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Mages, Healing, and Exploring


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128 réponses à ce sujet

#101
cJohnOne

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But the point is that automatically healing up after combat doesn't make any sense. While using magic does make sense. Even though I had no problem with it in DAO and DA2 it makes more sense not to have it.

#102
Maria Caliban

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Healing from life threatening wounds after drinking a potion or sleeping for 8 hours also doesn't make sense.

Except it makes perfect sense in a game that wants you to enjoy yourself instead spending months resting as you worry about your wounds turning septic.

#103
cJohnOne

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Well some games make you rest more than 8 hours for wounds. It just 8 hours to learn spells.

Modifié par cJohnOne, 03 septembre 2013 - 02:34 .


#104
QueenPurpleScrap

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I liked Kingdoms of Amalur. It didn't have immediate health regeneration but what it did have was health regeneration potions as well as standard health potions. I actually found the regeneration ones more helpful so kept more of those on hand and only used the health potions during a battle when I was really low.

I really have to stop hitting the submit button too soon. Anyway, maybe DA:I will have something similar, so you are managing your resources which might include regeneration potions. Now I will submit on purpose.

Modifié par QueenPurpleScrap, 03 septembre 2013 - 02:48 .


#105
Urazz

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I wonder if they'll limit mage healing to be only usuable in combat.

#106
In Exile

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Maria Caliban wrote...

Healing from life threatening wounds after drinking a potion or sleeping for 8 hours also doesn't make sense.

Except it makes perfect sense in a game that wants you to enjoy yourself instead spending months resting as you worry about your wounds turning septic.


I'm looking forward to the amputation minigame a lot. And also the part where the Inquisitor gets an ostomy bag 30 minutes into the game and then retires. 

#107
Guest_Faerunner_*

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To be honest, I think severely limiting healing can actually hurt the love of exploring for many people. Since exploring gets you thrown into combat, and combat depletes your health, and severely limiting recover makes you have to stop exploring in order to go back to heal before you proceed, I would think that many people would start to feel that exploring was a chore.

When BioWare said there would be no more health regeneration, I internally groaned. Then I figured I'd just spam healing spells and potions since I'm one of those players that needs to know where my healing's coming from. If they severely limit healing spells and potions too, and make it so I always have to backtrack to designated healing areas like in Balder's Gate, then I'm really going to grow to hate and exploration.

#108
cJohnOne

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You could cast a group regeneration spell. That would almost be the same as health regeneration except you'd need the right mage in the party.

#109
Quyk Sylvyr

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It really depends on how it's done. ME3 technically had very limited health regen and limited medpacks, but it wasn't a problem on lower settings.

I am curious how they'll balance mages with the limited health though. (Of course they may just assume every party should have a mage and leave it at that.)

#110
Biotic Sage

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Urazz wrote...

I wonder if they'll limit mage healing to be only usuable in combat.


I think this would be a really bad idea...it would just lead to people having to micromanage at the end of EVERY fight to keep one last weak enemy alive so they can use all their healing spells...

#111
deuce985

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I'm fine by the decision to make you play smarter. However, I do have some concerns with it. I do not want to constantly make trips back to a keep or somewhere like that in order to restock my 5 health pots that are globally shared. It would actually kill the exploration in the game. They must have alternate ways to heal throughout the adventure and some way to refill your health pots without making long trips backwards. Maybe put small tactically placed camps between the regions while you're exploring? That seems like the most logical step. Same with healing magic. But then again, if only mages can heal then it makes a mage a requirement in the party and limits what companions I can use. I do not like that. Unless of course that means all classes can now heal.

Bioware also mentioned you can't just fast travel to wherever you want whenever you want. That again raises red flags if that means I have to constantly backtrack to heal my party. It would be very poor design unless they have alternate means to heal because it will actually make me not want to explore. It's a timesink that the game doesn't need, IMO.

Modifié par deuce985, 03 septembre 2013 - 06:24 .


