I wouldn't say so. Traveling there by boat from Summerset Isles or Valenwood isn't far fetched, I'd say. Personally hoping for Valenwood in the next game myself.
Lets talk about Auto Healing After Combat
I found it very unimmersive for health to auto full after each battle, like teso.
I agree Magica and stamina, should regenerate on specific ammount of time but no for health
Health should only be increase by magical healing (faster way), or medical healing (time consuming)
Logically after combat, player will suffer things like broken bones, wound, internal wound, poison, burned, all this can be cure fast by healing or be cure by medical (more time to make hp full)
For this to work, every player should have healing skills, or carry potions, but potion has weight and cant be spam, it has item delay.
After the condition has been removed from healing or medical, (broken bones, internal wound, small or serious wound) sitting action will make health regenerate over time.
I have to say that regenerative health is bad in The Elder Scrolls V: Skyrim and wish it never existed.
In Fallout 4 apparently Bethesda Game Studios didn't give the Player Characters (PC's) regenerative health at all. You can only heal by eating food, sleeping, etc.
I like the idea of health thresholds, where health auto regenerates, only to a certain amount. For instance if it was in quarters, if your health went down to 60% it would only heal up to 75%, and if your health went down to 40% it would only go up to 50% etc etc.
You could start off with a high number of thresholds, thus regeneration would be low. Then as a perk or something, you could reduce the number of thresholds, meaning better regeneration.
I will add that the speed at which it regenerated in skyrim was way too fast. It should be slower. Perhaps 1 health point per every 10 - 20 seconds outside of combat.
I don't think we'll see spell making ever return. It was a little too prone to abuse, even though it was undeniably fun to make your own spells. I am surprised Skyrim disappointed you so much, unless that is just a bit of hyperbole. I think I became less impressed with Skyrim as I played it and all the little flaws started to become more and more noticeable, but overall I thought the game was amazing. Certainly one of my most played of last generation, even if it wasn't masterpiece level like Bioshock.
The samey stuff is also probably here to to stay, although my hope is that if they have continued to grow their team, they will start to get enough people that they can dedicate a good number to just make stuff, so the world will feel like it is more varied in terms of weapon/armor aesthetics, creatures, and so on. I do hope they drop the formulaic dungeon lay out that you mentioned, but if Fallout 4 is anything to go by, it will probably remain a component of the game.
What they should do is make it so you can fast travel to the entrance of whatever dungeon or location you are in. This works as a short cut for the players who would rather not waste the time and still maintains that immersive quality for players who are sick of having some secret 3 lever shortcut to the beginning of the (usually) fun and winding dungeon they just tore through.
I like this idea as well. With what they did in Fallout 4 with stimpaks, I'm very hopeful we will get a potion drinking animation and that potions will work over time only. If health regen were off the table, it would make a good perk or race bonus. Maybe Argonians could have a very, very small amount of health regen and the restoration skill tree could have a perk that provided small health regen.
I don't understand why people had a problem with the health regen in Skyrim. It was way, way too slow to be meaningful in any way other than healing scratch-damage you might have incurred.
Dude with the normal health regen I could watch my health regen in combat during blocking.....its like the Dovahkiin is actually trollborn.
Disable HP regen by default, and have food enable it for a few in-game hours along with other bonuses specific to the food item. (in a survival mode, hunger could work like radiation damage and reduce your max health, thirst for stamina)
So, one problem with magic in all of the games that I haven't seen talked about a lot: menu clutter. You amass quite a collection of spells as you progress; Mages end up spending a lot more time in menus swapping out between buffs, conjurations, debuffs, direct-damage spells, healing, wards, etc. Maybe you won't swap between all those types of spells in one fight, but my point is, it's not very smooth. I think a few quality-of-life improvements to the interface would go a long way (why did it take then until Skyrim to organize spells by schools?), but some major changes to design would also help this aspect out among others.
To start, a circular type favorites menu like Dishonored would be a lot faster to use than a list like Skyrim, even if it had fewer options.
