Health regeneration - a step too far?

Post » Mon Jun 11, 2012 1:09 pm

Could be resolved with a 'hardcoe mode' option.

Personally, I like F3's system where you had two types of damage...the immediate 'health bar kill' type, and the longer term 'limb damage' type. It didn't matter if you healed up the first, because too much in the second gave you crippling injuries that did have an impact on your game, but without lowering your actual combat damage for future fights. I had one character that I used for around six months who hoddled around with a crippled leg (combined with a substance abuse problem).

Edit:

However, as others have said, inventory management and planning do come into play...and eventually you reach a point where it's not common that you take damage.
User avatar
Laura Richards
 
Posts: 3468
Joined: Mon Aug 28, 2006 4:42 am

Post » Tue Jun 12, 2012 12:07 am

In my opinion health regeneration has no place in games like TES. No longer do i need to visit shops for potions when i can simply wait a minute to heal my self. It also removes the sense of danger when being out in the wild with no health potions, as a warrior i do not use any magic so the health spell is not an option for me, i could get attacked by a bear (early level) be cut down to 10% health before killing the bear, now instead of cacking my pants knowing something as little as a bunny rabbits fart could kill me, my character will be back to full strength in a minute or two.

It is another form of hand holding and one i dislike.

As already mentioned, it also makes cooking and the use of food quite useless.
User avatar
Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

Post » Mon Jun 11, 2012 4:25 pm

If health regeneration rates changed from "well fed", "well rested", "well warmed?" bonuses... I would take it as a hardcoe mod. Current rates could be the max of such system.

Also fast travel is a bigger problem against any decent survival gameplay, imo.
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Mon Jun 11, 2012 9:25 am

Food is a good argument. No regen would work well with it. Being a PC user that sounds like a good addition. I think i have been viewing food as an unimplemented version of FNV hardcoe, but without regen it would serve a purpose.

Maybe a compromise to all this could be done with a series of mathematical sets-
95-99% healthy- set 1 you will regen to full
70-80% healthy- you can fill to 85 and stop regening
50-60% healthy - no regen
Below 20% - tiny negative health, best fix yourself!

Just an idea.
User avatar
Rebecca Dosch
 
Posts: 3453
Joined: Thu Jan 18, 2007 6:39 pm

Post » Mon Jun 11, 2012 5:47 pm

Also fast travel is a bigger problem against any decent survival gameplay, imo.

True. Safety is always just a teleport away.
User avatar
Darlene DIllow
 
Posts: 3403
Joined: Fri Oct 26, 2007 5:34 am

Post » Mon Jun 11, 2012 10:27 pm

No immediate resources like health/magicka and possibly stamina should regenerate so readily.

I MISS older game design from the 90's, where I couldn't afford to make mistakes or waste resources. Anyone try an Antronoch pure mage in Morrwind? EVERY drop of magicka counted and was expensive to replace. It added weight to the gameplay. It meant something. I remember playing Halo and being WTF with regenerating shields on top of my health, as they allowed me to be sloppy intentionally, and then they had only readily recharged shields and no health int he later games. It was GREAT for fast paced action with no significant pauses or hitches in the flow of a fight, which is great for an action shooter like that. But TES isn't (...or at least at some point wasn't :/ ) a run and gun game.
User avatar
Bellismydesi
 
Posts: 3360
Joined: Sun Jun 18, 2006 7:25 am

Post » Mon Jun 11, 2012 10:49 pm

Health regeneration isn't much use in the heat of battle or dungeon exploration because its too slow, unless you have the patience to just wait and twiddle your thumbs for a while.

You still need to use restoration spells and potions in battle or between battles if you want to restore a large amount of health.
User avatar
Emily Jones
 
Posts: 3425
Joined: Mon Jul 17, 2006 3:33 pm

Post » Mon Jun 11, 2012 2:34 pm

No immediate resources like health/magicka and possibly stamina should regenerate so readily.

