Health regeneration - a step too far?

Post » Mon Jun 11, 2012 8:59 pm

I play a vampire solely so I dont have to suffer this symptom of incessant hand-holding and simplification that led to automatic health regeneration at a lightning speed.
It would have been fine if it was like the New Vegas regeneration you could purchase, which was actually slow enough not to matter when it came to battles, but the Skyrim one is just too much.

But the regeneration kicks in as soon as you go inside so it's still there during Dungeoncrawling...
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Terry
 
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Post » Mon Jun 11, 2012 5:45 pm

Bah you and your health bars! Its a simplistic and outdated system to begin with.

Dwarf Fortress is the only game to do health well.

Someone breaks you leg? Hope you like dungeon crawling the literal way.

Someone cuts your arm off? no more arm for you. Though you can pick it up and beat people with it...
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Jason Wolf
 
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Post » Mon Jun 11, 2012 10:23 am

But the regeneration kicks in as soon as you go inside so it's still there during Dungeoncrawling...

True.
But when I run into a Volikhar master vampire and its thrall, or a high level necromancer or whatever out on the road, being a vampire makes it a little bit more challenging.
Health, magicka and stamina will not regenerate during the fight in daylight, so I have to choose my spells and power attacks carefully.
It is sort of like a hardcoe mode, and I really enjoy the challenges that come with it.
The upsides, better illusion spells + synergy with the restoration necromage perk also allows for some fun gameplay that otherwise wouldnt be possible.
I find that being a vampire ironically makes me more a part of the world, rather than stand apart.
The need to feed, a reason to care if its daytime or not, the bonuses and downsides all help make my character feel more 'grounded' in Skyrim, rather than something superimposed on a world there for you convenience.
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Donald Richards
 
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Post » Mon Jun 11, 2012 9:21 pm

The major effect of health regen on my character, is that I need to be pretty quick to get in a restoration-leveling heal after a fight. This actually increases challenge. ;-)
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Nana Samboy
 
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Post » Mon Jun 11, 2012 11:36 am

I think that the people here who actually played Morrowind and Oblivion need to have their memory checked.

You know how I played Oblivions? Enter cave, fight first bandit, repair, rest one hour, move forward, fight next bandit, repair, rest one hour, move forward, etc. The only FUN part of this was exploring the cave and fighting. I got really tired of 20% of my inventory being dedicated to hammers and having to stop and rest after every battle to save my potions. And Morrowind was worse with its ‘Rest Till Healed’ option. It would take me a week of game time just to clear that first little cave outside of Seyda Neen. Don’t you guys remember this? It was not fun. Granted, much more realistic, but not fun.

I will be the first to admit that I fought tooth and nail against many of the changes Skryim made. I am still a little ticked there are no classes and all skill increases level me. But now that I have played without having to repair and rest after every battle, honestly I love it. I can actually just play and the only difference is the series of button clicks I would have to stop and make to repair and rest after each battle. With those gone the game just plays so much smoother.

What I have determined is realism just for the sake of realism just svcks. If it is not fun why on earth would you want to add it to a game? I can understand wanting the challenge of the added realism, but not at the cost of doing the fun parts of the game.

And to be honest, I have never noticed the Health regeneration saving my life in a battle, it just does not increase fast enough to counter a war hammer to the head.
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sarah simon-rogaume
 
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Post » Mon Jun 11, 2012 10:11 am

I think that the people here who actually played Morrowind and Oblivion need to have their memory checked.

You know how I played Oblivions? Enter cave, fight first bandit, repair, rest one hour, move forward, fight next bandit, repair, rest one hour, move forward, etc. The only FUN part of this was exploring the cave and fighting. I got really tired of 20% of my inventory being dedicated to hammers and having to stop and rest after every battle to save my potions. And Morrowind was worse with its ‘Rest Till Healed’ option. It would take me a week of game time just to clear that first little cave outside of Seyda Neen. Don’t you guys remember this? It was not fun. Granted, much more realistic, but not fun.

