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Dare I Ask For A Health Regen Toggle?


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#1
Maverick827

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I'm a strong believer that "making it toggleable" isn't a great solution to a game's problem, but the OCD gamer in me is very worried about something said during the PAX demo.  It was something along the lines of "We want you to think whether or not it's worth engaging three wolves you come across" with regards to health not regenerating after combat and potions being limited.

The problem I have is that I'm the type of person who needs to kill those three wolves.  And if these decisions need to be made for a simple pack of wolves (though that could have just been a severe overstatement), what else is there?  

Caves I can't explore because I'm low on health, or I know doing so will make me too weak to complete the main story content I'm on my way towards?  Resources I want to gather because I'm this close to crafting that really cool sword I've been looking forward to, but can't fight my way towards?  I'm sure some of you very much enjoy this type of gameplay, but I'm afraid I'm going to find it tedious, if not slightly maddening.  How many nooks and crannies will I forget about if I can't explore them as I come across them?  Am I missing valuable loot or experience, or even just a really interesting scene?  I suppose I could get a piece of paper and note down everything I find but cannot "afford" to explore for later, but...why?

What's worse is if there's a slightly-less-annoying-but-annoying-none-the-less way around it.  Maybe if I stack my group with mages, our combined healing and mana regeneration is an acceptible subsitute for out-of-combat health regen.  But then I might not be using characters I like just to fit some gameplay requirement, which is always a big downer.  I'd also just be standing around a lot waiting for cooldowns to refresh.  Unless there is a "wait" feature in the game, in which case I suppose I can just use that to instantly refresh my mana and healing spells so that I can then use them restore my health.  Or maybe the game has fast travel mechanic, and maybe I can just fast travel to a safe location for a full heal and then fast travel back to where I was...

See where this is going?  Madness, that's where.

So I said that I'm typically against making things toggleable, but please make this thing toggleable, because it's different for...some reason.  Also, please don't tie it to the difficulty setting if you do end up make it toggleable.  I'd like each individual encounter to be as difficult as possible, I just don't want to have to skip some of them or sit around for a long time in between them.

#2
In Exile

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I can almost hear the kitten screaming as it is being punted through that window.

As a more serious answer, while I can relate to your concern, they'd have to balance the game twice over to make this work. I think that's asking way too much, ignoring all the technical problems of a toggle. 

Modifié par In Exile, 02 septembre 2013 - 01:51 .


#3
d4eaming

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I wouldn't mind a slow regen out of combat rather than an instant regen. I prefer to play for story rather than tactical reasons, so having limited health will be really tedious and frustrating in an unacceptable way rather than frustrating in a fun way. I'm sure I'll cope, but making that an option would definitely be nice.

#4
MakutaDax

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Maverick827 wrote...

I'm a strong believer that "making it toggleable" isn't a great solution to a game's problem, but the OCD gamer in me is very worried about something said during the PAX demo.  It was something along the lines of "We want you to think whether or not it's worth engaging three wolves you come across" with regards to health not regenerating after combat and potions being limited.

The problem I have is that I'm the type of person who needs to kill those three wolves.  And if these decisions need to be made for a simple pack of wolves (though that could have just been a severe overstatement), what else is there?  

Caves I can't explore because I'm low on health, or I know doing so will make me too weak to complete the main story content I'm on my way towards?  Resources I want to gather because I'm this close to crafting that really cool sword I've been looking forward to, but can't fight my way towards?  I'm sure some of you very much enjoy this type of gameplay, but I'm afraid I'm going to find it tedious, if not slightly maddening.  How many nooks and crannies will I forget about if I can't explore them as I come across them?  Am I missing valuable loot or experience, or even just a really interesting scene?  I suppose I could get a piece of paper and note down everything I find but cannot "afford" to explore for later, but...why?

What's worse is if there's a slightly-less-annoying-but-annoying-none-the-less way around it.  Maybe if I stack my group with mages, our combined healing and mana regeneration is an acceptible subsitute for out-of-combat health regen.  But then I might not be using characters I like just to fit some gameplay requirement, which is always a big downer.  I'd also just be standing around a lot waiting for cooldowns to refresh.  Unless there is a "wait" feature in the game, in which case I suppose I can just use that to instantly refresh my mana and healing spells so that I can then use them restore my health.  Or maybe the game has fast travel mechanic, and maybe I can just fast travel to a safe location for a full heal and then fast travel back to where I was...

