Do you want Health to regenerate automatically?

Post » Fri Feb 18, 2011 7:31 pm

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.


Wait, what? What does "not regenerating" have to do with "realism"? Our bodies do regenerate automatically from most injuries! It's just a bit faster if we help along.
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Campbell
 
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Post » Sat Feb 19, 2011 4:02 am

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


I agree, if you have auto health regeneration then there is no point for Restoration because all you'll need is Health Potions if you get into a tough fight. We don't need to make Skyrim easier what we need to do is make it better then it's predecessors.
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Heather Dawson
 
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Post » Sat Feb 19, 2011 1:27 am

In Daggerfall there was a special advantage to do this.

I'd like that.
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Mr.Broom30
 
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Post » Sat Feb 19, 2011 1:50 am

No! And make magicka non regenerative as well, as it used to be, as it should be. And it has nothing to do with realism, but the fact that it strips away important role playing aspect that needs to be there. Makes you think twice before acting, like it should be. And no, our bodies doesn't regenerate automatically from most injuries. Not without treatment, medication, and rest. Try walking on a broken leg and see if it fixes itself. Also, our bodies are a little more complex than a single HP stat, so it's not a good comparison anyways.

I'll even go as far as say there should be a stunted heal trait, where restorative magic and potions didn't *heal* anything, only provided a temporary solution to handle the pain. To heal, you'd need to rest. Not sure how to balance it out though in a way that *works*.
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Loane
 
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Post » Fri Feb 18, 2011 6:14 pm

Hell no! Reduce health regeneration so that it takes about a week to get from 1% to maximum, at least. Same for magicka. And split stamina in two. A short-term bar that refils within a few minutes, and a long-term one that requires a night of sleeping. Latter gets lower quite slowly, but former may never be higher than latter.
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Umpyre Records
 
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Post » Sat Feb 19, 2011 9:23 am

Wait, what? What does "not regenerating" have to do with "realism"? Our bodies do regenerate automatically from most injuries! It's just a bit faster if we help along.

Can you regenerate your critical injuries?
Body of human fully restores from small injuries like scratch, maybe if there will be regeneration how about deadly bleeding, broken bones, brain damage so on, I will be happy since I play oblivion with mods that return injuries to game and game much more interesting with them.
You know in daggerfall has medical skill morrowind lost it
In Daggerfall zero attribute mean dead of player, in morrowind and oblivion its just zero stat no more.
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Lucky Girl
 
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Post » Sat Feb 19, 2011 3:02 am

Hell no! Reduce health regeneration so that it takes about a week to get from 1% to maximum, at least. Same for magicka. And split stamina in two. A short-term bar that refils within a few minutes, and a long-term one that requires a night of sleeping. Latter gets lower quite slowly, but former may never be higher than latter.

If I recall I had that same suggestion for the stamina/fatigue in Oblivion.
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Laura-Lee Gerwing
 
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Post » Sat Feb 19, 2011 5:53 am

And no, our bodies doesn't regenerate automatically from most injuries. Not without treatment, medication, and rest. Try walking on a broken leg and see if it fixes itself. Also, our bodies are a little more complex than a single HP stat, so it's not a good comparison anyways.


Sure they regenerate. Keep in mind: Most injuries are stuff like small cuts, nose bleeds, small bruises or burns, not broken bones. And we do regenerate easily from most of these, even if it may take a few weeks. Which, if you read what I wrote in my first post in this thread, is exactly the time scale I'd like to see for natural health regeneration in Skyrim - and if you'd read this, you'd also realise I already excluded most of the major injuries from this regeneration.

EDIT:

Can you regenerate your critical injuries?


For your understanding too: I wrote most injuries. Critical injuries aren't the majority by far, so I wasn't writing about them.
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Laura Mclean
 
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Post » Sat Feb 19, 2011 7:01 am

Sure they regenerate. Keep in mind: Most injuries are stuff like small cuts, nose bleeds, small bruises or burns, not broken bones. And we do regenerate easily from most of these, even if it may take a few weeks. Which, if you read what I wrote in my first post in this thread, is exactly the time scale I'd like to see for natural health regeneration in Skyrim - and if you'd read this, you'd also realise I already excluded most of the major injuries from this regeneration.

okay. I'll skewer you with my sword and lets see how long it takes you to naturally regenerate from it.
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Jeneene Hunte
 
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Post » Sat Feb 19, 2011 3:49 am

okay. I'll skewer you with my sword and lets see how long it takes you to naturally regenerate from it.


How often do "skewer somebody with a sword" type of injuries happen in the real world, as opposed to the "cut my finger which a rather blunt knife while making breakfast" type? Again: I'm writing about most common injuries, not the one-in-a-million outliers. And yes, I would and did naturally regenerate from a cut finger ...
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Flash
 
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Post » Sat Feb 19, 2011 2:01 am

How often do "skewer somebody with a sword" type of injuries happen in the real world, as opposed to the "cut my finger which a rather blunt knife while making breakfast" type? Again: I'm writing about most common injuries, not the one-in-a-million outliers. And yes, I would and did naturally regenerate from a cut finger ...

Yes, but how often do they happen in a sword and sorcery video game?

I hope you can see where I'm going with this.
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RaeAnne
 
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Post » Fri Feb 18, 2011 11:01 pm

No, because anything that dumbs the game down and makes it more like a platform or shooter is a bad idea.
I dont even like health regenerating to 100% after an hour of rest or magicka that comes back on it own.
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Danny Warner
 
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Post » Sat Feb 19, 2011 12:32 am

No. Because you've:

- Restore Health spells.
- Restore Health scrolls (probably).
- Restore Health potions.
- Restore Health ingredients.
- Restore Health enchantments.
- Sleep.

