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Dare I Ask For A Health Regen Toggle?


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#51
Biotic Sage

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You won't have to worry about health at all if you play on Casual...

I'm not sure what the issue is here.

#52
Cyr8

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This is the first major 'uh-oh' red flag I've come across. Removing health regen and only allowing you to carry a limited amount of potions is a majorly bad move.

#53
Ryzaki

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Skelter192 wrote...

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.


Yes this. Use a damn trainer. Removing health regen is a step in the right direction.


Yep this.

I did not ask for an easier vs of Deus Ex where I could rambo through things. I just used a trainer. And enjoyed myself. Throughly.

The beauty of PC gaming. ^_^

#54
Savber100

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You meet the challenge, you suffer the consequences.

You don't magically heal after being bashed into the ground. So while obviously perma-death isn't an option, this is a better alternative.

#55
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Maverick827 wrote...

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.


As a professional software developer I should tell you that even you know it is according to how large,complex and how designed your system is. What if changes in one part of the system influence another part of a system? Creating a ripple effect within the software? As a software you should know that it is unlikely that two system will be the same. Assyuming that bioware can do such a thing when we don't even have glimpse of the internal structure of the system is jumping to a conclusion.

#56
Star fury

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#57
Maverick827

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LindsayLohan wrote...

As a professional software developer I should tell you that even you know it is according to how large,complex and how designed your system is. What if changes in one part of the system influence another part of a system? Creating a ripple effect within the software? As a software you should know that it is unlikely that two system will be the same. Assyuming that bioware can do such a thing when we don't even have glimpse of the internal structure of the system is jumping to a conclusion.

It's not a difficult conclusion to jump to.

When you get to the "plug and play" coding of game engines (that is to say, the development of the game with the engine, not the development of the engine itself), there are a few things that you can create and say with great certainty that they won't cause an error.  Replacing one texture with another.  Adding a new item to the game.  And, yes, adding a new magic spell or ability.

Modifié par Maverick827, 02 septembre 2013 - 04:09 .


#58
Guest_Jayne126_*

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Renmiri1 wrote...
Hear that about WoW all the time and they end up opening it up the next patch.. We'll see. The mass customer can be a very determined force. :lol:

Well, WoW is an mmo so it's kind of a different story there. They -have- to keep their playerbase pleased even more so than other.
But yes, I can see that coming like I said. As long as they don't nerf any shama-, I mean mages.


Oh, who am I kidding. Mage never get's nerfed.

#59
CuriousArtemis

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Well hopefully there will be a story mode so that on subsequent playthroughs I can worry more about the story and not how many health potions I have left ^^

#60
Adela

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Biotic Sage wrote...

You won't have to worry about health at all if you play on Casual...

I'm not sure what the issue is here.


If the health is not that big of an issue in casual mode personally I dont have a problem with that  , then I can enjoy  the story. For those who want a challange,  being limited with potions and dont have a health regen might please some ppl who enjoy that sort of thing,  but for me I am not ashamed to admit that I like to take  the "easy" way  and enjoy the story I dont consider my self  a combat God

#61
Maverick827

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Savber100 wrote...

You don't magically heal after being bashed into the ground.

You don't live after being bashed into the ground.  Obviously we make some concessions with the whole gameplay vs. realism thing.  Why is the line drawn at health regen.  More specifically, why are some people drawing it so damned hard?  I'm asking for an easy option that will affect your "hardcore" gameplay in no way.

Modifié par Maverick827, 02 septembre 2013 - 04:12 .


#62
Star fury

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Jayne126 wrote...
Oh, who am I kidding. Mage never get's nerfed.


LOL what? Mages were nerfed to the ground in DA2 and biotics sucked hard in ME2.

#63
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Star fury wrote...

Jayne126 wrote...
Oh, who am I kidding. Mage never get's nerfed.


LOL what? Mages were nerfed to the ground in DA2 and biotics sucked hard in ME2.

Wasn't talking about DA.

#64
Guest_LindsayLohan_*

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Maverick827 wrote...

LindsayLohan wrote...

As a professional software developer I should tell you that even you know it is according to how large,complex and how designed your system is. What if changes in one part of the system influence another part of a system? Creating a ripple effect within the software? As a software you should know that it is unlikely that two system will be the same. Assyuming that bioware can do such a thing when we don't even have glimpse of the internal structure of the system is jumping to a conclusion.

It's not a difficult conclusion to jump to.

When you get to the "plug and play" coding of game engines (that is to say, the development of the game with the engine, not the development of the engine itself), there are a few things that you can create and say with great certainty that they won't cause an error.  Replacing one texture with another.  Adding a new item to the game.  And, yes, adding a new magic spell or ability.


That is the thing. We have not seen the specifics of the system and we do not know how the system works or was written. We would only be sure if we get the specifics of the engine. It could be a case that the engine is amazing but difficult to work for such changes or maybe the system could be even easy to use. It is software, a very non tangible concept that we cannot be sure of until we are exposed to it . However, you are right that woud be the ideal way to make the engine but since we are not exposed to it we can't know.

