Mages, Healing, and Exploring
#101
Posté 03 septembre 2013 - 02:25
#102
Posté 03 septembre 2013 - 02:30
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
Posté 03 septembre 2013 - 02:33
Modifié par cJohnOne, 03 septembre 2013 - 02:34 .
#104
Posté 03 septembre 2013 - 02:46
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
Posté 03 septembre 2013 - 02:47
#106
Posté 03 septembre 2013 - 02:53
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_*
Posté 03 septembre 2013 - 03:51
Guest_Faerunner_*
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
Posté 03 septembre 2013 - 04:45
#109
Posté 03 septembre 2013 - 05:56
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
Posté 03 septembre 2013 - 06:07
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
Posté 03 septembre 2013 - 06:19
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
Posté 03 septembre 2013 - 06:37
I can hardly think of anything more traditional than NWN1.Many games don't use health regen. In fact, traditonally, RPGs don't.
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.
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
Posté 03 septembre 2013 - 06:44
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 ).It's a timesink that the game doesn't need, IMO.
#114
Posté 03 septembre 2013 - 06:54
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
Posté 03 septembre 2013 - 08:15
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
Posté 03 septembre 2013 - 08:50
#117
Posté 03 septembre 2013 - 09:29
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.A lot of games have managed without health regen, without breaking the game. I'm sure this will be fine.
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
Posté 03 septembre 2013 - 10:10
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.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.
#119
Posté 03 septembre 2013 - 10:30
#120
Posté 03 septembre 2013 - 10:53
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
Posté 03 septembre 2013 - 11:52
Nrieh wrote...
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.A lot of games have managed without health regen, without breaking the game. I'm sure this will be fine.
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
Posté 03 septembre 2013 - 01:04
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'.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.
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
Posté 03 septembre 2013 - 02:09
#124
Posté 03 septembre 2013 - 02:22
#125
Posté 03 septembre 2013 - 03:17





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