I MISS older game design from the 90's, where I couldn't afford to make mistakes or waste resources. Anyone try an Antronoch pure mage in Morrwind? EVERY drop of magicka counted and was expensive to replace. It added weight to the gameplay. It meant something. I remember playing Halo and being WTF with regenerating shields on top of my health, as they allowed me to be sloppy intentionally, and then they had only readily recharged shields and no health int he later games. It was GREAT for fast paced action with no significant pauses or hitches in the flow of a fight, which is great for an action shooter like that. But TES isn't (...or at least at some point wasn't :/ ) a run and gun game.

I miss 90's design too...but the Atronach pure mage of Morrowind is a very unique sort of character and not very typical of the game. Most builds could rely on the simple and easy 'rest' button, so you could be pretty wasteful (especially since it didn't matter if it took you three weeks to go through a cave just because you stopped to rest after every single encounter). You need to go even further back, to the days of Darklands or Fallout to find systems where health management was a core aspect of the game strategy.
User avatar
Natalie Harvey
 
Posts: 3433
Joined: Fri Aug 18, 2006 12:15 pm

Post » Mon Jun 11, 2012 9:55 am


Also fast travel is a bigger problem against any decent survival gameplay, imo.

True, but at least you can choose to not fast travel if you don't want to. In this game, I have no choice but to heal.
User avatar
Jessica Stokes
 
Posts: 3315
Joined: Fri Jul 28, 2006 11:01 am

Post » Mon Jun 11, 2012 10:59 am

In my view, health regeneration is one of the worst additions to Skyrim. It makes a mockery of the whole concept of battle injury if you don't need to sacrifice anything (potions, magicka, gold to sleep in a bed etc.) to heal, and the rate of regeneration is far too quick. You can recover from near-fatal injuries in a matter of seconds. I know Oblivion had healing on wait, but that should have been simply abolished, and not replaced with this. At present I find myself selling most of my potions because I can just run away, wait a few seconds, and return to battle fully restored. That is poor gameplay design and it seems to be catered to the casual gamer.

Anyway, I'm not sure if this has been discussed on here much, because I only visit here maybe once every other day, but I haven't seen any threads on it and it seems to me to be a weakness of Skyrim's combat, which is otherwise much improved over Oblivion.

I see criticism but nothing constructive. What do you suggest?
User avatar
Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Mon Jun 11, 2012 2:39 pm

Are you sure you played a TES game before Oblivion? In Morrowind and Daggerfall, you had to Sleep to regen Health. You could not just wait it out. In Daggerfall, you could choose a power that Regen's health, but that was a character development choice.

Sleep / Wait you are arguing semantics. In Daggerfall if you didn't hear the EEH EEH EEH of the SUPER loud Rats through walls chances are you could sleep until rested. Under no circumstance was I ever not able to regenerate health after every fight. I would just keep walking until I could sleep. It was annoying trying to find a spot to sleep and broke the pace of the game while offering no challenge what-so-ever.
User avatar
natalie mccormick
 
Posts: 3415
Joined: Fri Aug 18, 2006 8:36 am

Post » Mon Jun 11, 2012 9:10 am

Its not an unusual feature in a typical action adventure game. It is for an actual RPG though. The mod I am making now removes in and out of combat health regeneration. Food no longer gives hps and potions will only give slow regeneration healing effects.

No more pausing time between getting clobbered by a dragon to down 5 lbs of carrots to heal you back to health. If you want quick healing... cast a spell.
User avatar
Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

Post » Mon Jun 11, 2012 7:25 pm

I like it. It means I don't have to rely on leveling Restoration outside of battle and it means I don't need to consume Restore Health potions outside of battle.

