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Limited resource mechanics


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#1
The Night Haunter

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As you may be aware, in Dragon Age Inquisition our parties health will not regenerate outside of combat, we will only be allowed to carry a limited number of potions, and dev's have hinted that mage healing will be downplayed this time around. This is quite intriguing information on its own, but it also leaves a lot of questions unanswered.

 

1) Will mana/stamina regenerate outside of combat?

1A) If this is the case, can we simply wait for a while between fights, allowing our mages to max out our party?

1B) If this is not the case, will mages have some abilities that they can use to regenerate mana in combat, or do we have to 'save up' our mages for the toughest fights so that they don't run out of mana during an important fight?

 

2) Injuries - In DAO and DA2 falling in combat resulted in our characters becoming injured. In DAO this could result in any of a number of fairly minor debuffs, but could stack until we had all of them, proving a major hindrance if left unattended. In DA2 this resulted only in a loss of max hp and had a cap on the maximum effect. In DAI will we not only not heal between combats, but also grow weaker if we fall?

 

3) Mage Healing in general - What has been done to tone down the mage healing in DAI? Will healing spells be fairly expensive, and thus only used as a last resort? Do they have a maximum effectiveness (i.e. heals companions to a maximum of 70% of their total health, which coincides nicely with the lore we know about healing. In the books it never makes the character jump up and ready to go like nothing had happened, it simply restores them to a non-incapacitated state)?

 

My personal thoughts on these:

1) I think having mana and stamina also not regenerate between fights could have both pros and cons.

Pros: It would make us think not only tactically about fights, but strategically about our whole expedition. Do we want to tackle this super tough enemy, possibly draining our stamina and mana, leaving us vulnerable to any future enemies we encounter?

Cons: It could make the 'filler' fights even more drawn out. If you know you are going to win are you going to waste stamina and mana that can only refilled from potions (and maybe some special abilities - second wind) on these weak enemies when a stronger enemy may lurk around the corner? This could make these fights very repetitive as we just stand there auto-attacking to preserve our resources.

 

2) A possible compromise between allowing mana to regen out of combat and allowing our mages to heal at any time is to have a punishing injury system. Instead of only recieving an injury upon falling unconcious, if we get a minor injury when a character reaches critical health, which would become a major injury upon actually falling unconcious, we would have to make the choice of healing during combat to prevent these injuries and casting more offensive spells. This of course could be disabled on easy mode (a la DA2).

 

3) As I stated above I find the idea of healing spells having a maximum effectiveness to fit well with the lore. When character A is injured then healed after the fight in a DA book he isn't at 100%, he's at more like 70-80% of his/her best. By allowing mages to heal out of combat, but limiting the effectiveness of their heals by not allowing them to raise a companion above 70% total health, we can keep regenerating mana and not make the whole no regenerating health mechanic feel like a gimic that only effects those players who actively want it to.

 

 

What are your thoughts?



#2
Ibn_Shisha

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I'm not really thrilled about the whole idea, tbh.  I play BW games for the stories and characters, not strategically challenge myself by thinking about the course of battle throughout the rest of the game and how best to apportion my resources.  If I wanted that after a 12-hour work day, I'd be playing HoMM still (or whatever they call it these days).  Still, someone (BW) somewhere on the forum said something they are taking into account difficulty levels and playstyles, so hopefully it's somewhat flexible.


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#3
fchopin

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I don’t think there will be any problems as I think the healing will be similar to previous games apart for the very difficult levels.
I think there will be very little difference in the easy difficulties.
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#4
Al Foley

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I agree about the levels of difficulty it should varry wildly.  Like a story/ casual mode should go as far as letting you heal your characters after you get out of combat.  It could just get tedious for a lot of players to have to back track all the time because they are running out of health or what have you and not everyone has a lot of time to just play games, so making a casual mode or some sliding scale where you can make certain aspects of the game very difficult and others easy would be most welcome. 

 

As far as stamina, since I wondered this too, I looked back at the demo from PAX they showed a while back and your stamina mana was definitly regeneration, now this was a while ago so they can change your mind but there is NO reason for stamina/ mana to not regenerate given that in real life at least if you want to get your 'stamina' back all you need to do is take a moment and a breather. 

 

As far as Mage healing, I like your mage cap healing idea, with differences in difficulty, but how is this for an idea:  Your mage can heal you up to one hundred percent if they want to but it is diminishing returns, depending on whatever factors the Devs develop you can do it once or a couple of times at 100, and then it falls to 90, then 80, then 70...then etc.  Which again as far as you have described the lore should fit. 


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