should heal over time.

Post » Sun Mar 06, 2011 8:14 am

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.


this.........if you are bleeding or poisoned you should continue to get worse until either you die or fix it up. as for healing i dont mind of its very very slow and not in combat. i hope they put cooldown timers on things like healing potions and spells as well so that you cant spam heal like you could in oblivion.
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Kevin S
 
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Post » Sun Mar 06, 2011 1:25 pm

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.


Add a first aid kit or the low tech version of it. Sure it takes up an inventory slot, but not every path has to be equal in all regards. Let the kit regen your wounds at a slow rate when applied, but have it be a unlimited use item.
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Max Van Morrison
 
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Post » Sun Mar 06, 2011 8:17 am

I don't think waiting should heal you at all, though resting should (even then, perhaps only to a point). It doesn't make sense that you can get over an arrow to the gut by standing about for a bit.

To be honest, I enjoyed Daggerfall's system of needing to rest to restore fatigue.
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D LOpez
 
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Post » Sun Mar 06, 2011 2:43 am

i think that unlike in oblivion, you should slowly regenerate health. emphasis on slowly.
it didn't make sense that waiting one hour using the wait function put your helth to ful, but just standing there for a minute does nothing.


I think that just like in Oblivion, you should regenerate health quickly. Emphasis on quickly.
It makes perfect sense that waiting one hour using the wait function put your health to full, but just standing there for a minute does nothing.

When I'm standing around, I'm standing and not resting. When I use the Wait command, (in my mind, as I RP it) I am actually sitting down, resting, so... yeah, it works for me and I really hope it doesn't change. What you suggest is something better implemented in a "hardcoe" mode that is optional. Emphasis on optional.
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Justin Hankins
 
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Post » Sat Mar 05, 2011 10:18 pm

Bump!

The regeneration should be slow, but fast enough so that you regain at least 5-10% between two encounters with some distance apart. And yes, I agree that the regeneration should be off during combat. OR be on, but then the overall regen would be even slower to make up for it.

As long as it's not 0 hp/s. That's just a bit too player-hostile IMO.
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Monika Krzyzak
 
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Post » Sun Mar 06, 2011 4:55 am

No terrible idea. Why doesn't Bethesda then just make skyrim a top down 3D/2D Diablo clone. If you want regeneration enchant a ring with a powerful soul. ES games should have difficulty like the early gothic games not diablo games. It is much more rewarding and fun this way.
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Quick Draw III
 
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Post » Sun Mar 06, 2011 7:27 am

No terrible idea. Why doesn't Bethesda then just make skyrim a top down 3D/2D Diablo clone. If you want regeneration enchant a ring with a powerful soul. ES games should have difficulty like the early gothic games not diablo games. It is much more rewarding and fun this way.



Well it kind of depends on how you define health and loss of it. If you see it as you actually being hit in the face with a battleaxe 20 times and you are walking around because you are just that damn tough maybe it doesn't fit. But then again if you are walking around after that maybe you are so tough you regen. On the other hand if you define health in more nebulous terms regen can fit. I'm to lazy to pull out my 1e D&D stuff so I wont quote the Gygax on hit points.
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Lizbeth Ruiz
 
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Post » Sat Mar 05, 2011 11:10 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.


every one is making it sound as if using the wait function to heal is to easy to exploit. you cant use it if enemies are near so its not actually too easy a way to heal since you can't really use it until after a clearing a dungeon area or making sure nothing wild isn't creeping near in the woods.

what the above says makes absolutly no sense, how can you tell some one that keeping heal by waiting is an action game mechanic and regenerative health is not, what topsie turvey world do we live in where we have to use the wait function in Halo and COD and take cover and wait for health to regenerate before charging maruaders again. btw I am against health regeneration, it existed in MW (via enchanting, which wasn't easy to do either) and once you had 1hp restored per second the game became so unchallenging that I never died again. regenerating health should not be available unless its achieved by hardcoe enchantments other wise... guess what, its cheating.
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Mackenzie
 
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Post » Sat Mar 05, 2011 10:15 pm

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.



This is why you invest in alchemy and make your own potions, i made alot of my money in oblivion mastering alchemy. and the healing potions turned out better than regular ones.
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jason worrell
 
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Post » Sun Mar 06, 2011 2:38 pm

No.
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xx_Jess_xx
 
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Post » Sat Mar 05, 2011 11:52 pm

This is why you invest in alchemy and make your own potions, i made alot of my money in oblivion mastering alchemy. and the healing potions turned out better than regular ones.


this is another reason there should not be regenerated health, it would devalue restoration and alchemy skills and they would just get cut from the next TES game because too many people whined that they were useless (mostly due to them being to unimaginative to find a use for them)
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Mariana
 
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Post » Sun Mar 06, 2011 1:50 pm

I'm against the idea in general but here are a few of my ideas for sake of argument:

If they did this it should be similar to games like Just Cause 2. You get hurt, your health goes down, but it can only regenerate a certain amount, say 50%. Which means if you had 100 hp and you lost 50 hp your health is at 50 hp, with the potential to regen to 75 hp. That way you still need to use other game mechanics like Alchemy or magic to heal but you get some regen.

