Dare I Ask For A Health Regen Toggle?
#401
Posté 04 septembre 2013 - 04:39
#402
Posté 04 septembre 2013 - 04:40
Vicious wrote...
How bout that 'skip the combat' button.
*shudders*
Modifié par ImperatorMortis, 04 septembre 2013 - 04:41 .
#403
Posté 04 septembre 2013 - 04:42
Maverick827 wrote...
Because the game requires me to.Volourn wrote...
Why would you do that? WHY!?!
What? No.
Haven't you heard of Potions, and Healing Magic?
Modifié par ImperatorMortis, 04 septembre 2013 - 04:43 .
#404
Posté 04 septembre 2013 - 05:02
That's all well and good, but that's just one battle. I'm not maknig an assumption. I'm basing my analysis on what we've already seen in the previous DA games. Going by all of the battles in the previous games, unless they've severely nerfed the enemies (which defeats the whole purpose of taking away health regen), we're still going to be dealing with foes who can randomly one shot your party members or otherwise deal massive amounts of damage. We'll also be running into traps and otherwise unpredictable circumstances.cJohnOne wrote...
But in the video they only needed 1 health potion. It's an assumption that the damage you take will out strip your resources and that this can't be balanced. If this is the case there isn't any tedium to speak of..
Modifié par Trafalgar-Law, 04 septembre 2013 - 05:03 .
#405
Posté 04 septembre 2013 - 05:09
Or even better, lets just get rid of the HUD completely or have the screen go blank if your health goes below 50%. Or my favorite, automatically randomize the control scheme every 2 minutes of combat! That'll certainly force players to play smarter!Vicious wrote...
How bout that 'skip the combat' button.
Modifié par Trafalgar-Law, 04 septembre 2013 - 05:10 .
#406
Posté 04 septembre 2013 - 05:34
Bloody screen! So real!
#407
Posté 04 septembre 2013 - 06:35
Trafalgar-Law wrote...
That's all well and good, but that's just one battle. I'm not maknig an assumption. I'm basing my analysis on what we've already seen in the previous DA games. Going by all of the battles in the previous games, unless they've severely nerfed the enemies (which defeats the whole purpose of taking away health regen), we're still going to be dealing with foes who can randomly one shot your party members or otherwise deal massive amounts of damage. We'll also be running into traps and otherwise unpredictable circumstances.cJohnOne wrote...
But in the video they only needed 1 health potion. It's an assumption that the damage you take will out strip your resources and that this can't be balanced. If this is the case there isn't any tedium to speak of..
Why do people assume that they'd change one important balancing aspect of combat and leave the rest unaltered? I highly doubt that they're going to make so people will have to spend HOURS backtracking tedious routes just to heal up because they cannot progress otherwise. You _are_ making an assumption; you are assuming that battles and health will work like in previous games, that did feature health regen.
You won't be able to stock a 1000 health potions - but perhaps you will find one here, one there, and such. Perhaps you'll use that to heal your tank, and then you work to make sure your tank takes the damage, and not your squishy mage. Perhaps instead of just rushing into combat, you'll have to plan a strategy. Or perhaps they will make it so that "backtracking" to camp isn't "backtracking" at all, but make it a part of exploration, and thus, make it more fun.
I think they are going to find a way to balance it well. As they have in other, older games. Baldur's Gate 2. KotoR. Both games worked fine without automatic health regen.
People should stop assuming it's going to be horrendous and ruin the experience.
Modifié par Taura-Tierno, 04 septembre 2013 - 06:36 .
#408
Posté 04 septembre 2013 - 07:27
Why do you torture me so Bioware ?
For the story and romances I'll put up with anything even having to walk around with both my shoelaces tied to each other while trying to carry a glass of water without spilling - which is what DAO combat feels like.
Please devs, do add twitchy combat or make a "bunny slopes" difficulty level where i just have to sneeze to kill all enemies in the area. DAO combat is too cruel!