....etc.

It's not like you don't have enough ways to heal yourself as to need an auto-restore HP function, or to rely on Restoration being a non-magic char.
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James Baldwin
 
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Post » Sat Feb 19, 2011 3:58 am

Yes, but how often do they happen in a sword and sorcery video game?


All the time.

Or do you really want to assume that every time I lost 2 HP (out of about 500) because I jumped from a bit too high a ledge, I broke a bone? Or if I lost 5 HP from the same pool while diving, one of my lungs just partially collapsed?

Also, the original argument was that naturally regenerating health isn't "realistic". Thing is, it is realistic, for most real-world injuries, I didn't bring in the realism aspect, sunsi did.
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Penny Flame
 
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Post » Fri Feb 18, 2011 10:24 pm

All the time.

Or do you really want to assume that every time I lost 2 HP (out of about 500) because I jumped from a bit too high a ledge, I broke a bone? Or if I lost 5 HP from the same pool while diving, one of my lungs just partially collapsed?

Yes, I do.

Because that is realistic.
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Victor Oropeza
 
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Post » Fri Feb 18, 2011 9:52 pm


(snip)

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.

(snip)



So... bring enough healing kits (if they are in) and potions, OR study restoration magic.

That's three ways to heal right there: two skills (magic and alchemy), and an economic solution (buy / scavenge items). Plus a fourth option which could be relevant depending on how the game is balanced: avoid direct combat, focus on stealth kills or sneaking / negotiating / acrobatting your way through the world. Plus a fifth option if you can find a safe place to rest (maybe resting still should not heal you fully without healing tools, though).

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.

Taking large amounts of damage in a game with auto-regen health doesn't really matter one way or the other, unless the auto-regen is incredibly slow (which then is pretty much what we have now with waiting).

Having it as a high-level perk might be interesting, as long as there are enough other super-powerful high-level perks that there is some meaningful tradeoff. Having it as a toggleable option, for those who want to play a straight warrior without the need to think about healing (what a quaint concept when put to words...), wouldn't really bother me as long as the game was balanced around it not being there.
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Vickey Martinez
 
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Post » Sat Feb 19, 2011 8:06 am

I would'nt mind seeing it but I highly doubt to ever see it in any of their games, you can dream about it!
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Kirsty Wood
 
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Post » Fri Feb 18, 2011 5:11 pm

Gamers today are so lazy. :shakehead:

Anyhow, I'd not like it one bit.. it's an RPG not an FPS.
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Adam Porter
 
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Post » Sat Feb 19, 2011 8:50 am

The reason I want slightly regenerating health is to get rid of that ridiculous zone where you're not quite at full health, but you also don't have a potion or spell weak enough to not be way overkill. *That* is something you should recover from in an hour or so, not require medical help.
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Nathan Hunter
 
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Post » Sat Feb 19, 2011 2:27 am

[0.4% HP total lost from a fall -> broken bone]

Yes, I do.

Because that is realistic.


It would be realistic, then, to be immobilized for a few weeks to months. Which I'm actually very much for, especially if seasons, aging and time-limited quests are implemented alongside it.
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suzan
 
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Post » Fri Feb 18, 2011 8:25 pm

Absolutely not, except for those races/creatures which traditionally have been able to do this in past TES games (trolls, for instance). I don't want Skyrim to become a walkover. I want it to be more survivalistic than Oblivion.
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luis dejesus
 
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Post » Sat Feb 19, 2011 4:48 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.

QTF.
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James Rhead
 
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Post » Sat Feb 19, 2011 12:00 am

Actually, I'd get rid of the concept of health points anyway. It's outdated. What about hit zones and randomly rolled consequences? A computer can easily handle complex systems such as:
Hit to left arm.
Weapon type: Sharp, heavy
Armor type: Heavy cloth
Damage reduction: 35%
Total damage: 14 points

Rolling on endurance, chance reduced by 14 (damage) * 0.6 (modificator for it being the upper arm)

Rolling: Attribute check passed, avoiding combat ineffectivity, avoided bleeding out. Success of 30%, equals "bone is injured but not yet broken through, pain bearable until adrenaline level below X, reducing hit/block chance with left arm by 70%. Reducing endurance, strength, agility by X. Increasing adrenaline level by 25%.

The player just notices that his arm was hit and everything feels slower suddenly, until after the fight, the pain sets in, makes the screen blurry and puts everything in a dark red tone until the pain has been lessened.

Fights should be deadly and something a player would want to avoid unless there is no other way or victory seems certain. The advantage of the player character in a fight should mainly be the block chance, given the weapon skills are high enough.

That's a system I'd like to see, and it's well possible with todays technology. Why do we have to stick to simplifications made for pen & paper gaming when we have the tools to make it better?
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cassy
 
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Post » Fri Feb 18, 2011 8:05 pm

doesnt allo wme to post a vote but I vote no is a bad idea....
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Lovingly
 
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Post » Fri Feb 18, 2011 10:47 pm

This idea must be hard to be balanced by developers (better if Bethesda will spend more time with quests for example) so better make and mod for regeneration.
Well for example slow regeneration can work when maximum of HP of %PCname nor below of some % of amount HP
for example player with endurance 50 slow regeneration start work if %HP below 100 but more then 90
player with endurance 70 start recover HP when %HP below 100 but more then 50
player with 89-100 can regenerate HP even below 50
There also can be difference in regeneration rate.
Daggerfall table for endurance1	-9	 = sickly10	-19	 = pitiable20	-29	 = unsteady30	-39	 = erratic40	-49	 = about average50	-59	 = above average60	-69	 = very healthy70	-79	 = hardy80	-89	 = titanic89+	 = immortal

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Kerri Lee
 
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