobSmith101 is correct. TOEE is buggy in the initial release. The official pataches and mod pack make it very stable.

The game was made by Troika (creators of Arcanum Steamworks and Magic Obscura). The Circle of 8 website also talks about that game. Troika also made Vampire: The Masquerade -Bloodlines. All of thenm were great but buggy games.

I am getting back into them to see how well they work with Windows 7. www.gog.com has all of them available for download.

Modifié par Realmzmaster, 09 juin 2012 - 05:29 .


#259
wsandista

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Realmzmaster wrote...

BobSmith101 wrote...



Buggy beyond belief, but probably the best computerised version of the D&D rule set in a game. Assuming you like heavy tactical TB stuff. Otherwise avoid.


Actually Circle of Eight  www.co8.org has the official ptaches and a mod pack that corrects most if not all the problems with TOEE. The game uses the 3.5 D & D ruleset. BobSmith101 is correct. TOEE is buggy in the initial release. The official pataches and mod pack make it very stable.

The game was made by Troika (creators of Arcanum Steamworks and Magic Obscura). The Circle of 8 website also talks about that game. Troika also made Vampire: The Masquerade -Bloodlines. All of thenm were great but buggy games.

I am getting back into them to see how well they work with Windows 7. www.gog.com has all of them available for download.


Well 3.5 is the D&D I played most so I will have to check that game out.

Back on topic, what does evryone think the ideal combat speed should be? I already posted my belief, but I want to findout what everyone else thinks.

#260
Wulfram

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DA:O combat speed was fine, except for 2 handed auto-attack and Archer talents, which were too slow.
DA2 combat speed was fine, except for 2 handed and dual wielding, which were too fast.

#261
Elhanan

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RE: Boss fights - what I enjoy are the tactical and strategical challenges seen in games (eg; hidden encounter in Legacy, early encounters in GoA, the entire DAO conclusion, Dragon in quarry for DA2, etc). What I do not like are battles won by kiting the Boss (eg; end Boss in legacy, GoA, , etc).

Being able to have multiple ways of overcoming the opponents seems to be more fun than circling for extended periods.

#262
AkiKishi

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wsandista wrote...
Back on topic, what does evryone think the ideal combat speed should be? I already posted my belief, but I want to findout what everyone else thinks.


FIFA style speed slider. I don't think there is a good "fixed" speed. If you are playing mostly with AI companions then you want a faster speed. If you are playing with full tactical control you want a slower speed. FIFA style speed slider covers everything.

#263
RogueWriter3201

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wsandista wrote...

I believe that DA3 should meet these criteria in terms of combat

  • Enemies should follow the same rules as the party. Foes should use the same ruleset as the party, instead of behaving like Final Fantasy monsters with huge globs of health but low damage output. All opponents need to attack at the same speed as party members, use the same attack/defense mechanics as the party, draw from the ame Talent/Spell trees as the party, and damage like a party member of the same class.(The only exception are monsters, which have no class)
  • Combat speed should be closer to the speed in DAO. While I thought that combat in DAO could get a little slow(particularly with a Two-Handed Warrior), DA2 was much too fast for my liking. I think using the DAO combat speeds as a base, then multiplying basic attack speeds by a factor of .8 would be a sufficient pace for combat.
  • Multipliers for weapons need to be more diverse than in DA2, but more uniform than in DAO. Attribute multipliers should depend on the weapon style like in DAO, while unlike DAO, most weapons shouldn't have speed or attribute modifiers(the speed modifier on maces made them unusable)
  • Bosses should just be extremely powerful enemies with high resistances(or immunities), not actiony fights that require the PC to move around into awkward positions while some attack is charging. Many of the boss fights in DA2 seems like they would fit in more in a Zelda game than an RPG.
  • Traps should have much more of an impact. In both DAO and DA2, traps were more of an annoyance than a danger, I believe this should change. Traps need to have disastrous effects when triggered that can result in characters getting killed.

[*]
[*]1. Disagree. We're supposed to be a party consisting of Heroes, i.e. extraordinary individuals that, often, possess powers and skills unrivaled, hence the reason we can save the world. If the monsters can do what we do, as we do it, then we're not extraordinary Heroes. I enjoy leveling up and *seeing* how powerful I've become when set against tough monsters/enemies who prove a challange but can't compare. 
[*]
[*]2. Disagree. I loved the rapid combat of DA2. It kept you moving, kept you checking your party to see how much rapid damage they were taking, where they moving in relation to the enemies, etc. 
[*]
[*]3. Agree. 
[*]
[*]4. Disagree. Dragon Age 2 had it fair numbers of enemies/bossess that proved resistant enough to certain kind of attacks and weak against others. As for the moving about I enjoyed seeing a powerfull attack coming and being able to avoid. I recall how frustrating it was in DAO to have a boss Trigger a big attack and just having find me where I was on the battle field. Dragon Age 2 awarded you for paying attention during fights. I want to see that return. 
[*]
[*]5. Disagree/Agree. Traps don't need to have more of an impact; point in fact they are *so* much of an annoyance they need to go away. I can appreciate that Origins was trying to be a spritual successor to Baldur's Gate, which, in turn, was derived from the Table Top D&D Universe where Traps are the norm; however, we're *far* from the era of basing Fantasy RPGS on D&D mechanics. Dragon Age 2 already took a healthy departure from many archaic mechanics, Traps needs to be next on the list. 

