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No health regen?


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#726
Sylvius the Mad

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EntropicAngel wrote...

The first game? It WAS an upgrade option for Soldiers, and suits could be outfitted with a health regen system.

Okay, so DAO really was the first game with regenerating health.

#727
Maria Caliban

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EntropicAngel wrote...

Maria Caliban wrote...

I don't recall ME having automatic health regen. Am I mistaken?

The first game? It WAS an upgrade option for Soldiers, and suits could be outfitted with health regen system.

Right. Those are alternative methods of healing. You could also upgrade the number of first aid kits you carried and increase their effectiveness. They were plentiful, free to resupply, and you could often scavenge enough of them to make it through a specific planet/dungeon.

#728
Guest_EntropicAngel_*

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Sylvius the Mad wrote...

It is a bit hard to tell, since shields and armour auto-regenerated.  I think health did, but I don't strictly remember.


In ME, your health itself regenerated with the proper upgrade to your equipment.

#729
Nerevar-as

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Sylvius the Mad wrote...

Ziggeh wrote...

Maria Caliban wrote...

And they've all featured multiple ways to heal and made them easily available.

They've also, unless I'm mistaken, all featured auto-regen.

It depends how far back you go when counting "modern" games.

Did Jade Empire have regenerating health?  KotOR and NWN didn't, so JE would be the first if it did.  If not JE, then the first was Mass Effect (but then the set of "modern" games is limited to ME and DA titles).


JE health regen depended on your energy if I remember it properly.

#730
MerinTB

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EntropicAngel wrote...
The first game? It WAS an upgrade option for Soldiers, and suits could be outfitted with a health regen system.


Yep.  And in each later game, regaining health became easier.  It was a special ability to revive downed allies at first (Unity) and then it eventually became pretty much all you really used medi-gel for, reviving downed allies during a fight.

#731
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Maria Caliban wrote...

Right. Those are alternative methods of healing. You could also upgrade the number of first aid kits you carried and increase their effectiveness. They were plentiful, free to resupply, and you could often scavenge enough of them to make it through a specific planet/dungeon.


So you're excluding anything not inherent to the system itself (meaning anything not intrinsic to a character, regardless of upgrades or class)? Fair enough I suppose.

#732
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MerinTB wrote...

Yep.  And in each later game, regaining health became easier.  It was a special ability to revive downed allies at first (Unity) and then it eventually became pretty much all you really used medi-gel for, reviving downed allies during a fight.


Yes--ME2 introduced the shield-before-health system, where shields had to be completely depleted before any damage to health could be done (unlike ME). And of course shields regenerate. To be fair health still did not regen on its own, but for...MOST intents and purposes it did.

#733
MerinTB

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EntropicAngel wrote...

MerinTB wrote...
Yep.  And in each later game, regaining health became easier.  It was a special ability to revive downed allies at first (Unity) and then it eventually became pretty much all you really used medi-gel for, reviving downed allies during a fight.

Yes--ME2 introduced the shield-before-health system, where shields had to be completely depleted before any damage to health could be done (unlike ME). And of course shields regenerate. To be fair health still did not regen on its own, but for...MOST intents and purposes it did.


As I like to think of it, the Halo effect. :innocent:

#734
Fast Jimmy

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Sylvius the Mad wrote...

Or, to really throw out a crazy idea, could it be something even more abstract than that? Recall the Storm of Zehir overland map, where enemies, once spotted, can be evaded under some circumstances.

It could be that we can't escape combat once it has properly begun, but we can perhaps flee prior to full engagement.


Well, let's all not forget - FB3 is a shooter engine. I'm sure there are a large number of tools readily available to account for enemy attention, visibility and hiding behind line-of-sight cover. 

#735
The Hierophant

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Despite it being a no brainer for OW games It's good to see some reassurance that disengaging from combat is possible.

#736
Guest_EntropicAngel_*

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MerinTB wrote...

As I like to think of it, the Halo effect. :innocent:


Lol. Fair enough, though it actually made sense in Halo.

#737
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The Hierophant wrote...

Despite it being a no brainer for OW games It's good to see some reassurance that disengaging from combat is possible.


Don't count your chickens yet. We still need that confirmed--Allan might have misspoken.

