Do you want Health to regenerate automatically?

Post » Sat Feb 19, 2011 12:29 am

The point he raises about character customization is perfectly valid. In all the times I played Oblivion I was always great with restoration, whether I was a warrior, mage, something in between, etc. Does it make sense that my Strong and rough nord is amazingly versed in restoration magic? Not really. Carrying millions of potions doesn't really make sense either. Waiting breaks any immersion a lot.

I think this idea could work, provided the rate is controlled very well. Potions should have a noticeably stronger effect than the regeneration. Regeneration should happen VERY slowly, but such that it is noticeable over the course of a dungeon crawl.

It just didn't make sense that every oblivion character was a master of restoration as well as being excellent in combat.


Well i'm sorry, but you made that Character no one else. If he wasn't "real" to you or didn't "make sense" then unfortunately the blame lies squarely on your shoulders. I grow quite tired of people blaming Bethesda for the choices they made in an open-ended RPG. Think about it for a second. Personally I didn't use restoration for my Warrior characters just potions and traveling back to a healer. No i don't want my broken bones to heal as i continue to explore a dangerous dungeon. I just can't picture how you would ever die with such a scenario. Like Fable 3

But you by all means have your wolverine style warrior because that makes more sense to you. I'll just mod it out thanks. :user:
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Mari martnez Martinez
 
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Post » Fri Feb 18, 2011 10:29 pm

I dont like this idea.
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Naazhe Perezz
 
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Post » Sat Feb 19, 2011 8:50 am

I think the current system is too lenient, so automatically regenerating health is definitely going the wrong direction.

Frankly, I think you should only be able to hit 70% or so just sleeping - not 100%. To get to 100%, you should be chugging potions, using restoration magic, or visiting a healer. This would make preparation a lot more important before embarking on a trip to the woods - and punishes the unwise and naive. Seriously, who starts out on a major quest without stocking up?

I hear a lot of players grumbling because they don't want to have to stop dungeon trawling because they forgot to bring enough potions, or run low on magicka, or just got their backsides handed to them. Well guess what, that's part of role playing. Sometimes things don't go perfectly, and you have to retreat. The most fun times I had doing table top was with DMs who didn't baby you. If you ran low on supplies, you had to haul your rear back to a town and reload. You got the poo kicked out of you? Tough - either sleep it off, or risk it.

Besides, if you really want regenerating health, enchant a ring or something.
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Marine x
 
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Post » Sat Feb 19, 2011 3:54 am

I think the current system is too lenient, so automatically regenerating health is definitely going the wrong direction.

Frankly, I think you should only be able to hit 70% or so just sleeping - not 100%. To get to 100%, you should be chugging potions, using restoration magic, or visiting a healer. This would make preparation a lot more important before embarking on a trip to the woods - and punishes the unwise and naive. Seriously, who starts out on a major quest without stocking up?

I hear a lot of players grumbling because they don't want to have to stop dungeon trawling because they forgot to bring enough potions, or run low on magicka, or just got their backsides handed to them. Well guess what, that's part of role playing. Sometimes things don't go perfectly, and you have to retreat. The most fun times I had doing table top was with DMs who didn't baby you. If you ran low on supplies, you had to haul your rear back to a town and reload. You got the poo kicked out of you? Tough - either sleep it off, or risk it.

Besides, if you really want regenerating health, enchant a ring or something.


I agree if you run out of supplies in a dungeon that your own dumb fault for not being prepared. All it takes is 30 seconds to check your backpack and realize that your out of Health Potions and should go to the nearest shop to get some.
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A Boy called Marilyn
 
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Post » Fri Feb 18, 2011 9:46 pm

The point he raises about character customization is perfectly valid. In all the times I played Oblivion I was always great with restoration, whether I was a warrior, mage, something in between, etc. Does it make sense that my Strong and rough nord is amazingly versed in restoration magic? Not really. Carrying millions of potions doesn't really make sense either. Waiting breaks any immersion a lot.

I think this idea could work, provided the rate is controlled very well. Potions should have a noticeably stronger effect than the regeneration. Regeneration should happen VERY slowly, but such that it is noticeable over the course of a dungeon crawl.

It just didn't make sense that every oblivion character was a master of restoration as well as being excellent in combat.


This

Restoration is already the health pack of the game - for those who say it is too easy to regain health I don't really see any of those who are interested in it here saying it should work like a FPS style health gain - they are more interested in it being a role playing game and are just saying it makes it immersive to slowly regain health

I would rather have restoration work on a slow regen and get rid of the instant restore when rested, and the heal when you sleep 1 hour as well

Having a long slow regen is not a deal breaker - I think it helps in getting rid of having to cart a truck load of potions around or casting the restoration spell even if you are not a mage.

How does it make the game easier if it is a slow regen versus taking an instant increase via a potion or spell?

