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No health regen?


34 réponses à ce sujet

#26
Allan Schumacher

Allan Schumacher
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Well I shared this thread with Mike so at the very least he's aware (he wasn't surprised, so take that how you will).

#27
Allan Schumacher

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Aware of what, I wonder.


I think Allan was relating the exact nature of people's concern/excitement. Saying "some people love it, others hate it, as per usual" would be, while likely accurate, pretty worthless.


You guys are over analyzing my statement too much.

I pretty much just literally said what Jimmy figures I didn't just say, because it was a 3-5 second interaction of my day while we were both in a meeting that was wrapping up.

What I said: "Not really surprising but there's a thread on no health regen and it seems to have a pretty even split down the middle thus far with some ideas I think are interesting."

"Aware of what" is simply "Aware of the thread's existence." Mike doesn't spend as much time on the forums as I do. But if he wants to read up on it, it's up to him.

Modifié par Allan Schumacher, 11 août 2013 - 06:56 .


#28
Allan Schumacher

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AlanC9 wrote...

So... we've gone from discussing non-regenerating health to discussing a hypothetical armor system. How come?


It's still an extension of a system that could exist to supplement health regen being changed.

#29
Allan Schumacher

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Are you saying that having health regen would make combat MORE challenging? Or not having it would make it LESS? I'd highly contest those conclusions.


He is saying that he likes his difficulty to be based on the encounter, but the tedium of healing up between fights to not be present.

Putting the game to narrative/casual means that you can autoattack the combat and win without much effort. Playing something like DA2 on Nightmare still has challenging combat that requires you to use skills and so forth, but still has health regen between fights.

He wants the fights to require him to pay attention and to be tactical and all that, and downing the difficulty will remove that.

Modifié par Allan Schumacher, 14 août 2013 - 04:17 .


#30
Allan Schumacher

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I think it's important to note that combat difficulty and health regen aren't as related as some think.

Yes, taking the *same* set of encounters and removing health regen will more than likely make those sequence of encounters more difficult. But simply saying "Game X has health regen and Game Y does not" doesn't actually tell you "Game X is easier than game Y." It depends on the encounter design.

Health regen takes into account more of the strategic elements of combat, rather than the tactical. For someone that highly values tactical but is indifferent towards strategic, they'll prefer a game with challenging combat encounters but health regen.

If someone does like no health regen, they see each encounter has managing towards a bigger picture. It's just a different focus/goal out of gaming.

#31
Allan Schumacher

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In DA:O, you can spend ten minutes lining up traps before a fight and use them to take down a group of enemies easily. Or, conversely, you could run in and get the fight over in two minutes. Both methods wind up having you walk away with full health.


One method results in an easier combat, however, which may be all the player is looking for (their decisions and planning to have an effect on the upcoming battle).

Modifié par Allan Schumacher, 14 août 2013 - 07:56 .


#32
Allan Schumacher

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No you didn't have to. You pushed the rest button. Aside from a very few occasions the decision to go into combat with less than full strength was purely a self imposed challenge.


This is still an important thing for some people, however (and accents the divide).

That that self-imposed challenge exists is something that others will also find appealing.


And I've explained that TW2 required more "work" and was more
challenging than Skyrim, while both TW2 and Demon Souls and Dark Souls
had different HP mechanics, yet required the same lvl of "work" so I'm
not seeing how one system requires more by simple virtue of the fact it
exists and the other doesn't.


I don't know if all "work" is created equal, however, even if it takes the same amount of effort.

I prefer something more like The Witcher's system because it the actions that I take, while still effort, are simply appealing in perhaps an intangible way.  The idea of preparation is more entertaining, especially since it's still a long term preparation (with toxicity and whatnot) as opposed to a common no health regen mechanic from the IE days of "rest a lot."

The advantage of The Witcher having health regeneration, however, did mean that there were less situations of "Well I won the fight, but am effectively stuck now so I might as well have lost the fight."  (Although I find that that mechanic comes up more in FPS games than RPGs, in my own experiences).

Modifié par Allan Schumacher, 14 août 2013 - 08:06 .


#33
Allan Schumacher

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So long as you are also willing to understand that for other people, it's less important (or irrelevant, or even detrimental).

Some of the options are irreconcilable, and some will like the decisions and some will not, which is pretty par for the course.

#34
Allan Schumacher

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First, I'm not a method roleplayer


This actually made me laugh (the term) ^_^

Modifié par Allan Schumacher, 15 août 2013 - 06:04 .


#35
Allan Schumacher

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I don't think it should be necessary to master the game's mechanics for the player to roleplay a masterful character. The character should still be able to excel when the player cannot. It might take the player longer to implement that excellence, moment to moment, but it should still be possible.


I agree to an extent. I think there's always some level of player contribution that can never be completely isolated (a perspective you're familiar with, based on previous discussions). Especially from a decision making perspective (since you control your character). As such, a player can actively do very stupid things despite a character being very smart, and I don't think you can remove that.

Although the physical aspect, I think, is still important because (depending on what type of game you want to make), I can only imagine how frustrating it can be if you find a game concept interesting but have some level of disability that prevents you from playing it (since I have no disabilities, it's a perspective I can only imagine).

DAO actually scored very well with AbleGamers, which wasn't even intended, but it does bring it to light, somewhat. It's certainly not something that I have thought about very much in the past.

A terrible design.


Nah. Just a different one. I enjoyed the conversations (especially with the first level of upgrade, which let you measure their heart rate and other vital factors) in Human Revolution.