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Have you thought of the economy of healing?


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55 réponses à ce sujet

#26
deuce985

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It's a really puzzling mechanic. On one hand I can see why Bioware would do it and if done correctly, it can add a strategic/tactical element to the game. However, I just can't get past thinking it's going to be a bad design decision based on everything they've said. If you have limited pots and only mages are the alternate way to heal, I think that's kinda bad design. The reason being is you'll be forced to take a mage with you at all times to offset the lack of pots. If they're limiting healing on mages too then that means you will have to pick and choose more encounters or force the player into a TON of backtracking to the keep in order to heal. Backtracking is really bad design unless it's done in the same way the Metroid games do. I don't want to run back to the keep just to heal myself and then progress forward then run back to the keep. That sounds very tedious...especially for a game that seems to be promoting so much exploration to the player.

 

I'm hoping they have some kind of alternate way to give the player extra pots or something. Maybe have small Inquisition camps setup between points where you explore in the big maps. You can kinda view them as checkpoints of sorts? I think that's the most logical way to do this without it being so tedious you have to backtrack a lot. Basically, you'll have limited healing/pots between these checkpoints so you have to pick and choose encounters until you reach those points. It will be like a breath of fresh air similar to how the old Resident Evil games were when you reached the typewriter rooms? Anyways, this is the feature that has me most worried about DAI's design. it's a boom or bust type of design decision. I don't see much middle ground for it.

 

I would hope Bioware understands this. I do think they have something up their sleeve we haven't seen yet.



#27
bjuandy

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I think they'll implement a Dragon's Dogma-style health system, where each hit reduces the overall amount of health that can be healed by spells. Healing items like potions will restore overall health, making players plan their expeditions from their hub and make sure they are well-supplied. Add a weight system to limit the amount of items one can carry, and you have a functional limit system that ensures people don't spend an indefinite time in the field.


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#28
n7stormrunner

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I think they'll implement a Dragon's Dogma-style health system, where each hit reduces the overall amount of health that can be healed by spells. Healing items like potions will restore overall health, making players plan their expeditions from their hub and make sure they are well-supplied. Add a weight system to limit the amount of items one can carry, and you have a functional limit system that ensures people don't spend an indefinite time in the field.

 

from what I've see I can say  nope, on the grounds they said you have a limited number of potions period..

 

and dragon dogma system is largely pointless enough small nuts can keep you alive forever.. and I've yet to buy a potion. after about 20 hours of play. no planing needed at all.

 

I foresee this change largely being annoying to most.. except a die hard old school gamers who get confused about the meaning of the word tactical.



#29
Swoopdogg

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Even if healing spells are limited, I expect you can just wait around after a fight and just heal everyone one at a time (if you're really low on the ol' hp). I can't see how they can limit it other than making the recharge time longer. Maybe for during combat, you have a set number of times you can use it? But I wouldn't really like that at all.

 

Personally, I'm not a big fan of the whole no health regen thing, because I love fighting as many enemies as I can. I'm going to be somewhat restricted on it this time around, apparently.

 

I may have to bring 2 mages because of it.


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#30
Swoopdogg

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I hope they at least have a setting that allows you to turn on health regen, maybe like a casual mode? I don't care about playing on casual. Dying isn't fun.

 

Although I don't see them having something like that.



#31
n7stormrunner

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I hope they at least have a setting that allows you to turn on health regen, maybe like a casual mode? I don't care about playing on casual. Dying isn't fun.

 

Although I don't see them having something like that.

 

health regen will be limited based on difficulty 25/50/75 for easy/normal/hard or something like that.



#32
Wolfen09

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maybe it wont be a pure heal spell at all, maybe just a regen spell to help speed up health recovery, but no insta heal



#33
St. Victorious

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Perhaps it's something as easy as healing spells will take take you to the top of your current health threshold but can't exceed it. Healing potions can restore greater amounts and exceed the threshold. That's simply and would work.
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#34
Nightdragon8

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well here is how its going to be. for non timed events (events that have a time limit) Here is what is going to happen, going to clear all the mobs and stuff and when a boss comes up, the group will travel back to the nearest "safe zone" and camp there, get full health run back to the boss

 

While with timed events its going to be more about potion management and health management.

 

So it would be a way to pad out the game time people will play teh game.



#35
9TailsFox

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I don't see problem.

DA:O Heal cd 5s

DA2 Heal cd 40s

DA:I heal cd 40min.

 

Do you even math. :lol:



#36
Cigne

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No injury kits; you either hoof it back to camp or change to easy mode.
If you've started a quest that's timed you won't get be able to get the best outcome unless you finish it on the difficulty level you started with.

#37
Maferath

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Perhaps it's something as easy as healing spells will take take you to the top of your current health threshold but can't exceed it. Healing potions can restore greater amounts and exceed the threshold. That's simply and would work.

That is my guess as well. Limiting healing out of combat through cooldowns would not work, since you could just wait it out.

 

It's also consistent with the lore that common healing spells should not instantly erase a grave injury.



#38
9TailsFox

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That is my guess as well. Limiting healing out of combat through cooldowns would not work, since you could just wait it out.

 

It's also consistent with the lore that common healing spells should not instantly erase a grave injury.

