No health regen?
#601
Posté 09 août 2013 - 09:34
#602
Posté 09 août 2013 - 09:44
fchopin wrote...
I don’t see what the problem is; Bioware can just have health regeneration on the lower difficulties and no regeneration for normal and higher difficulties so i don’t see a problem.
Because it's not a matter of difficulty if my choice was enjoy no health regen in this context and play on casual I'd not play the game.
I'll play on nightmare or equivalent with no health regen assuming nothing is revealed down the line that turns me off the game, doen't mean I have to like the change though.
Modifié par Pzykozis, 09 août 2013 - 09:44 .
#603
Posté 09 août 2013 - 09:49
Pzykozis wrote...
fchopin wrote...
I don’t see what the problem is; Bioware can just have health regeneration on the lower difficulties and no regeneration for normal and higher difficulties so i don’t see a problem.
Because it's not a matter of difficulty if my choice was enjoy no health regen in this context and play on casual I'd not play the game.
I'll play on nightmare or equivalent with no health regen assuming nothing is revealed down the line that turns me off the game, doen't mean I have to like the change though.
Yes but i still do not see the problem, you have health potions and mage healing so what is so different in the game?
#604
Posté 09 août 2013 - 09:54
Poor David. I took a nap and forgot I'd left you hanging.David7204 wrote...
So...'bout that EDI picture...
Here is how to do it.
Here is the download for the character creator.
Here are two images of EDI at 146x146.

I don't think adding a toggle is the solution.CrustyBot wrote...
I don't mind all this (no regen, camping w/ food requirements) being non-compulsory.
Just have them as default settings, then have a "casual" toggle to disable them. Everybody wins.
For example, if classes are designed around the idea that healing isn't automatic, having a spirit healer around is probably one solution. If healing is automatic, we now have a specialization that loses utility.
If health regen isn't automatic, then the game probably assumes you buy or create health potions. Adding a health regen toggle now messes with game economy.
Right. It's unfortunate that a number of people equate 'I don't like this game element that I think will lead to tedium' to 'I don't like difficulty.'Allan Schumacher wrote...
The issue would be more along the lines of the people that prefer the encounter design of a game with regenerating health, and the challenge that comes with it.
'If you want healing, bring a mage with healing spells.' 'If you want to unlock chests, bring a rogue.'legbamel wrote...
I just don't see the benefit to game play if you're just forcing regen through some other medium.
The benefit is that different class combinations provide different play experiences.
Modifié par Maria Caliban, 09 août 2013 - 10:08 .
#605
Posté 09 août 2013 - 10:06
fchopin wrote...
Pzykozis wrote...
fchopin wrote...
I don’t see what the problem is; Bioware can just have health regeneration on the lower difficulties and no regeneration for normal and higher difficulties so i don’t see a problem.
Because it's not a matter of difficulty if my choice was enjoy no health regen in this context and play on casual I'd not play the game.
I'll play on nightmare or equivalent with no health regen assuming nothing is revealed down the line that turns me off the game, doen't mean I have to like the change though.
Yes but i still do not see the problem, you have health potions and mage healing so what is so different in the game?
It has a much wider affect than that, if it was just potions and mage healing you're essentially not really getting rid of health regeneration more just making it an active and slightly pointless task.
It affects economy, inventory management and whilst i don't particularly enjoy those things they dont bother me.
What I find less appealing is the change to combat balancing and encounter design, no health regen makes it a long game whereby the balance is set up to go for attrition based over multiple encounters culminating in the final boss fight or whatever, I prefer instead as I've said a few times now tighter and harder individual combats whereby you can easily lose by making a mistake in every or nearly every single fight, this doesn't really gel well with no regen because it can't be assumed that the party is always at peak power, so it has to have a bit of leeway dependant on difficulty of course but meh.
Now if the game was like new vegas or dark souls or witcher or whatever then I'd have no concern about no regen I, like others enjoy hardcore mode on NV but its a whooole different kettle of fish.
#606
Posté 09 août 2013 - 10:10
#607
Guest_Puddi III_*
Posté 09 août 2013 - 10:10
Guest_Puddi III_*
Stealth could help alleviate that problem as well... I don't think they've said anything about stealth since MotA, but with all this possible stratergizing all of a sudden, it seems all too fitting now to bring it back in some form...Ziggeh wrote...
