Do you want Health to regenerate automatically?

Post » Sat Feb 19, 2011 5:29 am

I'd like to see it regenerate when sleeping, eating, drinking.. stuff like that. But I don't think it should while running around. If it does it should be pretty slow I guess. Not sure..
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Jessica Nash
 
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Post » Sat Feb 19, 2011 5:14 am

As a perk or enchantment, yes. Such as the Monocyte Breeder implant on New Vegas (expensive and slow), or Rad Regeneration perk in modded Fallout 3 (works only when radiation is >400 which has it's own downsides), and more familiarly, an enchantment from a runeskull in modded Oblivion (that is too good though since it has no downsides). By default, no.

Healing potion/spell management is what makes the game exiting, like in my FCOM Oblivion i'm stuck in the lowest level of Vilverin with no healing potions left, i'll have to manage to run past the spectral warriors in the final chamber, run into Imperial City and pray the Nine they don't follow me that far. Exciting :)
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MatthewJontully
 
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Post » Fri Feb 18, 2011 7:28 pm

1 Health Point each IRL minute would be fine, not more than that. We have to remember here, that we heal IRL, but slowly. So why not implementing REALLY slow health regeneration in TES, and I mean really slow. I voted for the 2nd option.
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Cheryl Rice
 
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Post » Fri Feb 18, 2011 10:33 pm

This is a great idea, but only if it's slow.
I don't want to be able to kill an enemy, hide for 10 seconds to be fully healed and kill another enemy.
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Laura Shipley
 
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Post » Fri Feb 18, 2011 7:13 pm

I like the idea of healing up while you rest... that's about as far as I would take it.
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Jack Walker
 
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Post » Sat Feb 19, 2011 7:52 am

Yes. Really slow. Like in real life. Faster by food and drink, sleeping and potions. Also add blood loss and broken limbs which would not heal by themselves. We can have "cloth to bandages" thing. Potions could be a necessity and healers too. Yes, much more realistic. And locational damage. Just a reward system. The current non-regeneration state could be the ultimate punishment and with all those up and downs it will be realistic and balancing. I want it.
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Jamie Moysey
 
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Post » Sat Feb 19, 2011 12:34 am

Now that i think of it, it might be a good idea, but only if there is a maximum amount of health that can be regained through this kind of regeneration. Like 10 different meters of your HP and regeneration could only heal one of them back to full, going over it would require potions/sleeping/restoration magic. This would keep you, no matter how hard a battle it was as long as you survive, at a minimal of 10% of your HP a few minutes after the fight. That could work
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Sarah Bishop
 
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Post » Fri Feb 18, 2011 7:42 pm

No, I think having to sleep, take potions, or use spells makes combat more tense. Even if you defeat one enemy, you can't just wait a few minutes and be at full health for his friends. Regen health would make all of these elements of classic elder scrolls gameplay (except sleep) essentially useless.
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Jessica Lloyd
 
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Post » Sat Feb 19, 2011 7:21 am

Gamers today are so lazy. :shakehead:

Anyhow, I'd not like it one bit.. it's an RPG not an FPS.


Okay I gotta ask, What FPS games are you people talking about?? I have never played a platformer/shooter type game with regenerating health, but it has been a part of most RPGs that I played. The original Fallouts had it, for example. I got mods for both Morrowind and Oblivion that added it and I made my own for Fallout 3. Regenerating health has never felt like an instant god-mode feature to me, restoration spells on the other hand do feel like cheating in my opinion.

I'd say that this would be a good idea for a perk. Maybe one that has a minimum Endurance requirement of say 50, but it should be available from the start. It would only work when not in combat and only regenerate an amount of health equal to 1% of Endurance and only happen once every in-game hour. Then as you level up there could be one set of leveled perks that boost it by another 1% per perk level and maxes out at 5% of Endurance, there could be another set of leveled perks that shortens the wait time by 10 minutes per level. This way if it's really important to a player to have regenerating health then they could have it, otherwise if you feel it's cheating somehow then you don't have to waste 10 perks on it.
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Rach B
 
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Post » Sat Feb 19, 2011 7:54 am

No, i'm fine with the large variety of healing options we already have
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Marquis T
 
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Post » Fri Feb 18, 2011 6:44 pm

I could deal with it at 0.1 HP per minute or slower (perhaps that as a MAXIMUM rate at 100 endurance), IF you were well fed (at least once per day). At that rate, you'd be able to regain a couple of points over the course of a long hike back to town, but no more than that. It wouldn't repair locational damage, merely hitpoints. Running out of food would lead to the loss of natural healing. Preferably, this would be done with a more realistic timescale, as in 8:1 instead of MW's and OB's hurried and annoying 30:1 pace, so eating once or twice in a 2-3 hour playing session would be sufficient.

