Health regeneration - a step too far?

Post » Mon Jun 11, 2012 11:36 pm

1. You get wounds but nothing serious, they heal over time.
2.a You are bleeding, but regeneration rate is faster and you get better. You may pass away in short term.
2.b You are bleeding, but regeneration rate is not enough, you pass away unless you(or someone else) treat your wounds or you die.
3. You get wounds, they are fatal, you die.

I think new system is closer to reality. It just needs different rates of bleeding damage and locational damage. (and a more sophisticated treatment system(a medical skill would be nice!))
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I love YOu
 
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Post » Mon Jun 11, 2012 4:25 pm

1. You get wounds but nothing serious, they heal over time.
2.a You are bleeding, but regeneration rate is faster and you get better. You may pass away in short term.
2.b You are bleeding, but regeneration rate is not enough, you pass away unless you(or someone else) treat your wounds or you die.
2. You get wounds, they are fatal, you die.

I think new system is closer to reality. It just needs different rates of bleeding damage and locational damage. (and a more sophisticated treatment system(a medical skill would be nice!))

THis.
Fully agree.
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Danial Zachery
 
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Post » Mon Jun 11, 2012 11:35 am

I've always been against 'Health' in games. A decent sword swing would pretty much lop off a leg and that would be that.

I've always had to mentally replace the word 'Health' with 'Combat Points' or 'Luck Points'. To this end I always imagine that any blow which would reduce my Health, my character has actually either dodged, or rolled out of the way of - the 'act' of dodging or rolling has reduced my Combat Points. When my Combat Points expire, then the next blow that hits me is the actual strike against my person which is serious enough to kill me.

To this end, I guess Combat Points (or health) can regenerate as my character recovers his composure after a battle.
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Project
 
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Post » Mon Jun 11, 2012 8:05 pm

I've always been against 'Health' in games. A decent sword swing would pretty much lop off a leg and that would be that.

I've always had to mentally replace the word 'Health' with 'Combat Points' or 'Luck Points'. To this end I always imagine that any blow which would reduce my Health, my character has actually either dodged, or rolled out of the way of - the 'act' of dodging or rolling has reduced my Combat Points. When my Combat Points expire, then the next blow that hits me is the actual strike against my person which is serious enough to kill me.

To this end, I guess Combat Points (or health) can regenerate as my character recovers his composure after a battle.

Semantics

http://en.wikipedia.org/wiki/Semantic
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stevie trent
 
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Post » Mon Jun 11, 2012 4:26 pm

Sort of.

I understand why it is there. In previous games after a battle you jsut 'waited' to heal yourself after every battle....or re-cast heal until you were good again.....the regen is there to save us having to do that constantly.


Its not perfect, but neither was the previous system.

True..no system is perfect so people are going to have to get used to it.
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Antonio Gigliotta
 
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Post » Mon Jun 11, 2012 11:22 pm

Lets make this http://www.youtube.com/watch?v=zKhEw7nD9C4.
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P PoLlo
 
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Post » Mon Jun 11, 2012 4:24 pm

I was kind of disappointed too, it felt less realistic, but I can see why they did it. I mean, with regenerating magicka, you would just recast a healing spell after every battle, or you would just wait an hour. I guess Bethesda saw this, realized they couldn't stop exploits like that, and instead decided to cut out the middleman
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Davorah Katz
 
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Post » Mon Jun 11, 2012 12:21 pm

I was kind of disappointed too, it felt less realistic, but I can see why they did it. I mean, with regenerating magicka, you would just recast a healing spell after every battle, or you would just wait an hour. I guess Bethesda saw this, realized they couldn't stop exploits like that, and instead decided to cut out the middleman
not... an.. exploit. haha

http://en.wikipedia.org/wiki/Exploit_%28online_gaming%29
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D LOpez
 
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Post » Mon Jun 11, 2012 9:36 pm

Like most of the mechanics in the game, you're free to ignore it and rely on healing potions or heal spells or even life leach.

No, you can't ignore it because it won't ignore you.

"That last vampire left in the brink of death, i'm out of healing potions in the middle of nowhere. I can either continue on and hope i find a potion before an enemy finds me, or get out of here and try return to town to restock." without health regenration. With health regeneration "oh, the time i took to think my possiblities, i've been healed fully. Onwards!"
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lydia nekongo
 
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Post » Mon Jun 11, 2012 3:18 pm

I wanted Health Regen to be this way:

1. In Battle, no health regen at all unless you cast a spell or took a potion
2. After battle, health regens slowly, like 24 hours to go from say 25% health to full health, or there abouts
3. The time you need to sleep to fully recover health depends on how much you need to recover, or a return of the Rest Until Healed choice. Of course, this is faster than the regen that occurs while walking around and doing stuff, say 8 to 12 hours of sleep for full recovery.