On the flipside (this is the idea that I fully support and endorse), I think you should not regen health, and whats more waiting shouldn't restore health either. What is waiting? Standing around, doing nothing. Why is it that if I wait around and do nothing in the game my health doesn't restore but as soon as I press "T" (or "Select") I get all my hp back? You should only get Magicka and Fatigue while waiting, but you should be able to buy an item that enables HP restoration while waiting like a bedroll or something.
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Sammie LM
 
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Post » Sun Mar 06, 2011 8:07 am

what the above says makes absolutly no sense, how can you tell some one that keeping heal by waiting is an action game mechanic and regenerative health is not,


No, what you're saying makes no sense. That's not what I said. I am against wait healing and regenerative healing.
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Brooks Hardison
 
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Post » Sun Mar 06, 2011 9:15 am

No, what you're saying makes no sense. That's not what I said. I am against wait healing and regenerative healing.


of course what I say makes no sense if you cut out the whole paragraph in which I compare action games that have health regeneration and apply to how they would be in TES. not wanting health regeneration is not the same as asking for an action game... which TES is but the context of action game in this case is a modern shooter architype.

Edit: I wasn't personally attacking you KonijN, I was just pointing out that it makes no sense for you, or other people to tell some one who doesn't want a non rpg feature that they are just wanting to turn the game into an action game. they don't want to change the health at all.
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stacy hamilton
 
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Post » Sun Mar 06, 2011 2:10 am

Perhaps a perk/talent you can choose if you restoration skill reaches 75 or something?
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luis ortiz
 
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Post » Sun Mar 06, 2011 1:24 pm

Perhaps a perk/talent you can choose if you restoration skill reaches 75 or something?


I see no reason for it to not be a high level perk, at least that way the player's earned it. But by default? Just, ugh, no.
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Blaine
 
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Post » Sun Mar 06, 2011 11:12 am

Not even a perk.
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Mr. Allen
 
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Post » Sun Mar 06, 2011 5:26 am

I see no reason for it to not be a high level perk, at least that way the player's earned it. But by default? Just, ugh, no.

this, regen health is okay if it is optional (and the last perk in a perk tree, so that I don't have to pick it to get a more useful perk) any thing is okay as long as its optional, so that I can choose to not use it.
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Crystal Clarke
 
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Post » Sun Mar 06, 2011 2:22 pm

Yeah they should add this into the lowest difficulty labeled "downie mode"
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Gwen
 
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Post » Sun Mar 06, 2011 2:32 pm

no regeneration
no health restore on wait/sleep
healing spells/potions could be more effective
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Bad News Rogers
 
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Post » Sun Mar 06, 2011 7:30 am

Yeah they should add this into the lowest difficulty labeled "downie mode"


no. imagine having to select hardcoe mode in NV because there was health regeneration. I don't want to up the all around diffulculty just to avoid something that makes the game so easy. if it exists as a mechanic it should be specificly toggleable.
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Rob
 
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Post » Sun Mar 06, 2011 3:11 am

That sounds interesting. Perhaps your health should only increase over time if it's above 50%, and decrease over time if it's below 50%.


that's one of those ideas that look good on paper, but svck once in game

I think while we're at it we should add guns, class customization, multilayer, perks, and a short, terrible single player campaign
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BRAD MONTGOMERY
 
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Post » Sun Mar 06, 2011 3:08 am

I believe there should be no healing over time, but rather, a perk similar to the Fallout games where you can heal over time if you meet certain criteria. For example, being in sunlight.

Perks my friends, PERKS!!!!
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Lisa
 
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Post » Sun Mar 06, 2011 12:34 am

They definitely should get rid of healing during resting. It would put so much more importance on actually being prepared for confrontation, whether that means having the appropriate spells, or enough potions.
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c.o.s.m.o
 
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Post » Sun Mar 06, 2011 1:43 pm

They definitely should get rid of healing during resting. It would put so much more importance on actually being prepared for confrontation, whether that means having the appropriate spells, or enough potions.


Precisely what I was sayin earlier in the thread. this is a role playing game, not action to action game. You're supposed to save money up for things or train your restoration. Not sit around inbetween fights so you can go again.
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jessica Villacis
 
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