#112
NRieh

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Many games don't use health regen. In fact, traditonally, RPGs don't.

I can hardly think of anything more traditional than NWN1.
While it did not have auto health-regen, it had a. rest system and b. items, that were actually giving you regeneration. Not to mention that it had MUCH more than one way to recover HP (spell, scroll, medkit, potion, NPC). So, simply removing HP regen from DA2 (or even DAO) will not give us a 'traditional RPG with no health regen'.

If I need to hit 'rest' button from time to time - that's not fun, but also not that crappy. Especially if it's up to me whether to have my rest 'when the enemy is nearby' or not. ;) But if I need to 'teleport' into 'camp' or 'keep' (e.g. 'return to hideout' from KOTOR) each time I need my regen - that's just bad.

The main issue is that removing regen while having a healer mage in party does not make any sense. So, unfortunately, it's logical to assume, that healers could also possibly be removed ( no spec available to both PC and companion mages) or restricted in some unexpected way.

#113
NRieh

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It's a timesink that the game doesn't need, IMO.

True. Depends on how they release it, but currently it sounds as an extra timesink, which makes sense in MMO (to keep you online longer, remember LA2? 5 minutes to fight, 10 minutes to rest ).

#114
Taura-Tierno

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I am pretty safe that they will find a way to deal with it that does not include adding hours of overhead playtime just walking back and forth between towns/hideouts/wherever you can heal. "Limited healing potions" doesn't have to mean that they're extremely rare, could just meant that you won't be able to mass-produce them like in DA:O. There can still be more than enough.

And without automatic health-regen after combat, has it occurred to anyone that they might construct combat encounters with that in mind? That it will not be a requirement to have full health to beat an encounter? That they remove regen doesn't mean that health will be treated the same way damage-wise as in previous games.

Baldur's Gate 2, always hailed as one of the greatest RPG's, did not have health regen. Sure, you could rest (in true d&d-spirit), but not everywhere, and you could get attacked during rest.

KotoR did not have any remarkable health regen. You did have a lot of medpacs, though, and Force heal (although that was a bit limited if you were evil). You could transit back rapidly to your hideout in some areas, to not have to run back and forth. That was a nice feature.

As far as I've heard, The Last of Us doesn't have health regen, and it's extremely hyped.

A lot of games have managed without health regen, without breaking the game. I'm sure this will be fine.

#115
PinkShoes

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Im not the biggest fan of no health regen but can you get health regen items? You probably can it is an RPG. I wonder how many health potions we can carry. Will it be fair? Cause if we have 4 party members and if they all need healing we cant just have 1 healing item per party member.

Also about the injuires thing, does it mean if we die in combat we dont have injury kits anymore and have to find a camp?

#116
phantomrachie

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From Mark Darrah's tweet it seems like it will be more like ME3. In that some of your health regens but not all of it. What regens depends on the level you play it at

#117
NRieh

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A lot of games have managed without health regen, without breaking the game. I'm sure this will be fine.

It's not a game-breaker, but it can become a real pita for those who are not so eager to play RTS\\TBS minigames and micromanage combat healing within DA. Yes, there are people who may love DA world and story, but do not care for combat (and, especially, tactics). That's not a crime, actually.

Once again, at this point we know too little to judge this 'innovation'. If they remove regen, but give you enough ways to survive without teleporting back and forth - good for them ( and for all of us).

#118
NRieh

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From Mark Darrah's tweet it seems like it will be more like ME3. In that some of your health regens but not all of it.

ME3 is a bad example, it had shields and it was cover-based. You could live long enough with last tick of HP, if you used right cover and kept your shields on.

#119
TeamLexana

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I don't remember the medpacks coming in different strengths either, unlike lesser, greater, potent, health poultices that are in DA, so it's not that fair of an example as far as availability in the game. Then if you add in the cover/roll, sheild and health gating mechanics that Nneh mentioned then it really hard to compare the games in that light. I remember I'd survive like a mofo in me3 mp plat with only one bar of health, lol.