Similarly, recovering Magicka on the fly should be lethargically slow, not like OB's "quick recharge" in a couple of minutes. A deeper pool with a much, much slower regen would be better than the shallow pool that refills itself completely in only a couple of minutes. MW's deeper pool allowed you to throw a handful a fairly decent spells in a row without running dry, but with NO regen, you then had to go home and sleep for 16 hours, or something equally ridiculous. OB's shallow pool and fast regen only allowed a couple of spells, but then you just had to block or parry for the next couple of seconds until you had sufficient magicka to recast. It took away the "long-term strategic" aspect of using magic, and saving it for the proper moments.

Having rapid healing, along the lines of a couple of FPS games, would be a huge NO!!!!!
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Ross
 
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Post » Sat Feb 19, 2011 6:56 am

I'd say yes but there should be like...four quadrants to your health bar. when you get to one, you sustain an injury and can't heal past it until you dress it or something.
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Krista Belle Davis
 
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Post » Sat Feb 19, 2011 8:33 am

I`m not for regenerating health, it would really break the immersion for me and reminds me of these action rpg`s that use that kind of system.
I would be quite happy with regenerating health by potions, dressings and sleep.
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yessenia hermosillo
 
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Post » Sat Feb 19, 2011 5:19 am

Now that i think of it, it might be a good idea, but only if there is a maximum amount of health that can be regained through this kind of regeneration. Like 10 different meters of your HP and regeneration could only heal one of them back to full, going over it would require potions/sleeping/restoration magic. This would keep you, no matter how hard a battle it was as long as you survive, at a minimal of 10% of your HP a few minutes after the fight. That could work

I'd say yes but there should be like...four quadrants to your health bar. when you get to one, you sustain an injury and can't heal past it until you dress it or something.

That would work. You'd still need the other restoration methods, but you wouldn't fall in a fight just because the last one left you with just 1 HP.

Similarly, recovering Magicka on the fly should be lethargically slow, not like OB's "quick recharge" in a couple of minutes. A deeper pool with a much, much slower regen would be better than the shallow pool that refills itself completely in only a couple of minutes. MW's deeper pool allowed you to throw a handful a fairly decent spells in a row without running dry, but with NO regen, you then had to go home and sleep for 16 hours, or something equally ridiculous. OB's shallow pool and fast regen only allowed a couple of spells, but then you just had to block or parry for the next couple of seconds until you had sufficient magicka to recast. It took away the "long-term strategic" aspect of using magic, and saving it for the proper moments.

I'm actually replaying Morrowind right now and I've modded in a ring with a constant "Restore Magicka: 1pt" effect - basically it imitates what you described: a deep magicka pool with very slow regeneration (at high levels, when the pool is 150-200). And I have to say that it's tolerable, even comparing it to Oblivion's rapid regen. You get to cast 4-6 significant spells, but afterwards you have to either run away or go into melee, because regenerating to a single spell takes about a minute of real time. However, while you travel or explore a dungeon without casting spells, the pool restores itself to full over time, eliminating the "potion or rest" annoyance of Morrowind.
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Gen Daley
 
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Post » Fri Feb 18, 2011 6:38 pm

I don't even want health to return when you sleep. I want it to be like New Vegas (hardcoe mode)

However, there needs to be other ways to heal yourself besides potions and magic. Bandaging, first aid, whatever.
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Nathan Barker
 
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Post » Fri Feb 18, 2011 10:53 pm

Maybe when sleeping in a bed, but absolutely not when just exploring or waiting, I don't want this to turn into "Oh god my hand is hanging by a piece of string! *PRESS T* - full healrth"
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Rachel Eloise Getoutofmyface
 
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Post » Fri Feb 18, 2011 10:48 pm