#409
Posté 04 septembre 2013 - 07:39
As long as I enjoy the game I see no issue with this.
My first game is going to be a b**** where I die every two minutes though. Meh.
Also, I remember the mention that health won't regen from the PAX vid's, but did they mean health will NEVER regen, or just not in combat?
Also, I heard mention of injuries - will it be like Origins, where a sustained injury will eat up some of the health bar until you go back to camp or slap an injury kit on it? Will there BE injury kits?
Or could the injury continuously bleed your health to nothing?
Questions, question. They say it was questions that drove me mad.
#410
Posté 04 septembre 2013 - 07:52
Also, I remember the mention that health won't regen from the PAX vid's, but did they mean health will NEVER regen, or just not in combat?[/quote]
Sounds like never, except that there will be some kind of health boost at the end of each encounter, the amount of which will be determined by difficulty level.[/quote]
#411
Posté 04 septembre 2013 - 07:54
[quote]Tashash wrote...
Also, I remember the mention that health won't regen from the PAX vid's, but did they mean health will NEVER regen, or just not in combat?[/quote]
Sounds like never, except that there will be some kind of health boost at the end of each encounter, the amount of which will be determined by difficulty level.[/quote][/quote]
Ooooh! That seems neat!
Thank you for the clarification.
#412
Posté 04 septembre 2013 - 08:54
#413
Posté 04 septembre 2013 - 09:05
I understand what their logic was with this decision, I just don't really like it.
#414
Posté 04 septembre 2013 - 10:32
when they said on the game informer videos that they need to be ok with knowing that players will miss some content completely i died a little inside
I NEED IT ALL
#415
Posté 04 septembre 2013 - 12:12
Taura-Tierno wrote...
You won't be able to stock a 1000 health potions - but perhaps you will find one here, one there, and such. Perhaps you'll use that to heal your tank, and then you work to make sure your tank takes the damage, and not your squishy mage. Perhaps instead of just rushing into combat, you'll have to plan a strategy. Or perhaps they will make it so that "backtracking" to camp isn't "backtracking" at all, but make it a part of exploration, and thus, make it more fun.
So your base camp is point A. You go to point B, then C. Damn, your health is 30%, so you play it safe go back to heal yourself. Which way ? Exactly through where you came from, you go back to B, then A, because that way is the path you know is clear. By trying to find a different way (assuming there will be more than one), you risk triggering another fight, defeating the purpose of healing yourself. Backtracking is exaclty what you'll have to do. That's not fun.
Modifié par jwalker, 04 septembre 2013 - 12:14 .
#416
Posté 04 septembre 2013 - 12:28
Perhaps things will happen when you do backtrack. Given the large, open terrains, it hardly seems impossible that things will happen in areas you return to. Enemies that appear, etc.
Which, of course, would mean that you'd have to PLAN your explorations. Perhaps going exploring a new part of an area when your low on any kind of healing (e.g. potions) isn't a great idea. Perhaps fighting your way through a very difficult encounter just for the sake of exploration turns out not to be a great idea, and you'd have to go back later, when you're at a higher level. Perhaps you aren't really intended to be able to explore anything, anytime. You have the option, but you'd have to be either very skilled or have a lot of luck.
Perhaps there will be some sort of fast travel system that will be available in some (but likely not all) areas? Or perhaps there are enough places to set up camp that you won't really suffer.
For me, it's immersion. I _prefer_ to not have automatic health regen. Like, say, KotoR. Even though healing there wasn't that difficult, there were parts where you were out of medpacs (if you didn't buy enough) and then you might have to choose between using the Force a lot to heal, but having to hang around for a while to let it regenerate, or rushing into the next combat while out of Force Points. Or like in Baldur's Gate 2, where resting could lead to you being attacked. That adds another level of immersion, that I really like.
As long as it doesn't turn into Dark Souls, which I highly doubt.