Modifié par glenboy24, 10 juin 2012 - 01:12 .


#264
wsandista

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BobSmith101 wrote...

wsandista wrote...
Back on topic, what does evryone think the ideal combat speed should be? I already posted my belief, but I want to findout what everyone else thinks.


FIFA style speed slider. I don't think there is a good "fixed" speed. If you are playing mostly with AI companions then you want a faster speed. If you are playing with full tactical control you want a slower speed. FIFA style speed slider covers everything.


Do you mean FIFA the football videogame?

#265
Merlex

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Wulfram wrote...

DA:O combat speed was fine, except for 2 handed auto-attack and Archer talents, which were too slow.
DA2 combat speed was fine, except for 2 handed and dual wielding, which were too fast.


I agree with everything you said there, but DW. If you wielding 2 daggars, it's suppose to be much faster than swinging a 2 handed sword, or maul. My biggest problem with the combat speed wasn't the attack speed, it was the movement speed.

Though whipping a 2 handed sword around as fast as wet towel in a locker room fight, was ridiculous. In all fairness to the game though, there a lot of talents and items that increase attack speed.

Edited to add:

I just read up on dragon age 2 combat mechanics:

Attack Speed (rounded) can be determined by dividing (DPS / damage) in the weapon properties.

  • Bows: 0.94
  • Daggers: 1.85
  • Staves: 1.36
  • Two-handed weapons: 1.64
  • Weapon & Shield: 1.88


Modifié par Merlex, 10 juin 2012 - 05:28 .


#266
Sylvius the Mad

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wsandista wrote...

BobSmith101 wrote...

wsandista wrote...

Back on topic, what does evryone think the ideal combat speed should be? I already posted my belief, but I want to findout what everyone else thinks.

FIFA style speed slider. I don't think there is a good "fixed" speed. If you are playing mostly with AI companions then you want a faster speed. If you are playing with full tactical control you want a slower speed. FIFA style speed slider covers everything.

Do you mean FIFA the football videogame?

Yes, that's a terrific idea.  Let the player determine the speed of combat.

Daggerfall did this, to some degree.  The player could chose between two speed settings.  One was intended for fast-paced action combat, while the other was slower to allow a more tacitcal approach.

I don't understand why TES stopped offering that. as an option.

#267
Sylvius the Mad

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glenboy24 wrote...

1. Disagree. We're supposed to be a party consisting of Heroes, i.e. extraordinary individuals that, often, possess powers and skills unrivaled, hence the reason we can save the world. If the monsters can do what we do, as we do it, then we're not extraordinary Heroes. I enjoy leveling up and *seeing* how powerful I've become when set against tough monsters/enemies who prove a challange but can't compare. 

And that explains how every other creature in Thedas has vastly more hitpoints than Hawke does how, exactly?

#268
ChaosAgentLoki

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Okay, I'm not really sure I want to delve too deeply into this conversation, but I thought of a health system that may be more in line with something that players would enjoy (I know I love it) and wanted to suggest it. How about Ninja Gaiden 2's style? The one where after combat health regenerated to a certain point depending upon how much damage was suffered. After a certain amount of damage, wounds started building up that prevented the health bar from rebounding to full at the end of a confrontation.

Used in Dragon Age, this system could require the player to stop and spend time resting or healing or whatever it is that is implemented outside of the regular rebounding. Potions/Injury Kits/bandages (those really need to be implemented as an item) would be the only way to remove these wounds and get the health back to full. So, in summary, the PC and party catch a second wind after the fight (the rebounding health), but require the usage of an item or resting to remove the wounds that have gathered up during the fighting. How does that sound?

#269
Allan Schumacher

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I'm sort of getting a Marvel vs Capcom type vibe by that. Allow the player to regenerate up to a point, but continued damage will slowly reduce the cap at which the player will naturally recuperate to.

(Sorry I haven't played Ninja Gaiden)

#270
AkiKishi

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wsandista wrote...