See where this is going?  Madness, that's where.

So I said that I'm typically against making things toggleable, but please make this thing toggleable, because it's different for...some reason.  Also, please don't tie it to the difficulty setting if you do end up make it toggleable.  I'd like each individual encounter to be as difficult as possible, I just don't want to have to skip some of them or sit around for a long time in between them.


This. Please and thank you.^

#5
Maverick827

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In Exile wrote...

As a more serious answer, while I can relate to your concern, they'd have to balance the game twice over to make this work.

I wouldn't expect them to.  Making the game easier by turning on Health Regen is no different than making the game easier by lowering the difficulty.  They can make it a console command so it' so burried that no on will accidentally turn it on for all I care.

#6
Angrywolves

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Just watched the 3 Pax Gameplay videos .
Potions are limited and you may have to retreat to one of your bases to rest up.
That's the way it's going to be.

#7
LanceSolous13

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In Exile wrote...

I can almost hear the kitten screaming as it is being punted through that window.

As a more serious answer, while I can relate to your concern, they'd have to balance the game twice over to make this work. I think that's asking way too much, ignoring all the technical problems of a toggle. 


Well, we already have a toggle for friendly-fire and etc. I don't see why not. Personally, I'd prefer a toggle on this. Though I, obviously, haven't played it, I'm not entirely sure if I'll like having to not only use poultices in combat, but also worry about having enough once I get out of combat, and I don't want to be in the middle of a Dungeon/Level, and have to go back for more poultices and desperately hope I don't run into any enemies on the way back.

#8
Ecmoose

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And by giving you your health regen, they take away the preparation and the forethought that they want to go into each encounter, thus cheapening their game. If you NEED to kill everything, then you shouldn't have any problems leveling, and unless you attempt to attack things way above your level, you should be fine.

However if you absolutely have to kill everything then good luck, seeing as enemies won't scale with your level.

(Also there will be no fast travel mechanic either, so you're really going to have to be prepared)

This is the way most modern RPG's work. You battle through to a safe area, but until then your health is reliant on inventory and mana management. I'm surprised to see so many people up in arms about it.

Modifié par Ecmoose, 02 septembre 2013 - 02:12 .


#9
Guest_simfamUP_*

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Or just save/reload until you get it right.

#10
Archereon

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Ecmoose wrote...

And by giving you your health regen, they take away the preparation and the forethought that they want to go into each encounter, thus cheapening their game. If you NEED to kill everything, then you shouldn't have any problems leveling, and unless you attempt to attack things way above your level, you should be fine.

However if you absolutely have to kill everything then good luck, seeing as enemies won't scale with your level.

(Also there will be no fast travel mechanic either, so you're really going to have to be prepared)


This, all the way. I'd honestly suggest removing mana regeneration to, since healing spells would provide an "out" from the need for resource managment BioWare seems to be going for in Inquisition.

@SimFanSP I'd personally like it if you had one save and one save only, the game autosaved every so often, and manually saving your game automatically caused you to quit, but I can see how that would be a bit to difficult for some players, so by all means save scum.

Modifié par Archereon, 02 septembre 2013 - 02:14 .


#11
Bekkael

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Angrywolves wrote...

Just watched the 3 Pax Gameplay videos .
Potions are limited and you may have to retreat to one of your bases to rest up.
That's the way it's going to be.


:crying:

But they could always change their minds, it's still a year away!

#12
Bekkael

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Maverick827 wrote...

The problem I have is that I'm the type of person who needs to kill those three wolves.  And if these decisions need to be made for a simple pack of wolves (though that could have just been a severe overstatement), what else is there?  


Same here. I believe the condition I suffer from is completionism. I need to win every fight, complete every quest, and explore every area of the game world.

BioWare, why u no want me to do that? :crying::crying::crying: Killing wolves is important to me.

#13
LanceSolous13

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Ecmoose wrote...

And by giving you your health regen, they take away the preparation and the forethought that they want to go into each encounter, thus cheapening their game. If you NEED to kill everything, then you shouldn't have any problems leveling, and unless you attempt to attack things way above your level, you should be fine.

However if you absolutely have to kill everything then good luck, seeing as enemies won't scale with your level.

(Also there will be no fast travel mechanic either, so you're really going to have to be prepared)

This is the way most modern RPG's work. You battle through to a safe area, but until then your health is reliant on inventory and mana management. I'm surprised to see so many people up in arms about it.