Second, a lot of fire-and-forget spells (the ones that add an on-self effect with a duration, like Oakflesh, Candlelight, Flame Cloak, or even Conjuration spells) will almost never need to be cast twice in a row. So, any time you cast those kinds of spells they should auto-unequip themselves and take you back to the last thing equipped in your hand (be it a different spell, a shield, a weapon), instead of you going right back into your menu and equipping something else. Healing spells could do the same thing; it might be inconvenient if you needed two casts of Fast Healing to recover all of your HP, but ultimately I think that happens a lot less than switching your spells for a quick heal and immediately going back to fireballs.
For streaming spells, particularly on-self ones like Detect Life, Clairvoyance, Healing, or Wards (Invisibility should also be moved to this camp, but w/e) should be more like a toggle - hit the button once and we start casting it, hit it again and we stop. Spells like Flames or Wall of Storms shouldn't change, though.
Then, add charging to spells. The longer you charge a spell, the more magicka it'll cast and the more effective it'll be; they could even add an over-charging functionality where if you charge a spell for too long you lose control and it backfires on you (with a longer-lasting penalty to your max magicka). Would be a good way to add some multipurpose to spells, which means switching them less often - if you're running low on magicka, charge your current spell less instead of switching to a cheaper one. Would also add some new stats to crunch in the character system - charge-up time, overcharge time, backfire damage.
Finally, just overhaul spellcasting and bring back spellcrafting, with way fewer base spells but enough customization options (spellcrafting!) within them to cover all possible spell effects. Every spell would have damage/cost options to govern how powerful the spell is. A single streaming Destruction spell could have options for the element, the range/cost ratio, and additional effects like lingering damage, soul trapping, disarming. A single projectile destruction spell could have options for the element, the bonus effect added to a fully-charged spell (freezing, staggering, disarm chance, area-of-effect, soul trapping, Fear/Frenzy effects). You could roll Night Eye, Clairvoyance, Detect Life (and Dead, and Detect Aura), and a Detect valuable item effect (similar to Fallout 4's Scrapper perk) into a single base spell where you can customize what you see and how you see it, getting costlier the more effects you add. Less menu clutter is just the side-effect of doing this.
Logically, food does not heal you, give buff, yes.
Disabling Health Regen at default is too simplistic. It's not an all or nothing system, Farcry has already resolved the health regen problem years ago, there's no reason not to embrace the model which offers both, while at the same time being a bit more realistic.
Magic is another problem... Old School spell crafting was a huge contributor to spell clutter. But adopting a Dishonoured or Dragon Age type menu is just going to serve to restrict magic more than it already has been, or create a confusing and imprecise selection wheel. Neither of those are really favourable outcomes. Using such a mechanic as a more functional favourites list probably the best we can get out of it.
I do agree however that some spells, such as Oakflesh, Candlelight, Water Breathing etc; should be 'Constant' effect and persist until you dispell them (by casting them again to turn them off) at a penalty to your maximum magicka. That said, it shouldn't be extended to all self-cast effects. Things like Invisibility, Chameleon, Levitate, Passwall etc. all have their biggest problems in the ability to over-use them without consequences. Keeping them as channel effects, which allows Bethesda to better design around their use. It keeps them somewhat predictable and regulated.
Also... Leave the old version of Spell Crafting dead. It's a waste of effort, not even moderately lore-friendly, contributes to uncontrolled list clutter, and is far, FAR too abusable. Instead, divide it into 2 systems. Augmentation, and Weaving.
Augmentation allows you to add 'power ups' to spells, similar to how modding works in Fallout. Increase a spells damage, decrease it's magicka cost, decrease the light it gives off, give it a delayed reaction etc. Because you're altering the base spell, you aren't creating a new spell instance to clutter up your lists, and you're also keeping the basic spells relevant longer. At the same time, you're not compromising the ability to tweak and play with spells.
Weaving is less about tweaking your spells, and more about combining effects. Basically, you just cast 2 spells (with a like-delivery) in one hand at the same time, Augments and all. Fiery Ice-Spikes? Heal and go invisible at the same time? Run 2 different types of Wards? Want a Dremora to burst out of a Fireball? It highlights the most useful function of the old Spell Crafting without the same idiotic abuses.
