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No health regen?


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#326
Ziggeh

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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.

That's not an inconsistency. That's recognising that "realism" is a subjective quality that exists largely to apply verisimilitude to the abstraction of mechanics.

#327
Zeldrik1389

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Hope they make health potions not so difficult to make (DA:O HP pot can be crafted too easily imo, gotta be harder than that). Or healing spell is available to all mage companion. Otherwise, battles are gonna be pains in the butts.

#328
Foxhound2121

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AlanC9 wrote...

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. 


At the time being, they havn't said that mana will not regen.

If it does not, stamina users would have to look like children compared to mages damage wise. Most of the tears would be on the stamina user side.

#329
Bleachrude

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esper wrote...


Da:o team... Here I accidentally ran into an overpowered warden on my first try. But as far as I have heard on the boards three mages + rouge was perfectly viable. the same with two rouges + two mages.


Well yeah.

3 mages + rogue party have always been viable in the DA franchise..it's the 3 warriors + rogue party that is more suspect.

#330
abnocte

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Wulfram wrote...

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



In DA:O and DA2 we had the following healing methods:

- Spells
- Health potions: these could be obtained via crafting, looting, shopping.

Those were present even though the games implemented health regen.


Now if DA:I does not implement health regen, the game is bound to implement at least the same healing methods that were offered previously. There's no logic in thinking otherwise.

Now "If" we get a resting system it would only be one more way we can heal our party.


Neither DA:O nor DA2 implemented a clear passage of time ala BG, so it was tricky to determine how long took our party to explore the Deep Roads for example, but I certainly find totally bizarre the idea that they managed to explore the whole damn thing ( DA:O version ) in less than 24h with no resting.

If the dungeon is large enough the party will rest in it and take guard-shifts. The brain needs to rest even if its for a few hours, not doing so can cause paranoia, schizophrenia and lead to death. I have no reason this won't apply to DA world.

#331
Mornmagor

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Mwhahahaha! Finally no health regen!

I like this change!

#332
metatheurgist

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Realmzmaster wrote...
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.

For me those details are the difference between an RPG and an action game. It's looking like DA:I will be an RPG. I didn't buy DA2 but DA:I is looking like a purchase.

AlanC9 wrote...
People really stuck with 2E?

There's a core of players that refused to go to the complexity of 3rd. I don't think it's a large population but they're there.

#333
Captain Crash

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Must seek out that Ring of Health Regen straight away now!  ^_^

#334
Ziggeh

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abnocte wrote...

Now if DA:I does not implement health regen, the game is bound to implement at least the same healing methods that were offered previously. There's no logic in thinking otherwise.

I believe there is, at least out of combat (and possibly in as it would have strange consequences). Just removing health regen, thus turning a passive system into a tedious wait and spam excercise is a terrible design decision. I think we have to credit them with a good deal more skill than that - that this is part of a larger structural change to combat.

#335
Ziggeh

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Captain Crash wrote...

Must seek out that Ring of Health Regen straight away now!  ^_^

Paid DLC. $10 dollars.

#336
Captain Crash

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Ziggeh wrote...

Captain Crash wrote...

Must seek out that Ring of Health Regen straight away now!  ^_^

Paid DLC. $10 dollars.


Im laughing, but at the same time this wouldn't suprise me. Now im scared :? :P

#337
abnocte

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Ziggeh wrote...

abnocte wrote...

Now if DA:I does not implement health regen, the game is bound to implement at least the same healing methods that were offered previously. There's no logic in thinking otherwise.


I believe there is, at least out of combat (and possibly in as it would have strange consequences). Just removing health regen, thus turning a passive system into a tedious wait and spam excercise is a terrible design decision. I think we have to credit them with a good deal more skill than that - that this is part of a larger structural change to combat.


Sorry If I misunderstood but... are you extrapolating no health regen to no healing at all outside of combat?

I haven't read the GameInformer article, so I don't know what it says and I certainly don't know what is up in Bioware quarters, but Bioware has released before games with no health regen ( BG Series, and NWN series... ).
Those games offered spells, medkits, potions and resting as a ways to recover health, such options were only one button-click away from the user.

I do agree that no health regen means a structural change to combat, it would be a terrible design decision to remove it while keeping DA2 encounter design... but as I said before, Bioware has released games without such feature before and I certainly think that encounters were far better designed in those games than in DA2.

And now that I think about it.... ME3 had something similar to no health regen. Your health was divided in 3 slots, if one slot was fully depleted i won't recover until you used medigel.

#338
Ziggeh

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abnocte wrote...
Sorry If I misunderstood but... are you extrapolating no health regen to no healing at all outside of combat?

No, but I think it's safe to assume some limiting factor to stop you just hanging around until you can cast enough heals. 

#339
Bleachrude

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Strange...the only time I think no health regneration works in a RPG is IF the game is reflex based since there, you have total control over whether or not you're going to get hit.

In a stat based game, doesn't matter how good your preparation is, the dice rolls gods will insure that party members will be hit and take damage....

#340
Fast Jimmy

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Bleachrude wrote...

Strange...the only time I think no health regneration works in a RPG is IF the game is reflex based since there, you have total control over whether or not you're going to get hit.

In a stat based game, doesn't matter how good your preparation is, the dice rolls gods will insure that party members will be hit and take damage....


And there is no possible way you could prepare for such eventualities with potions, healing kits or resting consumables (tents/bedrools/what-have-you). 

Oh wait, there are tons of games where you can do exactly that! So luck favors the prepared.

#341
o Ventus

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Fast Jimmy wrote...

Bleachrude wrote...

