should heal over time.

Post » Sun Mar 06, 2011 4:42 am

Beds.
Spells.
Potions.
Enchantments.
Food.
Enviromental Healing (Like the Blood Fountains in Oblivion)

6 ways, not counting waiting if it is not removed.
lrn 2 play.

In Minecraft creative mode, you have infinite amounts of every block and can break any block instantly.
In Minecraft survival, you have a limited inventory and most valuable blocks are rare and take hours and hours to get any decent amount. You can die, it takes forever to mine some blocks, even whenever you have to craft tools to do it.
Which is by far the more rewarding and fun to play? Minecraft Survival.

Minecraft Survival - hardcoe mode.
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CArla HOlbert
 
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Post » Sun Mar 06, 2011 9:00 am

I'd like to see healing overtime if its slow enough. If you wait an hour, and you are completely healed, its the same as having a ridiculously slow regen over time, you just didn't hit the wait button.

It would go well with things like damaging limbs, which would lower your "total health" along with some other attribute decreases, which would still make a need for potions and spells, and it would make that ridiculous waiting make sense. Not like we are really that likely to see limbs being damaged.

And I hope to god everyone doesn't start with a healing spell, that was something hard to ignore.

That way, you would heal slowly over time which would mean waiting now makes sense, but you could get injuries which could cause damage over time (bleeding out) or drain stats (broken leg) which would require potions or healing.
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Emily Rose
 
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Post » Sun Mar 06, 2011 1:55 pm

Minecraft Survival - hardcoe mode.


I really do think you just want an action game. Having healing over time is geared towards making other ways of healing more and more superfluous so that you spend less time ROLE-PLAYING and more time fighting. I like a combination of the two.

Personally I would have it so that in normal mode health doesn't regenerate and if there were a hardcoe mode, anything that does a certain amount of damage causes your health to slowly degenerate.
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jennie xhx
 
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Post » Sun Mar 06, 2011 4:21 am

I would gladly have healing spells require a higher level of restoration to cast, just to force characters that do not want to use restoration to use other means of healing, that don't involve stanading around. i.e health sapping enchantments/spells. Alchemy e.t.c.


I don't know if that would fix the problem, or just exacerbate it.
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Andrea P
 
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Post » Sun Mar 06, 2011 6:52 am

I wouldn't mind this, but they should make each individual encounter more difficult. As in if you mess up an enemy might gut you in 1-2 hits.
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Gavin Roberts
 
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Post » Sun Mar 06, 2011 6:21 am

Minecraft Survival - hardcoe mode.


No. Notch has already stated that he is adding a hardcoe mode on top of that: were enemies can break blocks and when you die the entire world resets.
Everytime you remove a restriction it makes the game easier. There's nothing fun in simply spamming your way through every game using cheat codes (My flawless strategy for beating Age of Empires when I was eight)

The system was dumbed down with easy wait 1 hour full heal in Oblivion. It does not need to be dumbed down again. The less rules we have and the game makes for us, the more it simply becomes like sitting in a cardboard box like we used to do, and pretend up some rules and fantasy.
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Richard
 
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Post » Sun Mar 06, 2011 12:42 pm

I really do think you just want an action game. Having healing over time is geared towards making other ways of healing more and more superfluous so that you spend less time ROLE-PLAYING and more time fighting. I like a combination of the two.

Personally I would have it so that in normal mode health doesn't regenerate and if there were a hardcoe mode,
anything that does a certain amount of damage causes your health to slowly degenerate.

Depends on how powerful the healing over time is.

How about one little tick (and I mean little) per 20 seconds? That doesn't sound very "action game" like to me.
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Tasha Clifford
 
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Post » Sun Mar 06, 2011 10:49 am

I don't know if that would fix the problem, or just exacerbate it.


How so? The problem I'm addressing is characters who have had no training in or understanding of magicka, the arcange arts being able to heal themselves from near death.

It doesn't matter if they have all the time in the World to fart around outside of combat, those sorts of skills should be soleley granted to people who have trained and studied in restoration.
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Christine Pane
 
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Post » Sun Mar 06, 2011 10:36 am

I abhor auto regeneration. It caters to our societies impatience. That is all it is there for. I hate that CoD went to that system. IF there were to be an auto-regen system I would like it to be far cry 2 style. You have 6-8 tiers of health and when you are damaged a little bit, you regen to the maximum tier but stopping there. If you are damaged below the next tier, that is now your new max health (remedied by a 'med pack').

