Sidney wrote...
Ecmoose wrote...
Taura-Tierno wrote...
Also, every depends on where and how often these base camps can be set up, and when and if you can fast travel to them. It's a balancing act. I see no reason to assume that Bioware will make the game tedious and too difficult to play.
It's good to see someone else who sees how this could be a decent move.
Too many comparisons to the DAO and DA2 games are being made, considering the combat system has had an overhaul when it was placed into a new engine.
There are a million ways to balance a game without health regen (As Taura-Tierno mentioned, both Pen and Paper games and Zelda games exist just fine without contant healing spells.) and in fact, static health has been the norm for years. It's more common in video games then regenerating health which is a relatively new idea. So I don't understand everyone who assumes it can not be done well.
Pen and paper games tend to be rather less combat intensive in my experience so the issue isn't as important. The problem is when you have room after room of something like the dwarven crime bosses lair you can grind things to a halt very quickly after each fight. Yes, we all played BG or KoTOR where we didn't auto-regen so it can be done the thing is after going back and playing those games again you (should) realize that the lack of the regen doesn't buy you anything in game terms.
Toss in that it makes no sense and only reinforces the bad perception that hit point/health are how much abuse your physical self can take - and the grpahics don't help by showing arrows sticking out of you and blood spurts - but the reality is no one can take the number of sword/axe/hammer/arrow hits shown in these games. Health is always been an abstraction more of your ability to not get hit - a combo of luck and skill - more than saying you could lie on the floor and get stabbed 10 times by a long sword before dying. Auto regen reflects that a lot more than static health.
Yes, you can fight smart but unlike a better tactical engine like the XCOM game you can't do as much to mitigate risk and injury in the DA* series. It is rare to enter a fight and leave unscathed and with level sclaing it isn't the game teaching you not to go here.
Pen and Paper games can be extremely combat oriented (Dungeons and Dragons is very combat encounter oriented), althogh everything depends on the people who play. But, I mean, D&D is pretty iconic in terms of fantasy role-playing, and it manages fine without health regen. Mostly because you build campaigns with those rules in mind and make sure it won't be an unnecessary hassle.
I agree with your view on hit points (in Dungeons&Dragons, at least the editions I've played, you get "bloodied" after losing half of your HP, indicating that that's the first time blood is actually drawn in some way).
You say that autoregen reflects this, but I don't agree; with autoregen you can fight your way through very tough boss battles and dungeon after dungeon and come out of it all seemingly unscathed. That just feels weird to me.
I actually am replaying KotoR right now, and I think it does add a little bit of extra immersion. You have to plan your party accordingly, and make sure you have a decent amount of health packs with you. Feels like they'll take it a bit further in DA:I, but I don't mind. I am very intersted in seeing how this could be great an very immersive, because I believe they'll balance it in a good way.
I get that people are worried. I don't want to have to retreat and backtrack after every battle. I do not consider that a very likely possibility, though, considering that they made these new, very huge areas so we CAN explore a lot of open terrain. Having to retreat and leave the area after every battle would kind of defeat that purpose. It would not make sense.
Another way to handle it would be to have more, smaller encounters, and skip the whole wave-thing from DA2 that we all disliked. Make it easier to determine whether you want to engage or not.