I also wouldn't mind if to balance this my physical attributes like strength, agility, athletics, acrobatics were proportionally lowered depending on my health

I just don't think a blanket "no this idea sux" because it makes the game less like a roleplaying game is true
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ruCkii
 
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Post » Fri Feb 18, 2011 8:10 pm

I think the current system is too lenient, so automatically regenerating health is definitely going the wrong direction.

Frankly, I think you should only be able to hit 70% or so just sleeping - not 100%. To get to 100%, you should be chugging potions, using restoration magic, or visiting a healer. This would make preparation a lot more important before embarking on a trip to the woods - and punishes the unwise and naive. Seriously, who starts out on a major quest without stocking up?

I hear a lot of players grumbling because they don't want to have to stop dungeon trawling because they forgot to bring enough potions, or run low on magicka, or just got their backsides handed to them. Well guess what, that's part of role playing. Sometimes things don't go perfectly, and you have to retreat. The most fun times I had doing table top was with DMs who didn't baby you. If you ran low on supplies, you had to haul your rear back to a town and reload. You got the poo kicked out of you? Tough - either sleep it off, or risk it.

Besides, if you really want regenerating health, enchant a ring or something.

That is a fantastic idea, actually. You brought up a good point, it's way too easy to abuse the "Rest" option in the game as is.

Fingers crossed!
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Jeffrey Lawson
 
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Post » Fri Feb 18, 2011 8:29 pm

This idea is a big NOOOOOO! :shakehead:
I don't like it AT ALL!
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james tait
 
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Post » Sat Feb 19, 2011 4:27 am

I'd personally like this, because it would remove the obligation to either do Restoration (which may interfere with your character build) or be a potion addict. And it wouldn't be imbalancing if it regenerated very slowly. Also, this would render impossible the exploit of hit-and-run with ridiculously long intervals. :whistling:

Flame on! :flamethrower:


No.

If you don't want to use restoration spells. Or items enchanted with restoration spells. Or buying potions. Or creating potions. Or using a weapon enchanted with "Absorb Health". Or resting in a bed.

Then you don't deserve to be healed. It's bad enough magicka is brainlessly refilled for non-magic-specialized characters. We don't need health to be the same.
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City Swagga
 
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Post » Sat Feb 19, 2011 12:48 am

Nope!

I like barely surviving a battle out in the middle of nowhere, dented armour, chipped weapon, close to death, diseased, stumbling into some safe spot behind a rock thinking "great, how am I gonna get out of this?"

Would kind of kill it if the answer was to just sit down for a minute
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Hella Beast
 
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Post » Sat Feb 19, 2011 7:55 am

No that is un-immersive unless it heals like a bit every month in game time
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Mark
 
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Post » Sat Feb 19, 2011 6:32 am

Lets just get rid of Restoration. Come to think of it. Let's just make the enemy start to lose health when they are near us. By the time we get to the enemy they will only really require 1 or 2 hits to die. This way, we only need to have 4 skills in the game and it allows the player to explore more of the landscape and not do any of the tedious game-breaking combat.
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Joey Bel
 
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Post » Sat Feb 19, 2011 2:23 am

Lets just get rid of Restoration. Come to think of it. Let's just make the enemy start to lose health when they are near us. By the time we get to the enemy they will only really require 1 or 2 hits to die. This way, we only need to have 4 skills in the game and it allows the player to explore more of the landscape and not do any of the tedious game-breaking combat.

You need to come to the Deus Ex forums. They would revere you as a diety.
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WYatt REed
 
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Post » Sat Feb 19, 2011 9:32 am

there really aught to have been an Other option.

If there were...

I think there aught to be subcategories in each category health, fatigue, magika. aka HFM. Of those there would be a short term and daily drainage/damage/whatever; as well as long term damage (recoverable with time and assistance), and Permanent damage, lost limbs, ears, eyes etc.


Casual rest recovers the short term HFMs. Fighting and other extreme effort drains them through minor damage, and just exerting oneself.

Take too much damage or stress in the short term HFMs, and then the long term HFM takes on damage. The Long Term HFM governs the maximum short term HFM. Needless to say, it would be important to take good care of the long term HFMs. Food, liquids, and full sleep recovers the long term damage/drainage. Only overwhelming and/or carefull attacks can bypass the short term HFM to directly affect long term HFM.

These usually manifest as wounds. Which can impair senses (eyes ears), slow actions (broken limbs), other impaired functions, cause insanity, other recoverable effects. Very bad wounds cannot be recovered from.

This sounds all too much like real-life to be fun, but a good game system could make it work.

