Ecmoose wrote...
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.
That doesn't answer my question. How is having a checkbox for health regen any different than turning off friendly fire or removing powerful spells and abilities from enemies' move pools on easier settings?
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.
That's not a valid reason.
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.
So it's okay that people miss some content because health is a scarce resource and they might not remember to go back for it, but it's not okay if they miss content because they can turn on health regen and some fights are easier? This point makes no sense.
Fast Jimmy wrote...
However, it can hurt for them to deliver.
How?
CrustyBot wrote...
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.
Tedium is not the same thing as challenege. Also, I even said they can make it a console command and a "cheat." I really don't care (though I'd feel for console players who couldn't activate it).
DarkKnightHolmes wrote...
Play on casual difficulty.
Again, I want a challenge. I enjoy difficult encounters. I do not enjoy unnecessarily tedious gameplay mechanics. No health regen is in the same category as, say, requiring your character to eat and drink every 7 in-game hours. It's just not for me. I like being on the edge of my seat during a big, difficult encounter. I like dying and retrying different strategies until I get it right. I don't like running back through a big dungeon, through a big world, and then finally to my base to heal up only to run back throught he world and through the dungeon to pick up where I left off.
LindsayLohan wrote...
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.
As a professional software developer and someone well versed in modern game toolkits (that sentence sounded really douchey, sorry), it's not actually that much work.
Writing an application isn't some insanely complicated task, if I'm going to be brutally honest. It takes time, sure, and there are often a lot of difficult challenges to overcome, but this would not be one of them. We're not all still writing binary instructions by the billions one at a time. Reusability is the name of the game. If there exists the ability to increase the player's health (e.g. heal spells, potions), then the foundations of that code is what would be used to make passive health regen and obviously already exists. It would probably be implemented as a hidden buff/magical effect that's constantly running on the player.
Let's say I work for Bathesda and Skyrim is shipping without passive health regen. My boss comes to me and says "we need to add passive health regen, how long will that take?" I'd say "give me a couple of minutes" and then I'd write the following script:
ScriptName PassiveHealthRegen extends Quest
Property Spell PassiveRegenHealSpell Auto
Actor playerActor = None
Event OnInit()
If(!playerActor)
playerActor = Game.GetPlayer()
RegisterForUpdate(5)
EndIf
EndEvent
Event OnUpdate()
If(!playerActor.isInCombat())
PassiveRegenHealSpell.cast(playerActor)
EndIf
EndEvent
Then I'd use the game's toolkit to create a spell that heals for 10 (or whatever the rate would be) called PassiveRegenHealSpell. This would be done in a simple form (right click, new spell, text box for name, drop down for type...etc.). Finally I'd create a hidden quest (also through a form) that starts automatically and attach that script to it. That is literally all there is to it. This is how, like, everything in Skyrim is built. If it is not this easy to do on their modified Frostbite-RPG engine, then they have bigger problems ahead than this. But I'm sure that it is, because I've seen the behind-the-scenes videos, and I've seen a standard tookit interface on their screens (forms, cell render windows, etc.).
ThunderfoxF wrote...
Its BioWare's game, why should they have to change something just for a percentage of the populace?
I'd argue this applies more to the change from health regen to no health regen than it does to my request.
Modifié par Maverick827, 02 septembre 2013 - 04:01 .