#417
Posté 04 septembre 2013 - 12:41
jwalker wrote...
Taura-Tierno wrote...
You won't be able to stock a 1000 health potions - but perhaps you will find one here, one there, and such. Perhaps you'll use that to heal your tank, and then you work to make sure your tank takes the damage, and not your squishy mage. Perhaps instead of just rushing into combat, you'll have to plan a strategy. Or perhaps they will make it so that "backtracking" to camp isn't "backtracking" at all, but make it a part of exploration, and thus, make it more fun.
So your base camp is point A. You go to point B, then C. Damn, your health is 30%, so you play it safe go back to heal yourself. Which way ? Exactly through where you came from, you go back to B, then A, because that way is the path you know is clear. By trying to find a different way (assuming there will be more than one), you risk triggering another fight, defeating the purpose of healing yourself. Backtracking is exaclty what you'll have to do. That's not fun.
Unless, of course, enemies randomly roam, so you never know if going back the same exact way you came from will still be safe or not. Then backtracking would be fun!
Modifié par Fast Jimmy, 04 septembre 2013 - 12:43 .
#418
Posté 04 septembre 2013 - 05:08
#419
Posté 04 septembre 2013 - 05:11
Eveangaline wrote...
I'm sure they'll give us the way to get by without a toggle.
turning the difficulty down to easy/casual?
#420
Guest_Guest12345_*
Posté 04 septembre 2013 - 05:13
Guest_Guest12345_*
Giving the player the option to just disable that seems like it would have a far-reaching and detrimental effect throughout the game experience.
#421
Posté 04 septembre 2013 - 05:19
Renmiri1 wrote...
Maker have mercy, DAO speed combat ? ! ?!!!!
Why do you torture me so Bioware ?
For the story and romances I'll put up with anything even having to walk around with both my shoelaces tied to each other while trying to carry a glass of water without spilling - which is what DAO combat feels like.
Please devs, do add twitchy combat or make a "bunny slopes" difficulty level where i just have to sneeze to kill all enemies in the area. DAO combat is too cruel!
Where did you see DAO speed combat. The demo was neither on DAO or DA2's speed. It was between the two.
#422
Posté 04 septembre 2013 - 05:22
Because that's what Bioware tends to do? Why do people analyze the game in a vacuum as oppossed to taking the developers previous work into consideration?Taura-Tierno wrote...
Trafalgar-Law wrote...
That's all well and good, but that's just one battle. I'm not maknig an assumption. I'm basing my analysis on what we've already seen in the previous DA games. Going by all of the battles in the previous games, unless they've severely nerfed the enemies (which defeats the whole purpose of taking away health regen), we're still going to be dealing with foes who can randomly one shot your party members or otherwise deal massive amounts of damage. We'll also be running into traps and otherwise unpredictable circumstances.cJohnOne wrote...
But in the video they only needed 1 health potion. It's an assumption that the damage you take will out strip your resources and that this can't be balanced. If this is the case there isn't any tedium to speak of..
Why do people assume that they'd change one important balancing aspect of combat and leave the rest unaltered?
As I've already suggested, they've really only got three options here. They can (1) nerf the enemies to the extent where backtracking to your fort is not necessary. Problem is that this defeats the purpose of taking away health regen since players aren't going be that challenged. They can (2) keep the enemies tough, thus force tedious backtracking. As I've discussed (and as you seem to agree), this is BAD idea. Or they can (3) create safezones near battle, thus take away backtracking while simaltaneously keeping the enemies challenging. Problem with this is that it also defeats the point of removing health regen since players don't have to worry much about conserving their health since they only have to deal with the inconvenience of traversing back to the safe zone.I highly doubt that they're going to make so people will have to spend HOURS backtracking tedious routes just to heal up because they cannot progress otherwise.
Frankly, the system wasn't broken in the first place. I think the "injuries" feature already addresses their concerns. Limiting the amount of health potions you have is also a good idea in terms of conservation. If you're out of health potions, you have to win battles without them. This system doesn't involve nerfing or pointless backtracking. Hopefully BW wises up before the game is released.