I will be the first to admit that I fought tooth and nail against many of the changes Skryim made. I am still a little ticked there are no classes and all skill increases level me. But now that I have played without having to repair and rest after every battle, honestly I love it. I can actually just play and the only difference is the series of button clicks I would have to stop and make to repair and rest after each battle. With those gone the game just plays so much smoother.

What I have determined is realism just for the sake of realism just svcks. If it is not fun why on earth would you want to add it to a game? I can understand wanting the challenge of the added realism, but not at the cost of doing the fun parts of the game.

And to be honest, I have never noticed the Health regeneration saving my life in a battle, it just does not increase fast enough to counter a war hammer to the head.

Sorry but you played it wrong then.
I never carried more than one hammer around, for emergency repairs, and I never rested to heal in neither Morrowind nor Oblivion.
It never took what you describe to clear a dungeon if you knew what you were doing.
And if you knew what you were doing you did not enter that little bandit cave outside of Seyda Neen at level 1.

Played it only last week so the memory check doesnt apply either.

And you know what?
I prefer a game that you can actually play wrongly, and fail horribly at.
That means that when you do win the statisfaction is all the greater.
This is absent in Skyrim, with its auto-heal breeze-through default mode.
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Chase McAbee
 
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Post » Mon Jun 11, 2012 10:01 pm

Oh, it has been discussed. Fact is combat regeneration is too slow to be depended on to "turn the tide of battle" and out of combat regeneration is a godsend, it is this way to alieviate a minor annoyance of the previous series.

Lets say you get in a little fight, and take 5-10 points of damage (or some minor amount) in all the other series you would have to bandage all your little cuts and scraqes by stopping, chugging, healing, or waiting 1 hour ect.. for every single engagement, or risk not being at full capacity. The little regeneration removes this annoyance.

Once again the choice this time around is given to the player. If you feel you need to treat every boo-boo you recieve by stopping, healing or chugging 50 times a dungeon crawl, that is certainly still doable - and totally your option to do so, but for many others, it was an annoyance that now can be ignored. If you find yourself taking advantage of it- guess what? it is taking away some of the annoyance you used to have to deal with.

Oh, and it has been discussed on here much- since before the games release, quite a bit actually.
I totally argee that potions are too common this time around.
That little annoyance is called strategic planning. It's like saying that chess are boring because you cannot move yopu pieces the way you like on the board.

Not only some genres of game have pratically disappeared (simulations, adventures...) but I hate how the games are converging towards a single genre which is an undistinguished soup of various genres just to cater the widest audience possible.
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Tai Scott
 
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Post » Mon Jun 11, 2012 4:57 pm

I never carried more than one hammer around
I bet you carried more than one hammer around in your character's early levels. I just played Oblivion last week, myself. And I can tell you I kept a stack of ten to fifteen hammers on me at all times. I could break one or two during a single repair session. Maybe you like to be a daredevil and go into a dungeon with just one hammer but I don't.
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Cat Haines
 
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Post » Mon Jun 11, 2012 4:03 pm

I bet you carried more than one hammer around in your character's early levels. I just played Oblivion last week, myself. And I can tell you I kept a stack of ten to fifteen hammers on me at all times. I could break one or two during a single repair session. Maybe you like to be a daredevil and go into a dungeon with just one hammer but I don't.

This.

If you were using armor and weren't trading out weapons every time you cleared a room, you needed a bucket of repair hammers.

And to answer the OP: no, it isn't too far. If people want to mod it out, fine. But it makes absolutely no difference. The regeneration is so slow (without the Lady guardian stone) that it only saves you the effort of having to spam cast a low-level healing spell between fights. Which was tedious, not immersive.
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Marine Arrègle
 
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Post » Mon Jun 11, 2012 11:03 pm

That little annoyance is called strategic planning. It's like saying that chess are boring because you cannot move yopu pieces the way you like on the board.

Not only some genres of game have pratically disappeared (simulations, adventures...) but I hate how the games are converging towards a single genre which is an undistinguished soup of various genres just to cater the widest audience possible.

