Empiro wrote...
ShadowWolf_Kell wrote...
Empiro wrote...
The proper way of balancing is to allow players to heal only at certain checkpoints in the middle of a battle (for example, picking up a shield battery pack) or after the battle. Never let players heal based on anything related to time at all.
That's a FPS mechanic that died out years ago. I doubt it'll make a comeback.
It died out, but just because something else popular comes along doesn't mean it's the right choice. I think regenerative health is the lazy choice for game designers, because you don't have to worry about balancing checkpoints and things like that. But look at the problems it leads to -- Vanguards being way more of a challenge, hordes and hordes of enemies, respawning enemies, and so on.
Perhaps, but that becomes more of an AI issue and level design rather than a rush to the next ammo/health cache checkpoint, which is why the system has been dying out. Valve is still stuck in the past, but most other companies have moved onwards. The reason most have moved onwards is that it's a gameplay decision that gives them more latitude on what they can do, rather than build things solely around the caches.
Things will keep evolving I'm sure. Every game design system has it's pros and cons.





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