I doubt TES 5 will go this far. BUT it would be interesting to see the occasional one legged one eyed grizzled old vikings about. I swear everyone in all TES games so far were in perfect physical health...except the one armed headless zombies. :)

[edit]
in better response to the question...one's chosen archetype Strength, Stealth, Magick should naturally have a primary effect on whether/how Health, Stamina, or Mackica recovers.
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Crystal Birch
 
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Post » Sat Feb 19, 2011 12:23 am

Would kind of kill it if the answer was to just sit down for a minute


Obviously the regeneration wouldn't be that fast.

I'd be very much ok with this if it would take 6-12 hours in-game time to regenerate all of your health. I guess it would be a bit useless and I would still just keep carrying 200 restore health-potions with me and rest an hour after tough fights, but would it harm me and make me cry like a lil' girl? No.
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teeny
 
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Post » Sat Feb 19, 2011 5:39 am

Restore Health 1 pt would still be too fast for naturally regenerating health.

Obviously the regeneration wouldn't be that fast.

I'd be very much ok with this if it would take 6-12 hours in-game time to regenerate all of your health. I guess it would be a bit useless and I would still just keep carrying 200 restore health-potions with me and rest an hour after tough fights, but would it harm me and make me cry like a lil' girl? No.

I was thinking more along the lines of something like 0.01 points per second, so that just getting one point back would take 100s of real time. Way too slow to just jump into the next battle straight away. The point being you slowly recover if you have no encounters for a long time.

there were enemies that regenerated health, one of which were trolls. and it svcked if you were fighting them with inferior weapons, but they weren't aweful because not EVERY enemy was like them. but I could not be able to enjoy the game if every enemy regenerated like trolls.

Trolls could simply regenerate a great lot faster than anyone else.

Health shouldn't and neither should magika.

It's bad enough magicka is brainlessly refilled for non-magic-specialized characters.

If magicka regeneration were out, playing a mage character would once again be pointless. Magicka regeneration was one of the best improvements in Oblivion IMO.

If we get near the upper levels like above fifty. We should have access to a regeneration perk. That would be it, but not right off the bat at lvl 1.

That could work well.

It's not just a fighting game where you want to heal as fast as possible to get on to the next obstacle.

It is for me :biggrin: . I'd be hell annoyed if I had to go back and forth between a dungeon and town just to finish one dungeon. Many other people would probably be as well.

It just didn't make sense that every oblivion character was a master of restoration as well as being excellent in combat.

My thoughts exactly.
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e.Double
 
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Post » Fri Feb 18, 2011 9:44 pm

What? Where did this idea spawn from?

It just doesn't make sense to heal up automatically. I mean it's known in fantasy games for magic to regenerate, and fatigue naturally rises as you stop running around all the time, but health?
Definitely a no-go.
Would make Restoration irrelevant.
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Quick Draw
 
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Post » Sat Feb 19, 2011 7:21 am

The only way I can see it be done without making it unbalanced would be like they did it in New Vegas. It made almost no difference at all, and it had to be taken(or purchased, I don't remember) as a perk. No health regen is my opinion though.
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Poetic Vice
 
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Post » Sat Feb 19, 2011 6:55 am

I'd only like it if it didn't heal you to full like that. It stops at around half, or a quarter, and only out of battle.

Also, why wouldn't health come back if you're just standing there? What was Waiting about then? This would only really be making an already existing game mechanic more precise.

Another way to do it would be to make it a high level perk for Restoration. That'd keep it from being a possible gamebreaker for everyone, and would be incentive to get Restoration higher.

Or maybe it could be attached to the Lord Birthsign instead of the healing spell.
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Kyra
 
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Post » Fri Feb 18, 2011 5:49 pm

Just add a bandaging skill as an alternative to potions and magic. You regen as long as you stand still and can't be used in combat. Makes far more sense to warrior.
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John Moore
 
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Post » Sat Feb 19, 2011 7:08 am

I'd like to see an extensive "options menu" so that people could play the game the way they want. For instance I'd like my health to regenerate but I realize some role-players might want more realistic options.
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lucy chadwick
 
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Post » Fri Feb 18, 2011 6:13 pm

Oh yeah!, Let′s casualize the game! Lets destroy restoration! Lets put quest markers!
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Stryke Force
 
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Post » Fri Feb 18, 2011 6:11 pm

Oh yeah!, Let′s casualize the game! Lets destroy restoration! Lets put quest markers!


Quest markers? Restoration? What are you talking about? You sound upset--about what?
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cassy
 
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Post » Sat Feb 19, 2011 4:24 am

I'd prefere the opposite: the greater our wounds, the more damage we take over time, meaning we will need to find a way to get our wounds patched up before bleeding to death
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Jaylene Brower
 
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Post » Fri Feb 18, 2011 9:15 pm

see my recent thread; are modern games too easy..........
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OnlyDumazzapplyhere
 
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Post » Sat Feb 19, 2011 3:30 am

Only of your a vampire of werewolf.
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Sheila Reyes
 
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