Forcing the player to rely on Healing (spells, especially if potions are less effective )means forcing the player to level Restoration and that's... not exactly a good thing.
User avatar
Ernesto Salinas
 
Posts: 3399
Joined: Sat Nov 03, 2007 2:19 pm

Post » Mon Jun 11, 2012 10:14 am

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.
Except you wouldn't struggle you could just stand still, cast a heal on yourself until your mana ran out then wait for your magicka to regenerate. If you have enough time to wait for your health to regeneration to patch you up there is do danger and no struggle.

Maybe health should not regen during battle? good compromise?
Your not going to notice health regeneration in battle its so slow, not without using the Argonian racial power, a potion or multiple enchanted item that enhance health regeneration.
User avatar
Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Mon Jun 11, 2012 9:34 am

Daggerfall, like others have said, was really pretty much the same thing, find a safe place, hit the rest button...done...that's not hardcoe. Having to return to the nearest dwelling and spend several days tending to your wounds, or pushing through another rough journey and challenge with limited health, would be hardcoe.
Only in dungeons, and yes, it was kind of a luxury, except you had to spend time finding that place to rest - not always close by, and gave me some hairy ones. For the sleep mechanism, I'd say you had to rest in a "bed", although this bed could be of different qualities. Any make shift bedding set up in a dirty dungeon would take a long time to heal up. Instant wrt gaming time, but with a hardcoe mod would make you more hungry.

I like it. It means I don't have to rely on leveling Restoration outside of battle and it means I don't need to consume Restore Health potions outside of battle. Forcing the player to rely on Healing (spells, especially if potions are less effective )means forcing the player to level Restoration and that's... not exactly a good thing.
You have to think of it from a realism standpoint. Cast a spell (or whatever means) or risk dieing if you don't? Sounds pretty much like a players choice to me, one which may have a consequence. I thought player choice and consequences for your actions was part of role playing. Could be wrong of course...
User avatar
Jeremy Kenney
 
Posts: 3293
Joined: Sun Aug 05, 2007 5:36 pm

Post » Mon Jun 11, 2012 10:04 am

Health regen isn't realistic? Oh, yeah thats true. Then again if the game was realistic then taking an arrow to the head would kill you instantly, axes would hack off your limbs in one swing leaving you to bleed to death, there would be no "levels" or leveling, walking in the cold without sufficient clothing would kill you, disease and sickness would be rampant, there would be no magic or spells, running faster than Usain Bolt while wearing heavy armor would be impossible, you wouldn't be able to fire a bow while moving, and a laundry list of 100's of other things.

This game is not meant to be realistic, its a game not a real life simulator. In what reality are Giants, orcs, Draugr, falmer something you see every day on the way to work? Health regen is not any more or less realistic than having to use the wait function to instantly get all of your health back like you did in previous games. Its the same exact thing.
User avatar
Nuno Castro
 
Posts: 3414
Joined: Sat Oct 13, 2007 1:40 am

Post » Mon Jun 11, 2012 12:11 pm

....people actually did "Wait" in Oblivion to get health back? Huh.

(personally, I never even knew it did that, before I read about it here on the Skyrim board. Because I rarely ever hit the "wait" key except when I was in town; or, if I was waiting for an NPC to show up outside town. Always at full health in either case.)

edit: you know the other reason I'd never do the "Wait" thing? Being injured is an opportunity - a chance to level your Restoration.


True. Safety is always just a teleport away.

Just like it was in Morrowind (Mark/Recall/Intervention spells & scrolls).
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Mon Jun 11, 2012 3:27 pm

I still remember a time in Morrowind. I was attacked by two cliff racers, almost completely out of health, out of magica, no potions. The only way I could survive was to duck into a cave which turned out to be a tomb full of undead. The cliffracers wouldn't leave they just hovered outside the door. I couldn't heal at all or regain any magica because enemies were too close. My daily invisibility ability had already been used. The only way I survived was sneaking and staying as close to a corner near the entrance as I could until the next day when I could use invisibility again. It was such a relief to finally make it safely back to town. I really liked the danger of NO healing or magica regeneration anywhere even close to enemies.
User avatar
Michelle Smith
 
Posts: 3417
Joined: Wed Nov 15, 2006 2:03 am

Post » Mon Jun 11, 2012 5:59 pm

....people actually did "Wait" in Oblivion to get health back? Huh.