#65
Maverick827

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Fast Jimmy wrote...

I'd say if you don't want to deal with the lack of regenerating health (having to manage resources, having to rest, having to backtrack), then it may be a very valid solution to just drop down the difficulty to easy or Casual/Narrative. That way, the amount of damage you take should be relatively minimal and you won't have to worry about it.

Just my two cents - I know I'm going to get blasted for daring to suggest it.

I'll address this again because I think it's an important point and I don't want my response to get burried in a larger post.

I like challenge.  I like difficulty.  I play every game on the hardest difficulty.  In fact, I typically lose interest in a game if I find myself having to turn the difficulty down at any point.  I want each and every individual encounter to be as difficult as possible.  I just don't want the time in between them to be a tedious slog back and forth from the dungeon to my keep and my keep to the dungeon.  

I especially don't want to have to make the tactical decision to skip an interesting looking hallway or chamber in a dungeon because I know I'll be too weak for the boss.  Because, again, I'll either have to slog back to my keep and then back to the dungeon to clear it out, or the more likely scenario is that I'll forget about it entirely and then have that nagging feeling like I've forgotten about something entirely for the rest of the game.

That is the thing. We have not seen the specifics of the system and we do not know how the system works or was written. We would only be sure if we get the specifics of the engine. It could be a case that the engine is amazing but difficult to work for such changes or maybe the system could be even easy to use. It is software, a very non tangible concept that we cannot be sure of until we are exposed to it . However, you are right that woud be the ideal way to make the engine but since we are not exposed to it we can't know.

If adding a single new spell to the game is difficult, then expect it to be pushed back to 2017.

Modifié par Maverick827, 02 septembre 2013 - 04:21 .


#66
Archereon

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Guys, seriously, you are almost certainly going to be able to faceroll your way through this game on the lowest difficulties in spite of the lack of health regeneration,, so don't worry,, you''ll be able to experience the entire story. While I'd prefer having only one save with regular forced autosaves and manual saves making you quit the game, no mana regeneration, and enemies respawning when you left an area to restock, I understand not everyone likes that level of resource management, even if I feel they're often misinformed about the tedium of systems like those vs the ones that currently exist.

Modifié par Archereon, 02 septembre 2013 - 04:21 .


#67
Ecmoose

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Maverick827 wrote...

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?



It does answer your question, just because you don't agree with the answer doesn't mean it's invalid.
Wether or not to fight, wether or not to explore and what to explore/fight are decisions you need to make. That's a gameplay device they want. If you fight everything to the point of exhaustion and then can no longer explore, that's your decision. You can avoid encounters, and can find other ways around them and you can choose to plan accordingly. 

That's much different then a health regen check box because it takes away from the tactical decisions you're intended to make while out in the world. It's different from friendly fire because it doesn't scale the tactical gameplay, it destroys it. Health regen would unbalance a game based around it not existing. Standard mooks will be placed to chip away at your health, not obliterate it, so if you have health regen, every battle will be easy except boss battles.

You say you like challenge? Then embrace it. Adding health regen would take away challenge from any but the strongest enemies in the game, which makes everything else a grind. So now instead of the tediousnous of revisting content you missed, you'll be slogging through boring encounters instead. 

Modifié par Ecmoose, 02 septembre 2013 - 04:25 .


#68
Dave of Canada

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Archereon wrote...

Guys, seriously, you are almost certainly going to be able to faceroll your way through this game on the lowest difficulties in spite of the lack of health regeneration,,


Are you sure about that? You can beat Origins on casual difficulty without leveling your companions much, not replacing their gear and just auto-attacking and people still freaked out about how difficult it was.

#69
Biotic Sage

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ag99 wrote...

Biotic Sage wrote...

You won't have to worry about health at all if you play on Casual...

I'm not sure what the issue is here.


If the health is not that big of an issue in casual mode personally I dont have a problem with that  , then I can enjoy  the story. For those who want a challange,  being limited with potions and dont have a health regen might please some ppl who enjoy that sort of thing,  but for me I am not ashamed to admit that I like to take  the "easy" way  and enjoy the story I dont consider my self  a combat God


Exactly.  To me this is more of an issue of game difficulty settings.  If they do a good job with making the easiest setting truly easy so that the player ostensibly doesn't have to worry about ANYTHING concerning health/dying, then the non-regenerating health is a non-issue.  And the easiest difficulty SHOULD make this a non-issue if Bioware does their job right.  Nightmare should be a nightmare for the player and casual should be casual experience.

Modifié par Biotic Sage, 02 septembre 2013 - 04:31 .


#70
Ecmoose

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Maverick827 wrote...

Fast Jimmy wrote...

I'd say if you don't want to deal with the lack of regenerating health (having to manage resources, having to rest, having to backtrack), then it may be a very valid solution to just drop down the difficulty to easy or Casual/Narrative. That way, the amount of damage you take should be relatively minimal and you won't have to worry about it.