Yeah, give me a break-

The little annoyance example in my statement, that you are calling "" strategic planning""? What is so "strategic" about having to heal up every skeever bite you get? I mean the damage is the simulation here. If i am wearing a full suit of ebony mail and get bit by a rat i really dont want to bother healing for it, because it is not strategic, it is annoying.

I agree major wounds shouldnt regenerate, but that isnt an option in stock settings. As i said later if it was a toggle i think everyone could be happy, but i think we would have a trillion togglesto cater to all demands in the end.

Health regen is not chess, unless we got infinite pawns to simulate the 50 ultimate health potions that are thrown at us every dungeon. How strategic is that? If we want to talk health management relative to game difficulty there are bigger monsters here than health regen.
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Rinceoir
 
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Post » Mon Jun 11, 2012 6:35 pm

I bet you carried more than one hammer around in your character's early levels. I just played Oblivion last week, myself. And I can tell you I kept a stack of ten to fifteen hammers on me at all times. I could break one or two during a single repair session. Maybe you like to be a daredevil and go into a dungeon with just one hammer but I don't.

Nope, never.
Most my characters payed for repairs.
Its called stategic planning, who goes dungeon delving with their sword at 50%?
No, you go to town and get it fixed first.
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Flutterby
 
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Post » Mon Jun 11, 2012 1:26 pm



Nope, never.
Most my characters payed for repairs.
Its called stategic planning, who goes dungeon delving with their sword at 50%?
No, you go to town and get it fixed first.

Ok, so you went to dungeons- ayelid ruins even- with only 1 hammer? Then sorry you were the one "not planning" Do you remember oblivion well? I do- a couple whacks with a sword and your DB armor would be in shreds. Your 30 armor goes to 0 armor. "strategic planners" would be the ones with hammers here, you would be the one with broken armor.

Maybe you have it confused with your later levels (master armorer skill only needed 1 hammer)
Do you remember the first perk you get in ligjt armor was that it "degraded slower" - ya and in early levels you were lucky to get 3 hits to a hammer before they broke.

Can't buy this story. But it is fairly off topic anyways.
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Markie Mark
 
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Post » Mon Jun 11, 2012 8:41 am

Ok, so you went to dungeons- ayelid ruins even- with only 1 hammer? Then sorry you were the one "not planning" Do you remember oblivion well? I do- a couple whacks with a sword and your DB armor would be in shreds. Your 30 armor goes to 0 armor. "strategic planners" would be the ones with hammers here, you would be the one with broken armor.

Maybe you have it confused with your later levels (master armorer skill only needed 1 hammer)
Do you remember the first perk you get in ligjt armor was that it "degraded slower" - ya and in early levels you were lucky to get 3 hits to a hammer before they broke.

Can't buy this story. But it is fairly off topic anyways.

I think I understand.
I have read that due to level scaling Oblivion armour and weapons degraded quite fast when played on higher difficulties.
I never or very rarely had something break mid-dungeon, but then again I never played anything but default difficulty.
If you enjoy playing on a higher setting then I think that this is where 'armour breaking after a couple of whacks' comes from.
I was always just fine with paying for repairs after a dungeon.
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Melung Chan
 
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Post » Mon Jun 11, 2012 12:49 pm



Nope, never.
Most my characters payed for repairs.
Its called stategic planning, who goes dungeon delving with their sword at 50%?
No, you go to town and get it fixed first.

Then I would have to say you either modded the game to slow down weapon/armor damage or you carried a dozen weapons into every cave. If you swing and hit something 20 times with a weapon the weapon was basically useless, and of course that would be right about the time the dungeon boss appears.
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Kayleigh Mcneil
 
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Post » Mon Jun 11, 2012 9:48 pm



I think I understand.
I have read that due to level scaling Oblivion armour and weapons degraded quite fast when played on higher difficulties.
I never or very rarely had something break mid-dungeon, but then again I never played anything but default difficulty.
If you enjoy playing on a higher setting then I think that this is where 'armour breaking after a couple of whacks' comes from.
I was always just fine with paying for repairs after a dungeon.