In the comics mage grew back dwarf arm it was not fully grow just half size but still.



#39
DanielCofour

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Okay so health doesn't regenerate or it regenerates to only a certain amount based on difficulty, or it regenerates slowly based on difficulty. They've been pretty wonky about the specifics(theys being Bioware). Mana does regenerate normally on all difficulties, but Bioware did specifically state that you won't be able to spam healing spells. How will this be achieved... I don't know, they didn't say. But they did say that it's not possible to exploit the healing abilities of mages. 



#40
deuce985

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Okay so health doesn't regenerate or it regenerates to only a certain amount based on difficulty, or it regenerates slowly based on difficulty. They've been pretty wonky about the specifics(theys being Bioware). Mana does regenerate normally on all difficulties, but Bioware did specifically state that you won't be able to spam healing spells. How will this be achieved... I don't know, they didn't say. But they did say that it's not possible to exploit the healing abilities of mages. 

 

That sounds to me like they're going to have combat cooldowns similar to what Dragon Age 2 did but not allow you to use healing when out of combat. I sure hope they put a lot of testing in this area because by the sounds of it, this could potentially be an extremely annoying feature. I could see the Dragon's Dogma system working as someone above mentioned. I could also see something similar to Dark Souls in that you have a limited amount of Estus Flasks until you reach checkpoint bonfires. You then refill to the top your quantity of flasks. At any bonfire you can kindle the flame and increase the limit of flasks but in order to replenish past the default 5 allowed, you have to be at that bonfire with up 20 flasks total. I could see a system similar to that.

 

Possibly replace bonfires with Inquisition camps spread throughout the maps. Be like small camps with agents and tents with crafting areas+replenish supplies. I think they did say you will not be able to craft anywhere so it would make sense small workbenches in camps are spread around. These camps could be a relaxation point for the player and maybe we can also interact with companions?



#41
andar91

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For all we know, healing magic can only heal us up to 50% health or something like that. That way it's helpful, but it still doesn't really replace good ol' fashioned rest.



#42
Urazz

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One way to limit healing spells outside of combat is to only limit them to be casted while in combat.  That or make mana regen not happen while out of combat so you can only heal up so much with healing spells.



#43
SofaJockey

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This has to have received some intensive testing and balancing.

 

There is little point reviving the value of tactical battle planning and destructible locations if your tank is just going to bludgeon through every battle with spam healers at their back.

 

If I read it correctly, health recovery will be more generous on a 'casual' setting, so if you want to spam hit and spam heal you probably can to a point.

 

But on normal and harder difficulties, Ser Spamalot will quickly become Ser Deadalot if they fail to consider the tactics of their team and the battlefield.

 

The detail of it I suspect we will just have to wait and see how it is balanced.



#44
Inprea

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One way to limit healing spells outside of combat is to only limit them to be casted while in combat.  That or make mana regen not happen while out of combat so you can only heal up so much with healing spells.

That first one does not work. All you have to do is kill all the enemies except one and then crowd control them. While they're locked down you heal your entire party and then you kill them.



#45
Tajerio

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That first one does not work. All you have to do is kill all the enemies except one and then crowd control them. While they're locked down you heal your entire party and then you kill them.

 

People could always, of course, exercise restraint and not do that.  I for one definitely don't like to play that gamey style.



#46
Wulfram

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People could always, of course, exercise restraint and not do that.  I for one definitely don't like to play that gamey style.

 

I don't like being messed about by a gamey mechanic like not allowing healing outside of combat.

 

Shadowrun Returns had it so the healing spell only healed the last injury you recieved, which wasn't so bad a mechanic.  Though it has some odd effects, making the a fast hitting SMG more dangerous than a slower, big hitting weapon.  And it doesn't really make a huge amount of sense I don't think.



#47
andar91

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What if injuries come into play more? Like, what if we get an injury like always, and it drops our max health by 10%. You can still be healed up to full by healing magic, but not past an injury? So essentially, your health gets slowly chipped away and the only thing you can do about them is to use an injury kit (which would probably be limited) or returning to camp.



#48
yawnandshrug

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I expect health potions to work like injury kits and for health to only regenerate up to a certain threshold ala Mass Effect 3. Thing is I'm concerned as to whether health pots are automatically replenished or if you have to actually buy them. Games like Dragon Age with finite money tend to be the bane of consumable based play as you always have to worry about whether the temporary effects of a potion truly outweighs saving up for that new sword. Personally I'm just hoping that Bioware remembers to give us some way of farming infinite gold 



#49
In Exile

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I expect health potions to work like injury kits and for health to only regenerate up to a certain threshold ala Mass Effect 3. Thing is I'm concerned as to whether health pots are automatically replenished or if you have to actually buy them. Games like Dragon Age with finite money tend to be the bane of consumable based play as you always have to worry about whether the temporary effects of a potion truly outweighs saving up for that new sword. Personally I'm just hoping that Bioware remembers to give us some way of farming infinite gold 

 

The thing is, games with finite money usually just have their item drops give gear powerful enough not to justify ever buying gear. 



#50
Chibi Elemental

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I am interested in hearing how they are going to go about this, but not going to make any assumptions till I hear more. Hopefully we will get more info on this at E3.