(personally, I never even knew it did that, before I read about it here on the Skyrim board. Because I rarely ever hit the "wait" key except when I was in town; or, if I was waiting for an NPC to show up outside town. Always at full health in either case.)

Same here, never thougth to do that. Always spells or potions for me. I neither never left my character auto-move to a corner to max out sneak or bunny hop everywhere to raise Acrobatics. I played the game, not the system :hehe:

Just like it was in Morrowind (Mark/Recall/Intervention spells & scrolls).

Never have played that long enough to get those, but Mark and Recall requires you to set a location you want to teleport to before you can use it, right? And Intervention teleports you to a Daedric Shrine, that are usually just as middle of nowhere as the dungeons? In Skyrim and Oblivion fast tarvel can teleport you from the the ass end of nowhere right to any shops front door any time you want. Well, almost :hehe:
User avatar
Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Mon Jun 11, 2012 7:51 pm

''Oh hey I got two arrows in my face let's just drink a few potions so I'm good to go again''

Health generation in general is stupid: if someone severely injures your arm, realistically you would have to wait for months in order to be at full strength again. Wouldn't really improve gameplay, would it?

Exactly. Or what about taking it a full hit from a fire dragon? Realistically you'd either be instantly dead or if fate was cruel enough you'd live just long enough to suffer a lingering, horrible death. Spending in-game weeks lying around dying in a midieval hospital might just possibly be a bit of a game breaker.
User avatar
Luis Reyma
 
Posts: 3361
Joined: Fri Nov 02, 2007 11:10 am

Post » Mon Jun 11, 2012 11:06 pm

And Intervention teleports you to a Daedric Shrine, that are usually just as middle of nowhere as the dungeons?

Intervention takes you to the nearest appropriate temple, either Imperial or Tribunal, if I recall correctly. Generally, in or near a town.

Hmmm... yeah, http://www.uesp.net/wiki/Morrowind:Almsivi_Intervention how it http://www.uesp.net/wiki/Morrowind:Divine_Intervention.
User avatar
tannis
 
Posts: 3446
Joined: Sat Dec 09, 2006 11:21 pm

Post » Mon Jun 11, 2012 10:06 pm

I agree I hate the health regeneration. IMO by default there should be no health regeneration...... thankfully it's easy to disable.
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Mon Jun 11, 2012 8:23 pm

If it had no health regeneration in the game from the start would most players go looking for an item to give them a health regeneration. So giving it to the players at the start gets rid of the hunt for such items of "pure win".

Arguing about health regeneration being realistic is a lesser problem then that of the hunt for such items.

Some opponents now heal slowly, some fast and others use healing spells in combat, and have caught up with the players in regards to healing.
User avatar
James Smart
 
Posts: 3362
Joined: Sun Nov 04, 2007 7:49 pm

Post » Mon Jun 11, 2012 9:02 pm

i'm a fan of it.
User avatar
Sarah Edmunds
 
Posts: 3461
Joined: Sat Jul 08, 2006 8:03 pm

Post » Mon Jun 11, 2012 5:24 pm

Intervention takes you to the nearest appropriate temple, either Imperial or Tribunal, if I recall correctly. Generally, in or near a town.

Hmmm... yeah, http://www.uesp.net/wiki/Morrowind:Almsivi_Intervention how it http://www.uesp.net/wiki/Morrowind:Divine_Intervention.

Oh. I thought it was Daedric Intervention, not a Divine one :hehe: I must've been thinking about the spell in Supreme Magicka mod for Oblivion.
User avatar
Samantha Jane Adams
 
Posts: 3433
Joined: Mon Dec 04, 2006 4:00 pm

PreviousNext

Return to V - Skyrim