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Mages, Healing, and Exploring


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#126
deuce985

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MarchWaltz wrote...

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.


At first sight, I thought DD had sloppy mechanics with not allowing fast travel and losing health every battle. However, it actually worked great in that game. You had to put stones down in strategic locations and you got very limited amounts of them and then you could fast travel to those locations. It actually promoted you into exploring the world more and wanting to do so. It brought nostalgia back to me and made me realize why Morrowind is so superior in their world compared to Skyrim/Oblivion.

The thing about the fast travel and health in that game though, is you can warp back to Gran Soren when you need. That despite being a sandbox world it's not very big. It's a compact sandbox world. I don't get that impression with DA:I being multiple regions. It's still something I have many questions about and I hope Bioware clarifies soon if we have any means of healing ourselves outside combat besides 5 health pots.

TheWayofPie wrote...

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.


Yes, it works in other RPGs. They're different RPGs though. DA:I's structure is about opening itself up to explore. While it's not a new concept I can't think of many recent modern open world RPGs that put you in very limited health regen after combat except Dragon's Dogma. I can think of some games on PC but they're more isometric and again, have incredibly compact "open worlds". As I said above, DD is a very small world despite being open. It's nothing to travel back to Gran Soren, rest, and then get back to where you were in no time. Crestwood was supposedly a small/medium sized map for DA:I. The desert map they showed was much more vast in size and looks like one of their large maps. It's a different beast when you're dealing with a game where  you need mounts to get to destinations.

Modifié par deuce985, 03 septembre 2013 - 05:46 .


#127
Kali073

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So long as we still have healing magic (that isn't gimped) and mana regen it doesn't bother me too much since I like playing as a spirit healer. However, if they've gimped healing magic... I don't like it. It will only make me backtrack to safe areas and spend most of my time obsessing over resources. Healing partially doesn't help much either, my paranoia/ocd won't let me enter battle without having healed as much as I can.

That said, I reserve judgement until I've actually played the game. Perhaps my fears are unfounded or maybe biowre handles it far better then I thought they would.

#128
aries1001

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I, too, don't like this news about no health regen after combat which Bioware has told us about at Pax Prime. And the reason is pretty much the same as the OP's in this thread: I find it tedius and no, not boring, but repetitive and tiresome to be sleeping a lot to regain my health. Many times I slept for like two days in a row to heal my characters in BG1 and BG2 (and their expansions).

The OP, I think, mentioned Morrowind. I could also mention Oblivion. Even with a bag of holding spending two or three hours selling stuff to merchants wasn't fun at all; I wanted to progess with the story at hand. On the other hand I don't want a mechanic like in NWN2, where the game pretends you sleep and then just 30 seconds later your mana, health and stamina have all fully regenerated.

As I remember it, though, I somehow remember a Bioware developer, maybe even David Gaider, before DA:O were released, long before DA:O were released saying something like this e.g. that health wouldn't regenerate. And you had to go back to camp or your homebase to get injuries and your health fully restored. This feature was cut from the game, DA:O, since Bioware at that time didn't think it was fair to ask the player to go back to camp or the home base. Especially since it could mean the player and the player's party would walk a long distance to either their camp or their home base.

Also, I do remember, I think it was Gaider at that time as well (way back in 2005-2006, maybe?) talking about 'no abundances of health potions/health' poultcies). I vaguely recollect a discussion we had on the (old) BSN forum way back in 2009-2010 when DA: O came out. I do think this was one of the talking points in that particular discussion; Bioware changing their mind(s) regarding how abundant health potions would be in the game.

As I remember, the reason for health potions being scarce/limited in the game was to distinguish the DA franchise from Dungeons & Dragons. Another reason was this: In the DA franchise there are (known) gods, there is only belief in the Maker, The Stone, and the Old Gods (dalish Elves). As such, no clergyman/cleric is needed for resurrection or healing spells. Healing in the DA worlds has to make sense, much like Anders was healer in 'real/virtuall' life in DA2, he is/was also a healer within the player's party in DA2.

It seems however (as I remember it from the info at Pax Prime and Games Com in 2013) that crafting will play a (far) bigger role than in previos DA2 games; maybe the herbalism skill actually will mean something this time - or at least play a (far) bigger role than it did in DA:O and DA2.

#129
Taura-Tierno

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Perhaps the reason it was cut from DA:O was because they did not feel they could implement it in a fair way, and that they realised that players would _have_ to backtrack way too often just in order to heal? I mean, that's the issue. Whether the combats and gameplay in general requires you to have full health most of the time, or not. If it does, not having health regen or another easy way to replenish health is a bad game mechanic. If no, it should not be a problem.

Having health regen instead of some other mechanic (transit back to base from some areas, many health potions, healing magic, healing stones in caves as suggested a few posts back) always felt like one of those things that "simplified" and "mainstreamed" to make the game more appealing to the masses, that people always seem to complain about. Dumbing it down, as some people say (although I don't agree that it's "dumbing" it down). Now that they've said they'll make something else, people complain about that instead.

I am currently replaying KotoR, and I like the fact that health takes a long time to regenerate. You can transit back to your ship quickly from exploration areas, but not from "dungeon"-type areas. Or you use medpacks. Or you use force heal, but you'd have to stand around for a while and wait for the Force Points to regenerate, then. Or go into the next combat with less Force Points. Even if those mechanics are minor, to me, they add value to the gameplay that would not have been there had your health just returned to full automatically after each combat. For me, it is a sense of immersion, that you have to do something to get your health back up.

Likewise, resting in Baldur's Gate 2 wasn't just automatic regeneration. Sure, it mostly worked, but you could get attacked, and from the time counter, you knew how much time you spent resting. Health didn't just magically return (unless you used magic). There, as well, it added a sense of immersion.

Those are good examples of dealing with it. I have faith they will make it balanced in DA:I, so that you won't have to backtrack. Or that they find a way to make traveling to a place to heal something fun, and not just a tiresome chore.