Perhaps this should be a higher level perk? I don't want to go into combat, wait a few minutes, and then continue. What is the point of alchemy then? OK, to buff us, but isn't alchemy's primary function to heal health and magika and stamina? Keep mass effect out of my skyrim please.
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Sophie Morrell
 
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Post » Sun Mar 06, 2011 1:36 pm

Yeah, I'm still with the idea of resting as an action. I think, if they have a similar system to Fallout, where you can get crippled or something, then health should only heal to a set barrier, where only once your limbs have healed, you can heal to full health. I think resting should be a definitive action to get health back though.
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Kill Bill
 
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Post » Sun Mar 06, 2011 1:03 pm

Not really.

Not really, unless it's a completely negligable amount.



How about one little tick (and I mean little) per 20 seconds? That doesn't sound very "action game" like to me.


Inbetween two dungeons a character who has this ability may not need to do anything to make sure they are ready for their next combat. I'd say that sounds action game to me. After leaving some combat and being injured, a character shouldn't be able to frolic in the forest for a bit and miraculously heal the countless gashes they have all over their bodies. They should have the necessary arcane capablity, or have to rely on scrolls, enchantments e.t.c.
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electro_fantics
 
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Post » Sun Mar 06, 2011 10:31 am

How so? The problem I'm addressing is characters who have had no training in or understanding of magicka, the arcange arts being able to heal themselves from near death.


Maybe we see different problems. My problem is how all class types are forced into leveling there restoration skill so that they can heal. Putting healing deep inside of restoration might make players look elsewhere for healing or it might make players invest even more time leveling restoration so they can heal.
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Cheville Thompson
 
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Post » Sat Mar 05, 2011 11:14 pm

Depends on how powerful the healing over time is.

How about one little tick (and I mean little) per 20 seconds? That doesn't sound very "action game" like to me.


At that rate, what's the point? I honestly don't see why you want it this much.It's out of genre for an RPG. No one's saying it's a bad a thing by itself; several games handle it well: Shadow of the Colossus, CoD, Halo, e.t.c. It's just not an aspect of a video game that fits that well in a role-playing game.
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Barbequtie
 
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Post » Sun Mar 06, 2011 2:05 pm

Scraps and scratches can heal. However if your bleeding out with massive gashes in your arm and contusions to the head, if anything your health should get worse over time.



d20 star wars did this kind of good, at least one of the editions did. You had 2 healths, hit points and wounds. Crits went to wounds and represented real injuries. Hit points represented bruises, fatigue, luck running out etc. Once your HPs were out everything else went to wounds. In Skyrim I could see something like that. You heal naturally from most damage because you really should not have been shot by 30 arrows and still be standing, but you might have been grazed by a crap ton of attacks. Crits or some other representing of a good hit requires magic or medicine of some kind to heal be it alchemy of a sawbones in the next town.
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Schel[Anne]FTL
 
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Post » Sat Mar 05, 2011 10:18 pm

Maybe we see different problems. My problem is how all class types are forced into leveling there restoration skill so that they can heal. Putting healing deep inside of restoration might make players look elsewhere for healing or it might make players invest even more time leveling restoration so they can heal.


Ah. I can see that as an issue, only if other ways of healing are made unreasonable inaccessible in comparrison. Hopefully, that wouldn't be the case.
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Anna Beattie
 
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Post » Sun Mar 06, 2011 3:27 am

Wht if I'm the type of character that doesn't really spend time in towns buying potions or is an alchemist? What if my character isn't skilled in Restoration?

Sorry, but I prefer more freedom in terms of healing yourself, a simple mechanic.

I would disagree with you. If you take on the roleplaying of a character like a woodsman or hermit who doesn't go into town or make potions or use restoration then you are pretty much roleplaying a type of character that is, by default, more difficult to play than those who do go to town, make potions, or use restoration. If you severly limit your playstyle then you really can't complain that it isn't fair because others have it easier.

That doesn't mean that I would not like some form of slowly healing over time, but I had no problem with how OB did it.

