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No health regen?


1109 réponses à ce sujet

#51
Sylvius the Mad

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devSin wrote...

Hopefully it really is as simple as just finding a safe place to rest (though I hope the game doesn't try to track the passage of time at all).

Storm of Zehir style?  That would be fine (SoZ, of course, also used Vancian casting, so the inability to rest everywhere was a pretty big deal).

I expect we'll see some magical and non-magical healing abilities, as well.

#52
Demx

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I wonder if there will be an item like a tent that can do a group health restore or something.

#53
Sylvius the Mad

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devSin wrote...

Though it would be awesome simply to see Sylvius' expression of hope transform to despair.

I would LOVE the ability to run away.  That never should have been removed from CRPGs, and its return would be welcome.

#54
Guest_Puddi III_*

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If mana doesn't regen either, it would be a pretty big deal here too.

And if it does regen, it kinda makes the lack of health regen pointless assuming the heal spell is easily accessible.

#55
Ziggeh

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Can definitely see that will have an interesting impact on combat, but I seriously hope the non combat aspect is more involved and interesting than "press button and wait to regen" rather than it happening passively.

#56
Ziggeh

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Sylvius the Mad wrote...

devSin wrote...

Though it would be awesome simply to see Sylvius' expression of hope transform to despair.

I would LOVE the ability to run away.  That never should have been removed from CRPGs, and its return would be welcome.

It mentions there are monsters out in the world that don't scale with you, meaning you have to return when you're more powerful. In those situations at the very least they will have to let you run away.

#57
devSin

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Filament wrote...

You could also just learn how to suck down potions. If there's a way to farm ingredients and craft it wouldn't be too obnoxious.

I don't like spending coin or resources. I don't believe I've ever purchased a potion in any playthrough of any DA game.

I'm not saying the system will be unplayable, but there's a certain way I've come to expect to play my DA games, and I'm not sure given this new information if that's still going to be possible. Which is why I questioned it. :-)

Sylvius the Mad wrote...

Storm of Zehir style?  That would be fine (SoZ, of course, also used Vancian casting, so the inability to rest everywhere was a pretty big deal).

I was thinking the old IE style, or NWN style (pre- or post-HotU; I only ever rested to rememorize spells, so the changes didn't affect me much anyway). I never got past the first quest of SoZ; the game just never clicked for me (and I truthfully don't remember what resting was like in NWN2 or MotB anyway).

Basically a place where you can stop and restore health/mana (perhaps with some risk), rather than it being automatic outside combat mode (so you'd have to stop and look for a place to rest if you find yourself in too much trouble after an encounter).

Sylvius the Mad wrote...

I would LOVE the ability to run away.  That never should have been removed from CRPGs, and its return would be welcome.

To run away, sure (the engine was always crap for locking us into combat so forcefully).

But to have to dodge blows by moving your character (vs. having sufficient armor and defense to rout an aggressor's attack)?

I was under the impression that twitch gameplay is one of the last things you'd want to see. That's more what I was speaking to ("no health regeneration" given additional context with "just dodge so you don't get hit").

Modifié par devSin, 06 août 2013 - 10:22 .


#58
Demx

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Ziggeh wrote...

Sylvius the Mad wrote...

devSin wrote...

Though it would be awesome simply to see Sylvius' expression of hope transform to despair.

I would LOVE the ability to run away.  That never should have been removed from CRPGs, and its return would be welcome.

It mentions there are monsters out in the world that don't scale with you, meaning you have to return when you're more powerful. In those situations at the very least they will have to let you run away.


A dragon probably would fit that description.

#59
Wozearly

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Fear not...provided mana still regenerates as normal, then you simply bring a mage equipped with at least one healing spell and who gives two hoots about the fact that your health doesn't naturally regenerate?

Of course, if mana regeneration is also going to be severely hampered then the implication is, presumably, so will stamina regeneration. So deciding what abilities to use, particularly the high stamina overkill ones, is potentially going to become not just a tactical decision for that specific fight, but more of a strategic decision about what might be yet to come.

This effectively means the death of the awesome button spamming approach to combat. Suffice to say that I'm broadly optimistic about the impact this is going to have on the design and feel of the game. :)

#60
Ziggeh

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Wozearly wrote...

Fear not...provided mana still regenerates as normal, then you simply bring a mage equipped with at least one healing spell and who gives two hoots about the fact that your health doesn't naturally regenerate?

That would be a horrible way of handling it. The impact would be identical to passive regen but restrict character selection and give you a mindless task after each fight.

#61
Realmzmaster

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Yes! No more regenerating health! I also hope that stamina/mana is also limited and only regenerates in-between combats. I would also limit health and mana potions. If too many are drunk at one time (while in combat) the character gets ill and combat effectiveness decreases.