Eating food should restore reasonable amounts of health over time
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NAkeshIa BENNETT
 
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Post » Sat Feb 19, 2011 12:08 am

It's a bad idea to have health regeneration, even the waiting 1 hour in Oblivion was bad and I hope it's like Fallout in that department. Now using Restoration Magic, Sleeping for a couple hours, or drinking a Health Potion is different from Health Regeneration, I want those type of things in to recover your health but not Health Regeneration it would make the game too easy.
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Angela Woods
 
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Post » Sat Feb 19, 2011 12:15 am

Take Fallout New Vegas, on hardcoe mode, for example:

If I buy or scavenge a reasonable amount of Doctor's Bags (heal crippled limbs), Stimpacks (heal HP), Hydra (temporarily heal crippled libs), and Med-X (you take less damage), I can take on multiple dungeons and it acts like a 'buffer' allowing me to scavenge more items, making it possible to fight continuously without visiting town - IF I am good enough at picking my fights. If I go in ill-prepared, however, I will suffer. Preperation for, and evaluation of, each situation are very important.

If I train my medical skill, I get more healing out of each individual stimpack, making them last longer. If I train my Mercantile skill, I can afford to buy more healing items for the same amount of caps. If I sneak around, I will require less healing anyway. And if I am a straight 'tank', I need to use armour, positioning or quick kills to avoid situations where I am being shot at from all angles for extended periods of time. If I survive the combat, I am still punished through the game's economy for taking so much damage, in that I need to use expensive stimpacks and doctor's bags.

Taking large amounts of damage is A BAD THING in FO:NV, even if I survive the combat. I feel that this makes combat a lot more interesting, and also that it accentuates the importance of non-combat skills even in a game where there is a lot of fighting.


But, but... That forces me to *think*. Who the hell wants that in a FPS? It's not like this is some RPG. I just want to kick ass with my magical sword, since I will regenerate health and magicka and stamina automatically, without any respect on my well being. Bad idea, sounds like you just want to have lame excuses for gameplay elements to the game that does not fit into the combat, magic, or stealth categories. Be gone with you, don't attempt to destroy the ideas we got from Oblivion with actual thrilling gameplay.
[/sarcasm][/irony] <-- Just in case someone missed it...

Seriously though, the Fallout New Vegas gameplay, even for hard core mode, sounds a *lot* more thought out than the Oblivion rush. If I'm hit in the face with a bloody mace, I think I would suffer more than a nose bleed :P

But again, this is also a place where the three split bar system works well, health:
* Left/black side showing critical wounds, that increase the more crippled you get, and by sleep and nutrition deprivation, increasing to the right. A long rest will fix it.
* Right/gray side showing temporal wounds, that heals normally with potions. Can also be magical damage that will stop when effect stops. Also the "hurt factor".
* Middle/red side showing remaining health pool. When left/black critical wounds and right/gray meets, and there is no middle/red remaining, you die.

Note that the left/black critical wound indication only shows you how badly you are crippled, directly on screen. For the details, you'd have to check out your character sheet.
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Mr. Ray
 
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Post » Sat Feb 19, 2011 4:54 am

:cry: oh nononononononono!!!!!!!!!!!!!!!!
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Nauty
 
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Post » Fri Feb 18, 2011 6:48 pm

Healing potion/spell management is what makes the game exiting, like in my FCOM Oblivion i'm stuck in the lowest level of Vilverin with no healing potions left, i'll have to manage to run past the spectral warriors in the final chamber, run into Imperial City and pray the Nine they don't follow me that far. Exciting :)


FCOM is suicide made mod.
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john page
 
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Post » Sat Feb 19, 2011 9:00 am

1 Health Point each IRL minute would be fine, not more than that. We have to remember here, that we heal IRL, but slowly. So why not implementing REALLY slow health regeneration in TES, and I mean really slow. I voted for the 2nd option.

In real life, you only heal superficially though... Someone stabs you in the arm, eventually the skin will scab up (And eventually scar), but all the muscle that was ruined has to be re-conditioned. Any blood lost has to be re-formulated (Which necessitates energy, and thus, food). If the bone was hit, it wont heal for months (If you even have enough marrow cells left to heal it at all).
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Shannon Lockwood
 
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