DaringMoosejaw wrote...
Are static health bars really much of a concern in party-based RPGs where you can just have a mage heal you after every fight? I really don't get how great non-regenerating health is in an RPG because I figure having a mage there fixes it. It's that simple, that's not really hard or a very big secret.
When folks complain about regenerating health, it's usually in FPS's which is a whole other bag of chips because you don't (usually?) have party members who have an easy healing ability to negate it and have to spend your time either playing conservatively or hunting down health kits.
As for the time investment, there's a few things to note in that statement:
1) 'Walk'. There'll be mounts.
2) Did they mean...the whole game put together (they'll be subdivided into zones) or just one subzone?
and
3) You're not going to be walking from the extreme opposite of the map to the other most of the time.
So I imagine it'd be about 3-5 minutes.
You seem to really like this feature whenever you imagine some hypothetical unskilled player frowning at having to travel back to base because they mindlessly rushed their enemies without a mage in the party (which they'll need for bigger boss fights anyway I bet). I'm not sure all too many of those people exist, and I don't really see the massive challenge imposed by forcing certain people to finish things 10 or 15 minutes longer than it took you to do it, if it's just because they had to horse it back to a base.
If a mage negates this whole thing, then it really doesn't matter to me whether this feature exists or not. So I'd find it pointless.
Admittedly when I was considering static health bars in RPGs the Tales series came to mind, but seeing as they also have static mana bars, that tosses that argument.
As far as 15 minutes walk: It was for that specific map, and no you won't be walking from one extrmeme point to the other, but neither will you be walking in a straightline. My point was only that travel with or without a mount could be a significant time sink (as you said) but I don't think that should be a drawback.
I like the feature because I believe it incentives intelligent play and learning to plan your attacks. It's just like any other game where rescource management dictates how much downtime you have between encounters. Do you sit and wait to heal, or do you have a strong grasp of combat mechanics that allow you to wipe out your ememy with minimal damage to your own party. This isn't limited to traveling from base to fight point but from encounter to encounter as well.
I don't count myself amongst the better players, I don't typically play on the hardest settings, but I still enjoy challenging myself where I can and I think the increased desire for battle tactics to limit your wait time, be it for travel or for your mages mana pool to regen, is an exciting prospect. Obviously I'm in the minority here, but I'll stick to my side of the fight.
Modifié par Ecmoose, 02 septembre 2013 - 06:11 .





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