Maybe that is the disconnect we are having. Also magical armor repairs were prohibitively expensive- enough to force your character to hammer like a madman to pass 50 skill in order to fix enchanted gear.
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lilmissparty
 
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Post » Mon Jun 11, 2012 6:57 pm

Then I would have to say you either modded the game to slow down weapon/armor damage or you carried a dozen weapons into every cave. If you swing and hit something 20 times with a weapon the weapon was basically useless, and of course that would be right about the time the dungeon boss appears.

Agreed.

I was playing on the default difficulty most of the time, and I always carried backup weapons in case I got stuck without hammers. Which, again, was just annoying.
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Bambi
 
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Post » Mon Jun 11, 2012 9:50 am

I don't understand why a bit of health regen is a problem, yet being able to spam potions and having a 2000 effective health pool in a fight is totally fine. Please explain.
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Harry-James Payne
 
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Post » Mon Jun 11, 2012 3:07 pm

I don't understand why a bit of health regen is a problem, yet being able to spam potions and having a 2000 effective health pool in a fight is totally fine. Please explain.

Ill explain- this thread has turned into a hardcoe gamer thread with half griping on the fact this addition males the game to simple- and half (like myself) playing devil's advocate. All in all skyrim has alot of easiness issue, this is just a change that brings alot of passion to the table since previous ES incarnations did not have this "exact" and "automatic" method of wound mending.
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.X chantelle .x Smith
 
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Post » Tue Jun 12, 2012 12:22 am

I don't understand why a bit of health regen is a problem, yet being able to spam potions and having a 2000 effective health pool in a fight is totally fine. Please explain.

We don't have a "little bit of health regen", we have a quite fast recovery of health in this game.

You can't spam the potions if you don't have them. Inventory Management, money management, ingredient/potion management, and or magic management is no longer a factor in survival.

As it stands now, I don't use Healing Potions in this game, never need to. That is a problem as there is little to risk going into a dungeon now and I don't need to prepare beyond making sure my armor and weapons are equipped.
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Juliet
 
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Post » Mon Jun 11, 2012 9:06 am

the 1st thing i do to my characters is
~ modav.player healrate -0.7

removes regen completely and makes the game so much better for me
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Ruben Bernal
 
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Post » Mon Jun 11, 2012 1:27 pm

Oh, it has been discussed. Fact is combat regeneration is too slow to be depended on to "turn the tide of battle" and out of combat regeneration is a godsend, it is this way to alieviate a minor annoyance of the previous series.

Lets say you get in a little fight, and take 5-10 points of damage (or some minor amount) in all the other series you would have to bandage all your little cuts and scraqes by stopping, chugging, healing, or waiting 1 hour ect.. for every single engagement, or risk not being at full capacity. The little regeneration removes this annoyance.

Once again the choice this time around is given to the player. If you feel you need to treat every boo-boo you recieve by stopping, healing or chugging 50 times a dungeon crawl, that is certainly still doable - and totally your option to do so, but for many others, it was an annoyance that now can be ignored. If you find yourself taking advantage of it- guess what? it is taking away some of the annoyance you used to have to deal with.

Oh, and it has been discussed on here much- since before the games release, quite a bit actually.
I totally argee that potions are too common this time around.

You may call this an "annoyance", but I think it was part of the "challenge" of previous games. Towards the end of Morrowind and Oblivion, I had enchanted items that I was wearing with constant health regeneration that made me feel like a god. In Skyrim, I feel that way right from the start. Sure, it doesn't regen during battle, but if you can make it through the battle, you just wait around for a moment, check out the scenery, and you are back to full health. I liked the old way better, where I had to work to achieve this type of health regeneration ability.
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CxvIII
 
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Post » Mon Jun 11, 2012 12:23 pm

Ill explain- this thread has turned into a hardcoe gamer thread with half griping on the fact this addition males the game to simple- and half (like myself) playing devil's advocate. All in all skyrim has alot of easiness issue, this is just a change that brings alot of passion to the table since previous ES incarnations did not have this "exact" and "automatic" method of wound mending.

