Aller au contenu

Photo

No health regen?


1109 réponses à ce sujet

#451
Dave of Canada

Dave of Canada
  • Members
  • 17 484 messages

Sylvius the Mad wrote...

Actually, simply eliminating health regen likely reduces the need for tactical gameplay, as encounters now cannot all be tactically challenging.  Since strategic concerns would be everpresent, combat would be a process of on-going resource management (hit points being one of those resources) rather than a challenging tactical experience.


Technically, wouldn't it be both? As health becomes more of a resource to be managed, you'll want to create characters which fulfill a purpose outside of combat.

Perhaps you've been drinking too many potions because you've been going into combat completely blind, managing stealth-based characters with skills like picklocking and disarming traps would be a great way to scout out and plan ahead.

Perhaps add crowd control or more debuff effects into the game which allow you to alter every fight, a rogue can knock-out targets for 30-40s at the risk of being seen and launching combat or mages can dull the enemy's senses making them deal less damage or take longer to get their abilities off cooldown.

Pause-and-play on higher difficulties could be almost mandatory as you weigh the consequence of every decision.

Foxhound2121 wrote...

The elitist insults are hardly amusing.


Yes, it's an insult to question your already questionable logic.

Modifié par Dave of Canada, 08 août 2013 - 10:20 .


#452
Remmirath

Remmirath
  • Members
  • 1 174 messages
I've always disliked regenerating health, so I'm glad about that. Partly because regenerating health makes it very easy to run away from an encounter or come back to it at little to no cost, and partly because it just doesn't make any sense when you think about it -- nobody's going to leave an encounter where they were almost dead and then be perfectly fine a few minutes later.

I do wonder whether this also means that resting is back in.

#453
Enigmatick

Enigmatick
  • Members
  • 1 917 messages

Halae Dral wrote...

I do wonder whether this also means that resting is back in.

I sure hope so. (Inb4 Vancian Casting)

#454
Foxhound2121

Foxhound2121
  • Members
  • 608 messages

Dave of Canada wrote...


Yes, it's an insult to question your already questionable logic.


I don't really care what insults are for. The only one that finds them impressive is you.

#455
TheDon81

TheDon81
  • Members
  • 57 messages
Hey, Guys!
Simple solution for the problem of "Health Regen" vs "No Health Regen":

Make an option that allows you to toggle health regen on/off.
If off, health potions becomes double in ammount at stores and for half the price. Items with health regen properties turns to hitpoint boost.

It's a small simple thing, that won't cost Bioware alot to implement. (depending on how they code, ofcourse)

#456
LPPrince

LPPrince
  • Members
  • 54 962 messages
The answer to everything isn't a toggle.

#457
Bleachrude

Bleachrude
  • Members
  • 3 154 messages
Personally, I'm wondering how this works with non level scaled monsters.

#458
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages

Enigmatick wrote...

Halae Dral wrote...

I do wonder whether this also means that resting is back in.

I sure hope so. (Inb4 Vancian Casting)


Man, I can't even imagine the boards if Bioware announced Vancian. Heh. 

That being said, I'm not the biggest fan of resting. Even in games where a surpise attack can happen, it seems very forced to plop down in a dungeon and take a nap. Maybe it could be similar to Quest for Glory, where you can only rest for a certain amount of time in a day before the game says "You are not tired" to you, meaning you could only use sleep as an effective form of healing in a dungeon once.

Ultimately, I'd like to see other solutions used, though. 

#459
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests

Foxhound2121 wrote...

Dave of Canada wrote...


Yes, it's an insult to question your already questionable logic.


I don't really care what insults are for. The only one that finds them impressive is you.


If it's an insult that he corrected your incorrect assumption about the kind of things people persistently ask for on the forums (including no regenerating health), you're probably a little hypersensitive.

#460
llandwynwyn

llandwynwyn
  • Members
  • 3 787 messages
If a person doesn't want a challenge, then they should play on casual.
What Bioware is doing is the right thing. And please, please don't patch the game to be easier.

#461
xnode

xnode
  • Members
  • 180 messages

Bleachrude wrote...

Personally, I'm wondering how this works with non level scaled monsters.


haha simple answer, allot of re-loads.

#462
Fast Jimmy

Fast Jimmy
  • Members
  • 17 939 messages

Bleachrude wrote...

Personally, I'm wondering how this works with non level scaled monsters.


The article said that there will be areas you find that will have enemies you have no business trying to fight and where you must leave to come back later. 

You will actually have to consider running away, or if you are up to a fight before you engage in one. 

#463
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests
I like that idea too, hopefully there's an Emerald Weapon or two hidden about.

#464
The Hierophant

The Hierophant
  • Members
  • 6 932 messages
Filament forget Emerald Weapon, think bigger and sexier... like Yiazmat.

#465
Dave of Canada

Dave of Canada
  • Members
  • 17 484 messages
I'd love to see superbosses everywhere.

#466
Nerevar-as

Nerevar-as
  • Members
  • 5 375 messages

TheDon81 wrote...

Hey, Guys!
Simple solution for the problem of "Health Regen" vs "No Health Regen":

Make an option that allows you to toggle health regen on/off.
If off, health potions becomes double in ammount at stores and for half the price. Items with health regen properties turns to hitpoint boost.