See dude if I cut you even if it is just a small wound it is not gone after an hour nor is a bruise gone...It is not more realistic at all.
If you think that the 'Health' system purely represents major damage, you have a very one sided image on how injuries work. Scraqes close up quickly, bruises go numb and stop impacting your movement, impacts go tingly and then get back to normal. There are a LOT of forms of 'Damage' that are temporary in their impact.
Or should we only be representing severed limbs?
Minor, often superficial damage, CAN ramp up quickly to amount to serious injury. You can die to a million paper-cuts, so long as they're delivered fast enough. But those same minor wounds close up quickly, and stop impairing your ability, quite quickly. A solid hit can leave you numb for a few seconds without breaking anything or getting through your armour, or a little nick burn worse than a severed limb, but they have no LASTING effect. That numbness isn't going to leave you vulnerable all day, nor is that nick going to risk you bleeding out.
That's why the system used in the last 2 Farcry games (and possibly Primal, haven't actually played it) is so much more useful. It allows you to represent more types of damage, and damage interactions, and going all or nothing with regeneration. There's literally no reason not to use it, beyond "Emergerd, regeneration is for NOOBZ!". It's more realistic, it's more strategic, it helps manage heal-spamming, and it's more forgiving in a pinch.
This idea reminds me of D&D metamagic. What do you think would be a good way to get these features? I can think of three possibilities off the top of my head: getting the augmentation by selecting a perk, getting the augmentation by acquiring a spell that has it already, or including augment books similar to Skyrim's spell books.
Regeneration to a point is more realistic than both extremes of being fine after nearly dying with a short rest on the one hand and that paper cut never healing without magic or potions on the other.
Honestly, I'm perfectly content with the old school health bar, and I think its really unlikely that we'll see anything within the realm of what Far Cry did. Honestly wasn't a fan, so I'm okay with that.
I'd like to see the idea of Daggerfall's First Aid skill reintroduced in some capacity, namely that it dictated how much HP you would end up restoring upon resting and what not. It'd provide at least a non-magical method of healing and rely a relative amount of investment in order to see worthwhile gains. It'd be more interesting to see that idea combined with how Companions work when they're struck down.
It was a way to circumvent the free "wait to heal" option previous games, but made the mistake of being too damn fast. You could reliably count on your regen to restore a sizable chunk of your HP just by outmaneuvering the enemy, rinse, and repeat until the creature was dead. By the end game, scratch damage couldn't pile up over time, and the only things that could feasibly kill you were enemies that could wipe you out with one giant blow.
That sounds pretty bad. So if you take 32% damage, you get filled back up to 100% health. But if you take 33% damage, you don't get filled up at all. Pretty annoying for there to be that magical point of damage that prevents auto-healing back up through that threshold.
It's more like, you take 32 points of damage, and heal back up to 100, but if you take 33 points of damage, you don't heal. It's not % based, its point based, so you need to take X point of damage for it to have lasting effect and require some sort of medical attention.
Within Farcry, it's functional, but a more RPG driven system could make the basic system so much more. Being able to use perk, traits and even attributes to define not only the maximum health pool, but the value of regeneration milestones, dramatically increases the use of Health as a strategic resource.
A better system would probably be one that lowers your maximum health by a percentage of the damage you take, rather than having specific milestones. There could be perks, buffs, and debuffs that alter how much of a percentage of incoming damage is made "permanent".
But as a consequence, I think restoring your maximum health should be a bit harder to do (comparatively speaking), since it'd be easier to restore up to that lowered max. Additionally, for companions, they could be considered merely knocked out when their health reaches 0, and only truly die when their max health hits 0 (I don't like immortal companions all that much, but short of huge advancements in AI, real-time melee combat is going to cause them to be in an unfairly high danger of dying).
I don't like regenerative health in any video games at all.
The only video games I like regenerative health is the Halo video games and the Mass Effect video games because they are set in the future where you have nano technology that exists that can heal you from the inside.
Regenerative shields for the Halo video games and the Mass Effect video games are also ok because of the plasma force fields or whatever that exists in the future.