#738
Enigmatick

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EntropicAngel wrote...

MerinTB wrote...

As I like to think of it, the Halo effect. :innocent:


Lol. Fair enough, though it actually made sense in Halo.

If you're looking at the lore for Halo as explanation for the game mechanics.. Man don't get me started.

#739
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Enigmatick wrote...

If you're looking at the lore for Halo as explanation for the game mechanics.. Man don't get me started.


The regen-ing health was established in the books, I think.

But this is veering slightly.

#740
Fast Jimmy

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Ziggeh wrote...

Sylvius the Mad wrote...

Or, to really throw out a crazy idea, could it be something even more abstract than that? Recall the Storm of Zehir overland map, where enemies, once spotted, can be evaded under some circumstances.

It could be that we can't escape combat once it has properly begun, but we can perhaps flee prior to full engagement.

True, it could be something as simple as a confirmation, "are you sure you want to get into this?"

But I still think that part of the value of having such mobs is trying them out while underpowered, a whole risk/reward thing, and making the only results of such a choice succeed or reload seems flawed. But I suppose the case could be made that this could have problematic consequences elsewhere.


Well, the first time through DA:O, I went to the Brecilian Forest area first. As I entered the ruins and went down the first set of stairs and suddenly heard a loud, menacing dragon roar... best believe I saved my game before walking into that room.

So maybe more contextual notices/warnings about high level foes/encounters might be avoid idea?

Modifié par Fast Jimmy, 09 août 2013 - 07:38 .


#741
Guest_Puddi III_*

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EntropicAngel wrote...

The Hierophant wrote...

Despite it being a no brainer for OW games It's good to see some reassurance that disengaging from combat is possible.


Don't count your chickens yet. We still need that confirmed--Allan might have misspoken.

Since you guys only seem to have looked at that one quote, you might want to look at this too.

AlanC9 wrote...

Assuming disengagement works. DAO, for example, has a nasty habit of locking doors behind you until the battle's over.

But
yeah, the level scaling has nothing to do with it,except that you're
somewhat more likely to run into overpowering monsters without scaling.

Allan Schumacher wrote...

Assuming disengagement works.


Indeed.



#742
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I saw that one, I just wasn't sure what to make of it. I think we still need developer input.

#743
Maria Caliban

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EntropicAngel wrote...

Maria Caliban wrote...

Right. Those are alternative methods of healing. You could also upgrade the number of first aid kits you carried and increase their effectiveness. They were plentiful, free to resupply, and you could often scavenge enough of them to make it through a specific planet/dungeon.

So you're excluding anything not inherent to the system itself (meaning anything not intrinsic to a character, regardless of upgrades or class)? Fair enough I suppose.


In DA II, I automatically healed after every fight no matter what my class or equipment was.

In ME 1, health regen had an opportunity cost. If I use up one of the slots in my armor for the regen upgrade, that means I can't use it for something else. If I put points into the health regen soldier ability, I can't put more points into assault rifles.

I think it's worth it to separate 'free' heal regen from health regen that has a cost.

I suspect that if you have a spirit mage in DA:I, you will get health regen or will be able to spam healing spells out of combat. For some people it's cheap, but it fits in with BioWare's habit of giving you several healing options.

#744
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Fast Jimmy wrote...

Ziggeh wrote...

Sylvius the Mad wrote...

Or, to really throw out a crazy idea, could it be something even more abstract than that? Recall the Storm of Zehir overland map, where enemies, once spotted, can be evaded under some circumstances.

It could be that we can't escape combat once it has properly begun, but we can perhaps flee prior to full engagement.

True, it could be something as simple as a confirmation, "are you sure you want to get into this?"

But I still think that part of the value of having such mobs is trying them out while underpowered, a whole risk/reward thing, and making the only results of such a choice succeed or reload seems flawed. But I suppose the case could be made that this could have problematic consequences elsewhere.


Well, the first time through DA:O, I went to the Brecilian Forest area first. As I entered the runs and went down the first set of stairs and suddenly heard a loud, menacing dragon roar... best believe I saved my game before walking into that room.

So maybe more contextual notices/warnings about high level foes/encounters might be avoid idea?


There's no way to avoid that fight. It must happen for the plot, a least in that area, to procede.