However, people ARE going to, at some point, be underprepared for something. Maybe that tiny side quest has a massive dungeon to crawl through to find Little Timmy who somehow ended up in a well at the other end and its full of monsters whom I'm doing a decent job fighting, but they are witling down my health bit by bit and I find myself needing to go get more health poults. Assuming I survive long enough to find a shop selling them and assuming I have the money to find them, what is to say that the enemies will not have respawned by the time I get back?

That just adds more backtracking and filler/padding that I would honestly rather avoid by simply having a toggle for health regen since I don't play Dragon Age for the realistic game mechanics.

Its just a matter of preference.

If you like the non-regen, you can leave the regen off.

If you don't like it, you can turn on the health regen.

What's the problem of adding that option in?

#14
Maverick827

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Ecmoose wrote...

And by giving you your health regen, they take away the preparation and the forethought that they want to go into each encounter, thus cheapening their game. If you NEED to kill everything, then you shouldn't have any problems leveling, and unless you attempt to attack things way above your level, you should be fine.

However if you absolutely have to kill everything then good luck, seeing as enemies won't scale with your level.

(Also there will be no fast travel mechanic either, so you're really going to have to be prepared)

This is the way most modern RPG's work. You battle through to a safe area, but until then your health is reliant on inventory and mana management. I'm surprised to see so many people up in arms about it.

How would it be "cheapening the game" any more than multiple difficulty settings?

Coming across a zone that's too high of a level is fine.  I can turn back and easily remember that I need to revist "that one area that's one-fourth of the entire game" when I level up.  Having to skip over a hallway deep inside a dungeon with a treasure chest at the end because I don't think I can afford the health is an entirely separate matter.  Even if I remember to go back, it's still incredibly tedious to do so.

#15
Zack_Nero

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I understand the concern behind the health regen, but at the same time I welcome it. I want to be challenge. In the first DA:O and DA2, I didn't see "that" much of a need to bring in a healing mage, now I think it is important again. It will make me be much more thoughtful in the game. I mean if I level up too high for a certain area I won't need to be as careful but have a little caution. If it regens, it kinda takes the fun out of it, if you as me. I don't want a game to hold my hand, I want a game that will excite and challenge me. Stamina/mana on the other hand, yea, I want that to regen.

#16
Cyr8

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Angrywolves wrote...

Just watched the 3 Pax Gameplay videos .
Potions are limited and you may have to retreat to one of your bases to rest up.
That's the way it's going to be.


can you please link the three Pax gameplay videos you're talking about?

#17
DarthLaxian

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Maverick827 wrote...

I'm a strong believer that "making it toggleable" isn't a great solution to a game's problem, but the OCD gamer in me is very worried about something said during the PAX demo.  It was something along the lines of "We want you to think whether or not it's worth engaging three wolves you come across" with regards to health not regenerating after combat and potions being limited.

The problem I have is that I'm the type of person who needs to kill those three wolves.  And if these decisions need to be made for a simple pack of wolves (though that could have just been a severe overstatement), what else is there?  

Caves I can't explore because I'm low on health, or I know doing so will make me too weak to complete the main story content I'm on my way towards?  Resources I want to gather because I'm this close to crafting that really cool sword I've been looking forward to, but can't fight my way towards?  I'm sure some of you very much enjoy this type of gameplay, but I'm afraid I'm going to find it tedious, if not slightly maddening.  How many nooks and crannies will I forget about if I can't explore them as I come across them?  Am I missing valuable loot or experience, or even just a really interesting scene?  I suppose I could get a piece of paper and note down everything I find but cannot "afford" to explore for later, but...why?

What's worse is if there's a slightly-less-annoying-but-annoying-none-the-less way around it.  Maybe if I stack my group with mages, our combined healing and mana regeneration is an acceptible subsitute for out-of-combat health regen.  But then I might not be using characters I like just to fit some gameplay requirement, which is always a big downer.  I'd also just be standing around a lot waiting for cooldowns to refresh.  Unless there is a "wait" feature in the game, in which case I suppose I can just use that to instantly refresh my mana and healing spells so that I can then use them restore my health.  Or maybe the game has fast travel mechanic, and maybe I can just fast travel to a safe location for a full heal and then fast travel back to where I was...

See where this is going?  Madness, that's where.