As it stands now, I barely ever have to heal myself and if I use a Sword with Absorb Health 25 points, I never have to heal myself. It has almost eliminated the need for Alchemy and Restoration Magics. In fact, if it was not for Poison, there is no in game reason to use Alchemy for any recovery schemes.
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Jeremy Kenney
 
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Post » Mon Jun 11, 2012 6:17 pm

I just roleplay that my dragon blood allows me to regenerate a small amount of health. It's not as ridiculous as the shooter genre has become; where you can take dozens of bullets and be fine 10 seconds later.
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Lisa
 
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Post » Mon Jun 11, 2012 3:08 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.
I think this summarize my thoughts, more or less.
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Curveballs On Phoenix
 
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Post » Mon Jun 11, 2012 8:42 am

I think it's possible to have the best of both worlds.

Add wounds to the system. If an enemy lands a critical hit, you are wounded which temporarily reduces your hit point maximum. Your health still regens, but it can't go over the new limit.

The only way to regain your HP maximum is to sleep 8 hours or maybe visit a shrine. Boom. Done. Solved. Make it so.
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Tarka
 
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Post » Mon Jun 11, 2012 11:11 pm

Semantics

http://en.wikipedia.org/wiki/Semantic

Quite so...however where I have to 'bend' those semantics is when I see my blood splattered on the screen, when I should have executed the perfect dodge. ;)
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Eddie Howe
 
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Post » Mon Jun 11, 2012 6:38 pm

Quite so...however where I have to 'bend' those semantics is when I see my blood splattered on the screen, when I should have executed the perfect dodge. :wink:
touché

I hate the bloodsplatter too - like in cases when it happens off of the final light armor perk (the dodge 1/10 hits) or when I stub my toes when i kick a jug in a dungeon.
Thinking about getting it removed for myself, seems more "warrior" oriented.
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Mario Alcantar
 
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Post » Mon Jun 11, 2012 4:50 pm

Health regen makes a good chunk of Restoration school obsolete. And that svcks.

Mind you there used to be health regen in older TES, Troll's Blood spell... but it was a spell and you had to cast it. Or you coudl enchant a piece of armor with CE regen health, which was also fun.
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Chris Johnston
 
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Post » Mon Jun 11, 2012 11:42 pm

Health regen makes a good chunk of Restoration school obsolete. And that svcks.

Restoration is a valid school of magic- don't you agree?!
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Robert Bindley
 
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Post » Mon Jun 11, 2012 8:36 pm

Or you coudl enchant a piece of armor with CE regen health, which was also fun.

IIRC, you could not get much that way, say one or two points of health per second. But, it was enough to heal me by the time I got to the next dungeon. Still a bit too fast, but I would accept even that rate as better than what we have now, which is "Oh, I am almost out of health, let me stand in this room for a minute before I go into the next room that has enemies in it"
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Amber Ably
 
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Post » Mon Jun 11, 2012 10:48 pm

There are two ways to design the game that are equally valid. First, you can balance the difficulty on the assumption that people will regen health and enter each battle with full life. This is what Bethesda chose. The second is to remove health regeneration and balance the game on the assumption that people will complete an entire dungeon before restoring their health.

It's much harder to balance the game on the second theory without making Restoration and/or Alchemy either essential or overpowered. They would need to add further restrictions, such as a much smaller carrying capactiy that limits the number of potions you can bring and either a limited magicka pool to prevent Restoration spam or some restriction that prevents casting Restoration spells inside a dungeon.

Bethesda chose versatility and freedom over "realism." Especially since a non-regenerating health pool isn't much more realistic than a regenerating one.
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SamanthaLove
 
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Post » Mon Jun 11, 2012 7:09 pm

IIRC, you could not get much that way, say one or two points of health per second. But, it was enough to heal me by the time I got to the next dungeon. Still a bit too fast, but I would accept even that rate as better than what we have now, which is "Oh, I am almost out of health, let me stand in this room for a minute before I go into the next room that has enemies in it"

What exactly is the point of a silly time sink that adds no difficulty or challenge to the game? What is the difference between me doing a wait between encounters and physically waiting for my health to regenerate. If anything, it takes LONGER now than before. I would do a wait for 8 hours which took about 10 seconds or so, and I would be at full health. If it was an issue of IN COMBAT HEALTH REGENERATION trivializing content, that is a different story. The same can be said for games like Everquest which had a DEPLORABLE mana system and medding took like 15 solid minutes to get your mana back or health until they came out with buffs and reworked the system 20 billion times as they realized that just was not fun.
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Rich O'Brien
 
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Post » Mon Jun 11, 2012 9:07 pm

Sort of.