#120
funmachine

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I personally like that they decided to restrict auto-healing. Like many others said, it makes you think about your encounters and exploration habits. You have to defeat any baddies you come across as quickly and efficiently as possible so you can get out of battles relatively unscathed. It also helps the credibility of our characters as actual badass adventurers capable of leading the Inquisition.

They are adding thresholds for health regeneration based on difficulty, and that makes the complaints about having to go back to restock potions etc. over and over rather baseless. You'll always have a minimum amount of health when you run into enemies, and I'm assuming the devs are actively working on balancing combat with all of this in mind.

If you keep on dying & reloading because of a lack of potions, you may have to consider that the game's difficulty is too high for you. That, I think, is what a lot of people are reluctant to admit. They somehow feel embarrased that they can't breeze through nightmare on their first playthrough, which is absolutely silly IMO.

#121
Taura-Tierno

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Nrieh wrote...

A lot of games have managed without health regen, without breaking the game. I'm sure this will be fine.

It's not a game-breaker, but it can become a real pita for those who are not so eager to play RTSTBS minigames and micromanage combat healing within DA. Yes, there are people who may love DA world and story, but do not care for combat (and, especially, tactics). That's not a crime, actually.

Once again, at this point we know too little to judge this 'innovation'. If they remove regen, but give you enough ways to survive without teleporting back and forth - good for them ( and for all of us).


Yes. Personally, I want a good balance to be achieved without health-regen. A good balance is important; it shouldn't be tedious (on normal settings). I've always found automatic health regen without potions or magic to break the immersion, because it just feels ... meh. Like the combat doesn't matter as long as you win it, no matter how catastrophically bad it is played. 

#122
NRieh

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I've always found automatic health regen without potions or magic to break the immersion, because it just feels ... meh. Like the combat doesn't matter as long as you win it, no matter how catastrophically bad it is played.

It's been like this since PnP DnD games. Successful rest worked miracles, and it was used in so many DnD-based games. The only thing 'combat autoregen' actually changes - it removes the necessity to press 'rest' button and spares you a minute or two of the resting 'process'.

And before anyone asked - I'm aware that vanilla NWN did not allow you to rest while enemies are near, but in most locations you could make it, occasionally it meant walking two rooms back, into the 'safer' area. In some modules or games you could rest on your risk with a chance of being attacked. In some modules or games some items were required in order to rest (things to make a camp fire, bedroll etc) But the core idea remained same - you rest after your battle, you wake up healthy, even if you escaped with 1\\100HP.

Anyway, 'automatic full HP regen after battle' is far from something new or evil. It simply spares some of your time and\\or inventory. If you have problems with it - pretend that your party just had some rest off-screen. To me 'auto regen' is same game-mechanical detail as, let's say, a loading screen. I think no one ever objected, that each time Warden opened the door, he had to stare  at some circle pattern for 60 seconds?  

Modifié par Nrieh, 03 septembre 2013 - 01:08 .


#123
TheWayofPie

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I feel like many people have not played RPGs for the past decade if they think not having health regen is an issue. Very rarely has a game been made tedious for not having it. Even JRPGs like Dragon Quest find a way to make it add to the experience. Now each battle has more meaning for the future instead of only mattering for the moment. Dragon Age was literally one of the only RPGs with auto health regen outside of combat.

#124
MarchWaltz

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Reminds me of Dragons Dogma. Made me think of the traveling and what I needed for it to prepare. WHICH I LOVED. I am looking forward to it for dragon age.

#125
blod007

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The devs are saying there will be many caves. We saw the pc light a touch with magic, I'm wondering whether those caves could have healing stones of some description. There seems to evidence of mineral deposits. Mark Darrah talked about a threshold that you will heal back to after combat. This threshold will change with different difficulties. Is he speaking literally or is it a mechanic? Just a suggestion.