It's a small simple thing, that won't cost Bioware alot to implement. (depending on how they code, ofcourse)


A toggle wouldn´t work. Encouter planning for starters should be totally different.

#467
Foxhound2121

Foxhound2121
  • Members
  • 608 messages

Filament wrote...


If it's an insult that he corrected your incorrect assumption about the kind of things people persistently ask for on the forums (including no regenerating health), you're probably a little hypersensitive.


Someone posted an opinion on a forum. Anyone making it anything more than that is the hypersensitive one.

Modifié par Foxhound2121, 08 août 2013 - 11:09 .


#468
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests
Hypersensitive to wrong opinions, I guess, lol. You can't say it's just your opinions when you're making assumptions about other people that are wrong.

#469
Ziggeh

Ziggeh
  • Members
  • 4 360 messages

TheDon81 wrote...

Simple solution for the problem of "Health Regen" vs "No Health Regen":

I really don't get why people are seeing this as purely a measure of difficulty. The value of this is in applying non binary conclusions to combat, meaning encounters have consequences in the medium term. If you can overide that simply, either through rest or amassed consumables that value is lost.

All you need is some limited means of disaster recovery (flawed example: a one a day "sleep off the grievous wounds") and some slower means of repeated recovery so combat isn't some attritive grind (flawed example: once per post encounter consumable effected by out of combat skill, such as herbalism) and "difficulty" becomes a simple matter of increasing and reducing loss to gain, meaning everyone gets to have the medium term strategic combat consequences without it inherently being easy or hard.

Modifié par Ziggeh, 08 août 2013 - 11:31 .


#470
Fetunche

Fetunche
  • Members
  • 491 messages
I'm sick of people saying play on casual if you don't want a challenge or if you want it to be easy. It's not about difficulty, I like challenge, I don't want battles and puzzles to be easy I just don't want to waste time and gold on consumables I don't normally need and resting in an Inn or something. I just can't see any benefit and I can see lots of annoyance.

#471
Maria Caliban

Maria Caliban
  • Members
  • 26 094 messages

ArenCordial wrote...

Well I think this means everyone will have 1 party slot reserved for mage.

+ 1 for rogues because you need them to open doors/find traps/pick locks.

Next, they'll add in a giant fist that appears beside you and punches you in the gonads every 5-10 minutes or so unless you have a warrior.

#472
philippe willaume

philippe willaume
  • Members
  • 1 465 messages

Fast Jimmy wrote...

Enigmatick wrote...

Halae Dral wrote...

I do wonder whether this also means that resting is back in.

I sure hope so. (Inb4 Vancian Casting)


Man, I can't even imagine the boards if Bioware announced Vancian. Heh. 

That being said, I'm not the biggest fan of resting. Even in games where a surpise attack can happen, it seems very forced to plop down in a dungeon and take a nap. Maybe it could be similar to Quest for Glory, where you can only rest for a certain amount of time in a day before the game says "You are not tired" to you, meaning you could only use sleep as an effective form of healing in a dungeon once.

Ultimately, I'd like to see other solutions used, though. 

For healing to be meaningfull you have to use other solution. as long as we have way to heal that is free or cost only gameplay or story time as it will never be a strain on the player resource.

Phil

#473
xnode

xnode
  • Members
  • 180 messages

Maria Caliban wrote...

ArenCordial wrote...

Well I think this means everyone will have 1 party slot reserved for mage.

+ 1 for rogues because you need them to open doors/find traps/pick locks.

Next, they'll add in a giant fist that appears beside you and punches you in the gonads every 5-10 minutes or so unless you have a warrior.


OMG ROFL!!:o:O I can't help but give this a +++++ for best response in a thread today, I laughed so hard! Sorry to interrupt the thread, this was just too funny thou :lol:

#474
Guest_Puddi III_*

Guest_Puddi III_*
  • Guests

Ziggeh wrote...

TheDon81 wrote...

Simple solution for the problem of "Health Regen" vs "No Health Regen":

I really don't get why people are seeing this as purely a measure of difficulty. The value of this is in applying non binary conclusions to combat, meaning encounters have consequences in the medium term. If you can overide that simply, either through rest or amassed consumables that value is lost.

All you need is some limited means of disaster recovery (flawed example: a one a day "sleep off the grievous wounds") and some slower means of repeated recovery so combat isn't some attritive grind (flawed example: once per post encounter consumable effected by out of combat skill, such as herbalism) and "difficulty" becomes a simple matter of increasing and reducing loss to gain, meaning everyone gets to have the medium term strategic combat consequences without it inherently being easy or hard.

^ Yes, all else being equal, adding auto-regen where there wasn't any by default would be a kind of mechanic that would be suited to a more casual difficulty. But I think people who prefer auto-regen also implicitly want gameplay to be designed around it, as in DA2 or DAO, so all else is certainly not equal. It entails entirely different encounter design that acknowledges that your party is at full health at the beginning of every encounter. So it wouldn't necessarily be any easier, all your enemies would just be tougher, more or less.

But that's probably the reason the idea of just having two separate modes (say, an action mode and an RPG mode) with these significantly different gameplay designs, equally supported, is doomed to failure. They'd have to design and test every encounter twice (well, eight times, for all difficulty levels).

#475
Fetunche

Fetunche
  • Members
  • 491 messages
That's the thing that annoys me the most about DA having characters forced on you because your character isn't allowed to open locks.