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No health regen?


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#301
Taleroth

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Ziggeh wrote...

Foxhound2121 wrote...

This means that stamina for rogues and warriors should never be allowed to regenerate either.

I actually think it would be more interesting if stamina did. It would create this strange balance between tactical and strategic choices. You could make mages obsurdly powerful, but limited over the course of a series of encounters where rogues and warriors would catch up or overtake.

Though that would mean in shorter fights, say single monster encounters, they'd be fairly overpowered. But still, it would make for some great decisions.

An interesting thing for mages is them using stamina and mana.

Mana being the larger pool, but magical attacks drawing from both. It gives them a different per encounter limit and a per day limit effectively.

#302
Ziggeh

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Foxhound2121 wrote...
That would be unfair to mages as they have double the chance to become a dead slot in a long dungeon crawl.

Also what you saying would likley result in forcing players to bring only one mage in the end.

Sod off basically if you're PC is a mage and you plan on romancing another mage character.

Yeah, I'm being fairly simplistic there. It needs more too it than that (especially as at least at first you wouldn't know how long dungeons might be). Still though, I really like the idea of balancing tactical and stategic concerns and it would make it a really meaningful choice if you had characters that focussed largely on one or the other.

#303
maslove23

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I wonder was that done for strategy gaming or for EA micro-transaction. Therefore, If you want full health, you would pay 0.99$. It shall be interesting to see how that will work.

I am honestly getting my hopes up for DA:I and I was one of the ones that about to give up on the game so best of luck

#304
Fast Jimmy

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In Exile wrote...

Fast Jimmy wrote...

I'm curious to see how this will affect Blood Magic, as others have pointed out. If health is a premium, then Blood Magic will become even slightly more adverse to the player than before.

Then again, if they beef it up to make it truly powerful - even more powerful than you could make blood mage Merril with a high constitution and the best gear - then that might be something to see.


Alternatively, they might make it a way to health by damaging enemies, and have it have serious story-related consequences. That would be a neat little conundrum for players. 


I've always thought that if the mechanics of the game really made Blood Magic a solution to a very real gameplay challenge, it would make the choice of blood magic much more than the usual "Blarrgh, I want to be evel, blood magic" player role play choice. 

#305
Guest_mikeucrazy_*

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Interesting, might mix up the gameplay.........lol i kid no it really wont

#306
Am1vf

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Fast Jimmy wrote...

In Exile wrote...

Fast Jimmy wrote...

I'm curious to see how this will affect Blood Magic, as others have pointed out. If health is a premium, then Blood Magic will become even slightly more adverse to the player than before.

Then again, if they beef it up to make it truly powerful - even more powerful than you could make blood mage Merril with a high constitution and the best gear - then that might be something to see.


Alternatively, they might make it a way to health by damaging enemies, and have it have serious story-related consequences. That would be a neat little conundrum for players. 


I've always thought that if the mechanics of the game really made Blood Magic a solution to a very real gameplay challenge, it would make the choice of blood magic much more than the usual "Blarrgh, I want to be evel, blood magic" player role play choice. 


That is more or less how I wanted blood to work in DA][. Kind of like using the CASIE implant pheomones in Human Revolution.

#307
Fast Jimmy

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Am1_vf wrote...

Fast Jimmy wrote...

In Exile wrote...

Fast Jimmy wrote...

I'm curious to see how this will affect Blood Magic, as others have pointed out. If health is a premium, then Blood Magic will become even slightly more adverse to the player than before.

Then again, if they beef it up to make it truly powerful - even more powerful than you could make blood mage Merril with a high constitution and the best gear - then that might be something to see.


Alternatively, they might make it a way to health by damaging enemies, and have it have serious story-related consequences. That would be a neat little conundrum for players. 


I've always thought that if the mechanics of the game really made Blood Magic a solution to a very real gameplay challenge, it would make the choice of blood magic much more than the usual "Blarrgh, I want to be evel, blood magic" player role play choice. 


That is more or less how I wanted blood to work in DA][. Kind of like using the CASIE implant pheomones in Human Revolution.


Well, I saw zero reason anyone wouldn't use implants in DE:HR. I mean, Adam Jensen never asked for this... but he was still more Radioshack than he was regular by the time the intro scene was all said and done. I can't imagine him honestly taking the postion that ONE MORE piece of hardware in his body would somehow compromise his moral integrity or humanity. 