Strange...the only time I think no health regneration works in a RPG is IF the game is reflex based since there, you have total control over whether or not you're going to get hit.

In a stat based game, doesn't matter how good your preparation is, the dice rolls gods will insure that party members will be hit and take damage....


And there is no possible way you could prepare for such eventualities with potions, healing kits or resting consumables (tents/bedrools/what-have-you). 

Oh wait, there are tons of games where you can do exactly that! So luck favors the prepared.


Luck, by definition, doesn't favor the prepared. Or anyone else. The health potion you drank is irrelevant when Mook Enemy #3347 gets a critical hit on you.

#342
Fast Jimmy

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o Ventus wrote...

Fast Jimmy wrote...

Bleachrude wrote...

Strange...the only time I think no health regneration works in a RPG is IF the game is reflex based since there, you have total control over whether or not you're going to get hit.

In a stat based game, doesn't matter how good your preparation is, the dice rolls gods will insure that party members will be hit and take damage....


And there is no possible way you could prepare for such eventualities with potions, healing kits or resting consumables (tents/bedrools/what-have-you). 

Oh wait, there are tons of games where you can do exactly that! So luck favors the prepared.


Luck, by definition, doesn't favor the prepared. Or anyone else. The health potion you drank is irrelevant when Mook Enemy #3347 gets a critical hit on you.


They didn't announce permadeath. It isn't like having anyone in combat falling is going to be an instant Game Over screen.

Come on, people. If you are REALLY that worried about a system that doesn't automatically heal all wounds after every fight, I guarantee the Casual/Narrative difficulty will be extremely forgiving.

#343
abnocte

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Fast Jimmy wrote...

Bleachrude wrote...

Strange...the only time I think no health regneration works in a RPG is IF the game is reflex based since there, you have total control over whether or not you're going to get hit.

In a stat based game, doesn't matter how good your preparation is, the dice rolls gods will insure that party members will be hit and take damage....


And there is no possible way you could prepare for such eventualities with potions, healing kits or resting consumables (tents/bedrools/what-have-you). 

Oh wait, there are tons of games where you can do exactly that! So luck favors the prepared.


The more prepared you are the more irrelevant luck becomes.

What really favors the prepared is natural selection! 
:P

#344
o Ventus

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Fast Jimmy wrote...

They didn't announce permadeath. It isn't like having anyone in combat falling is going to be an instant Game Over screen.


Good for them?

Come on, people. If you are REALLY that worried about a system that doesn't automatically heal all wounds after every fight, I guarantee the Casual/Narrative difficulty will be extremely forgiving.


Contrary to popular belief, it IS possible to run out of health potions, just like how it's possible to barely scrape past hard encounters (something that will happen much more frequently now that enemies don't scale to the player's level). Like I said before, it will be worse if an enemy scores a lucky crit.

#345
Mello

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Captain Crash wrote...

Ziggeh wrote...

Captain Crash wrote...

Must seek out that Ring of Health Regen straight away now!  ^_^

Paid DLC. $10 dollars.


Im laughing, but at the same time this wouldn't suprise me. Now im scared :? :P

Me too... 

#346
Guest_Guest12345_*

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Good, having to manage health is only a good thing. Resource management means there is more consequence to managing health with potions or spells. This means the game's crafting and economy will be more valuable since they provide a more valuable resource. It also means that restoration is a perfectly valid school of magic, and that having a healer will be hugely valuable in deep expeditions where turning back is not an option.

#347
Am1vf

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 I think I found a visual representation of what some here seem to fear form the absence of health regen:Image IPB
by NanoeTetsu 

Modifié par Am1_vf, 08 août 2013 - 02:13 .


#348
Bleachrude

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Fast Jimmy wrote...

Bleachrude wrote...

Strange...the only time I think no health regneration works in a RPG is IF the game is reflex based since there, you have total control over whether or not you're going to get hit.

In a stat based game, doesn't matter how good your preparation is, the dice rolls gods will insure that party members will be hit and take damage....


And there is no possible way you could prepare for such eventualities with potions, healing kits or resting consumables (tents/bedrools/what-have-you). 

Oh wait, there are tons of games where you can do exactly that! So luck favors the prepared.


Which kind of invalidates not having health regneration outside of combat...if you just have to lug around your bag of holding filled with potions of cure light wounds, what exactly do you gain other than the tedium of getting all those consumeables in the first place.....

I think consumeables have their place but it should be something primarily for combat and not used as a patch because of design oversight...

As someone earler in the thread said, it seems like busywork and something you tick off of a "this is a what a TRUE RPG must have".

Still...I'm open to hearing more about it....

#349
Estelindis

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Northern Sun wrote...

Not a fan of this particular change. I don't look forward to the inevitable time when I get hit by something unexpected in a dungeon then have to either limp back to the nearest town and go back to buy potions and go back or reload a previous save and buy more potions.

Back in DA:O, I ran out of potions and healing kits half-way through the Deep Roads.  It never even occurred to me that I could just go back to Orzammar and buy more.  I felt so immersed in the environment and the urgency of the story that I could imagine no other option than trudging onwards.  It was... hard.  And not 100% enjoyable.  But when I finally defeated Branka, damn, it was satisfying.  Some of my party had five injuries at that point!

Just think of it as an extra difficulty setting.  :D  If the game seems too hard without regen, turn down the difficulty to make other aspects easier. 

Modifié par Estelindis, 08 août 2013 - 02:20 .


#350
Patchwork

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Could out of combat regeneration of health/mana be a settings choice rather than mandatory on lower difficulties?

I'd like the same for friendly fire but OT.