#423
Posté 04 septembre 2013 - 05:30
Trafalgar-Law wrote...
I've read your posts throughout this thread and have to massively disagree with you. Your position is essentially that there should be no health regen toggle because not having one would force players to think strategically-----to "manages resources" and whatnot. That this would force players to play smarter. Your suggestions simply result in making the game boring.
Except you didn't because I eventually came around to being okay with a toggle on lower difficulties.
Yes you might think that the suggestions I used (which were less suggestions and more observations from games who succesfully implemented static health) would make the game boring, but thats the beauty of opinion.
While I might subject myself to the tedium of running back to base while I learn the basics, I personally enjoy learning combat mechanics (though admitedly I'm not always good at them) and feel much more accomplishment when I've finally overcome and obstacle then if I'd just gone through the game without any significant roadblocks to begin with, but again, that's just how I like to play.
We still have no idea:
1)what the potion limit is
2)what the health pools will look like,
3)What the average damage from anencounter will be,
4)What the post battle health recovery threshold is,
5)how much health potions will heal (from the demo it looked like ALL but we don't know how potent the potion was) and lastly
6)they said that recovery will only happen at bases AND Camps, but we don't know what the camp mechanic is.
All of that means we can not reasonably assume one way or the other how this no health regen will work and I'm choosing to be optimistic instead of raising the banners and marching off to war from some prealpha footage.
Modifié par Ecmoose, 04 septembre 2013 - 05:33 .
#424
Posté 04 septembre 2013 - 06:28
Dude, spare me the equivocation. You've made it clear that a removal of health regen makes the game better since it forces players to play smarter. You have not conceded the error in this position. The fact that you believe a toggle is okay only on lower difficulties is immaterial to the criticisms I've put forward.Except you didn't because I eventually came around to being okay with a toggle on lower difficulties.
Perhaps, but there's a fine line between argument and opinion. You haven't simply told us that your "observations" would make the game more fun. You've supplied us with an argument detailing how they would make the game more fun. I've responded with a counter-argument, detailing that your 'observations' would make the game boring.Yes you might think that the suggestions I used (which were less suggestions and more observations from games who succesfully implemented static health) would make the game boring, but thats the beauty of opinion.
Except there's a much better way for you to enjoy learning combat mechanics while accomplishing a large obstacle without subjecting yourself to inane tedium of running back and forth. As I've pointed out in my previous post, this can be accomplished simply through making the enemies tougher. Moreover, as I've suggested in a recent post, they can also expand on the injury system that they already have in place (which was designed to address this very issue). Perhaps limit the amount of injury kits you can carry.While I might subject myself to the tedium of running back to base while I learn the basics, I personally enjoy learning combat mechanics (though admitedly I'm not always good at them) and feel much more accomplishment when I've finally overcome and obstacle then if I'd just gone through the game without any significant roadblocks to begin with, but again, that's just how I like to play.
We don't have any of this information and I'll gladly amend my position when we do. For the time being however, just the basic concept alone strikes me as a bad idea.We still have no idea:
1)what the potion limit is
2)what the health pools will look like,
3)What the average damage from anencounter will be,
4)What the post battle health recovery threshold is,
5)how much health potions will heal (from the demo it looked like ALL but we don't know how potent the potion was) and lastly
Modifié par Trafalgar-Law, 04 septembre 2013 - 06:29 .
#425
Posté 04 septembre 2013 - 06:36
We have no information on what this new base camp feature is, so it's a stretch to say that it nulls how regen will work. It just means you don't have to backtrack as far which, coupled with the regen threshold, buying/finding/crafting(?) potions, having a healer, means less back and forth overall.
Modifié par M U P P 3 T Z, 04 septembre 2013 - 06:41 .





Retour en haut