I understand why it is there. In previous games after a battle you jsut 'waited' to heal yourself after every battle....or re-cast heal until you were good again.....the regen is there to save us having to do that constantly.

Its not perfect, but neither was the previous system.
You casted some healing spells, you still do but only then having real damage. Only practical effect is that you level up restoration slower.

Yes it feel a bit to fast perhaps 1/3 of current speed would feel better.
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megan gleeson
 
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Post » Mon Jun 11, 2012 4:24 pm

There are two ways to design the game that are equally valid. First, you can balance the difficulty on the assumption that people will regen health and enter each battle with full life. This is what Bethesda chose. The second is to remove health regeneration and balance the game on the assumption that people will complete an entire dungeon before restoring their health.

It's much harder to balance the game on the second theory without making Restoration and/or Alchemy either essential or overpowered. They would need to add further restrictions, such as a much smaller carrying capactiy that limits the number of potions you can bring and either a limited magicka pool to prevent Restoration spam or some restriction that prevents casting Restoration spells inside a dungeon.

Bethesda chose versatility and freedom over "realism." Especially since a non-regenerating health pool isn't much more realistic than a regenerating one.
Do not understand everybody has healing spell and it's lots of healing potions.
In Oblivion you simply selected heal minor wounds and cast it to you was out of mana, moved on and repeated casting then it restored . Potions if you feared more enemies up front or in combat.
In Morrowind the heal on use magic items was essential. As somebody say the 1health/second permanent enchant was nice.


In Oblivion I made an character who could not cast magic at all, silence effect as racial bonus.
I gave her an ring with an script who restored 10health every minute to avoid having drinking potions for minor injuries.
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Invasion's
 
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Post » Mon Jun 11, 2012 11:05 am

Do not understand everybody has healing spell and it's lots of healing potions.
In Oblivion you simply selected heal minor wounds and cast it to you was out of mana, moved on and repeated casting then it restored . Potions if you feared more enemies up front or in combat.
In Morrowind the heal on use magic items was essential. As somebody say the 1health/second permanent enchant was nice.


In Oblivion I made an character who could not cast magic at all, silence effect as racial bonus.
I gave her an ring with an script who restored 10health every minute to avoid having drinking potions for minor injuries.

Explain to me, how is casting heal minor wounds until you are out of mana after combat is concluded or doing a wait ANY different than standing still and waiting for your health to regenerate? How does that add any sort of difficulty, and how are you prevented from casting heal or doing a wait NOW if you don't want to rely on the regeneration as you somehow don't "believe in it"?
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Kayla Keizer
 
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Post » Mon Jun 11, 2012 11:00 pm

I hate the regenerating Health. Looking for a mod to fix it.

I can understand regenerating magicaka (even though i`m not a Mage type) as I see it working the same way as Stamina... You rest a bit you`re energy returns. But I can`t stand regenerating health. This is the same crap now used in many 1st person wargames. It feels so unrealistic in a shooter fight- You get hit by a bullet, you dodge behind a building, you`re health goes back to normal? No.

You should struggle on until you find bandages in the shape of a health pack. Now a health pack is not as realistic as real life, but it`s a lot more realistic than you`re health magically going 100% from, let me see... NOTHING after hiding behind a rock.

p.s. that said Master difficulty does regenerate health a lot slower.
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Charles Weber
 
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Post » Mon Jun 11, 2012 10:38 pm

There are two ways to design the game that are equally valid. First, you can balance the difficulty on the assumption that people will regen health and enter each battle with full life. This is what Bethesda chose. The second is to remove health regeneration and balance the game on the assumption that people will complete an entire dungeon before restoring their health.

It's much harder to balance the game on the second theory without making Restoration and/or Alchemy either essential or overpowered. They would need to add further restrictions, such as a much smaller carrying capactiy that limits the number of potions you can bring and either a limited magicka pool to prevent Restoration spam or some restriction that prevents casting Restoration spells inside a dungeon.

Bethesda chose versatility and freedom over "realism." Especially since a non-regenerating health pool isn't much more realistic than a regenerating one.

They also create two very different types of challenges. One depends on disposing of your enemies' health quickly, before they deplete your health, it leads to action and high pace. The other depends on optimizing your own health loss to a minimum since you want to conserve as much as possible for future encounters, it makes the approach more careful and slower.

Two different combat and design styles for vastly different types of games.
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Travis
 
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