Aller au contenu

Photo

Health regen outside combat is an expected and useful feature


  • Veuillez vous connecter pour répondre
242 réponses à ce sujet

#226
Lux

Lux
  • Members
  • 765 messages

Nightmare has a 10% regeneration, too.

 

Wasn't sure about that. Will update. Thanks. :)



#227
KoorahUK

KoorahUK
  • Members
  • 1 122 messages

Nightmare has a 10% regeneration, too.

Pah, wouldn't have that is Dark Souls. This game is for ******, yall need to grow up.

/s

#228
Muspade

Muspade
  • Members
  • 1 280 messages

Pah, wouldn't have that is Dark Souls. This game is for ******, yall need to grow up.

/s

c81.gif


  • KoorahUK aime ceci

#229
Zatche

Zatche
  • Members
  • 1 221 messages

In large part, it's because I dislike the mitigation options we have. Barrier is both uninteresting and requires way too much investment (as it seems half the Spirit tree is taken up by it), and both warrior taunting and rogue stealth are nonsensical in combat.

Also, the attrition isn't mandatory if you keep running back to camps. And Resurgence is a knight-enchanter spell, meaning I'd have to take Vivienne everywhere if I wanted access to it.


Barrier is the first talent in the spirit tree. If you did have to waste points to get it, that would be a separate issue in and of itself. As are the issues with taunt and stealth. But again, there are other ways to protect yourself spread out across the skill trees. (And a basic heal spell is more interesting than barrier?)

#230
Tytelr

Tytelr
  • Members
  • 94 messages

Barrier is the first talent in the spirit tree. If you did have to waste points to get it, that would be a separate issue in and of itself. As are the issues with taunt and stealth. But again, there are other ways to protect yourself spread out across the skill trees. (And a basic heal spell is more interesting than barrier?)

I think they meant that Barrier seems fairly useless unless you invest in a lot of the spirit tree to improve it.

 

Not having health regen is just fine by me, but it seems to me that Barrier is absolutely necessary to progress through the game on harder difficulties, and that's a bit offputting. I never like being forced to use a very specific build (or in this case, part of a build). :/

 

That being said, the game isn't out yet so we really have no idea how it will actually play next month. Guess we'll see.



#231
In Exile

In Exile
  • Members
  • 28 738 messages

I think they meant that Barrier seems fairly useless unless you invest in a lot of the spirit tree to improve it.

 

Not having health regen is just fine by me, but it seems to me that Barrier is absolutely necessary to progress through the game on harder difficulties, and that's a bit offputting. I never like being forced to use a very specific build (or in this case, part of a build). :/

 

That being said, the game isn't out yet so we really have no idea how it will actually play next month. Guess we'll see.

 

We'll see whether or not it's necessary. In prior games healing (via spells) wasn't necessary to beat the game on nightmare, esp. in DA2. 



#232
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 106 messages

Combat is slower than Origins, just warning you, and take a look at the ruleset before playing, skill rolls are more complex than the usual more known systems.

If it's based on Das Schwartze Auge, I would hope so.



#233
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 106 messages

Kind of surprised you never even tried AP.

The timed dialogue system sounds terrible.  And I don't love modern settings.

Though I'm sitting on a copy of FO:NV myself, which I'm getting to as soon as I finish-- er, get bored with Skyrim.

I found that New Vegas required modding to be playable.  But overall I like it.


  • dekarserverbot aime ceci

#234
In Exile

In Exile
  • Members
  • 28 738 messages

The timed dialogue system sounds terrible.  And I don't love modern settings.

 

The philosophy to the dialogue design is very different as a gameplay element. It's not meant to even allow for the possibility of expression - it's entirely designed to be utilitarian, because the PC is predefined to be a manipulator. 



#235
In Exile

In Exile
  • Members
  • 28 738 messages

But this is the entire point of the combat redesign. Encounters are not designed to wipe the party, so each fight will be "easier" - although I think "nuking into oblivion" is probably exaggerating somewhat based on the combat footage we've seen - but each fight WILL likely have an impact on your health pool and you have a lot of fights to get through.  

This means that each fight must be taken seriously. Just because you will likely beat them, doesn't mean you can take that fight for granted in the way that you  describe, or like you would with easily beatable mooks in a health regen system. You need to make it through that fight with as little health loss as possible because combat is now a distance race rather than a series of sprints.

 

From what I've seen, the same sort of basic tactics that worked in DA:O - keeping distance from the enemies and creating AOE kill zones - will be quite effective in mowing down enemies in this case. 

 

In DA:O, I almost never took damage in a fight. And the idea behind those combat encounter presumably was to allow for the possibility of a full wipe. If DA:I is somehow easier than that, I just can't see how the attrition will work. In BG2 the attrition came from the fact you exhausted your spells, not from the fact that the fights themselves were hard. Basically, in D&D abilities are also consumables. 



#236
Lux

Lux
  • Members
  • 765 messages
Think that plan B for health regen cap should be something like:

Easy: 65%
Normal: 50%
Hard: 25%
Nightmare: 10%

Too harsh as they're intended, imo.