So I said that I'm typically against making things toggleable, but please make this thing toggleable, because it's different for...some reason.  Also, please don't tie it to the difficulty setting if you do end up make it toggleable.  I'd like each individual encounter to be as difficult as possible, I just don't want to have to skip some of them or sit around for a long time in between them.


i want that (if i can't have health-regeneration be normal - i ask myself, why did they have to drag this stupid and useless (and tedious) mechanic back out of the dusty box it was in? (don't they have enough content so they need to use this as a stretcher? - it's like driving a car while having one foot on the breaks the whole time and having a leaky gas-tank to boot - which is no fun, as the driving is the fun, not the fueling of the car (and the replacing of the breaks you are constantly using!))

greetings LAX
ps: Why do people feel the need to fix what is not broken?
pps: bringing that back is like defiling a grave (necromancy)...maybe we should get the church involved (exorcism for DA:I and it's developers :D ^^)

Modifié par DarthLaxian, 02 septembre 2013 - 02:34 .


#18
Fast Jimmy

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It never hurts to ask.


However, it can hurt for them to deliver.

#19
Ecmoose

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Maverick827 wrote...

Ecmoose wrote...

And by giving you your health regen, they take away the preparation and the forethought that they want to go into each encounter, thus cheapening their game. If you NEED to kill everything, then you shouldn't have any problems leveling, and unless you attempt to attack things way above your level, you should be fine.

However if you absolutely have to kill everything then good luck, seeing as enemies won't scale with your level.

(Also there will be no fast travel mechanic either, so you're really going to have to be prepared)

This is the way most modern RPG's work. You battle through to a safe area, but until then your health is reliant on inventory and mana management. I'm surprised to see so many people up in arms about it.

How would it be "cheapening the game" any more than multiple difficulty settings?

Coming across a zone that's too high of a level is fine.  I can turn back and easily remember that I need to revist "that one area that's one-fourth of the entire game" when I level up.  Having to skip over a hallway deep inside a dungeon with a treasure chest at the end because I don't think I can afford the health is an entirely separate matter.  Even if I remember to go back, it's still incredibly tedious to do so.


Because you're supposed to prepare and manage correctly. Allowing you to bypass that entirely is cheapening the experience. BW wants you to have to make the decision about when to retreat, when to fight, and when to heal. As far as they are concerned it's an integral part of exploration in DA3. 

Are you going to have to revisit some areas later? Sure, if you want to. Is it tedious, yes it is, and yet the RPG genre has existed for years under the same circumstances. 

BW is designing the game, they want players to have to act in a certain way when it comes to their game and that's what they're designing it around. Toggling all of their hard work at balancing the game just for people to bypass it, is in fact cheapening both the experience, and an insult to the work they put into designing it.

Modifié par Ecmoose, 02 septembre 2013 - 02:48 .


#20
Zevais

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I don't need to be racing back to camp to "recharge my batteries" every other battle; it is simply a waste of time. No health regeneration is a relic for dinosaurs. Having no easy way to regain health when I am just exploring has been a nail in the coffin when I was borderline on a game; I have played demos and that ultimately made me decide to leave the game behind.

#21
MKDAWUSS

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If we can set up mobile camps where our health can regenerate I'd be cool with that. I don't want to spend too much time backtracking. Especially when we're just exploring the countryside and all that.

#22
A Crusty Knight Of Colour

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Sounds like the OP feels entitled to exploring the whole game. Laidlaw recently made comments along the lines of "there is content that not everyone will see, and that is fine. That is awesome." While it refers to story decisions, the same principle extends to the gameplay.

Nobody has the right to see and explore the whole game in one sitting if they are incapable of meeting it's challenges or makes decisions which makes it difficult or impossible to do so. Use cheats if you are that desperate.

#23
DarkKnightHolmes

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Play on casual difficulty.

Modifié par DarkKnightHolmes, 02 septembre 2013 - 02:45 .


#24
MKDAWUSS

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I wonder if there will be items that have health regen capabilities. We've seen them before in DA, and I remember one late game item in KOTOR provided health regen (in a game where there was no auto health regen).

#25
Guest_LindsayLohan_*

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Why is it that people think writing application is just a bunch of if statements? Do you know the complexity that would be required to make that toggable in such a huge system? Do you have resources to refactor your code? What is the cost-benefit of appealing to a few minorities(inb4 racist). It is not worth their time to do that so OP you will just have to prepare yourself.