Just my two cents - I know I'm going to get blasted for daring to suggest it.

I'll address this again because I think it's an important point and I don't want my response to get burried in a larger post.

I like challenge.  I like difficulty.  I play every game on the hardest difficulty.  In fact, I typically lose interest in a game if I find myself having to turn the difficulty down at any point.  I want each and every individual encounter to be as difficult as possible.  I just don't want the time in between them to be a tedious slog back and forth from the dungeon to my keep and my keep to the dungeon.  

I especially don't want to have to make the tactical decision to skip an interesting looking hallway or chamber in a dungeon because I know I'll be too weak for the boss.  Because, again, I'll either have to slog back to my keep and then back to the dungeon to clear it out, or the more likely scenario is that I'll forget about it entirely and then have that nagging feeling like I've forgotten about something entirely for the rest of the game.

That is the thing. We have not seen the specifics of the system and we do not know how the system works or was written. We would only be sure if we get the specifics of the engine. It could be a case that the engine is amazing but difficult to work for such changes or maybe the system could be even easy to use. It is software, a very non tangible concept that we cannot be sure of until we are exposed to it . However, you are right that woud be the ideal way to make the engine but since we are not exposed to it we can't know.

If adding a single new spell to the game is difficult, then expect it to be pushed back to 2017.


Adding health regen isn't going to give you a situation where all battles matter. What you want is a game balanced around health regen, a decision BW has already decided against. They've balanced the game around a PC being wittled down throughout the area. Even with your health regen toggle, that isn't going to give you challenge.

#71
n7stormrunner

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Dave of Canada wrote...

Archereon wrote...

Guys, seriously, you are almost certainly going to be able to faceroll your way through this game on the lowest difficulties in spite of the lack of health regeneration,,


Are you sure about that? You can beat Origins on casual difficulty without leveling your companions much, not replacing their gear and just auto-attacking and people still freaked out about how difficult it was.


umm.. how could they suck that badly? the only fight that is actually not easy you have to do, your suposed to lose.  

#72
cjones91

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Archereon wrote...

Guys, seriously, you are almost certainly going to be able to faceroll your way through this game on the lowest difficulties in spite of the lack of health regeneration,, so don't worry,, you''ll be able to experience the entire story. While I'd prefer having only one save with regular forced autosaves and manual saves making you quit the game, no mana regeneration, and enemies respawning when you left an area to restock, I understand not everyone likes that level of resource management, even if I feel they're often misinformed about the tedium of systems like those vs the ones that currently exist.

Wait a minute..you want forced auto saves with manuel saves that make the player quit the game?F*ck that crap, I'll take no health regen over that any day.

#73
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You Pro Health Regeners sicken me!

#74
cjones91

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Ecmoose wrote...

Maverick827 wrote...

Fast Jimmy wrote...

I'd say if you don't want to deal with the lack of regenerating health (having to manage resources, having to rest, having to backtrack), then it may be a very valid solution to just drop down the difficulty to easy or Casual/Narrative. That way, the amount of damage you take should be relatively minimal and you won't have to worry about it.

Just my two cents - I know I'm going to get blasted for daring to suggest it.

I'll address this again because I think it's an important point and I don't want my response to get burried in a larger post.

I like challenge.  I like difficulty.  I play every game on the hardest difficulty.  In fact, I typically lose interest in a game if I find myself having to turn the difficulty down at any point.  I want each and every individual encounter to be as difficult as possible.  I just don't want the time in between them to be a tedious slog back and forth from the dungeon to my keep and my keep to the dungeon.  

I especially don't want to have to make the tactical decision to skip an interesting looking hallway or chamber in a dungeon because I know I'll be too weak for the boss.  Because, again, I'll either have to slog back to my keep and then back to the dungeon to clear it out, or the more likely scenario is that I'll forget about it entirely and then have that nagging feeling like I've forgotten about something entirely for the rest of the game.



That is the thing. We have not seen the specifics of the system and we do not know how the system works or was written. We would only be sure if we get the specifics of the engine. It could be a case that the engine is amazing but difficult to work for such changes or maybe the system could be even easy to use. It is software, a very non tangible concept that we cannot be sure of until we are exposed to it . However, you are right that woud be the ideal way to make the engine but since we are not exposed to it we can't know.

If adding a single new spell to the game is difficult, then expect it to be pushed back to 2017.


Adding health regen isn't going to give you a situation where all battles matter. What you want is a game balanced around health regen, a decision BW has already decided against. They've balanced the game around a PC being wittled down throughout the area. Even with your health regen toggle, that isn't going to give you challenge.


Why do you care if he wants a balanced form of health regen?In fact how is no health regen supposed to make the game more challenging?

Modifié par cjones91, 02 septembre 2013 - 04:39 .


#75
Bekkael

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J. Reezy wrote...

You Pro Health Regeners sicken me!


I sicken you? :(