BobSmith101 wrote...

wsandista wrote...
Back on topic, what does evryone think the ideal combat speed should be? I already posted my belief, but I want to findout what everyone else thinks.


FIFA style speed slider. I don't think there is a good "fixed" speed. If you are playing mostly with AI companions then you want a faster speed. If you are playing with full tactical control you want a slower speed. FIFA style speed slider covers everything.


Do you mean FIFA the football videogame?


That's the one FIFA + (add a number or tournament name)

#271
AkiKishi

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Allan Schumacher wrote...

I'm sort of getting a Marvel vs Capcom type vibe by that. Allow the player to regenerate up to a point, but continued damage will slowly reduce the cap at which the player will naturally recuperate to.

(Sorry I haven't played Ninja Gaiden)


Reduce the max hp's as you get damaged. I don't really see the point to "resting" myself without having a Fallout style timer it really serves no great purpose anyway.

The advantage with having everyone fully healthy makes encounters easiler to balance. But you do miss out on that gradualy diminishing stocks feel (as someone who never used potions in DA/2 to any great extent).

Modifié par BobSmith101, 12 juin 2012 - 08:39 .


#272
Guest_Begemotka_*

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Just as an aside. Maybe one day.....:wub:

http://www.bbc.co.uk...nology-18395724

Modifié par Begemotka, 12 juin 2012 - 02:32 .


#273
Realmzmaster

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ChaosAgentLoki wrote...

Okay, I'm not really sure I want to delve too deeply into this conversation, but I thought of a health system that may be more in line with something that players would enjoy (I know I love it) and wanted to suggest it. How about Ninja Gaiden 2's style? The one where after combat health regenerated to a certain point depending upon how much damage was suffered. After a certain amount of damage, wounds started building up that prevented the health bar from rebounding to full at the end of a confrontation.

Used in Dragon Age, this system could require the player to stop and spend time resting or healing or whatever it is that is implemented outside of the regular rebounding. Potions/Injury Kits/bandages (those really need to be implemented as an item) would be the only way to remove these wounds and get the health back to full. So, in summary, the PC and party catch a second wind after the fight (the rebounding health), but require the usage of an item or resting to remove the wounds that have gathered up during the fighting. How does that sound?


Not new you find it in games like TOEE (Temple of Elemental Evil 2003 based on the D & D 3.5 ruleset) minus the rebounding health. TOEE implemented the first aid skill and bandages. Rest, injury kits or spells like Cure Wounds was necessary to fix broken bones etc.  Spells included Cure Poison and Blindness

#274
ChaosAgentLoki

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Allan Schumacher wrote...

I'm sort of getting a Marvel vs Capcom type vibe by that. Allow the player to regenerate up to a point, but continued damage will slowly reduce the cap at which the player will naturally recuperate to.

(Sorry I haven't played Ninja Gaiden)


That's exactly what I was getting at. It works well (IMO) and I would love to see it used in a RPG. As a Japanese made RPG player primarily, I'm not used to this rebounding health concept (for RPGs) and it has made me get lax in many of my other games. Something like this would be a constant reminder that my characters are not as invincible as the game makes them seem, but still need to be healed after battle and not just during battle.

Modifié par ChaosAgentLoki, 12 juin 2012 - 05:01 .


#275
ChaosAgentLoki

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Realmzmaster wrote...

ChaosAgentLoki wrote...

Okay, I'm not really sure I want to delve too deeply into this conversation, but I thought of a health system that may be more in line with something that players would enjoy (I know I love it) and wanted to suggest it. How about Ninja Gaiden 2's style? The one where after combat health regenerated to a certain point depending upon how much damage was suffered. After a certain amount of damage, wounds started building up that prevented the health bar from rebounding to full at the end of a confrontation.

Used in Dragon Age, this system could require the player to stop and spend time resting or healing or whatever it is that is implemented outside of the regular rebounding. Potions/Injury Kits/bandages (those really need to be implemented as an item) would be the only way to remove these wounds and get the health back to full. So, in summary, the PC and party catch a second wind after the fight (the rebounding health), but require the usage of an item or resting to remove the wounds that have gathered up during the fighting. How does that sound?


Not new you find it in games like TOEE (Temple of Elemental Evil 2003 based on the D & D 3.5 ruleset) minus the rebounding health. TOEE implemented the first aid skill and bandages. Rest, injury kits or spells like Cure Wounds was necessary to fix broken bones etc.  Spells included Cure Poison and Blindness


Well, I don't play D&D so I didn't know that. I was just giving a suggestion that keeps the rebounding health while also forcing the player to watch how much health they do have left over after a fight. If D&D uses a system like this just without rebounding health, good for them. I never said it was new or original, just that it was an idea I liked.