But that is getting things way off topic here, I suppose.

Modifié par Fast Jimmy, 08 août 2013 - 12:43 .


#308
llandwynwyn

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That's confirmed? If so, that's f*cking great.

#309
KiwiQuiche

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Erugh, well guess I'll be taking a spirit healer with me everywhere then.

Hope it's not a lunatic possessed terrorist this time.

#310
Wulfram

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abnocte wrote...

The gain for me is that the world where the game takes place becomes more believable if my party has to rest or use health spells/health kits/health potions to recover from a battle. 
But thats my opinion of course.


I don't think spending days snoozing mid dungeon can really be said to be realistic.  And hitpoints are an abstraction, anyway - you probably aren't taking any real damage until your last few hitpoints, so I don't find having them refresh fairly quickly post-battle difficult to accept

Anyway I don't remember BG being more liberal than Planscape:Torment or IcewindDale about resting... :huh:


I was just limiting my comment to BG because I can remember it better, wasn't imply anything about the others.

#311
n7stormrunner

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well I'm glad I hoard healing items any way... and prefer having a healer in my party... well hopeful reaver's devour is more powerful or I may have to find a new favorite specialization...

also please tell me there a item to add health regen even if it's a pc only and hard to get..

#312
Angrywolves

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I liked the way a lot of rpgs do it.
Your party stops at an inn and their health get regenerated while they sle ep.
Same could happen at a fort or castle you build or take over.
shrugs.

#313
Urazz

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I think this idea is pretty stupid to be honest. I really rather not have to stop to chug potions or go back to a safe spot to rest. I can understand slowing down the health regen between combat but I don't see the point in getting rid of it completely.

#314
AlanC9

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Foxhound2121 wrote...

AlanC9 wrote...
I think we're all assuming that either there won't be mana regen or there won't be healing the way we have it now -- if mana and health are fungible and mana regnerates, the system is worthless.


This means that stamina for rogues and warriors should never be allowed to regenerate either.


Not necessarily. D&D gets along OK with an asymmetrical system --clerics and mages expend power, warriors and rogues don't. 

#315
metatheurgist

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AlanC9 wrote...
Not necessarily. D&D gets along OK with an asymmetrical system --clerics and mages expend power, warriors and rogues don't. 

You should specify old DnD. That hasn't been true since 4th. Every class is mechanically identical in 4th (5th ed pending).

Fast Jimmy wrote...
While I won't say "have faith in Bioware,"

That's gotta be a sign of the apocalypse.

#316
Sylvius the Mad

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metatheurgist wrote...

AlanC9 wrote...

Not necessarily. D&D gets along OK with an asymmetrical system --clerics and mages expend power, warriors and rogues don't.

You should specify old DnD. That hasn't been true since 4th. Every class is mechanically identical in 4th (5th ed pending).

Some of us don't acknowledge 4E.

#317
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Fast Jimmy wrote...

Well, I saw zero reason anyone wouldn't use implants in DE:HR. I mean, Adam Jensen never asked for this... but he was still more Radioshack than he was regular by the time the intro scene was all said and done. I can't imagine him honestly taking the postion that ONE MORE piece of hardware in his body would somehow compromise his moral integrity or humanity. 

But that is getting things way off topic here, I suppose.


I found the implants rather distasteful and manipulative, myself. I did it a couple of times, but when the option ended up sounding like sleazy blackmail or coercion, I reloaded and went through again without using it.

#318
AlanC9

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Sylvius the Mad wrote...

metatheurgist wrote...

AlanC9 wrote...

Not necessarily. D&D gets along OK with an asymmetrical system --clerics and mages expend power, warriors and rogues don't.

You should specify old DnD. That hasn't been true since 4th. Every class is mechanically identical in 4th (5th ed pending).

Some of us don't acknowledge 4E.


I'm going to have to plead ignorance, myself. I haven't really been a D&D fan since 1983 or so, and while I'm familiar with versions up to 3.5 thanks to Bio and Obsidian, I never saw any reason to pay attention to yet another version.

#319
The Six Path of Pain

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Meh, whatever

#320
phunx

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Everyone is just guessing here, I wish one of the devs would show up and point us in the right direction at least.

#321
Allan Schumacher

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EntropicAngel wrote...

Fast Jimmy wrote...