I'd like to see healing overtime if its slow enough. If you wait an hour, and you are completely healed, its the same as having a ridiculously slow regen over time, you just didn't hit the wait button.

It would go well with things like damaging limbs, which would lower your "total health" along with some other attribute decreases, which would still make a need for potions and spells, and it would make that ridiculous waiting make sense. Not like we are really that likely to see limbs being damaged.

And I hope to god everyone doesn't start with a healing spell, that was something hard to ignore.


That way, you would heal slowly over time which would mean waiting now makes sense, but you could get injuries which could cause damage over time (bleeding out) or drain stats (broken leg) which would require potions or healing.


I wouldn't have a problem with this if the wait was proportional to the amount to be healed. If you are really low on health it should take much longer to regen by waiting than if you were just missing a few health. And you could be interupted while waiting (if in the wild) as bandits, wolves, etc... could stumble upon you or smell your blood in the air and track you down. Since time in the game is much faster than RL time then it would seem to fit if it took 12 hours (game time) to heal up all the way if you were almost completely out of health.
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Kathryn Medows
 
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Post » Sun Mar 06, 2011 6:06 am

Ah. I can see that as an issue, only if other ways of healing are made unreasonable inaccessible in comparrison. Hopefully, that wouldn't be the case.


If you want to use healing potions, you have to buy them, give up inventory space to them, then travel back threw at least 3 loading screens to buy more after they run out. Now you compare that to a healing spell that takes up no inventory space, cost no money to use and lets you heal with out back tracking. It's no wonder I always kept my heal spell equipped.
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CxvIII
 
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Post » Sun Mar 06, 2011 7:47 am

If you want to use healing potions, you have to buy them, give up inventory space to them, then travel back threw at least 3 loading screens to buy more after they run out. Now you compare that to a healing spell that takes up no inventory space, cost no money to use and lets you heal with out back tracking. It's no wonder I always kept my heal spell equipped.


Exactly, but other methods do not result in this. The balance between accessablity and useablity has to be perfect. In Oblivion, it wasn't.
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Katy Hogben
 
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Post » Sun Mar 06, 2011 1:47 am

Then you're unprepared. If you're unwilling to go into a town and buy potions of healing or pray, and you're not an alchemist or healer, then you're s.o.l. by your own laziness. If you're trying to roleplay, then congratulations, you get to roleplay what would happen to a medieval peasant who gets attacked by a bear. You die.

Waiting healing you makes no sense, and I'm all for it being removed. There are plenty of avenues for healing yourself that have been in place in past games. Use them.


I agree, there are plenty of ways to heal already.
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Syaza Ramali
 
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Post » Sun Mar 06, 2011 6:16 am

No....

And they should take out the full heal on wait, or at the very least make the regeneration much slower when you do wait.

How much more hand-holding do we need...
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Noraima Vega
 
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Post » Sun Mar 06, 2011 2:31 pm

Exactly, but other methods do not result in this. The balance between accessablity and useablity has to be perfect. In Oblivion, it wasn't.


What other methods are you suggesting? I think the thing that really kills potion use for me, it's not the cost or that they take away my inventory space. It's the loading screens. Having to run back to town to heal, is not something I am willing to do.

It might help to reduce the number of things that can deal damage to you. Blocking can block all incoming damage and convert it to stamina damage. Falling down could also deal stamina damage.
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Yonah
 
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Post » Sun Mar 06, 2011 11:24 am

In Daggerfall, you could pick Regenerate Health as an advantage, during class making.

Although I really think it is unneeded.

Anyways, if it has to be in, make it a perk instead of a permanent change.
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Claire Jackson
 
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Post » Sun Mar 06, 2011 6:49 am

What other methods are you suggesting? I think the thing that really kills potion use for me, it's not the cost or that they take away my inventory space. It's the loading screens. Having to run back to town to heal, is not something I am willing to do.

Enchantments and sapping magic, sleeping?
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Juan Suarez
 
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Post » Sun Mar 06, 2011 2:20 am

I wouldn't want that. Really super slow regeneration would be kind of pointless. Fast regeneration like in shooters would be super ridiculous.
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josie treuberg
 
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Post » Sun Mar 06, 2011 7:50 am

Duel wield + absorb-health enchant :)
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Adam Baumgartner
 
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