I think that's what Sylvius is suggesting, a way to avoid fights. DA:O was too linear for that.



@Maria: True enough. This will all be very interesting how they implement this however.

Modifié par EntropicAngel, 09 août 2013 - 07:41 .


#745
Fast Jimmy

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There's no way to avoid that fight. It must happen for the plot, a least in that area, to procede.

I think that's what Sylvius is suggesting, a way to avoid fights. DA:O was too linear for that.


Well, I was merely framing it in the light of a non-scaled encounter. At the time, the thought crossed my mind that maybe I chose the wrong first area and that I might have to come back to this area later if this dragon tore up my Level 6 team.

Point being, if there is no level-scaling in DA:I (as the GI article asserts), then a way to at least warn you of potential foes that are outside low (or even mid)even characters would be a nice touch. Especially if that warning wasn't something as "gamey" as a level/color name indicator.



Also, with the use of mounts, I'd say disengagement has to be practically guaranteed.

Follow my logic - if you are riding on horseback across a level "bigger than all of DA2," for example, and an enemy engages you, but you are able to outrun them across the map to the point where it would take an on-foot character minutes to catch up to you, that would be incredibly artificial if you were unable to move to a different map.

Mounts indicate incongruent mobility. Incongruent mobility practically BEGS the necessity of disengagement.

Modifié par Fast Jimmy, 09 août 2013 - 07:48 .


#746
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Fast Jimmy wrote...

Well, I was merely framing it in the light of a non-scaled encounter. At the time, the thought crossed my mind that maybe I chose the wrong first area and that I might have to come back to this area later if this dragon tore up my Level 6 team.

Point being, if there is no level-scaling in DA:I (as the GI article asserts), then a way to at least warn you of potential foes that are outside low (or even mid)even characters would be a nice touch. Especially if that warning wasn't something as "gamey" as a level/color name indicator.


That's fair, though I think the inclusion of disengagement, if it is so, renders that largely unnecessary. And, additionally, this is something else they'll have to address with the semi-open world: the possibility that players will NOT have explored the open world, that they will have rushed through doing only story content. Honestly, I can understand them having enemies auto-levelled to you, at least for main plot content, for this reason. Another option is to make main quest enemies largely based on skilled tactics rather than on your level, per se.

This is making me think of Final Fantasy XIII, which largely did this--enemies were more and more difficult, but there was almost always a tactic that a very low-level player could use to defeat them.

I was referring more to optional versus forced fights. I suspect the non-scaled, difficult enemies will be optional fights, largely for the things I mentioned in the first paragraph.

That idea reminds me of FF XIII as well--in a good way. Optional boss fights are a good way to have very very difficult enemies without it being unnecessarily harsh on the player who just wants to go through the story.

Modifié par EntropicAngel, 09 août 2013 - 07:58 .


#747
The Hierophant

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Don't worry EntropicAngel & Nutrament, i'll treat the post as a semi confirmed rumor.

Srsly now, if combat disengagement is possible i highly doubt that it's universal due to Bio's focus on cinematics.

#748
Bleachrude

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There was a somewhat cheesy way to get around the healing problem in ME1 though...If you had a human team-mate, you could simply pass the armour around after it healed all the humans and Liara.

Didn't work for garrus, Tali and Wrex though...(although I might be mistaken about Tali)

#749
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Bleachrude wrote...

There was a somewhat cheesy way to get around the healing problem in ME1 though...If you had a human team-mate, you could simply pass the armour around after it healed all the humans and Liara.

Didn't work for garrus, Tali and Wrex though...(although I might be mistaken about Tali)


Hmm. You wouldn't even need to pass the armor around--just pass around the "Medical Exoskeleton." That's never ocurred to me before.

I don't think I'll need it, though. If you're careful and use cover, you can usually keep everything running shipshape.

#750
Guest_Puddi III_*

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I do think it seems exceedingly likely that disengagement on the "open" world will be possible. I can't imagine how it would be otherwise. But it probably won't always be possible, in certain circumstances. Whether it's justified like Jarvia's crew locking the doors, somewhat justified by a force barrier that your mage has no way to counter, or you just have to accept the magic of self-locking boss doors, remains to be seen.