Well, I saw zero reason anyone wouldn't use implants in DE:HR. I mean, Adam Jensen never asked for this... but he was still more Radioshack than he was regular by the time the intro scene was all said and done. I can't imagine him honestly taking the postion that ONE MORE piece of hardware in his body would somehow compromise his moral integrity or humanity. 

But that is getting things way off topic here, I suppose.


I found the implants rather distasteful and manipulative, myself. I did it a couple of times, but when the option ended up sounding like sleazy blackmail or coercion, I reloaded and went through again without using it.


I think there must have been some confusion with your reference to implants (taken as meaning meaning all of them), rather than specifically the phermones that come with the CASIE implant to let you immediately win conversations.

(I didn't use the phermones either, for ethical reasons for my Jensen)

Modifié par Allan Schumacher, 08 août 2013 - 07:06 .


#322
Realmzmaster

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Sylvius the Mad wrote...

metatheurgist wrote...

AlanC9 wrote...

Not necessarily. D&D gets along OK with an asymmetrical system --clerics and mages expend power, warriors and rogues don't.

You should specify old DnD. That hasn't been true since 4th. Every class is mechanically identical in 4th (5th ed pending).

Some of us don't acknowledge 4E.


4E has not been well received ( I expect 5E to be received about the same as 4E) which is one of the reasons WotC/Hasbro is reprinting the 2nd edition of D & D which is the version many D & D players are still using (along with 3E and 3.5E to a lesser extent).

#323
AlanC9

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People really stuck with 2E?

#324
Realmzmaster

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I find it interesting that many posters on this forum want their game to look realistic but not play realistically. I read about posters wanting bowstrings, scabbards and a host of other realistic visual effects, but not wanting game mechanics that require resource management.

I find it completely unrealistic that my party can sustain a ton of damage, fall unconscious in battle and then at the end of the battle get up in perfect health or a injury that really does not affect much..

I also believe that my party has a bag of holding for inventory management in Dragon Age games. My party has no problem carrying around a ton of gear. (In DAO provided you recruited Shale you could say she was carrying all that gear and sat it down to fight.)

I find it interesting that posters want the visual effect of weather but not the actual effects. Posters want unlimited ammo like arrows. I can only assume that archers have the Quiver of Cornucopia.

Some posters are saying that kind of stuff is tedium and a fun killer. Well for me the lack of that stuff is a fun killer. Combat and dungeon delving is all about survival and good planning.

I come from the school if you fail to plan you plan to fail. I may not know exactly what the party will be facing but I will prepare the party as best as possible. Yes, I like the hardcore mode in games like Fallout:New Vegas where you have to sleep, eat, drink (otherwise performance is affected) , healing is limited, weather is a factor and death of companions is permanent.

That may not sound like fun to some of you but it is most definitely fun for me.

#325
Pzykozis

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Realmzmaster wrote...

I find it interesting that many posters on this forum want their game to look realistic but not play realistically. I read about posters wanting bowstrings, scabbards and a host of other realistic visual effects, but not wanting game mechanics that require resource management.

I find it completely unrealistic that my party can sustain a ton of damage, fall unconscious in battle and then at the end of the battle get up in perfect health or a injury that really does not affect much..

I also believe that my party has a bag of holding for inventory management in Dragon Age games. My party has no problem carrying around a ton of gear. (In DAO provided you recruited Shale you could say she was carrying all that gear and sat it down to fight.)

I find it interesting that posters want the visual effect of weather but not the actual effects. Posters want unlimited ammo like arrows. I can only assume that archers have the Quiver of Cornucopia.

Some posters are saying that kind of stuff is tedium and a fun killer. Well for me the lack of that stuff is a fun killer. Combat and dungeon delving is all about survival and good planning.


To be fair hp is / has to be an abstraction to even begin to think of realism so its quick regeneration isn't so suprising really.

As for the combat and dungeon delving being about survival and good planning. I agree but view it slightly differently I prefer all my combat to be challenging and a matter of managing the current battle, whereas this move encourages long term management more a giant battle of attrition than single isolated very difficult battles, different things but both are really about survival and planning, one is just short term the other not.

I can't really comment on the inventory management though, that has always just felt like working in excel or accounting: the game, for me.

I also like new vegas' hardcore mode but, its a completely different kettle of fish, just like I love the soul's games combat set up and to a lesser extent witcher which both have no / little hp regen outside of healing mechanics. But, those games have again completely different systems.

Meh I'll wait and see really hopefully theres enough mechanics this time to not semi-force a healer.