It has to. Having to reload because you couldn't see the mobs level before rocking up would be horrible design.Filament wrote...
Indeed it works or indeed it's an assumption?Allan Schumacher wrote...
Assuming disengagement works.
Indeed.
And speed griffons of course. Best mount for running fast.
#608
Posté 09 août 2013 - 10:17
Leaving those things in the same format as previous games while removing auto-regen would defeat the purpose of removing it, so why would you assume they'll be there?fchopin wrote...
Yes but i still do not see the problem, you have health potions and mage healing so what is so different in the game?
#609
Posté 09 août 2013 - 10:21
Previous experience with BioWare games.Ziggeh wrote...
Leaving those things in the same format as previous games while removing auto-regen would defeat the purpose of removing it, so why would you assume they'll be there?fchopin wrote...
Yes but i still do not see the problem, you have health potions and mage healing so what is so different in the game?
#610
Posté 09 août 2013 - 10:34
However, if healing is like in DA 2 with very limit health potions with delays in use but without out of battle health regen. That could certainly increase the games difficulty.
However, most likely it will just mean u will never leave home without plenty of crafted health potions. Which is not so bad as long as theres a delay inbetween health potion use.
Modifié par Wissenschaft, 09 août 2013 - 10:37 .
#611
Posté 09 août 2013 - 10:35
Ziggeh wrote...
Leaving those things in the same format as previous games while removing auto-regen would defeat the purpose of removing it, so why would you assume they'll be there?fchopin wrote...
Yes but i still do not see the problem, you have health potions and mage healing so what is so different in the game?
I cannot see Bioware removing health potions and the healing mage power.
#612
Posté 09 août 2013 - 10:42
fchopin wrote...
Ziggeh wrote...
Leaving those things in the same format as previous games while removing auto-regen would defeat the purpose of removing it, so why would you assume they'll be there?fchopin wrote...
Yes but i still do not see the problem, you have health potions and mage healing so what is so different in the game?
I cannot see Bioware removing health potions and the healing mage power.
Perhaps and I don't think they will but they will need to balance the importance and use of those things either way otherwise you will just have item spam health regen which is the same but forces you to click which is.. kinda pointless.
#613
Posté 09 août 2013 - 11:05
They don't need to remove them to limit them in a fashion that doesn't make the non regeneration redundant.fchopin wrote...
I cannot see Bioware removing health potions and the healing mage power.
#614
Posté 09 août 2013 - 11:06
I would say that all modern bioware games have shown a strong awareness of the impact of mechanics. Their decisions have not always played out well, but they've always been well founded.Maria Caliban wrote...
Previous experience with BioWare games.
#615
Posté 09 août 2013 - 11:13
Ziggeh wrote...
They don't need to remove them to limit them in a fashion that doesn't make the non regeneration redundant.fchopin wrote...
I cannot see Bioware removing health potions and the healing mage power.
Well until we play or see gameplay we will not know how good it will be so we have to have patience.
#616
Posté 09 août 2013 - 11:15
fchopin wrote...
I don’t see what the problem is; Bioware can just have health regeneration on the lower difficulties and no regeneration for normal and higher difficulties so i don’t see a problem.
Again, health regeneration should not affect the difficulty of battles. What it does is force players to be more prepared pre-battle. The question is if the pre-battle planning is worth it.
FO: NV hardcore mode never made the battles themselves harder...it just increased the amount of time you spent scavenging, crafting I found.
re: Forced to take a mage/thief
I'm ambivalent about this...I like the fact that a game encourages you to have certain classes in your party but at the same time, it was hella annoying in games to simply backtrack with one person just to unlock a trap. Furthermore, you never see "HAVE TO TAKE A FIGHTER" when people talk about this
Another example of how fighters get screwed over in fantasy games...they're not allowed to have nice things.
#617
Posté 09 août 2013 - 11:22
Bleachrude wrote...
fchopin wrote...
I don’t see what the problem is; Bioware can just have health regeneration on the lower difficulties and no regeneration for normal and higher difficulties so i don’t see a problem.
Again, health regeneration should not affect the difficulty of battles. What it does is force players to be more prepared pre-battle. The question is if the pre-battle planning is worth it.