Yeah but the hardcoe group still doesn't have a valid argument in my eyes, it's a convenience change. Nothing is hard about waiting for 1 hour or using healing spells despite the fact that magicka regens anyway so it's exactly the same thing, making the health regen instead of letting your mana regen then converting it into health, what's the problem?

Also with health regen I now have the ability in skyrim to play characters and not allow them to use spells and potions which I could not before. That's a hell of a lot more realism and skill involved than not regaining health automatically, and if you want to play even more hardcoe, stick to steel armour or something. You can make skyrim as hard or easy as you want it to be so stop complaining about this.
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Sophie Louise Edge
 
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Post » Tue Jun 12, 2012 12:08 am

We don't have a "little bit of health regen", we have a quite fast recovery of health in this game.

You can't spam the potions if you don't have them. Inventory Management, money management, ingredient/potion management, and or magic management is no longer a factor in survival.

As it stands now, I don't use Healing Potions in this game, never need to. That is a problem as there is little to risk going into a dungeon now and I don't need to prepare beyond making sure my armor and weapons are equipped.

It's ok talking about inventory management and stuff, but it was never hard to do those things lets be honest, and the regen isn't that high, it will never save you in a fight and you won't be full health for the next fight unless your waiting purposely for it to regen.
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Scared humanity
 
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Post » Mon Jun 11, 2012 8:54 am



We don't have a "little bit of health regen", we have a quite fast recovery of health in this game.

You can't spam the potions if you don't have them. Inventory Management, money management, ingredient/potion management, and or magic management is no longer a factor in survival.

As it stands now, I don't use Healing Potions in this game, never need to. That is a problem as there is little to risk going into a dungeon now and I don't need to prepare beyond making sure my armor and weapons are equipped.

What game are you playing. Health regen has never been fast enough to be a factor in the middle of a battle. What HAS gotten lost is any reason to use restoration. Casting spells in combat is in real-time, unlike the uncanny ability I have to eat 40 beef roast during a single swing of my sword. My first character was supposed to be a warrior and healer, but she never used her restoration spells after combat due to the health regen and she never cast spells during combat because she could freeze time and drink potions instead. So if I have any problem with Health regen is the that. But it has never ever affected a single combat IMO. It never increased as fast as the damage being done.
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Ezekiel Macallister
 
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Post » Mon Jun 11, 2012 11:15 am



Yeah but the hardcoe group still doesn't have a valid argument in my eyes, it's a convenience change. Nothing is hard about waiting for 1 hour or using healing spells despite the fact that magicka regens anyway so it's exactly the same thing, making the health regen instead of letting your mana regen then converting it into health, what's the problem?

Also with health regen I now have the ability in skyrim to play characters and not allow them to use spells and potions which I could not before. That's a hell of a lot more realism and skill involved than not regaining health automatically, and if you want to play even more hardcoe, stick to steel armour or something. You can make skyrim as hard or easy as you want it to be so stop complaining about this.

Right, and many feel the way you do. Also the "i dont need potions argument" has holes as well, as while you "can" wait for your health to regen, you can also pause and actively use potions to fill the health, and if you don't have the potions, yeah I agree it can take some of the suspense away, heal you, and just leave you with a personal feeling of failing to prepare yourself. Maybe whats to cry over here is the loss of suspence the regen brings.

As for complaining- well thats what forums are for :) complaints and discussions. One of my favorite games in my younger days had devs watching the forums, and good arguments were directly implemented into the game- man that was sweet.

As for those quoting my first page response, (above 2) once again my annoyance example is in a different paragraph than the rest of my statement, and no- there is little challenge in healing up bugbites, and regen certainly covers that nicely. I argue major wounds should not heal (like at 50-60% health, regen should not function)
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Leanne Molloy
 
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