I would like to see a spell system like Wizardry where the spell is selected and the amount of mana to put in the spell can vary. That way mana can be conserved or expended as needed.
Mages can invest in melee and rogue skills, but at a cost to their magical ability such as not being able to access the highest magic spells on the tree..

Bioware, please make it so!

#62
PlasmaCheese

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This sounds amazing.

#63
Ziegrif

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Guess it's time to stock up on health potions like they were on sale again.

#64
Doctoglethorpe

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Hah!  Health Potions are for people who don't know how to :wizard:.

Edit: Unless they build an awesome alchemy system finally, then potions will be cool again. 

Modifié par Doctor Moustache, 06 août 2013 - 10:56 .


#65
TheRealJayDee

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Interesting. I'd need to know more about it before really being able to comment on it, but definitely interesting.

#66
nicethugbert

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Sluggish game play returns.

#67
AlanC9

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Realmzmaster wrote...

Yes! No more regenerating health! I also hope that stamina/mana is also limited and only regenerates in-between combats. I would also limit health and mana potions. If too many are drunk at one time (while in combat) the character gets ill and combat effectiveness decreases.


As others have said, doesn't limiting heath regen imply limiting mana regen too? Otherwise it's just busywork, like ME1 in the early going where you've only got one set of Phoenix armor and have to keep passing it around.

#68
D1ck1e

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This will help make the game longer, the wrong way.

They better make gathering the healing ressources fun if I'm gonna spend 25% of my game time trying to heal myself.

#69
TsaiMeLemoni

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Ugh, this actually sounds terrible.

#70
Ghost

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D1ck1e wrote...

This will help make the game longer, the wrong way.

They better make gathering the healing ressources fun if I'm gonna spend 25% of my game time trying to heal myself.

You only need potions if you don't know how to fight. :bandit:

#71
D1ck1e

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Ghost1017 wrote...

D1ck1e wrote...

This will help make the game longer, the wrong way.

They better make gathering the healing ressources fun if I'm gonna spend 25% of my game time trying to heal myself.

You only need potions if you don't know how to fight. :bandit:


I'm hoping you're right, but we'll see.

#72
Realmzmaster

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AlanC9 wrote...

Realmzmaster wrote...

Yes! No more regenerating health! I also hope that stamina/mana is also limited and only regenerates in-between combats. I would also limit health and mana potions. If too many are drunk at one time (while in combat) the character gets ill and combat effectiveness decreases.


As others have said, doesn't limiting heath regen imply limiting mana regen too? Otherwise it's just busywork, like ME1 in the early going where you've only got one set of Phoenix armor and have to keep passing it around.


Non-regenerating health is stated in the article. Non-regenerating mana is not. For example suppose a mage is not casting more spells and using only melee. Mana can then slowly rebuild which has been used in other crpgs. Stamina can also be done the same way if the character is merely defending then stamina can slowly rebuild.

It takes more stamina to attack than defend. The Last Remnant uses the system where mana regenerates in battle each turn if the character chooses to melee rather than use mystic or combat arts.

So while it may be implied it is not stated as fact.

#73
Rawgrim

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simfamSP wrote...

Rawgrim wrote...

Camping + resting.


Not a solution if you're roleplaying.

I spent many a day heading back to Beregost...


Sure it is. Can roleplay it easily if you have a ranger or druid in the group.

#74
Sylvius the Mad

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devSin wrote...

But to have to dodge blows by moving your character (vs. having sufficient armor and defense to rout an aggressor's attack)?

I was under the impression that twitch gameplay is one of the last things you'd want to see.

I do object to twitch gameplay, but not all dodging is necessarily twitch gameplay.

D&D has a Dodge ability.

AlanC9 wrote...

As others have said, doesn't limiting heath regen imply limiting mana regen too? Otherwise it's just busywork, like ME1 in the early going where you've only got one set of Phoenix armor and have to keep passing it around.

Not necessarily.  If mana regens slowly (say, DAO's in-combat speed), then it still wouldn't be feasible to heal after every encounter.  It would take too long.

Granted, this would likely cause many players to stand around and wait to regenerate (like players did with health in the original EverQuest), and then they'd complain that was boring, so this isn't a likely design.

But something like that is certainly possible.  No regenerating health doesn't require that Mana not regenerate as well, just that Mana not regenerate quickly or easily.

#75
Rawgrim

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D1ck1e wrote...

Ghost1017 wrote...

D1ck1e wrote...

This will help make the game longer, the wrong way.

They better make gathering the healing ressources fun if I'm gonna spend 25% of my game time trying to heal myself.

You only need potions if you don't know how to fight. :bandit:


I'm hoping you're right, but we'll see.


It has worked well for rpgs for over 30 years. No reason why it won`t work well this time.