#237
SomeoneStoleMyName

SomeoneStoleMyName
  • Members
  • 2 481 messages

I will be playing on hard on my first playthrought because 25% regen (normal) is way too high. I'm pretty sure the game will be too easy even on hard, so I'm considering hard "practice mode" until nightmare.



#238
Xilizhra

Xilizhra
  • Members
  • 30 873 messages

From what I've seen, the same sort of basic tactics that worked in DA:O - keeping distance from the enemies and creating AOE kill zones - will be quite effective in mowing down enemies in this case. 

 

In DA:O, I almost never took damage in a fight. And the idea behind those combat encounter presumably was to allow for the possibility of a full wipe. If DA:I is somehow easier than that, I just can't see how the attrition will work. In BG2 the attrition came from the fact you exhausted your spells, not from the fact that the fights themselves were hard. Basically, in D&D abilities are also consumables. 

And the punishment will be us being unable to bash things open due to a lack of warriors, if our party is all-ranged.

 

I will say that if I can get something like Gravitic Ring in this game, I'll withdraw my complaints about healing. I'm very glad to have finally played a force mage.



#239
AlanC9

AlanC9
  • Members
  • 35 600 messages

In DA:O, I almost never took damage in a fight. And the idea behind those combat encounter presumably was to allow for the possibility of a full wipe.


I'm not sure I'd make that assumption about wipes. NWN had plenty of filler combat and a wipe was literally impossible for most of the game. Many KotOR combats don't seem likely to wipe you either.

#240
In Exile

In Exile
  • Members
  • 28 738 messages

And the punishment will be us being unable to bash things open due to a lack of warriors, if our party is all-ranged.

 

I will say that if I can get something like Gravitic Ring in this game, I'll withdraw my complaints about healing. I'm very glad to have finally played a force mage.

 

That's an aggravation, but it's like not having a rogue in DA:O - you can really just go back over the area with a rogue. Still, fair enough point. 

 

I'm not sure I'd make that assumption about wipes. NWN had plenty of filler combat and a wipe was literally impossible for most of the game. Many KotOR combats don't seem likely to wipe you either.

 

Right, my phrasing wasn't the best. It may well be that DA:O wasn't designed for party wipes - the poster was just suggesting that health-regen means party wipe design, so I went with it. If DA:O or DA2 were an example of that, the mooks weren't that hard. If DA:I is going to get easier per encounter, I don't think resource management will be achieved. 



#241
Lux

Lux
  • Members
  • 765 messages

I will be playing on hard on my first playthrought because 25% regen (normal) is way too high. I'm pretty sure the game will be too easy even on hard, so I'm considering hard "practice mode" until nightmare.

Easy? We're talking about something that will only happen when combat is over. If one tries again to engage in combat with mostly 25% health on hard, with enhanced enemies, a party wipe is very likely.

Also, I honestly have to congratulate your confidence in gaming prowess based on what you've seen. I don't think a typical player would be on the same level nor have that impression when faced with a less forgiving combat outcome. More leeway on normal would be benefitial to the overall game experience since it would give a less stingy persistent impression on easier levels.

Negative impressions and frustration derived from it, have a way to make people dislike the overall game. Case in point, ME3 ending. One smaller part that poisoned the experience. Not that a game mechanic has anything to do with a major plotline, but the potential is there to some degree of negativity. This based on a visual impression from persistent damage, persistently hindering the experience. No matter the rationale of that decision, the psychological impact to players from a stingy combat outcome throughout the game could be enough to poison the well.

#242
Anzer

Anzer
  • Members
  • 742 messages

Allow me to preface by saying that I've only read the OP and lightly skimmed the other 10 pages, so my apologies if this is just regurgitated opinion.

 

I'm all for regenerating health in many games; however, I'm actually cautiously excited to see how well my planned party fares in longer excursions to the wilderness without infinite health. Like many have said, the game isn't out yet, so holding judgement until we actually have the game in the disk drive would be best. I'll be looking forward to seeing how we all do!


  • Semyaza82 aime ceci

#243
Gothfather

Gothfather
  • Members
  • 1 407 messages

Frankly i am not worried if health regen is an expected feature or not. The only way to progress in video game design is to drop convention and try something new.

 

A few innovative games bioware has done in the past

 

Kotor - Camera angles changing during a conversation, Voiced NPCs

 

ME1 - Voiced protaganists, No ammunition for guns

 

 

Not everyone likes an innovation and not every innovation is retained but the fact that Bioware is always trying to innovate means we get the classic RPGs of their time from Bioware.

 

I am not willing to pre judge the lack of classic healing options on the game until I play it and until I TRY to learn new strategies. I ASSUME i will get into combat and get pawned on hard (i plan to learn the game on hard) until I learn how and what mitigates damage. After i have played I'll see if the changes work.

 

Fear that you might alienate players is a cowardly way to design as it retards innovation. Players are always asking for more innovation but when they get it they always seem to resist it.


  • KoorahUK, Wulfsten et phantomrachie aiment ceci