FO: NV hardcore mode never made the battles themselves harder...it just increased the amount of time you spent scavenging, crafting I found.
re: Forced to take a mage/thief
I'm ambivalent about this...I like the fact that a game encourages you to have certain classes in your party but at the same time, it was hella annoying in games to simply backtrack with one person just to unlock a trap. Furthermore, you never see "HAVE TO TAKE A FIGHTER" when people talk about this
Another example of how fighters get screwed over in fantasy games...they're not allowed to have nice things.
And how am i supposed to know what Bioware will do? We will have to wait and see.
I think the developers know how to balance a game and if they don’t we will let them know.
#618
Posté 09 août 2013 - 12:09
Exactly my point - it's not terribly productive if we start with the assumption they will break their own content. Raise it as a potential concern, certainly, but saying it will be flawed because of the thing you're assuming is problematic.fchopin wrote...
Well until we play or see gameplay we will not know how good it will be so we have to have patience.
#619
Posté 09 août 2013 - 12:57
But I found the overly abused wave mechanics, the giant HP pools of enemies, the need to kite while waiting for cool downs, the focus on skills over standard attacks/proper unit matching, the neccessity in many cases to utilize Cross Class Combos (with very little support to making said tactics interface easily), etc. to make the game very tedious for me. Notice - I didn't say HARD... just tedious.
So I dropped the difficulty down to Casual just to get through things faster and not have to suffer the nonsense of features I didn't agree with. It let me get through the game faster and made dislike the combat less.
So I don't see why people feel they can't drop the difficulty down if they really are slconcerned with the effect a no-regen of health would have on the game. Enemies will do less damage, you do more (meaning the enemy will have less time to do damage to you as well) and you will likely be able to use potions/rest sparingly. You would dislike the tedium of dealing with the game's mechanics on higher difficulty settings, so you bypass most of them by making combat easier.
If you don't want combat over in a flash, then maybe just drop to Easy instead of Casual. But Normal should be where such a mechanics begins to come into play, if even only a little. Hard should should make it something you address regularly. And Nightmare should make it difficult to even beat the game, where you are having to spend lots of money/resources on healing, forcing you to play well or forgoe other things like better equipment throughout the entire game.
I really don't see the problem with this - because it is exactly like how other DA games have worked. Mechanics and concepts are introduced that are pretty much circumvented by the lower difficulty alone. If you don't like no health regen, there's no point in asking for an option to turn it off on lower difficulties - I have a large amount of confidence it won't be a factor on those difficulties regardless.
Modifié par Fast Jimmy, 09 août 2013 - 01:06 .
#620
Posté 09 août 2013 - 01:11
But we need to wait for more info from Bioware in this matter without more speculations how everything should be or how we want.
Modifié par Argahawk, 09 août 2013 - 01:28 .
#621
Guest_krul2k_*
Posté 09 août 2013 - 01:18
Guest_krul2k_*
its going to be interesting to see what they have planned tbh, i found hard in da2 to be fairly weak when i was playing it awhile back but found the jump to nightmare a nightmare cause of grp mechanics that i just cannae get a grip of an tbh dont want to
found ME3 insanity fairly easy but at same time id lean that way aswell IE no friendly fire
#622
Posté 09 août 2013 - 01:22
#623
Posté 09 août 2013 - 01:26
#624
Guest_krul2k_*
Posté 09 août 2013 - 01:29
Guest_krul2k_*
#625
Posté 09 août 2013 - 01:30
Fetunche wrote...
No health regen doesn't make it more difficult it just adds a lot of unnecessary faffing about. I hate having to drag a rogue around or revisit areas with a rogue just to unlock stuff and I don't want to have to drag a Mage around to heal or make potions so I don't have to waste money and inventory space. Resting, eating, drinking also waste money and inventory space just extra layers of tedium. I want to have companions in my party that I want, not because I have to.(or no companions). Is it such a hard concept to grasp difficulty isn't the issue, boredom is.
To parrot your unnecessary exasperation, is it such a hard concept to grasp that lower difficulty will make the game likely so easy, you won't need to rest/heal/use items outside of your normal course of business anyway, so there would BE no tedium for those who use it?





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